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Nice! I enjoyed the process as always - steep learning curve while figuring out a strategy that's not terrible, and then tweaking until I found the dominant strategy, with -0.6 degree change and -755 Co2 and 9 geo-engineering. Very satisfying! 

I've been playing Scythe lately, and I really love how there's negative feedback loops built into the game - like you can make more workers, but the cost of using the workers goes up dramatically as you expand your workforce, meaning there's an incentive to keeping your labor force smaller.

I wonder if there is some cost to having too many activists? My winning strategies at the moment were to get as many activists as possible into local government to base build, but I can imagine my ability to build a base could be limited if I'm focusing on recruitment at the expense of getting any wins. 

Anyways, good stuff, and I like that you're trying out this different configuration!

Glad you like it!

Scythe looks pretty cool.  I think there is an implicit cost to having too many activists in the game if you have gained the ability to pick the next card.  Once you have enough workers to activate the cards that reduce CO2, you are going to want to play these CO2 reduction cards frequently.  Since you cannot place workers and pick the next card, you have to choose one ,and you are probably going to choose CO2 reduction.  Put another way, placing workers has an increasingly high opportunity cost as the game progresses.  Similarly, if you already have enough workers placed, you really do not want to waste a turn recruiting new workers when you could reduce CO2 or deploy a solar shade.  At some point, it becomes more efficient to remove the Community Organizer card from the deck.