Cults in game

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demiare
Posts: 470
Joined: Sat Jun 20, 2020 4:21 pm

Cults in game

Post by demiare »

All credits for Pi2repsilon, zgrssd, Tree Dog and Tonzint users.

Every cult provides some bonuses, a penalty, a possible leader feat for cult membership, a priest stratagem, and a set of events tailored to boost a specific regime profile.
Events are triggered randomly and will not trigger if your policy for cult is set to "Suppress". Same will be with priest stratagems and leader feats, while bonuses&penalties will be still applied as long as you have followers of this cult.

UPD. Some costs of special repeatable event. This event is random and repeatable, allowing to boost specific government profiles a bit.

Mystic Temple
Profile: Commerce, Heart
Leader feat: +20 Oratory&Leadership skill
Bonuses: private economy bonus, population happiness
Penalty: -recruitment
Event cost: spend credits
Priest: +readiness, receive credits after doing kills in combats

Church of Syndic
Profile: Democracy, Government
Leader feat: 10 Int [?]
Bonuses: economics bonus points
Penalty: losses of private sector funds
Event cost: spend credits
Priest: +defense

Eternity Movement
Profile: Meritocracy, Mind
Leader feat: +10 Int
Bonuses: research bonus points, loyalty in zones
Penalty: worker productivity
Event cost: spend PP
Priest: +morale

Anima Circle
Profile: Democracy, Heart
Leader feat: +10 Cha
Bonuses: secret (boosting effect of your spies), reduces unrest and fear in zones
Penalty: leaders with high egoism randomly get relationship minuses (quite high ones -6..-8 are common), population losses if paired with Shadow Cult
Event cost: ???
Priest: increased XP gained

Shadow Cult
Profile: Autocracy, Fist
Leader feat: +10 Int
Bonuses: cultural adaptation
Penalty: extra unrest in zones, population losses if paired with Anima cult
Event cost: loss of population
Priest: ignore retreat result of enemy hit in combat

Apocryphal Order
Profile: Autocracy, Enforcement
Leader feat: +10 War
Bonuses: converts free folk easier, increased casualty tolerance
Penalty: unrest in zones & population losses if there present other cults
Event cost: gain Fear in zone
Priest: +attack, 20% kill on hit
Pi2repsilon
Posts: 42
Joined: Mon Jun 15, 2020 7:41 am

RE: Cults in game

Post by Pi2repsilon »

Nice of you to take over. Here's an update:

Mystic Temple follower feat is +20 oratory, +20 leadership
demiare
Posts: 470
Joined: Sat Jun 20, 2020 4:21 pm

RE: Cults in game

Post by demiare »

ORIGINAL: Pi2repsilon

Mystic Temple follower feat is +20 oratory, +20 leadership

Done and thank you!
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Malevolence
Posts: 1798
Joined: Sat Apr 03, 2010 11:12 am

RE: Cults in game

Post by Malevolence »

Mods, please sticky.
Nicht kleckern, sondern klotzen!

*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
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newageofpower
Posts: 291
Joined: Thu Dec 03, 2020 3:09 pm

RE: Cults in game

Post by newageofpower »

Syndic Church is now +10 Willpower instead of Int.
Soar_Slitherine
Posts: 597
Joined: Sun Jun 07, 2020 11:33 am

RE: Cults in game

Post by Soar_Slitherine »

The Anima Circle can also reduce corporate control in zones - according to Vic, this was preventing the corporation from maintaining any control in one of my zones earlier. A negative effect if you want to boost the corporation, a positive one if you'd rather not deal with the happiness penalty from corporate control.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
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newageofpower
Posts: 291
Joined: Thu Dec 03, 2020 3:09 pm

RE: Cults in game

Post by newageofpower »

Overall more negative than positive, IMHO.

If I want to punch the Corp in the nuts, I can do it with the repeatable Stratagem.

I dislike gameplay design that reduces Player Control and increases RNG reliance; rolling Anima Circle or having them spread into your territory means you can't personally make the decision whether Private Labs and Corp Stratagems are worth the Population Happiness tradeoffs.
mahaniok
Posts: 39
Joined: Wed Dec 30, 2020 10:12 am

RE: Cults in game

Post by mahaniok »

In 1.07, Mystic Temple is +Commerce and +Meritocracy, no heart.
Soar_Slitherine
Posts: 597
Joined: Sun Jun 07, 2020 11:33 am

RE: Cults in game

Post by Soar_Slitherine »

I just noticed that the Anima Cult fights crime syndicates too, according to stats on cult page in the zone tab.
Not affiliated with Slitherine. They added it to my name when they merged the Slitherine and Matrix account systems.
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BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

RE: Cults in game

Post by BlueTemplar »

Church of Syndic gives Public Industrial Bonus points, not "economics bonus points" (which would do what ?)
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

RE: Cults in game

Post by zgrssd »

ORIGINAL: BlueTemplar

Church of Syndic gives Public Industrial Bonus points, not "economics bonus points" (which would do what ?)
I think "economics bonus points" got renamed to "Public Industrial Bonus points", when Vic also made sure they actually worked. And cut it down to only affect Industry, not all assets anymore.
He renames stuff from time to time.
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