Possible house rules for Diplomacy?

Diplomacy's primary ability can seem weak compared to the others. I have a couple ideas for spicing it up.
Idea 1) Alter the Primary Ability by adding one of the following.
A - Choose a player, that player must give you a promissory note. B - Spend X influence to make a player give you a promissory note. Any players may spend a combined X influence to negate this effect.
Idea 2) Alter the Secondary Ability slightly. So it reads as follows.
C) Give the active player a promissory note to ready up to 2 exhausted planets. D) Spend 1 command token from your strategy pool to ready up to 2 exhausted planets. The active player gains 1 command token for each token spent in this way.
What do you think? Which changes or combination of changes would be best for your game?
Idea 1) Alter the Primary Ability by adding one of the following.
A - Choose a player, that player must give you a promissory note. B - Spend X influence to make a player give you a promissory note. Any players may spend a combined X influence to negate this effect.
Idea 2) Alter the Secondary Ability slightly. So it reads as follows.
C) Give the active player a promissory note to ready up to 2 exhausted planets. D) Spend 1 command token from your strategy pool to ready up to 2 exhausted planets. The active player gains 1 command token for each token spent in this way.
What do you think? Which changes or combination of changes would be best for your game?