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Cults in game - 7/11/2020 11:22:43 AM   
demiare

 

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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

< Message edited by demiare -- 8/10/2020 7:31:26 AM >
Post #: 1
RE: Cults in game - 7/11/2020 12:42:47 PM   
Pi2repsilon

 

Posts: 42
Joined: 6/15/2020
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Nice of you to take over. Here's an update:

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

< Message edited by Pi2repsilon -- 7/11/2020 12:44:08 PM >

(in reply to demiare)
Post #: 2
RE: Cults in game - 7/11/2020 1:04:40 PM   
demiare

 

Posts: 470
Joined: 6/20/2020
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quote:

ORIGINAL: Pi2repsilon

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


Done and thank you!

(in reply to Pi2repsilon)
Post #: 3
RE: Cults in game - 7/11/2020 8:44:13 PM   
Malevolence


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Mods, please sticky.


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(in reply to demiare)
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RE: Cults in game - 1/18/2021 10:02:14 PM   
newageofpower


Posts: 254
Joined: 12/3/2020
Status: offline
Syndic Church is now +10 Willpower instead of Int.

(in reply to Malevolence)
Post #: 5
RE: Cults in game - 1/18/2021 10:23:34 PM   
Soar_Slitherine

 

Posts: 348
Joined: 6/7/2020
Status: online
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.

(in reply to newageofpower)
Post #: 6
RE: Cults in game - 1/18/2021 10:35:23 PM   
newageofpower


Posts: 254
Joined: 12/3/2020
Status: offline
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.

(in reply to Soar_Slitherine)
Post #: 7
RE: Cults in game - 1/19/2021 4:53:30 PM   
mahaniok

 

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Joined: 12/30/2020
Status: offline
In 1.07, Mystic Temple is +Commerce and +Meritocracy, no heart.

(in reply to newageofpower)
Post #: 8
RE: Cults in game - 1/24/2021 8:04:20 PM   
Soar_Slitherine

 

Posts: 348
Joined: 6/7/2020
Status: online
I just noticed that the Anima Cult fights crime syndicates too, according to stats on cult page in the zone tab.

(in reply to mahaniok)
Post #: 9
RE: Cults in game - 2/3/2021 11:06:27 PM   
BlueTemplar


Posts: 612
Joined: 4/29/2010
Status: online
Church of Syndic gives Public Industrial Bonus points, not "economics bonus points" (which would do what ?)

(in reply to Soar_Slitherine)
Post #: 10
RE: Cults in game - 2/4/2021 9:45:41 AM   
zgrssd

 

Posts: 2705
Joined: 6/9/2020
Status: online
quote:

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.

< Message edited by zgrssd -- 2/4/2021 9:46:07 AM >

(in reply to BlueTemplar)
Post #: 11
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