Death Cult + Origin Clone Army = no pips problemDeath Cult + Origin Clone Army = no pips problem and lots of Unity.
Do not thank xD
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Death Cult + Origin Clone Army = no pips problemDeath Cult + Origin Clone Army = no pips problem and lots of Unity.
Do not thank xD
So you are saying that killing 60 pops have no impact of any sort to economy and/or killing 60 pops in exchange for 10% bonus unity is good exchange?
Regular Priests have 2 jobs per temple level, and provide base 4 unity. +1 exalted priesthood is 5.
Death Priests have 1 job per temple, and provide a base 3 unity, and +3 unity when a sacrifice edict is active, even if it was just 1 pop sacrificed. +1 exalted priesthood is 7. (not counting edict effects).
Exalted Priest hood makes is a 1.4 pop efficiency advantage compared to a 1.5, but even with no exalted priesthood Death Priests have a 1.2 efficiency over Exalted Priesthood priests.
Given that the main reason to build temples empire-wide is for the building effect (planet-wide spiritualist attraction), not the job itself, this is honestly a better deal.
Exalted Priesthood Rings is still a 1.33 efficiency advantage to the Death Priests, and by this point in the mid/late game sacrifice edicts have to be considered for any meaningful comparison. Even a non-exalted death priest 6, which is nominally on par with the double-boosted Exalted Planetary ring, is realistically well ahead if it's using anything but the Bounty edict. Either a 10%+ from the unity edict, or a roughly 3.6% buff from +10 happiness empire wide to all jobs, including but not limited to unity.
By the mid-game when the above matters, pop growth stops being the majority of your natural growth anyway. Sacrificies should come from the same sources as most mid/late game growth: conquest, abduction, or the market.
While you can always buff Harmony more, happiness buffing is already pretty good. It's a direct buff to stability through planetary approval, where every 1 happiness increase on average is .6 stability, with every .6 stability over 50 being .6 boost to all econ, so even the minimum 10 happiness is vaguely 6 stability/3.6 econ buff. The fact that happiness is also a ethic-cohesion mechanic that will help pops get out of the truly massive unhappy-non-state-faction modifiers is a separate stability/unity buff.
Yeah harmony seems alright. It's the 5% mineral / energy one I think could maybe do with a little more of a boost. As you say, harmony is 3.6% of everything, whereas bounty is 5% for minerals and energy credits. (The scaling effects also nearly fit this same ratio, though it's 5:3 rather than 2:1).The energy/mineral Bounty is especially for MegaCorps, who want to be using branch offices for mining consortiums to improve their empire pop efficiency. This one also gives +1 to the zombie assembly empire wide, meaning on a modest 10 planet empire you're getting +10 pop assembly a month for 5 years for a single pop.
The Harmony edict is by far the best mid/late game sacrifice, as it's a minimum 3.6% buff to all your jobs, of all types. 10% unity vs 3.6% science/alloys/unity/worker jobs is no joke.
You’re not blocked from building regular temples as a death cult if you want to make better use of the exalted priesthood bonus.
The orbital ring building that provides additional unity to administrator and priest jobs should apply to mortal initiates, as well. If it doesn’t, please give us a bug report.
Off the top of my head being a corporate death cult with permanent employment gives a sacrifice that provides additional zombie assembly.
Yeah harmony seems alright. It's the 5% mineral / energy one I think could maybe do with a little more of a boost. As you say, harmony is 3.6% of everything, whereas bounty is 5% for minerals and energy credits. (The scaling effects also nearly fit this same ratio, though it's 5:3 rather than 2:1).
+198% unity gooooo!Death Cult + Origin Clone Army = no pips problemand lots of Unity.
Okay then. Death cult is good civic if i manage to min-max it, instead of just playing... okay then, i have no other questions... why i was even bothered to post anything as obvious as this.
But i still gonna to just play this for flavour reason, without abusing it or min-maxing. It will be worse than being spiritualist without ANY civics, but it seems casuals players should never even try to play.
Okay, thead is finished, can be closed.
Okay then. Death cult is good civic if i manage to min-max it, instead of just playing... okay then, i have no other questions... why i was even bothered to post anything as obvious as this.
But i still gonna to just play this for flavour reason, without abusing it or min-maxing. It will be worse than being spiritualist without ANY civics, but it seems casuals players should never even try to play.
Okay, thead is finished, can be closed.
Okay then. Death cult is good civic if i manage to min-max it, instead of just playing... okay then, i have no other questions... why i was even bothered to post anything as obvious as this.
But i still gonna to just play this for flavour reason, without abusing it or min-maxing. It will be worse than being spiritualist without ANY civics, but it seems casuals players should never even try to play.
Okay, thead is finished, can be closed.
The right for people to play sub-optimally should always be protected, but that doesn't mean that complaints of sub-optimal play should be taken seriously if it's reflecting poor analysis.
Nah, there could be good lessons for other people.
My guess is you have a poor handle on game mechanics, hence your tendency to badly describe mechanics that do exist and misrepresent their purpose or function when calling for changes to game mechanics.
If you want to play game mechanics badly for the sake of role play, that's always your perogative. Some people really, really like maximizing miner employment with mining guilds. Other people really like maximzing the number of roboticists with synthetic ascension, well past the point of the game where they'll ever get a positive return on investment.
The right for people to play sub-optimally should always be protected, but that doesn't mean that complaints of sub-optimal play should be taken seriously if it's reflecting poor analysis.
Pretty sure "disable half the jobs from this building" isn't the intended way to use any building in the game. You could maybe make the case for amenities jobs, but even then I'm pretty sure that's more of an issue with high amenities needing to have more value, with a stop-gap solution. It really feels like sacrificing one pop is not the intended way to use death cults when the values in the code appear to be balanced around 5% of your population, based on the comments there (presumably why the pop growth bonus is also +5%?).
If the best way to use the mechanics and the intended way to use the mechanics don't match up, that's a design issue. If you see a design issue, commenting on it is the correct thing to do. So the existence of this thread and the main point it sets out to do seems pretty reasonable?
Frankly I feel like you're being pretty rude about this too - it may not be your intention, but from my perspective it feels like you're ignoring the main criticism out of hand and not really engaging with the main point of the thread (although you've certainly made helpful contributions to the side stuff, don't get me wrong - the fact that the energy credit bonus applied to branch offices was something I hadn't considered before you brought it up, even when using corporate-death cults myself, for example).
Why would we ever nerf the lag control button?I know you want some civics to be only RP choice, and be actually worse than empire with no civics, and okay, Death Cult has its flavour, and i really love to use it, and thx for letting me use regular priests.
But at least let me to not sacrifice ALL initiates? Make it to sacrifice only 1 per planet or 1 per sacrificial temple, so that im not loosing so much populations for one edict, that do not so much.
Excuse you, sir, I come here to watch the arrow go up.Okay then. Death cult is good civic if i manage to min-max it, instead of just playing...
Fun Story Time!!I know you want some civics to be only RP choice, and be actually worse than empire with no civics, and okay, Death Cult has its flavour, and i really love to use it, and thx for letting me use regular priests.
But at least let me to not sacrifice ALL initiates? Make it to sacrifice only 1 per planet or 1 per sacrificial temple, so that im not loosing so much populations for one edict, that do not so much.
Amenity jobs, clerks, necrophytes, maintenance drones, anglers and pearl divers, and late-game pop assembly are all examples of job management where optimization does not entail maximizing employment. From tradition boosts, the Unyielding boost of .5 unity per defense army doesn't mean fortresses and soldiers are a good unity production measure- the optimal soldier employment for unity builds is still 0. Even beyond them, in the broader scope balancing between science and unity means that even unity-centric civilizations don't want to over-employ unity jobs to the detriment of other roles, both science (using the CG) or alloys (using the minerals that go into CG).
you can opt to use 1 sacrifice pop for entire game and since it gives 5% growth everywhere it is huge boost in large empire (you can always disable all other mortal initiatives), and since any amount of sacrifice makes death priest make the double unity you are literaly saving jobs compared to regular temples. Also buy sacrificing pops you are lowering treshold for pop spawning since you got less pops suddenly now it takes less time for new pops to emerge.Death Cult is a civic which optimizes for just 1 sacrifice, but allows sub-optimal rewards for fluff and roleplay with better- but not self-justifying- benefits for doing so. The ability of players to recognize the optimization is dependent on their ability to recognize the implication of mechanics therein.
For example, a 5% growth bonus does NOT imply a 5% population cull, because a 5% growth bonus merely means +.15 to +.225 growth per month on all planets (who have 3-4.5 base growth). This would be over 37 years for just 1 extra pop to be grown with no growth scaling. In functional terms, for a modestly sized early empire, that amounts to- maybe- 1 extra pop over 5 years.
I wish there was notification, how many mortal initiatives you need for full power sacrifice. When I play death cult I usualy disable mortal inititatives but 1 and enjoy the huge unity boost to all death priests in empire, eventualy saving 1 job per temple (but 1 that is to be sacrificed) till I have decent population growth/setup. you can basicaly do nothing worse than sacrificing pops on starting colonies since you need to get them to 10 pops ASAP to get 4,5 growth. Death cult is really demanding on micromanagement.This assumes the conclusion that the intended way to use the mechanics is maximize the pops sacrificed.
This conclusion was based on bad analysis of the mechanics at play.