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[Outdated] Call of Cthulhu - Cults
 This topic has been pinned, so it's probably important
Ryoma  [developer] 19 Dec, 2016 @ 3:41pm
How To Make Cultists
Colonists convert to your cult through three major factors.

1. Talking to a friend, who is a cultist. [Social Intaction named: Shared beliefs]
2. Researching at the forbidden knowledge center.
3. Good sermons.

Colonists lose cult-mindedness through:

1. Talking to someone who they don't like very much who is a cultist. Someone with less than +10 friendliness who is cult-minded will have a chance of offending their beliefs.
2. Bad sermons.

Why won't my colonists convert?!
The answer is simple. You should probably change your gameplay style a bit to completely convert a colony. Making cults has never been a simple task! Let's try some strategy to get them all converted.

Method 1
Make them Research at the Forbidden Knowledge Center

This will always work and it is easy to do with colonists who can research.
Simply have them be the top priority researcher in the job menu, research some occult research, and have fun.

Method 2
Make a Brainwashing Room

Keep your colonists who are cult-minded together on one side of the colony.
Keep your non-cultists on one side of the colony.
Make a cult training room.
In the conversion room, keep two colonists.
A non-cultist and a friendly cultist.
When the two interact, they should be sharing beliefs enough to cause conversion within a few days.
When a cultist is converted to the cult, they will not lose cult-mindedness through interactions anymore.

We're also planning on adding another deity that uses a brianwashing spell, but this should work in the meantime.
Last edited by Ryoma; 19 Dec, 2016 @ 3:49pm
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Balthazad 4 Jul, 2023 @ 1:02am 
either this is outdated, or it never worked. i often had entire colonies being cultists, basically everyone liking everyone, yet they would just lose cultmindedness until they attack the preacher if they didn't go to sermons for a while.
in my actual run with 3 colonies, the preacher went out to start off the third and when he came back to the homebase half a year later (sacrificing the prisoners that i wouldn't want in my mountain-genelab-monastery), literally EVERY SINGLE PAWN turned against him within 24h, even his deeply inculted siblings.
solution was to load 12h earlier and have him do some sermons instead of sleeping n eating. that converted all the ppl back into full cult members.

if anyone wants to repeat this, i highly recommend to set mediation spots for each pawn around the altar and give them a 2h meditation time where the sermon automatically starts with the 2nd hour, so they will go eat something first (if they need to) and then come walk to the temple on their own.
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