Card rating:
1 = horrible, 10 = awesome.
Types of cards:
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Tactical
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5% boost for one resource:
These are the cards I try to avoid picking with my 30, 70 or 110 tribute. I feel they do not match up at all to the strength of some of the other cards. The only one I think is worthwhile is the knowledge one, and maybe the wealth one, but I tend to have lots of wealth anyway. I am pretty sure they stack. I give it a 3.
Great Thinker:
A good card for a battle. It seems to be best to wait until the end, when you can truly benefit from the cost and time reduction. I think it describes itself. I think they stack, but not quite sure. A great card, I give it a 7.
Eureka:
There are 5 eureka cards. There is a general one that gives you one of each research free. Then there are the military eureka, commerce eureka, ... that give you 2 of the specified technologies. I believe these are great in later stages, when you can greatly benefit by not having to do quite as much research for the later technologies, but I think Great Thinker is still better. These are stackable. It is ok, I give it a 6.
Trade Embargo:
This is one of the best cards I believe. It has "Use on enemy capital" written all over it. Use these when taking a capital of a nation who has quite a bit of territory. Of course, these won't stack. I think it is great, so it gets an 8.
Partisans:
Increased attrition on your side of the field. This one seems better for a defensive battle or a capital battle where they get plenty of reinforcements. I think they stack, don't see why they wouldn't. I give it a 4.
Logistics:
Also an excellent card. Immunity to attrition is enough of a benefit as it is, and totally negates one of Russia's strengths. 100% healing inside buildings is nice, too. You only need a couple of wagons for the artillery. The healing might stack, but I would never waste 2 of these in one battle. This card definitely deserves a 9.
Cultural Dominance:
Enemy nations are deprived of their national powers. The only question I have for this card is does it deprive them of just their national power, or also the benefit of any oath of fealty card? I imagine it would be their national power. I haven't used it yet actually, except late in the game. Right now I will give it a 6, but that may change.
Propaganda:
Use enemies' national powers. This is a fun card. It essentially allows you to use a good enemy nation power twice. Once to take their capital, and then use their oath of fealty for another capital strike. It was a very fun card to use last night. Because of that, I will also give it an 8.
Various Oath of Fealty cards:
Since you did knock out a capital for them, they are obviously going to be better than some of the above. I will not rate them, since they vary too much.
If I am forgetting any, I will get back to them.
Now onto the Strategic cards
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Wonder of the World:
My favorite card. You get a Wonder, which will activate after you get 4 civic technologies. I will usually try for the Colossus first, then get some of the other good ones like Versaille. Make sure to put your first Wonder in your capital. I must give this card a 10, since I go for it anytime I see it up for grabs.
Treachery:
Also an excellent card. It pars itself with the Wonder of the World card because you can steal an enemy territory with a Wonder and any other goodies that territory has. I also give it a 10.
Sabotage:
This is not as good as the others I think, because it is not as useful as the others. This only helps you for 1 battle, but then again that battle is probably important. I just like the others more because Wonders help you out just about every single battle. I will give it a 5.
If I have forgotten any of these card, I will come back to them.
So, there you go. I would now like to read your responses.
[This message has been edited by knight101_5 (edited 10-03-2003 @ 05:36 PM).]