Diplomatic Policies Elimination Thread

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Charismatic Leader 24
Diplomatic League 19
Merchant Confederation (24+1)=25 It's a decent way to make some gold due to the amount of envoys one receives
Machiavellianism 22
Raj (8-3)=5 City-States Suzerainty changes hands quickly, so I don't bother with this policy
Nuclear Espionage 8
Arsenal of Democracy 20
Gunboat Diplomacy 22
Cryptography 23
Containment 21
International Space Agency 21
Collective Activism 11
 
Charismatic Leader 24
Diplomatic League 20 (19+1) I like the micro of slotting this in for a few turns to get done double envoys (and deciding when it's worth it to hold off on placing an envoy)
Merchant Confederation 25
Machiavellianism 22
Raj 5
Nuclear Espionage 8
Arsenal of Democracy 20
Gunboat Diplomacy 22
Cryptography 23
Containment 21
International Space Agency 18 (21-3) usually science isn't a problem by the time I get here, production is
Collective Activism 11
 
Charismatic Leader 24
Diplomatic League 21 (20+1) I like the micro of slotting this in for a few turns to get done double envoys (and deciding when it's worth it to hold off on placing an envoy):)
Merchant Confederation 25
Machiavellianism 22
Raj 2 (5-3) too late too week
Nuclear Espionage 8
Arsenal of Democracy 20
Gunboat Diplomacy 22
Cryptography 23
Containment 21
International Space Agency 18
Collective Activism 11
 
Charismatic Leader 24
Diplomatic League 21
Merchant Confederation 25
Machiavellianism 22
Raj (2-3)Not enough bonuses to make it worthwhile as AI will have just as much points to spend as you
Nuclear Espionage 8
Arsenal of Democracy 20
Gunboat Diplomacy 23 (22+1) I'd still use it if all it gave me was open borders.
Cryptography 23
Containment 21
International Space Agency 18
Collective Activism 11
 
Charismatic Leader 24
Diplomatic League 21
Merchant Confederation 25+1=26 - Can earn you a lot of money.
Machiavellianism 22
Nuclear Espionage 8-3=5 - I don't use spies, so it's useless for me.
Arsenal of Democracy 20
Gunboat Diplomacy 23
Cryptography 23
Containment 21
International Space Agency 18
Collective Activism 11
 
Charismatic Leader 24
Diplomatic League 21
Merchant Confederation 26
Machiavellianism 22
Nuclear Espionage 2 (5-3) - i rarely if ever steal techs, only if nothing else is on the menu.
Arsenal of Democracy 20
Gunboat Diplomacy 23
Cryptography 23
Containment 22 (21+1) - nice catch up for suzerain spot if everything lines up.
International Space Agency 18
Collective Activism 11
 
Charismatic Leader 25 (24+1) An easy first choice.
Diplomatic League 21
Merchant Confederation 26
Machiavellianism 22
Nuclear Espionage 2
Arsenal of Democracy 17 (20-3) External trade routes are frequently bad.
Gunboat Diplomacy 23
Cryptography 23
Containment 22
International Space Agency 18
Collective Activism 11
 
OK so today:

Charismatic Leader 25
Diplomatic League 21
Merchant Confederation 26
Machiavellianism 23 (+1 A nice second card for the second slot)
Nuclear Espionage ELIMINATED (-3 - time for this useless card to DIE)
Arsenal of Democracy 17
Gunboat Diplomacy 23
Cryptography 23
Containment 22
International Space Agency 18
Collective Activism 11
 
Charismatic Leader 26 (25+1) today's up vote for the card I use every game at least once
Diplomatic League 21
Merchant Confederation 26
Machiavellianism 23
Arsenal of Democracy 17
Gunboat Diplomacy 23
Cryptography 23
Containment 22
International Space Agency 18
Collective Activism 8 (11-3) comes too late
just a few more to get rid of and then it gets hard to choose...
 
Charismatic Leader 26
Diplomatic League 21
Merchant Confederation 26
Machiavellianism 24 (23 + 1) Already voted for Cryptography, usually don't run this long term but slot it in to build spies or when I need to sabotage a spaceport
Arsenal of Democracy 14 (17 - 3) Have used this a couple times but I don't usually like maintaining a civ as an ally which messes up trade routes and the bonus is not that great.
Gunboat Diplomacy 23
Cryptography 23
Containment 22
International Space Agency 18
Collective Activism 8
 
Charismatic Leader (26+1)=27 First Diplo policy I usually use if I have a Diplo slot
Diplomatic League 21
Merchant Confederation 26
Machiavellianism 24
Arsenal of Democracy 14
Gunboat Diplomacy 23
Cryptography 23
Containment 22
International Space Agency 18
Collective Activism (8-3)=5 CS change hands too quickly, so I won't use this policy
 
Charismatic Leader 27+1=28 - Very useful. You get it practically on start and it's effect is simple but still very good.
Diplomatic League 21
Merchant Confederation 26
Machiavellianism 24-3=21 - I don't use spies, so this is somewhat useless for me.
Arsenal of Democracy 14
Gunboat Diplomacy 23
Cryptography 23
Containment 22
International Space Agency 18
Collective Activism 5
 
Charismatic Leader 28
Diplomatic League 21
Merchant Confederation 26
Machiavellianism 21 + 1 = 22 - Good way to quickly produce your spies and the shorter mission time makes them interessting and fun
Arsenal of Democracy 14 - 3 = 11 - May be nice but whenever I had this policy researched, nobody wanted to make alliances. So very circumstancial
Gunboat Diplomacy 23
Cryptography 23
Containment 22
International Space Agency 18
Collective Activism 5

PS: How do I make text red and green? XD
 
PS: How do I make text red and green? XD
It's easy. Mark the text you want to make red/green with cursor. Then click on underlined A, it will show you text colours. And then click on the colour you want. The marked text will change its colour.
 
Well:

Charismatic Leader 28
Diplomatic League 21
Merchant Confederation 27 (26+1 hurray to extra gold)
Machiavellianism 22
Arsenal of Democracy 11
Gunboat Diplomacy 23
Cryptography 23
Containment 22
International Space Agency 18
Collective Activism 2 (5-3, bad policies should go down so we can go on)
 
Charismatic Leader 28
Diplomatic League 21
Merchant Confederation 27
Machiavellianism 22
Arsenal of Democracy 11
Gunboat Diplomacy (23+1)=24 I usually use this policy by the end of the game
Cryptography 23
Containment 22
International Space Agency 18
Collective Activism (2-3)=0 And Collective Activism is Eliminated!
 
Charismatic Leader = 28
Diplomatic League = 18 (21-3) Ok to start off with but once you start completing quests it soon become Obsolete.
Merchant Confederation = 27
Machiavellianism = 22
Arsenal of Democracy = 11
Gunboat Diplomacy = 25 (24+1) Open borders helps a lot later in the game. Plus the extra points don't hurt.
Cryptography = 23
Containment = 22
International Space Agency = 18
 
Charismatic Leader = 28
Diplomatic League = 18
Merchant Confederation = 28 (27+1) money, money, money!
Machiavellianism = 22
Arsenal of Democracy = 11
Gunboat Diplomacy = 25
Cryptography = 23
Containment = 22
International Space Agency = 15 (18-3) comes too late to be of much use
 
Charismatic Leader = 28
Diplomatic League = 18
Merchant Confederation = 28
Machiavellianism = 23 (22+1) I don't use spies that much. But when I do, I do it with this card.
Arsenal of Democracy = 11
Gunboat Diplomacy = 25
Cryptography = 23
Containment = 19 (22-3) It's a trap. You have to be careful never to suzerain this CS and hope that the suzerain a) doesn't change b) doesn't change its government. It can be nice to catch up on some CS bonuses in the very late game, when governments are unlikely to change any more. But I remember 'losing' some of the free envoys quite often when I used this card. Maybe just because I didn't check beforehand how close the suzerain fight over these CS between various civs was.
International Space Agency = 15
 
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