Cults in game
Posted: Sat Jul 11, 2020 8:22 am
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
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