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pgt1027

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Hey guys. When playing as a megacorp, when you combine Criminal Heritage and Gospel of the Masses, you get the unique government type "Subversive Cult". I've noticed a problem with this government type, though I'm not sure if it's a bug or a feature. When you create Temples of Prosperity, can't actually create any new spiritualist pops, you can only increase already existing spiritualists. I think this may be because Criminal Heritage forbids you from creating commercial pacts, and it was these commercial pacts that were supposed to give you the initial spiritualist influence that the Temples of Prosperity increase, but in this case, if they don't already have any spiritualist influence, well, 0 x 1.5 = 0. I think Temples of Prosperity should generate their own independent spiritualist influence so the Subversive Cult isn't dependent entirely on empires that are already some degree spiritualist.
 

Promethian

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Also the Temple doesn't produce crime in this combo which severely limits its value. Overall this kills the RP value of the combo as well. When I think of a subversive cult I am thinking of infiltrating a society with a crazy religion and converting its pops. This is perfectly simulated with the criminal branch office function but the part where we convert pops just doesn't work. That is not right.
 

pgt1027

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Also the Temple doesn't produce crime in this combo which severely limits its value. Overall this kills the RP value of the combo as well. When I think of a subversive cult I am thinking of infiltrating a society with a crazy religion and converting its pops. This is perfectly simulated with the criminal branch office function but the part where we convert pops just doesn't work. That is not right.
Yeah, exactly, I thought half the RP fun would be infiltrating non-spiritualists and spreading a cult.
 

obaya

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also it would be coul if as a subversive cult you would get all the treatment of the spiritualist, the "holyness" and the "high priest", after all you are the prophet (;:D
 

Zlutz

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I'm playing as subversive cult (or at least trying to).
The first huge problem is that there is just no point in opening branches on anything that is not a capital world because other planets have very little population (at least early game and even mid game).
Temple of prosperity gives +50% Spiritualist attraction.
Empire Capital gives +100% Governing ethics attraction.
Second problem is that Temple doesn't do any crime so your branch office gets closed if you build it as a first building (and what's the point of being subversive cult when you can't spread the cult?)
Third problem is that normal crime buildings don't spread the religion!

I don't want a standard "concealed drug lab", I want a "concealed psychedelics lab" producing LSD and Psilocybin, inducing visions in population , increasing spiritualist attraction!
I don't want a regular old "underground clubs", I want "satanist orgy bloodbath underground clubs", also increasing spiritualist attraction (not increasing birth rate because those get sacrificed anyway).
I also don't want a "Temple of Prosperity", I want a crime inducing "Temple of Sacrifice"

The rest of buildings can be the same, no need for spiritualist attracting illicit research labs and stuff...
 

Kharrus

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Hey guys. When playing as a megacorp, when you combine Criminal Heritage and Gospel of the Masses, you get the unique government type "Subversive Cult". I've noticed a problem with this government type, though I'm not sure if it's a bug or a feature. When you create Temples of Prosperity, can't actually create any new spiritualist pops, you can only increase already existing spiritualists. I think this may be because Criminal Heritage forbids you from creating commercial pacts, and it was these commercial pacts that were supposed to give you the initial spiritualist influence that the Temples of Prosperity increase, but in this case, if they don't already have any spiritualist influence, well, 0 x 1.5 = 0. I think Temples of Prosperity should generate their own independent spiritualist influence so the Subversive Cult isn't dependent entirely on empires that are already some degree spiritualist.
Something I have found that actually works well early-mid game is to set your empire up to wage ideological wars to "convert" them. Subsequently, after winning a war, you hopefully bombed the shit out of them and they got stuck with a bunch of ruined buildings.

This is where it gets fun. The AI will not replace their former infrastructure with precinct offices, since they see it as easier to just repair the buildings. This gives you a more than ample opportunity to put down crime buildings before they can shut you down, and you get new spiritualist pops for your temples to grow!

It's a unique playstyle that works exclusively for them, and I've found it really works well mid-game. As an added plus, egalitarian empires you attack that remain so cannot resettle pops to recover their seiged worlds quickly, so they should be prime targets.
 
Last edited:

Turnil

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I would love to see the cult get their own version of the temple of prosperity.
easy solution: let it generate crime beside its'other bonuses.
best solution: spiritualist pops create more crime and trade value. (instead of just trade value.)
 

Kharrus

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I would love to see the cult get their own version of the temple of prosperity.
easy solution: let it generate crime beside its'other bonuses.
best solution: spiritualist pops create more crime and trade value. (instead of just trade value.)
As far as I can tell, you get trade value from your own spiritualist pops as well. Would be hard to code in that case.