Let's discuss Profiles
Posted: Thu Jan 07, 2021 4:37 pm
I've now played through a game using every profile (Obvi not every combo nor have I seen the final unlock in all of them, but reading them should be sufficient) so I think I can speak to their different strengths.
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Democracy: Best of the three. The QoL bonuses don't matter much, but the Political bonuses are godlike. Cabinet Retreat is insanely strong as it creates an upward spiral. The more you use it, the more of them you get, the more PP you have to spam 5+ of them a turn.
Meritocracy: Hard to get Merit points, and the reward is only Ok. My favorite part is actually the Recruit Talent card but you can grab that in the first tier. Grand Convention is a bit pricey for the job it does, I'd use the specific convention cards instead (Cabinet Retreat/Wargames/Governor Convention). If you can get it high enough, the "Call to Success" seems better than either of the other two "Call to X" cards. The faction card Worker Privileges is quite good as worker happiness tends to trail behind pop happiness from my exp.
Autocracy: Sucks. Easy enough to specialize in though. Recruit Special Ops and the Bunker busters are probably all that are useful here. And the Special Ops card really only needs to be played once if you are lucky. No passive bonuses like Merit/Democ to make up for it. The cards you unlock seem to all be terrible or actually hurt you. Even worse than the bonuses, picking Autocracy decisions means you will have a hard time with any diplomacy. Everyone will hate you.
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Government: Godlike. This boosts your Bureaucratic bonuses/Worker Happiness/Industrial bonuses. Almost every card is a huge winner. Governor Convention completes the set of Conventions if you picked Democracy. Bureaucratic push is super cheap and can be spammed (Plus the BP increases your PP next turn so while not free, it is discounted). Draft workers is VERY strong. Think of all those times you needed more workers. Basically every time you build anything. Or when you get a new city and need things built NOW. Attract Free Folk pulls them out of their little cities in droves and DOESN'T KILL THEM like some cards. Instant population. This is the strongest of any of the 9 profiles. It's not close. Easy to get the profile as well.
Commerce: Ok. This is all about happiness and boosting your private economy (And thus your entire economy). You need a good Interior Director to actually use most of the cards, but if you have that it should be hard for your population or leaders to ever have low happiness. Faction card Commercial Project is nice. Investor Backing is Ok.
Enforcement: Super meh. You are using this for the Logi/Tax bonuses and easy recruitment. But I've never had trouble with recruitment. The cards are all quite pricey in terms of PP and have high Difficulty checks to even use.
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Fist: Straightforward and Ok. You pick fist for the straight up combat bonuses, and for a few of the cards. Glorious War is a combat bonus with no downside, AND increases morale. I'd say it's actually the reason to pick Fist. Also Fist profile is easy to raise. It also has a billion ways to increase casualty tolerance. But I've never had an issue with this so I didn't care much. Boosts your militia a lot...but is that helpful? Also this suffers from the same problem as Autocracy, it's VERY hard to make friends when you are executing all their spies.
Mind: Decent and my preference. A bunch of research bonuses (And tech translates to military power) with decent cards. Fluid Defense is one of my favorites as it buffs the things you want and weakens things you don't care about. Infiltration is an early card that buffs Infantry attack waaaay before you normally could with any other method. Their Techno Mage is very nice to have so quickly as well. Faction card Zoo Project is nice.
Heart: Sucks. Gives your people/troops loyalty. Gives troops morale. Cards are pretty much all defensive.
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In conclusion I think Democracy/Government/Mind is the way to go. Or anything with Government and without Autocracy/Heart.
In my last game I was making near 100 PP a turn by midgame, and spending it on the convention cards until all my leaders were so good that I was seeing 1000%+ combat benefits from my OHQ commanders and 100+ suitability on all my leaders. If you are able to take a dip into Meritocracy for the first tier, Recruit Talent is a fantastic card to ensure you start with good leaders.
I tried an Autocracy/Enforcement/Fist run and while it went...fine...it was so much worse than anything else. I had no way to increase pop/worker happiness and every turn I had to put down worker rebellions, killing valuable pop.
In my Meritocracy/Commerce/Mind run I found out exactly how hard Merit is to raise. Don't expect it to get much more than half through the Feat tree. I've never hit the top of any tree, but I got closest with Autocracy. Too bad it's useless.
Final note, near the end of my games turns seem to have far fewer decisions. Meaning very few ways to change profiles. I'm not sure if this is intentional but at that point I'm rarely able to unlock any new Profile Features.
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Democracy: Best of the three. The QoL bonuses don't matter much, but the Political bonuses are godlike. Cabinet Retreat is insanely strong as it creates an upward spiral. The more you use it, the more of them you get, the more PP you have to spam 5+ of them a turn.
Meritocracy: Hard to get Merit points, and the reward is only Ok. My favorite part is actually the Recruit Talent card but you can grab that in the first tier. Grand Convention is a bit pricey for the job it does, I'd use the specific convention cards instead (Cabinet Retreat/Wargames/Governor Convention). If you can get it high enough, the "Call to Success" seems better than either of the other two "Call to X" cards. The faction card Worker Privileges is quite good as worker happiness tends to trail behind pop happiness from my exp.
Autocracy: Sucks. Easy enough to specialize in though. Recruit Special Ops and the Bunker busters are probably all that are useful here. And the Special Ops card really only needs to be played once if you are lucky. No passive bonuses like Merit/Democ to make up for it. The cards you unlock seem to all be terrible or actually hurt you. Even worse than the bonuses, picking Autocracy decisions means you will have a hard time with any diplomacy. Everyone will hate you.
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Government: Godlike. This boosts your Bureaucratic bonuses/Worker Happiness/Industrial bonuses. Almost every card is a huge winner. Governor Convention completes the set of Conventions if you picked Democracy. Bureaucratic push is super cheap and can be spammed (Plus the BP increases your PP next turn so while not free, it is discounted). Draft workers is VERY strong. Think of all those times you needed more workers. Basically every time you build anything. Or when you get a new city and need things built NOW. Attract Free Folk pulls them out of their little cities in droves and DOESN'T KILL THEM like some cards. Instant population. This is the strongest of any of the 9 profiles. It's not close. Easy to get the profile as well.
Commerce: Ok. This is all about happiness and boosting your private economy (And thus your entire economy). You need a good Interior Director to actually use most of the cards, but if you have that it should be hard for your population or leaders to ever have low happiness. Faction card Commercial Project is nice. Investor Backing is Ok.
Enforcement: Super meh. You are using this for the Logi/Tax bonuses and easy recruitment. But I've never had trouble with recruitment. The cards are all quite pricey in terms of PP and have high Difficulty checks to even use.
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Fist: Straightforward and Ok. You pick fist for the straight up combat bonuses, and for a few of the cards. Glorious War is a combat bonus with no downside, AND increases morale. I'd say it's actually the reason to pick Fist. Also Fist profile is easy to raise. It also has a billion ways to increase casualty tolerance. But I've never had an issue with this so I didn't care much. Boosts your militia a lot...but is that helpful? Also this suffers from the same problem as Autocracy, it's VERY hard to make friends when you are executing all their spies.
Mind: Decent and my preference. A bunch of research bonuses (And tech translates to military power) with decent cards. Fluid Defense is one of my favorites as it buffs the things you want and weakens things you don't care about. Infiltration is an early card that buffs Infantry attack waaaay before you normally could with any other method. Their Techno Mage is very nice to have so quickly as well. Faction card Zoo Project is nice.
Heart: Sucks. Gives your people/troops loyalty. Gives troops morale. Cards are pretty much all defensive.
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In conclusion I think Democracy/Government/Mind is the way to go. Or anything with Government and without Autocracy/Heart.
In my last game I was making near 100 PP a turn by midgame, and spending it on the convention cards until all my leaders were so good that I was seeing 1000%+ combat benefits from my OHQ commanders and 100+ suitability on all my leaders. If you are able to take a dip into Meritocracy for the first tier, Recruit Talent is a fantastic card to ensure you start with good leaders.
I tried an Autocracy/Enforcement/Fist run and while it went...fine...it was so much worse than anything else. I had no way to increase pop/worker happiness and every turn I had to put down worker rebellions, killing valuable pop.
In my Meritocracy/Commerce/Mind run I found out exactly how hard Merit is to raise. Don't expect it to get much more than half through the Feat tree. I've never hit the top of any tree, but I got closest with Autocracy. Too bad it's useless.
Final note, near the end of my games turns seem to have far fewer decisions. Meaning very few ways to change profiles. I'm not sure if this is intentional but at that point I'm rarely able to unlock any new Profile Features.