Edit: Added a few new notes to Shadow Networks and the Finisher. I want to give Statecraft a look. While I think the overall package is alright there are some weaknesses in the tree that can be shored up after recent changes. 1) Trade Confederacy: The +1 influence per turn with a CS is a very weak bonus past the earliest turns of the game. Further, it creates a bit of a newbie trap...because this policy actually makes you think it might be good to get TRs to CS (due to the influence), but because of the increase in external TR bonus it provides, its actually the worst idea. So this policy really works against itself. I think a few ways to go would be: TC provide an influence bonus to all CS upon completion of a TR...sometimes decent but not too strong, mainly just to pay off attrition and to guard against GD usage to knock out your friendships. Another option is to change the Culture/science bonus to work with CS trade routes (and the bonus will need to be higher). Aka Statecraft CS trade routes are as good as ETRs. One last bonus would be to move the influence bonus to a rigging bonus, aka make CS rigging stronger. So swap a little TR flavor for more of the espionage flavor. 2) Shadow Networks: This is a good thematic policy. It gives you a unique bonus in more spies, it gives you bonuses for having spies and for building espionage type buildings....it works. Now the constabulary bonus is pretty weak, but honestly its mainly just a fluff bonus, and the policy still holds up to me even without it. I will say its not going to make me build more constabularies than I would have already. 3) Foreign Service: My only issue with this is that on higher difficulties its very difficult to maintain all of your CS alliances all the time. So if you are relying on this policy to give you needed strategic, you will inevitable hit a point where you go into negative strategic because of a GD bomb or something. And when you are on in the middle of a war, that can be crippling if it happens at a key time. I personally wished this gave a different bonus for every 3 CS alliance...one that if I were to lose periodically would not be as much as a game breaker. 4) Exchange Markets: I would argue that this policy IS statecraft. Its a fun bonus, its a strong bonus, it just gets the job done. 5) Consulates: The delegate bonus is good (you could argue that since most Statecraft players are at least thinking about a DV, this is the best bonus of the tree). However, the Tourism provides for CS TR completion is absolutely garbage...its so low compared to an ETR that its not worth consideration. So the bonus should either be greatly strengthened or changed. I think we can again look at a bonus that uses my CS advantage. So how about a +1% tourism bonus for every CS alliance, or something like that (or every 2 CS allies, whatever works for balance). 6) Opener: Pretty solid overall. Gives a unique bonus working with population. Its not the most thematically aligned bonus but its a cool bonus. I do think the tooltip can be adjust slightly. When you say 10% more from Trade Missions I think that's a little confusing. Does it work with GD, with just diplomatic units...does it actually work with Great Merchants? I would like that language cleaned up a bit but the bonuses themselves seem decent. 7) Finisher: The finisher has a few problems with it. a) Palace of Westminster is fine, its actually a very strong wonder for those pursuing DV. b) The WC bonus needs a tooltip update. Looking at some recent games I had, it looks like the bonus (assuming its linear) is .5 C + S + G per delegate per turn (once WC is convened every 10 turns, and it scales with era). For example, in my recent game 20 delegates was netting me 500 C + S + G every 10 turns in the modern era, or 50 / turn. But instead of figuring out that math myself it would be nice if the tooltip just told me that. In terms of bonus...if we compare it to fealty is scales weaker to begin but does ramp up past Fealty's bonus unless you are super wide. So the bonuses are probably in a decent place. c) GD faith is fine. d) The -1 world wonder policy is a good bonus but it suffers a similar problem to Foreign Service. You can be right in the middle of a wonder race and suddenly a GD bomb snags one of your CS allies and you can't build your wonder anymore. Again the main issue is that the bonus is so clutch when you need it, that losing it at the key time can be crippling. And then the rest of the time it doesn't matter. I would rather see the bonus be static. A straight up 1 or 2 (probably 2) policy reduction. Quick and clean, and that's a solid bonus. We already have a few other bonuses working with CS in the tree, so its not needed for the finisher.