Pi2repsilon -> RE: Cults (6/19/2020 3:08:57 PM)
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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?
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