I agree that Diplo and Warfare are in and by themselves fine if there is a reason to take them (because combat occurs frequently).
The question is if the cards need tinkering because combat does not happen as frequently, or if a map can change that.
Maybe we should give the game 1 map a replay? That game was quite a lot more interactive than game 2 and 3 were.
@IH: a new card that affects direction of play, refreshes a planet and gives a TG sounds a lot like the regular effects of Diplo, +1 TG
All Strategies so far do something that does not target other players directly, add a mechanic or replenish a pool and the effects are at most returned in a weaker version as tech or as an action card.
This 10th strategy, if it took the order of play adds a mechanic to the Strategy phase, so that box is ticked.
What about: Add 3 Influence to a planet you control?
It is a small situational bonus that works with action cards and, if it extends into the status phase, scoring opportunities.
The secondary could then be smth like "pay 1 CT to get TG equal to the Influence of one of your planets that is not MR."
The net benefit compared to the cost of the CT is usually 0-1 TG, but it is a bit of added flexibility, and Influence is I think an underused stat compared to production, as Leadership only cares about multitudes of 3.
Everyone is entitled to his own wrong opinion. - Lizrad