Councils and Profiles
Posted: Sun Jun 14, 2020 8:06 pm
Many people have a pre-set order for Councils.
The various profile paths unlock cards that only work for some councils.
The problem is, that the preset-path and the one you would need to run your profile optimally rarely match up. But it is often worth changing your Council plan for the profile path you choose.
So here is a list of wich councils you need to actually use the Stratagems of each Profile path.
Democracy:
1 Interior -> 1 Interior -> 1 Economic -> 1 Secret Service -> 1 Secret Service -> 1 Secret Service
Passives: This path is very heavy on the passive bonuses, so it does not need to dictate your Council choices.
Interior Council: will give you good non-military leaders. Ideal as Governors or to run non-miltiary councils
Secret Service: can later help, letting the masses rise up when you attack.
Gameplan: BP and Quality of Life
Autocracy:
1 Secret, 1 Staff -> 2 Staff, 1 Secret -> 1 Secret, 1 Interior -> 1 Secret -> 1 Staff -> 1 Staff
Passives: The opposite of Democracy in more then one way, this one is entirely devoid of passive bonuses. And the unit feats are not that great either. All the power is in those cards!
Secret Service Council: is basically the game plan for Autocrats. You got a special recruitment card, just for this council. And "Call to Power" has the enemy loose troops, without even firing a shoot.
Staff Council: is a close second. Your army will propably be more "mass then class", so the Staff side really helps
Gameplan: Secret Council and Staff Council
Meritocracy:
1 Interior -> 1 Interior -> 1 Interior -> 1 Secret -> 1 Secret -> 1 Secret
Passives: Aside from the food and Private Economy Passive, entirely focussed on Leaders
Interior: Nobody will have as Capable, Skilled and Happy leaders as you do. If you are only acustomed to Juniors and Mercs, you will be surprised what kind of people you will get from this path!
Secret Service: Later you can have the enemy workers come over to you, without even declaring a war - asuming you get lucky with a capable leader for this Council, that is.
Gameplan: Really good leaders and skill rolls!
Enforcement:
2 Interior -> 1 Interior, 1 Secret -> 1 Staff, 1 Interior -> Nothing -> Nothing -> Nothing
Passives: Focussed on having a really large army and good tax income.
Interior: Focussed on having a really large army and lots of credits.
Some extra Options for Secret and Staff. As other Society, no cards past T3 Profile
Gameplay: Early game Military Rush
Commerce:
1 Secret, 1 Eco -> 2 Interior -> 2 Interior -> Nothing -> Nothing -> Nothing
Passives: Private Economy, Happy Pops, Commerce
Interior: More ways to spend money. Invest it wiesely to make more back
Economic: Cash from nowhere for Private Economy
Secret: Have not used it yet, but could this be a tool to change somebody elses Ruling Faction?
As other Society, nothing past T3 Profile
Gameplan: Private Economy. Spend Money to make money.
Government:
2 Interior -> 1 Interrior, 1 Eco -> 1 Staff, 1 Interior -> Nothing -> Nothing -> Nothing
Passives: High BP, Public Economy, Happy Workers
Interior: Governors, BP, Workers, Colonists.
Economic and Staff: Spawn Free Folk
As other Society, nothing past T3 Profile
Gameplay: Really big Population and Workforce
Fist:
Pure Staff Council
Passives: Very high casualty tollerancy, combat bonus from nothing
Staff Council: As other Psychology, entirely based on it
Gameplan: "Let the Corpses of our fallen make a ramp, so you can get over their walls!". Combat bonuses for low qualtiy troops
Mind:
Pure Staff Council
Passives: Research and Cultural Adjsutment
Staff Council: as other Psychology, entirely based on it
Economic, Military Reserach and Applied Science: Half the bonuses are Research bonuses that only those councils use
Gameplan: Always the right tool for the right job. Convert the masses, high tech
Heart:
Pure Staff Council
Passives: Morale, Character Loyalty, People Loyalty
Staff Councils: as other Psychology, entirely based on it
Gameplan: Never surrender, never give up!
The various profile paths unlock cards that only work for some councils.
The problem is, that the preset-path and the one you would need to run your profile optimally rarely match up. But it is often worth changing your Council plan for the profile path you choose.
So here is a list of wich councils you need to actually use the Stratagems of each Profile path.
Democracy:
1 Interior -> 1 Interior -> 1 Economic -> 1 Secret Service -> 1 Secret Service -> 1 Secret Service
Passives: This path is very heavy on the passive bonuses, so it does not need to dictate your Council choices.
Interior Council: will give you good non-military leaders. Ideal as Governors or to run non-miltiary councils
Secret Service: can later help, letting the masses rise up when you attack.
Gameplan: BP and Quality of Life
Autocracy:
1 Secret, 1 Staff -> 2 Staff, 1 Secret -> 1 Secret, 1 Interior -> 1 Secret -> 1 Staff -> 1 Staff
Passives: The opposite of Democracy in more then one way, this one is entirely devoid of passive bonuses. And the unit feats are not that great either. All the power is in those cards!
Secret Service Council: is basically the game plan for Autocrats. You got a special recruitment card, just for this council. And "Call to Power" has the enemy loose troops, without even firing a shoot.
Staff Council: is a close second. Your army will propably be more "mass then class", so the Staff side really helps
Gameplan: Secret Council and Staff Council
Meritocracy:
1 Interior -> 1 Interior -> 1 Interior -> 1 Secret -> 1 Secret -> 1 Secret
Passives: Aside from the food and Private Economy Passive, entirely focussed on Leaders
Interior: Nobody will have as Capable, Skilled and Happy leaders as you do. If you are only acustomed to Juniors and Mercs, you will be surprised what kind of people you will get from this path!
Secret Service: Later you can have the enemy workers come over to you, without even declaring a war - asuming you get lucky with a capable leader for this Council, that is.
Gameplan: Really good leaders and skill rolls!
Enforcement:
2 Interior -> 1 Interior, 1 Secret -> 1 Staff, 1 Interior -> Nothing -> Nothing -> Nothing
Passives: Focussed on having a really large army and good tax income.
Interior: Focussed on having a really large army and lots of credits.
Some extra Options for Secret and Staff. As other Society, no cards past T3 Profile
Gameplay: Early game Military Rush
Commerce:
1 Secret, 1 Eco -> 2 Interior -> 2 Interior -> Nothing -> Nothing -> Nothing
Passives: Private Economy, Happy Pops, Commerce
Interior: More ways to spend money. Invest it wiesely to make more back
Economic: Cash from nowhere for Private Economy
Secret: Have not used it yet, but could this be a tool to change somebody elses Ruling Faction?
As other Society, nothing past T3 Profile
Gameplan: Private Economy. Spend Money to make money.
Government:
2 Interior -> 1 Interrior, 1 Eco -> 1 Staff, 1 Interior -> Nothing -> Nothing -> Nothing
Passives: High BP, Public Economy, Happy Workers
Interior: Governors, BP, Workers, Colonists.
Economic and Staff: Spawn Free Folk
As other Society, nothing past T3 Profile
Gameplay: Really big Population and Workforce
Fist:
Pure Staff Council
Passives: Very high casualty tollerancy, combat bonus from nothing
Staff Council: As other Psychology, entirely based on it
Gameplan: "Let the Corpses of our fallen make a ramp, so you can get over their walls!". Combat bonuses for low qualtiy troops
Mind:
Pure Staff Council
Passives: Research and Cultural Adjsutment
Staff Council: as other Psychology, entirely based on it
Economic, Military Reserach and Applied Science: Half the bonuses are Research bonuses that only those councils use
Gameplan: Always the right tool for the right job. Convert the masses, high tech
Heart:
Pure Staff Council
Passives: Morale, Character Loyalty, People Loyalty
Staff Councils: as other Psychology, entirely based on it
Gameplan: Never surrender, never give up!