I'm thinking about trying this out next.... So what are all the diplomatic victory point earners?.. here is my understanding so far, correct what is wrong.
- Liberating a city (100 DF)
- Taking part in a successful hostile emergency (100DF)
- Defending against a hostile emergency successfully (200 DF)
- You gain 1 Diplomatic Favor per turn for each City-State for which you are Suzerain.
- You earn 1 Diplomatic Favor per turn per level of your current government.
- You earn 1 Diplomatic Favor per turn for each alliance level that you have.
- Promise not to Spy/Settle/Dig artifacts/Convert cities (30 DF)
- Top 25% donating to an emergency (100 DF)
- Second 25% donating to an emergency (50 DF)
- Condemning units of a chosen religion (25DF)
- Top 25% in world games (50 DF)
- Top 25% in International Space Station (50DF)
- Top 25% in climate accord (100DF)
- Second 25% in climate accord (50 DF)
- Carbon Recapture city project grants 30DF every time it’s competed
- Also wonder/civ/card values specified below
Diplomatic Victory Points (DipVP)
To win the game you need 10 DipVP
Winning a Diplomatic Victory Vote (DipVV) (from modern) +2 DipVP
Highest Aid support for a disaster +1 DipVP
Losing a DVV -1 DipVP
Note: When you get to 8 DVP everyone will vote against you.
The Global Warming Mitigation civic also awards 1 DipVP
Winning the Climate Accords competition 1 DipVP
Seasteads +1 DipVP
Statue of Liberty +1 DipVP
Cards
Rabblerousing (Information Warfare) When you reduce a player's Diplomatic Victory points you get 50% of the DF used. Also +1 DF per turn.
Future Dogma (end of civic tree repeatable) +50 Diplomatic Favor points
Diplomatic Capital (Smart Power Doctrine) +4 DF per turn
CIVS
America - 1DF per turn for each wildcard slot you have
Canada - double points for emergencies and competitions, +1 DF/per turn for each 100 tourism.
Sweden - 50 DF for each GP earned
Wonders
Országház - Doubles CS DF earned
Resolution era requirements
DIPLOVICTORY - Not before modern era
LUXURY
TRADE_TREATY
WORLD_RELIGION - Not After Industrial era
POWER_RESOURCE - Not before the atomic era
ARMS_CONTROL - Not before atomic
MERCENARY_COMPANIES
HERITAGE_ORG - Not before modern era
POLICY_TREATY
LOYAL_CITIZENS - Not before Modern
WORLD_IDEOLOGY - Note before the modern era
URBAN_DEVELOPMENT - Not after the modern era
BORDER_CONTROL - Not after the modern era
PUBLIC_WORKS - Atomic to information eras
PATRONAGE - Not after the modern era
GLOBAL_ENERGY_TREATY - Note before the modern era
SOVEREIGNTY - Not after the modern era
MIGRATION_TREATY - Not before the Industrial era
DEFORESTATION_TREATY - Atomic to information eras
CLIMATE_ACCORDS - after atomic
Emergencies
Alliances
All have a duration of 30 and a lockout time of 60 apart from SEND_AID which has a lockout time of 30.
NOBEL_PRIZE_LITERATURE (Sweden in game)
NOBEL_PRIZE_PEACE (Sweden in game)
NOBEL_PRIZE_PHYSICS (Sweden in game)
SEND_AID - Target needs to have lost population
WORLDS_FAIR
SPACE_STATION
CLIMATE_ACCORDS
WORLD_GAMES
Hostile
MILITARY
SETTLED_CITY
CAPTURE_CITY_STATE
RELIGIOUS
NUCLEAR
BACKSTAB