I've learned a lot from this team, so I want to learn this too. I just can't see any value to this list. It can only do evil in any example I can dream up. It seems to me that "the list" will either point to the decision we all would do anyway (no war, don't cancel deals), or it will point to the wrong answer. So it only gets us in trouble and never saves the day. Am I missing something? Could I get an example so I can see the light?
What it does foremost is to focus the discussion on our goals. Our goal this game is to gain a PA with some civ and eventually win a space race victory. Our strategy to this point has been and will continue to be heavily dependent on diplomacy in order to facilitate the eventual acquisition of the PA and to keep us out of war, as well as to facilitate trading. With diplomacy such an important part of our strategy, it's important that we all understand who our prospective PA partners are, and who we don't care that much about. It's also important to know the relative values we as a team place on relations with particular civs.
Extreme micromanagement is sort of against the spirit of a succession game. Part of the fun of a succession game lies in waiting to see the results of the next set of turns, and comparing what you would have done to what the player of the turn chose to do. That's part of the learning aspect of a SG, and certainly part of the fun. The stakes are relatively higher in a SGOTM because of the competitive aspect, but it's still at its core a SG.
While I don't advocate any one player having carte blanche with regard to decision making during a turnset, there is supposed to be, and needs to be, some freedom to make decisions during the course of a turnset rather than having to stop the game mid-turn for a day and a half of discussion. Given a discussion of overall goals and objectives, any player on this team should be capable of making all but the major, possibly game-breaking decisions.
Obviously any sort of list of this nature is more of a guideline than a hard and fast rule. With the game bogging down and some players already complaining about the pace, making sure the team is on the same page with regard to decisions that are anywhere below game-breaking level both speeds the pace and makes the game more fun.
A real-world example of this: We prefer diplomatic relations to be good with team 1 over good relations with team 4. Team 4 approaches the player asking for a trade embargo with team 1. Because there has already been a discussion and general agreement on which relationship we value more highly, the player can base his decision to refuse the embargo based on that, and play on.