Cultist Simulator

Cultist Simulator

The Professor
The BunDroid 27 Jun, 2022 @ 11:57pm
Very Substantial Treatise: Professor Review
I wanted to write down just a couple thoughts about this mod, but I ended up having entirely too many thoughts on what turned out to be a more complex mod (or trio of mods, since it relies on the Scholarship mod and the follower mod) than I anticipated, so I wrote out a bit of a review. I did my best to keep it as concise as I could, but there's a lot to go over, even if I do my best to avoid any major spoilers for the plot. I won't discuss anything about the story post forming a cult. A TL;DR for this review is that it's good, better than I hoped it'd be, and that I did find a few things I could bring up for some constructive critique and suggestions, and liked this work enough I felt some thorough effort and feedback was warranted. If you're reading this because you wanted to see if someone was saying this mod is worth playing or not: stop reading this and go play it. It's good enough I felt inspired to write about how good it is (as well as some constructive critiques, which I feel should be read only after playing it, but I can't stop you). So, if you're willing to read, I wrote down my Very Substantial Treatise on Professor Lore here:

As of late, I've been rather enamored with Cultist Simulator. By which, I mean I finally decided to try it years after release a few weeks ago, and I've already netted over 200 hours. I still haven't seen everything the base game has to offer yet, but I decided I still wanted to check out the Workshop to see what some creative minds have come up with. And one of the top recommended mods was The Professor. Though it's actually a few mods, because it uses a couple other mods, because it makes use of a couple other ones.

At time of writing, I can't go into The Roost Machine, which is listed as a dependency, but actually isn't strictly required to play. When I tried playing with it, it caused some crashing and display bugs, but I let the mod author know. In any case, the content dependencies are The Author, which provides a way to use the Scholarship skill in the Work verb, and superjw2's Followers, which fleshes out Winter/Knock/Grail to 3 followers, and adds 3 followers and a pawn for Secret Histories. I'll cover these additional mods briefly before discussing the main mod itself, which has a LOT of content to cover.

To cover the Followers quickly: I never particularly felt I needed the extra followers for the base game Aspects, but it was nice to have them, and to have a nice even rectangular grid on my cult board. At least, until I sacrifice the Lantern pawn to Poppy. In any case, the portraits for the followers look pretty good. They match the overall aesthetic of the game very well, and critically, the mod relies heavily on the presence of the 3 Secret Histories followers (and pawn). That being said, I did find the third Winter cultist's cheerful smile to have a hilarious juxtaposition to his description when I brought him to Disciple. I couldn't exalt him on my play-through, but I almost want to do it again with a Winter cult just to see it.

The only other weird thing I noticed about the new Followers was that when they become disciple or higher, talking to them in the cult window causes the "I don't think we have anything to say to each other" text as if I was speaking to a prisoner. That should probably get looked at, but again, not a deal-breaker by any means. If I want to nit-pick, I can also point out there's a couple very minor grammatical errors in a few of the descriptions for the new followers. I'll step forward and volunteer that during my spare time, I'd be happy to review these and offer corrections if the author is interested.

About the Author mod: This allows the player to use their Scholarship skill in the Work verb, like I said. It allows slotting of Reason or Passion cards. Passion allows you to use influences much like painting; otherwise, I'm not entirely sure what the difference is between it and painting, but it did seem to be a bit more stable with its returns on income, and also occasionally gave an Erudition. Reason cards allow you to use books or lore as inspiration to write. This also generates Notoriety, unless you happen to have a position that makes it less suspicious, but produces an acceptable income and possibility of Erudition and/or Glimmering, just like poetry.

This is a welcome addition to the game, because it provides a secondary source of Erudition, much like Glimmering from painting, and it's also nice to be able to apply all of your skills to work one way or another. I think the only part of this that confused me is not entirely understanding if there's any benefit to using both Reason and Passion; it seems like it simply chooses one or the other depending on which is more prevalent, and breaks the tie arbitrarily if it's even. Also, I do think it might be nice if the mod also gave potential inspiration topics that weren't immediately suspicious. Regardless, The Professor makes heavy use of this skill.

In fact, while it's not centrally core to the gameplay loop for Professor, it was useful enough I actually felt encouraged to do something I never do in Cultist Simulator, which is to cast Reason's Glory. Prof naturally gets up to 7 reason, following Stag Door, and if I made it 8, I could repeatedly do scholarship activity with no waiting period while still keeping 4 Passion ready in case I need to launder Notoriety - aka, Paint with my Imagination skill. I was in the classroom about as often as Indiana Jones and it doesn't just provide Erudition and Glimmering, as I mentioned earlier - it also provides Occult Scraps and Furtive Truths. This massively reduces the number of times I had to spam The Wood / White Door to get the first tiers of basic expeditions in, and it was such a convenient time-saver, I absolutely seethed at the fact that I didn't use this to save time because I didn't try it until well after I'd done all the usual spam.

So, on to the mod proper. The mod opens the player with no stat cards or Funds, but Scholarship in Greek and Latin, as well as a Thesis paper to use initially in the Work slot. We are soon introduced to the unique job, which is lecturing as a Professor, and a Campus location to explore, and introduced to the Dead of the History Department of the university.

The job pays well but is somewhat oppressive - it requires 75 seconds to return 2 Funds, and decays in 60 seconds, in a manner similar to "A Difficulty at Work" for Glover and Glover in the base game. 75 seconds for 2 Funds isn't a bad time / fund return - it's slightly better than doing a max tier Strength skill twice back to back with perfect timing, but it does tie up the Work slot for quite a while. This plus the rapid decay makes it difficult to manage things like Restlessness early on. If it does decay, it will eventually time out and fade entirely. However, it can be regained by pleading with a Passion. There's also a slot for assistance from a Dean, but it also excludes every Dean I encountered while playing the mod, so I'm not sure what the purpose of that is. In any case, if I ever had a brain lapse or just needed the slots, I never had difficulty regaining the professor job.

I'm actually not sure it's a necessary component for the job to decay at all. There's already a penalty for allowing another job in this mod to decay, and a rather permanent one at that, and the threat of losing access to the uni altogether actually restrains some of the potential for the mod. To go into that, I'll talk about The Campus next.

Exploring the Campus requires either a Health or a Follower. At the start this isn't really feasible, since the first stats actually granted are a single Health (and 2 Reason and 5 Funds), and considering how this Dean seems so excited to see you at the start, it's kind of funny to me he doesn't take you on a tour. But no worries; I typically begin a round of Cultist Simulator by immediately improving my Health so I don't die of disease in the first couple seasons, so this is a problem relatively quickly remedied. Relatively... that job decaying remains a real threat from the very beginning of the run, so manual labor wasn't really possible until I got a couple levels of Strength in, when I began to be able to weave that in once for an extra Vitality, and then painting for Glimmering. I didn't really feel comfortable doing it until I managed to get Sulochana to help hold my job for a minute. The trouble is, the results of exploring campus are somewhat limited. The total results are finding the new followers added by the Followers mod, 7 in all, as well as the Campus Library.

The library has an interesting mechanic to it. It pulls books from the same pool as Morland's, and it's free, with two caveats. One is that it takes double the time it takes to get a book from Morland's, and the other is you need "Permission" - which is slotted by the dean, who becomes exhausted afterward for another 60 seconds. It's a neat idea, and when I found Morland's, after I had some Funds built up, I would alternate between the two as needed. That is, unfortunately, the only new location that the Campus provides, despite its description stating that it is a "sprawling place, filled with unique individuals and hidden rooms". If you keep trying to explore it, it only gives Restlessness.

Now, here's where I come back to that whole "job decaying" thing. I suspect that if too much of the legacy relied on being able to access the campus, losing the campus via being fired would effectively make the game unwinnable, since the player is locked into a custom Temptation and cannot win the game via other means (at least, to my knowledge). The thought that springs to my mind is, if it didn't decay, there is potential for other locations that can be accessed via the Campus location and more that could be done to expand its functionality. As it stands, once the Campus Library has been discovered and all the new acquaintances have been met, The Campus becomes useless (unless you really want a reliable source of Restlessness), and the Campus Library has only a single optional use once all the books are exhausted.

I did find it kind of funny that the Dean has the "Annoyance" aspect, given that he's nothing but friendly - helps you get free books which contain forbidden occult lore (are we... sure about this guy's credentials?) and always allows you to get a Research Leave - which is a good way to buy more time with the lecturing job, giving you a much more generous amount of time to use your Scholarship skill to author a paper. Writing a paper while having this research leave grants protection from gaining Notoriety, and to my knowledge, there isn't a requirement that the paper is actually *good* - so you can easily do it from the moment you have the Scholarship skill any time you need.

This actually becomes more directly useful, however, because the fact that he is an Annoyance leaves him vulnerable to the same tactics as Mr. Alden from Glover and Glover. After disposing of him via your preferred method - Grail being the safest route - writing a good essay while on research leave can grant you his place. Becoming the Dean does have its perks - you're even given a card that says Dean's Perks. That card doesn't have much purpose. It can be used to access the Campus Library at will, but if you had, say, already exhausted the supply of books there, there's not really any point to that card.

Here I want to briefly circle back to that whole Scholarship job thing. I noted that having a career as a Professor is sufficient to nullify the Notoriety gained by doing Scholarship on forbidden lore. This works by using a magnet to pull in the Prof job if it's in "Research Leave" mode. However, I'm going to give my personal opinion that I don't necessarily think this tracks. When I perform the regular Professor job, I'm immediately told that I have to be subtle about splicing in any of my more "controversial ideas". This leads me to the rather sensible conclusion that the Suppression Bureau, which investigates even painters and issues propaganda to report strange dreams, probably doesn't want to hear about a professor lecturing students and infecting their minds with potentially mind-altering lore. We need the Dean's permission to get books related to it out, so we know that it's not typical for a professor to just have this information. So it seems counter-intuitive that a prof should get less scrutiny when writing a full-fledged scholarly paper on it. I think it would make more sense if this Notoriety-canceling power was a Dean perk instead; it would give a real incentive beyond just stacking cash to get that dean position, while also giving a rather unique challenge that the player would need to do something that carried risk to gain that Dean position in the first place.

(Cutting this in half; apparently it's long enough that Steam is complaining, so I'll add Part 2 in a reply.)
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Showing 1-5 of 5 comments
The BunDroid 27 Jun, 2022 @ 11:57pm 
The job itself is great, still taking over a minute but now providing 3 Funds. It's about on-par with the Senior Glover and Glover position, with one added bonus. There's no magnet, but a Mystique can be slotted in to get rid of it with no liability to you. I didn't find myself using this terribly often, because typically if I was creating Mystique, it was intentional, as a backup plan for obscuring Notoriety I had failed to clear off the board before the Detective came prowling. I think the only nitpick I have with the job is that the description refers to the Dean as "he" - the first one certainly is, but the player may not be, and if another Dean does appear, it'll be a woman, so it's a little odd.

The dean job does decay however, after a much more generous 3 minutes, and while this didn't happen to me until I had a pretty bad crisis (Heart botched the Notoriety cleanup and I also reached Despair 2) I found that if it does, it is literally impossible to get it back. It is possible to regain the basic Professor job but not to ever be promoted again. Which is a shame, because the Vacant Dean Seat card still *says* you can be promoted, but even after writing a dozen dissertations with a Port Noon Anecdote and other Level 14 lore, it doesn't help. The Aspect that permits this advancement is no longer present, so the text is somewhat misleading.

If you fail to advance to Dean somehow in the 1200 seconds the seat is open, or you lose that job, the dean is replaced by "Another Dean", a woman whose description told me she is less friendly to me than the original Dean. However, I wasn't sure what that was supposed to mean at first. She still granted research leaves like the first, and the Professor job hadn't changed. After some experimenting around I found that what's different is that she doesn't give permission to access the Campus Library for books. However, by the time I encountered this, I had long since bought out Morland's and was using it as my HQ so I could easily build up Heart influences, so this wasn't really a penalty. I think I'd like to see something more real to this penalty, and perhaps even a limit to the first Dean's nice-ness to make it more sensible to want to bring his career to an early end.

Honestly, I felt rather bad about ousting the first Dean; he really didn't do anything that pissed me off or taxed me like Alden, so I felt like it was solely because I was a girl with ambition for better. The oppressive nature of the regular Prof job does provide at least some incentive to do it and get the Dean job, but it isn't required. In fact, once you have at least one SH follower, it's entirely acceptable to forget about the whole college thing altogether and just do whatever.

In sum, the setup is very aesthetically appropriate for the kind of story the mod is trying to tell, and the college aspect does give an opportunity for decent pay and career advancement, with some limitations and perks respectively. It doesn't pay out as well as infinite money the Board position at Glover and Glover, but it does have less liability. I feel like it's very well implemented, and would benefit from a little expansion. If the base level job was stable, and more locations could be accessed via Campus to help sell the depth to it, it could potentially make more of its story aspects rely on it, and it would feel more thematic.

If all of this so far sounds like I'm being harsh on this mod, let me be clear: this mod was a fantastic experience and as I write this review, I'm playing it again to catch the details I missed, and because, let's not mince words, it's fun. The story of this mod is so good, I don't want to spoil it, and I only want to drop a couple hints here and there of what's to come. Any critiques or nit-picks are there as feedback and potential suggestions, either for changes or for future endeavors. Besides, this experience, clearly the product of a lot of Heart and Passion (oh, that was terrible), is truly good enough that any minor issues I would bring up is because I feel like someone putting this much effort into a quality product, for free, deserves at a minimum a thorough and supportive review, and I think I would be remiss in passing over any issues I do find, however slight.

So, about that story. It's a very interesting non-canon story; the intro is that the Prof admits they don't entirely remember writing their award-winning thesis. Upon Studying it, they begin to have recollections of dreams of parallel histories to the one that takes place in the main story. From there, you can immediately Study the thesis again to form a cult, variant to the Secret Histories. I did find that slightly jarring; seems quite the step to go directly from "I had a dream about other histories and how we can affect this one" to "I'm going to form a cult inside the college campus around this", but I can't complain too much. Legacies built into the base game have also been rather sudden with the whole building a cult thing, so I don't think that's too big an issue. I only really wish I could have maybe gotten a bit more vivid description about what we as the player saw in our visions.

It is also a little odd that founding the cult is done by Studying the thesis a third time, rather than mimicking the way the Medium? establishes their variant Winter cult, but again, nitpick. I should mention you don't have to form this particular cult, and can finish the legacy as any cult, including the original Secret Histories cult, should you so want. But obviously I wanted to experience the new content, so I did.

There's also a new lore type... kind of. Early on (still pre-cult) I was given "A Piece of this History", but this isn't a new lore type that is used the same was as other lores. It can still be used to Speak of Esoteric Matters, but otherwise... they do have uses, and my general piece of spoiler-free advice to anyone playing this mod is that progressing does involve using the alt purple lore cards, that not every step requires you to do the same thing, and if you're ever stuck, there's always someone to talk to who answers questions about Secret Histories cards, and will point you in the right general direction.

That being said I do want to really quickly point out a more significant issue with these hints to the mod developer: The hint from dreaming on the history that leads you to Ezeem mentions "Heart and Grail" and Ezeem doesn't have Heart aspect.

In any case, there's a LOT more content added by this mod. Some are tweaks to base game items or people that make them useful for the storyline of this legacy, some new items, people, expeditions, and quite a bit more besides. The mod does add Cult Business for Secret Histories cultists, as well as the ability to exalt them. Each of the three SH cultists has a unique title for being exalted, and suffice to say, there is actually a use for Secret Histories cultists in this mod.

From here, I'll be quiet about where the story goes, but suffice to say this glimpse of the possibility of alternate histories explodes into an adventure that takes some very unique twists, and I found myself needing to use resources I typically didn't in order to progress and complete the game on several occasions. The ending was also fairly satisfying. I did romance one of the SH cultists, but did not interrupt ascension for them. The whole romance thing is an afterthought in this game for the most part, and often more a liability than anything else, so I didn't until near the end, but it was fine. Not much else to say on that point.

Is the writing on-par with the writing in the base game? It's hard to say, but I think it's quite good, even with a couple minor things I'd tweak to bring it more in-line with the rest or correct some very minor grammar concerns. Again: I'd love to offer to take some of my personal time to review the dialog and offer revisions, if the author wants to take me up on that. I wouldn't charge for the time. It's obvious that between all the custom assets including the follower and patron portraits, the altered mechanics, new content, and more, the author definitely put a LOT of time and effort in to bring people, including me, a polished final product for literally $0. Providing some of what I hope is taken as constructive critique and offering to do my part to help with what little I can is a barely-adequate thank you for making a story I found myself engaged in from start to finish.

That and telling you, the reader, if you made it this far without actually playing it (I specifically requested the opposite of this!): download this mod. I haven't even begun to talk about all the neat little things to find in this Legacy and it is absolutely worth your time. Subscribe to the dependent mods first, and hopefully the Roost mod will get a patch fixing it soon, but you don't actually need it to play the legacy. To quote the Heart cultists: I am "almost entirely secure" in my belief you will enjoy it.
superjw2  [developer] 26 Mar, 2023 @ 9:25am 
Hey Emily, this is really late, but I didn't see it at first because I honestly had never really noticed the discussion section before! I appreciate all your feedback, and would absolutely love to get any grammar errors or typos you notice so I can fix them. I'll correct that gendered pronoun in the dean description; when you're writing so much sometimes those sorts of things occasionally slip through.
I'm glad you enjoyed the mod enough to write about it! I'll give a little bit of insight into a few of my decisions.
For founding the Cult, I made that part of the mod before actually playing the Medium, so I didn't have it as an inspiration. I think it turned out alright all things considered, especially once I fixed it so it grabbed an acquaintance before it grabbed your passion.
The criticism of the wording around the Ezeem hint is fair, I'll look into changing it.
The Dean job is intentionally very time-demanding, and the campus is intentionally not required past the early game. I didn't want the whole thing to be loseable off a single card decay. But I also know professors work longer hours when they first start, and wanted to reflect that.
There are ways to address the Dean besides the Alden approach. Like Mr. Alden, he has a chance to retire on his own. Also, there are ways to make a renegade out of him, and recruit him like the investigators, which is why there are spots for the Dean in weird places. I originally had bigger conceptual ideas for the campus, but didn't come up with any good ideas to translate those into mechanics, and just ended up releasing it.
Thanks again for the feedback! Wish I'd seen this months ago!
griea 9 May, 2023 @ 10:53am 
hey bravo OP this is an EXCELLENT write-up, i enjoyed reading every word. very very well done :csdream:
Kml01 11 May @ 1:25pm 
ı am also playing the mod thanks for everything it is sometimes hard to navigate and understand what to do but good. personely i wanted to become a history professor but couldnt become one so it is especially appeling as a what if scenario
Kml01 11 May @ 1:39pm 
just ı couldnt found how to improve the obcession of secret histories
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