So I've been considering Great Diplomats, and the funny thing about them is that they have what clearly seems to me like the weakest late-game effect of any GP. Whereas all the other GP have a strong instant effect that scales according to particular uses (number of Towns, Academies, Great Works, etc...), Great Diplomats scale according to nothing. I find this problematic, as the total bonus a GDiplomat offers for a CS isn't that much higher than what can be produced in a few turns from actual diplomatic units. At the very least, if an opponent is some 1000 influence ahead of you, using a Great Diplomat pretty much has no effect at all. I find the effects rather mundane; with only 1 Embassy per CS (another limiting factor), one is pretty much forced into squeezing influence into places that often don't make that much of a difference. Personally, with the radical number of influence bonuses that can appear late in the game, I'm inclined to want to see some kind of equally radical effect from Great Diplomats. Here's a few thoughts. 1. That influence can go below -60. Why not? Influence has no maximum; I don't understand why it should have a minimum. Even if the immediate effect of Great Diplomats on influence remains the same, a bottomless influence negative at least gives the GDiplomat more power by allowing the drain of influence to linger for a longer amount of time. 2. What about something along the lines of a Great Prophet? All influence from other civs is dropped to 0 or -60 on the spot, and the Great Diplomat provides a normal amount of influence like a typical Diplomat. 100% guarantee of immediate alliance doesn't sound unreasonable for the use of a Great Person - and just like a Scientists doesn't necessarily complete a whole tech or an Engineer doesn't complete the whole wonder, similarly one influence worth over an influence of 0 isn't that far from losing that alliance: the Great Diplomat is your first wave of what should be other diplomatic units to ensure any kind of permanence. 3. That your influence swaps with that of the current leader. This would lead to swapping wars however which would be kind of lame. I prefer #2 as influence levels are more regulated from it and maintain less silly numbers. As for Embassies, what's odd about them is that unlike other Great People apart from a Great Prophet, the bonus goes to the first people to use the availability of an Embassy. Perhaps there is nothing wrong with this, but one would at least theorize that an Embassy could be demolished if the CS was conquered. I mean that is the whole point of conquering the CS after all - to limit another player's control. So perhaps if a CS is conquered, Embassies in the CS territory are removed, and a new one can be planted again if the CS is liberated. To summarize - I find that with Great Diplomats, the early game is needlessly constraining, and the late game is highly ineffective.