A - Well balanced for the most part. C - Almost there, could use some tuning. F - Needs tuning or rework. Atomic/Information Era: Cold War – Atomic Theory (F) – Seems to combine some aspects of City State Sanctions and Sanction. It stops influence decay for allied CS, but that is not such a big deal in Atomic Era. I’m not quite sure what this resolution is supposed to accomplish. You’re generally not sending trade routes to CS if they are not your allies. Similarly, sending TR to civs from a different ideology is risky. In addition the AI seems to love proposing/voting for this. At the moment I find the resolution to be exploitable as a vote magnet. I would probably just rework this resolution. The concept is cool but I don’t see how this can be tuned to be worthwhile. Maybe something like “negate unhappiness from ideological pressure” would be useful here. I think that’s sort of what the point was with the whole trade routes being disabled thing. International Space Station – Satellites (A) – Accelerates science victories for all science civs with strong bonuses for bronze, silver, and gold. Nuclear Non-Proliferation – Advanced Ballistics (A) – Can stop nuke production which can be important for peaceful players and warmongers alike. The tech requirement allows for some nukes to be built beforehand which makes things interesting. Spaceflight Regulations – Atomic Theory (C) – I feel as though the penalties for this resolution can be more severe as there are not many ways to slow down a science civ other than war. -25% hammers might buy a few extra turns, but the -25% invest and -25% faith probably won’t. United Nations – Atomic Theory (A) – Strong diplo bonuses at Gold and Silver. No complaints. World Ideology – Telecommunication (A) – It’s a bit of a gambit if this is passed before United Nations, as it can significantly change the balance of power in the World Congress. It gets unlocked very late, making diplomatic victory somewhat tied to tech.