Is "Gospel of the Masses" any good?

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Gyrvendal

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In my latest game, I was playing a militarist authoritarian xenophobe empire, and bordering a corporate empire with this civic. I made a trade deal early and they built branch offices on almost all of my worlds. They always built the building that is supposed to give spiritualist attraction, yet I never got a spiritualist faction in my empire over the next 150 years....

So have you guys tried this civic? Is the bonus to trade value from spiritualist pops any good? Did you find the special building worth it?
 

Ancillary

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I just had a successful game using this civic. That said, I completely ignored the mechanic of spreading spirituality to other empires and found the special building worthless.

The main benefit was the extra trade value from my own spiritualist pops. It's a good synergy since the spiritualist ethos already emphasizes ethics attraction more than any other ethos.

Gospel of the Masses might not be an essential civic, but it stands out since the corporate civics as a whole are underwhelming.
 

Scorpio_Shirica

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I just had a successful game using this civic. That said, I completely ignored the mechanic of spreading spirituality to other empires and found the special building worthless.

The main benefit was the extra trade value from my own spiritualist pops. It's a good synergy since the spiritualist ethos already emphasizes ethics attraction more than any other ethos.

Gospel of the Masses might not be an essential civic, but it stands out since the corporate civics as a whole are underwhelming.

I've had the same experience with my subervsive cult. It's mostly nifty as a booster for my own trade value due to the number of spiritualist pops I have. That spiritualist attraction building seems useless lol
 

WhiteKyubey

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1) Gospel of the Masses gives you trade value for your own spiritualist pops, so it can be quite good without any officies.
2) If you want it to work in other empires, then you need to impose ideology on them, then they'll start to get spiritualists, slowly. But if you impose ideology as megacorp, you'll create another megacorp and would not be able to get officies...so you start as regular empire, impose ideology to everyone around you, make a federation and switch to megacorp and build officies! I don't think this will worth it...
3) Build psionic colossus. Everyone is a spiritualist now!
 

Xaos

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I've had a game recently and have had a lot of fun with it.

The temple isnt as useless as you would think. I had a materialist neighbor who currently has about a fourth of his pops turning spiritualist.

That being said, as my recommendation, make subsidiaries. And make them as often as possible. As their overlord, you have exclusive rights to the corporate tab of your minions. Plus, they'll begin to like you for the trade value that is popping up every day.

Also, to me it doesn't matter how much trade value is on the planet, build baby build. The moment it hits 25, temple. After temple, I normally go lab, but you could do food, minerals, energy or more trade value.
 

KarsusTheMad

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So in my experience, Subversive Cults are best played hyper aggressive as Fan. Spiritualist/Authoratarian. Your first goal should be to obviously build taller than your neighbor then declare war on them as soon as you are taller than them and able to easily win (after taking Nihilistic Acquisition). Go to their planet where they keep most of their food tiles (don't even call it an Agri-world if it's the AI making it lol) and then raid their pops to your worlds, and once the war is over, their populations suitable destablized, leave a temple behind for them. Whenever they generate a pop, it will have an increased chance of being Spiritualist, giving you more trade value.

The interesting thing here is that the more devestation you leave behind, the better off you'll be. They however will probably be screwed in the long run and left in an unrecoverable state. If this is multi-player, I highly recommend you do not do this to someone you want to remain friends with.
 

Keioel

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I've been having quite a bit of fun with the Spiritualist Megacorp, first run I did a spiritualist/egalitarian/pacifist matchup but this current run I'm doing a spiritualist/fan pacifist. I find the temple building to be really useful the first run I felt it wasn't and so ignored it but putting it down as the first building especially if you can get to a colony early is hilarious in a non spiritualist empire. It's more profitable and fun than I originally thought.
 

Latheloi

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I haven't really bothered with the spiritual buildings in my spiritual/fan Pac run. Main use has been the bonus trade value from my pops.
Also got quite lucky with my neighbours and had three convenient spiritualist empires!
Am a few years off of the 200 years of peace achievement with this run!
 

Thinkamancer

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In my latest game, I was playing a militarist authoritarian xenophobe empire, and bordering a corporate empire with this civic. I made a trade deal early and they built branch offices on almost all of my worlds. They always built the building that is supposed to give spiritualist attraction, yet I never got a spiritualist faction in my empire over the next 150 years....

So have you guys tried this civic? Is the bonus to trade value from spiritualist pops any good? Did you find the special building worth it?
It gives +50% attraction value to spiritualist. 0+((50/100)*0) = 0. You won't get any spiritualists if there's no attraction to start with, but if there is, it increases a lot.
 

Thinkamancer

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I'm playing a Megacorp and I took it as a third civic. It gives a bunch of extra trade, which is sweet, but I only build it on planets that already have spiritualist pops on them. Sometimes they're only there because when your pops grow on a neighbor's planets, they have a good chance to keep your ethics, it seems. Add the attraction buff and you're good to rake in the dough.

No point on building one in a fanatic materialist empire, though.