Lobbyist: Difference between revisions
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! style="text-align:left;" | Type: | ! style="text-align:left;" | Type: | ||
| style="text-align:center;" | '''Adds Political Capital | | style="text-align:center;" | '''Adds Political Capital from State''' | ||
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! style="text-align:left;" | Notification: | ! style="text-align:left;" | Notification: | ||
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Lobbyists are one of the fastest and cheapest ways to open up your political strategy game. Should you have a Lobbyist running throughout the entire game, it may be responsible alone for netting you up to 27 Political Capital should you net it at the beginning of the game. Consider it your second head in [[Characteristics#Intelligence|Intelligence]]. | Lobbyists are one of the fastest and cheapest ways to open up your political strategy game. Should you have a Lobbyist running throughout the entire game, it may be responsible alone for netting you up to 27 Political Capital should you net it at the beginning of the game. Consider it your second head in [[Characteristics#Intelligence|Intelligence]]. | ||
Because of this, opponents may opt to target it early on. Guarding it with a [[Spy Network|Spy Networks]], or sneaking it by stacking it on top of another unsuspecting card, or even placing it in the corner of the map where opponents will not double check it such as in [[Alaska]], [[Maine]], or [[Hawaii]] may be ways | Because of this, opponents may opt to target it early on. Guarding it with a [[Spy Network|Spy Networks]], or sneaking it through by stacking it on top of another unsuspecting card, or even placing it in the corner of the map where opponents will not double check it such as in [[Alaska]], [[Maine]], or [[Hawaii]] may be ways towards keeping its operations undercover and ideal. Much like real life lobbyists, you should not draw too much attention to it, and avoid strict dependence on it. | ||
== Update History == | == Update History == | ||
; [[Patch_Notes#v.83 | v.83]] | ; [[Patch_Notes#v.83 | v.83]] | ||
* [[File:Icon_Minus.png]] Increased Political Capital cost from 1 to 2 | * [[File:Icon_Minus.png]] Increased Political Capital cost from 1 to 2 | ||
{{Navbox-Cards}} | {{Navbox-Cards}} |
Latest revision as of 07:09, 30 April 2024
Lobbyist | |
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2
Lobbyist
Generates 1 Political Capital the start of every turn from Target State.
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Political Cost: | 2 |
Deck(s): | |
Type: | Adds Political Capital from State |
Notification: | None |
The Lobbyist is one of two newly introduced Political Capital generators to the game alongside the Lobbying Team. Consider yourself luck should you draw this card early on, as it will be important towards racking a PC advantage early in the game. Its Political Capital generation is equivalent to a max level Power Broker Suite, saving up to 16 Stamina, and $1,000,000 in expenses.
Strategy
Lobbyists are one of the fastest and cheapest ways to open up your political strategy game. Should you have a Lobbyist running throughout the entire game, it may be responsible alone for netting you up to 27 Political Capital should you net it at the beginning of the game. Consider it your second head in Intelligence.
Because of this, opponents may opt to target it early on. Guarding it with a Spy Networks, or sneaking it through by stacking it on top of another unsuspecting card, or even placing it in the corner of the map where opponents will not double check it such as in Alaska, Maine, or Hawaii may be ways towards keeping its operations undercover and ideal. Much like real life lobbyists, you should not draw too much attention to it, and avoid strict dependence on it.