Cults

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

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Vegan
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Joined: Tue Jul 09, 2013 8:42 pm

Cults

Post by Vegan »

Hi,

i noticed that there are different cults/religions etc, but i can't find any info on them, how many are there, what do they each do, advantages and disatvantages etc.

Where can i find such info please?

Thanks.
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Twotribes
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RE: Cults

Post by Twotribes »

I don't know about out of game but in game what ever cults you have in your Nation you can look at via the UI. forget right now which tab to use, might be able to see rthe same for majors you have relations with too.
Favoritism is alive and well here.
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Jdane
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RE: Cults

Post by Jdane »

That would be under REP. > Overview > Cult Overview I believe. Tooltips from hovering over the cults' names being your main source of information.
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Vegan
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RE: Cults

Post by Vegan »

That's not much but that's still helpful, thank you.
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Jdane
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RE: Cults

Post by Jdane »

I just remembered there's also bits of data to be found in the Zone tab, after clicking on the button displaying Cult influence (very bottom row).
You'll then see some information on the left side infobox, such as what percentage of the population belongs to which cult, what impact those had. I believe there might be some under REP. > Zones too.
Pi2repsilon
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RE: Cults

Post by Pi2repsilon »

Every cult provides some bonuses, a penalty, a possible leader feat for cult membership, a priest stratagem, and a set of events tailored to a specific profile. As a general rule, if you get a cult into your territory that matches your profile well you should support them to get more options to strengthen it. Cults whose profile are the opposite of your regimes you are probably better off suppressing even if they have nice benefits.

I don't know all of them as I've only been playing a few days, but I had just started compiling a list for my own use. Feel free to chime in with more data or corrections. We can eventually take a completed cult list to the war room


Mystic Temple
Profile: commerce, heart
Leader feat: +10 cha or +20 cha !? needs verification
Bonuses: private economy bonus, population happiness
Penalty: -recruits
Priest: +readiness

Church of Syndic
Profile: democracy, government !? need verification, from memory
Leader feat: 10 int !? needs verification
Bonuses: public economy bonus and worker happiness
Penalty: -private sector funds
Priest: +defense

Eternity Movement
Profile: meritocracy, mind
Leader feat: +10 int !? needs verification
Bonuses: research, loyalty
Penalty: worker productivity
Priest: +morale

Anima Circle – lacks context tooltip
Profile: ?
Leader feat: ?
Bonuses: secret, reduces unrest and fear
Penalty: ?
Priest: increased XP

Shadow Cult:
Profile: ?
Leader feat: ?
Bonuses: cultural adaptation
Penalty: unrest
Priest: avoids retreats

Apocryphal Order:
Profile: ?
Leader feat: ?
Bonuses: converts free folk, casualty tolerance
Penalty:
Priest: +attack, 20% kill on hit
"Tendency to kill followers of other cults. " !? need corroboration

..any other cults?


zgrssd
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RE: Cults

Post by zgrssd »

Shadow Cult:
+ Cultural Adaptation
+ Unrest
Pi2repsilon
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RE: Cults

Post by Pi2repsilon »

ORIGINAL: zgrssd

Shadow Cult:
+ Cultural Adaptation
+ Unrest
[s]+Unrest as in "bonus, reduces unrest" or[/s] "penalty, increases unrest". EDIT: Already answered below; it is penalty.
WeaverofBrokenThreads
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RE: Cults

Post by WeaverofBrokenThreads »

Syndic Union.

Eternity Movement unit improves morale.

There's also the Apocryphal Order which converts free folk and gives you a casualty tolerance bonus. The unit improves attack and gives 20% to kill units on a hit result.
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Tree Dog
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RE: Cults

Post by Tree Dog »

I have those:
Shadow Sect:
Cultural Adjustment Bonus Points (faster CAP generation in conquered cities)
"Follows disturbing rituals, causes unrest", soldiers and shadow members kill each others in your cities when shadow members try to kill anima cultists.
Causes unrest, fanatical about exterminating Anima followers.
Shadow priest: Avoids retreats.

Anima Circle:
Secret Bonus Points (increases recon generated by spies)
Reduces unrest and fear with "positivity projects" in cities.
Lot of leaders "harassed by Anima followers for perceived egoism. Rel -XX", but this doesn't appear in the leader's or cult's relationship.
Anima priest: Increases XP through combat

Church of Syndic:
Production bonus for public assets and increase worker happiness. (typo there, the "pp" of happiness was turned into "Political Points (PP)".
Economic bonus points.
Tend to hoard cash from private economy.
Syndic priest: Increases defensive power.

Mystic Temple:
Increase productivity of private assets as well as population happiness (same typo as above)
Private bonus points (increase the production of private assets that produce credits and food)
Less recruits
Mystic priest: Keeps readiness up.

Apocrypha Order:
Bonus to support higher levels of casualties, increased population through conversion of free folks.
Casualty bonus: "increases the casualty tolerance of your populace"
Tendency to kill followers of other cults.
Didn't get priests from them.

Eternity Movement:
Increase loyalty and give research bonus.
Negative impact on worker productivity.
Eternity guru: Keeps morale up.

And I just noticed the Mystic Temple disappeared in my current game despite my "support policy" for them.
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Jdane
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RE: Cults

Post by Jdane »

Nice collaborative effort here.
I was just passing by to add that one can also see some of the effects of the cults under REP. > Overviews > Regime feat and bonuses overview (or something along those lines).
Mousing over the bonuses/maluses brings up a tooltip which breaks down where the bonuses/maluses are coming from, and cult effects appear in there.
Cornuthaum
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RE: Cults

Post by Cornuthaum »

ORIGINAL: Tree Dog

I have those:
Shadow Sect:
Cultural Adjustment Bonus Points (faster CAP generation in conquered cities)
"Follows disturbing rituals, causes unrest", soldiers and shadow members kill each others in your cities when shadow members try to kill anima cultists.
Causes unrest, fanatical about exterminating Anima followers.
Shadow priest: Avoids retreats.

Anima Circle:
Secret Bonus Points (increases recon generated by spies)
Reduces unrest and fear with "positivity projects" in cities.
Lot of leaders "harassed by Anima followers for perceived egoism. Rel -XX", but this doesn't appear in the leader's or cult's relationship.
Anima priest: Increases XP through combat

Church of Syndic:
Production bonus for public assets and increase worker happiness. (typo there, the "pp" of happiness was turned into "Political Points (PP)".
Economic bonus points.
Tend to hoard cash from private economy.
Syndic priest: Increases defensive power.

Mystic Temple:
Increase productivity of private assets as well as population happiness (same typo as above)
Private bonus points (increase the production of private assets that produce credits and food)
Less recruits
Mystic priest: Keeps readiness up.

Apocrypha Order:
Bonus to support higher levels of casualties, increased population through conversion of free folks.
Casualty bonus: "increases the casualty tolerance of your populace"
Tendency to kill followers of other cults.
Didn't get priests from them.

Eternity Movement:
Increase loyalty and give research bonus.
Negative impact on worker productivity.
Eternity guru: Keeps morale up.

And I just noticed the Mystic Temple disappeared in my current game despite my "support policy" for them.
All of the Cults also have particular govt. axes aligned with them, which are some of the precious few ways to increase some of these profiles.

Eternity Momevement in particular is Meritocracy/Mind, a real lifesaver,public prod penalty or no
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jimwinsor
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RE: Cults

Post by jimwinsor »

This excellent post should be moved to the War Room [:)]
Streaming as "Grognerd" at https://www.twitch.tv/grognerd
Pi2repsilon
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RE: Cults

Post by Pi2repsilon »

ORIGINAL: jimwinsor

This excellent post should be moved to the War Room [:)]
Let's fill in the missing details first and, once that's done, start a new Cult post with the relevant info in post #1 in the war room.

I've updated post #6 to this point. Keep the info coming.
ydmatrix2
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RE: Cults

Post by ydmatrix2 »

Every cult provides some bonuses, a penalty, a priest stratagem, and a set of events tailored to a specific profile. As a general rule, if you get a cult into your territory that matches your profile well you should support them to get more options to strengthen it. Cults whose profile are the opposite of your regimes you are probably better off suppressing even if they have nice benefits.
Also, your leaders can become followers of the various cults. It's a character feat which grants them bonuses to their skills.
Rather hazy on which cults matches which bonuses and can't verify at the moment - I think it's +10 will for Eternity Movement; +10 charisma for Mystic Temple followers; +10 int for, I think, Church of Syndic; and even less sure but I think +10 war for Apocryphal Order followers.
Destragon
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RE: Cults

Post by Destragon »

I've heard someone saying that there used to be something like religious civil wars in the pre-release version of the game, but it ended up getting toned down. Anyone knows if something like that can still happen?

Also, when the Shadow Sect asks for population, is this population really removed? Sounds like a pretty steep cost for cult favor.
Cornuthaum
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RE: Cults

Post by Cornuthaum »

ORIGINAL: ydmatrix2

Every cult provides some bonuses, a penalty, a priest stratagem, and a set of events tailored to a specific profile. As a general rule, if you get a cult into your territory that matches your profile well you should support them to get more options to strengthen it. Cults whose profile are the opposite of your regimes you are probably better off suppressing even if they have nice benefits.
Also, your leaders can become followers of the various cults. It's a character feat which grants them bonuses to their skills.
Rather hazy on which cults matches which bonuses and can't verify at the moment - I think it's +10 will for Eternity Movement; +10 charisma for Mystic Temple followers; +10 int for, I think, Church of Syndic; and even less sure but I think +10 war for Apocryphal Order followers.
Eternity Movement is +10 Int, Mystic Temple is +20 Charisma, and idk about the others I shooed them all out because their profile choices sucked
ramnblam
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Location: Australia

RE: Cults

Post by ramnblam »

Treedog and Pi2 and everyone else thanks for the super informative posts on this topic. Vic left us out in the cold on this in regards to the manual haha.
Tonzint
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RE: Cults

Post by Tonzint »

Support of Apocryphal Order increases enforcement and autocracy.

Stratagem card is called 'Apocrypha Paladin'.
"The troops he is embedded with get +100 on their attacks in an offensive. Any hit scored will have increased 25% to be a kill."
Tonzint
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RE: Cults

Post by Tonzint »

+ 10 to war stat for leader following Apocrypha Order.
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