This has what has won all our games (2p) and it feels a but overpowered. I for example stated with a freedom loyalty objective. Pushed freedom up 1, and then found 2 more freedom card from quests. Now at this point if I push freedom up one more vs shield I go from 6 to 9 points. It just feels like triple dipping like this is a huge random reward (vs pulling a obj that you maybeee can eventually score for a 2nd or 3rd point if your lucky) if overpowered and ruins the end game.
You're not wrong. There have been a few threads about this already and some attempts to fix it in the variants forum, although none I think are fantastic solutions. Sadly, the agenda mechanism is horribly broken.
The aim of the game is to get the right faction agenda cards. the other agenda cards are there to bump you over the line. hence why the majority of the agenda cards are the faction ones. Other than people getting lucky occasionally, its not broken at all...
There is way too much randomness in the game. Player effort/smarts/strategy is a minimal part of the overall 'winning' process - so as it is now, Fallout should be played for the narrative aspect (a social way to play a Fighting Fantasy-type board game in a great setting) and NOT for the competitive part... So the collection of Influence should at the moment only be used to set an end point.
At least that is what I'm going to do until an FAQ has a new rule for the double agenda-problem and generally makes the competitive part better.