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[Outdated] Call of Cthulhu - Cults
twan 6 Jun, 2018 @ 3:23am
Some tips
(preparing to write a guide...)

After 14 years of play with my cult (started as tribal) here are the things I realised :

a) How to keep survivors sane

As survivors losing sanity will increase their mental break threshold, and some sanity losses sources are unavoidable and brutal (dreams, seing monsters) you want them with as high morale possible all the time. It makes essential to avoid mood debuff you can usually ignore in normal games and give your cultists regular buffs from drugs etc...

So...

- Use free time rather than set work time and joy activities hours : the survivors will still work most of the time but when they need them they will search joy activities instead of continuing to work and losing mood. It allow all survivors to get no negative modifier from pleasure most of time and so make them far more resilient against surprise sanity loss.

- Make them sleep 9 or 10 hours a day, with 2 sleep hours in the middle of their wake hours (and give them sleep hours if they lost sleep due to being drafted / priority works etc..). You don't want any survivor getting the huge mood debuff from exhausted state.

- Put food, tables and light in as many places possible. You mine somewhere ? put a torch and a 1x2 table nearby, miners will avoid the usual mood penalties for being in darkness and eating without tables.

- Consider casting Starry Wisdom as the basic initiation ceremony any disciple should perform and psychopath as the most desired trait for any recruit. Non psychopaths will get mood debuffs for any sacrifice you make, and hate your priests for doing their jobs. Starry Wisdom is an easy to cast spell, almost never failing even if you just have a basic temple with no Nyarlathotep statue and cast it with unexperienced sacrifiers, while other spells seem to give more immediate return for one sacrifice making a colonist psychopath is one of the best investment long term.

- To be even more sure everyone stay happy have a relaxed drug policy (allowing people one pleasure drug a day or even more). To avoid getting addicts create 3 drug policies (one 1 or 2 beer a day nothing else, one 1 joint a day and nothing else, one 1 psychoid tea a day, and switch people between them if they developp addictions or related illnesses), and manually make them take even more drugs if needed. Avoid to recruit colonists averse to drugs if possible, as this trait make you lose a big tool for controlling their mood.

- Even if maximum mood is high, there will always be moments when one guy risk severe madness as he has tempopary ultra low mood (usually after being drafted too long, seing monsters or dozens of dead bodies after a raid) + sanity loss. For these moments the best answer is not the straitjacket (using it giving a mood debuff to the whole colony), but scheduling anesthesia operation (+ some drug delivery if the colonist need more maximum mood) and putting the colonist to sleep in a medicalised bed the time for his mood to recover. Straitjacket is more a last ditch emergency measure for already gone mad dangerous colonists (the thing to try before just attacking them if it doesn't work), keep one near your infirmary in case an anesthesied colonist goes insane just when he wakes up.

- For occult research, it's possible to avoid major sanity losses if you micromanage and change the researcher when the first one gets the second warning message (the one about feeling watched), then change again when sanity loss is back to initial ; and cycling researchers is also better as it means more people will become cult minded.

In the 8 or 9 game years since I realised all this I haven't had more than a dozen serious mental breaks in my (now 35 colonists large) colony, and that even if I play without Rim of Madness Industrial Age submod (so no typewritter to heal sanity losses), while I was more around twenty+ a year in the 5 first years with far less colonists (when I had fixed work hours, gave my pawns just 7 hours of sleep a day, wasn't using drugs and anesthesia etc..).
Last edited by twan; 16 Jun, 2018 @ 4:59am
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Showing 1-2 of 2 comments
twan 6 Jun, 2018 @ 3:23am 
b) God choice, or the Joys of Polytheism

Personnally when I created my cult I started with Cthulhu worship as He was the first god I discovered, soon made a temple with his statue and used Orbital Insanity Wave many times to (sometimes) get useful items while "levelling" my sacrifier (at this time I had one designated preacher and sacrifier, I tried to give the maximum bonus from sacrifices before trying more diffucult spells, so I casted OIW 20+ times before using anything else).

Only around year 4, I switched to polytheism, made a bigger temple with all Great Old Ones statues and started to worship the other gods and use their spells.

It was in fact a rather bad choice as
- my colony wealth skyrocketed with all the items I got (many of them being high value items I couldn't even use at the time like endgame brain surgery bionics from exotic ship crashes) ; Orbital Insanity looks like a very good investment before you realise most of the things you get mostly increase raiders interest in your colony
- as a result I got many massive raids I couln't handle and my colony was near to be destroyed several times (I was even reduced to 4 colonists at some point in year 3, as raiders kidnapped the other half of my colony and I had to completely rebuild my cult)
- also my colonists not being psychopaths, they all had huge mood debuffs and regular mental breaks and hated my priest for the sacrifices

If I had to restart a game with optimization in mind I'd rather start with either Nyarlathotep (to make every colonist psychopaths asap) either Tsagotthuah (for Sleeper of Nkai spell allowing to make more prisoners, which can easily snowball into huge power in this mod), keeping items summoning gods like Cthulhu or Dagon for later as these spells increase your weath too fast. And I would directly make a big temple with room for the 6 gods statues (even if all wouldn't be made before some time, temple size also gives a bonus to casting chance) and alternate worship so I can use all the low level spells as soon as possible.

To resume :

- Nyarlathotep is an excellent early game god because psychopathy is extremely usefull, while giving it to all colonists won't increase your colony wealth, and his other powers allow you to buff your research or make your pawns more polyvalent, things you mostly need in early game, but he isn't very interesting out of that (once you have a good team and good researcher, you likely won't use his powers out of the first one)

- Tsagotthuah is an excellent god for any stage of the game because Sleeper of Nkai allow you to easily make prisoners and keep them (frog idols near prison entrances solving the escapes problem). His high level spells are a bit less interesting, looking like inferior versions of the ones Shub Niggurath and Cthulhu get but unlike Dark Youngs Formless Spawn do reproduce often if you can get a male and a female and don't have insane food needs, and the Elixir of Power beats Cthulhu gifts as a buff for pure melee pawns (if this one is not permanent).

- Shub Niggurath 2 first spells are mostly usefull if you play in hard biomes and need help to feed your colony. Then She allows to summon Dark Youngs (and will often give several per cast, if the Womb between worlds is not destroyed), and finally has the ultimate spell for combat pets lovers, Transmogrify (allowing to create really insanely tough creatures if you cast it on summons, or even better use it on Genetic Rim Eldritch crossbreeds). So I'd say she may be very interesting or meh in early game but is always a good goddess for mid/late.

- Cthulhu is an excellent midgame god, mostly interesting for his ability to mutate your colonists (Aspect of Cthulhu), getting free equivalent of bionics (but slightly inferior to them for most parts and giving no control about the limb to replace -so mutations risk to replace already installed bionic parts-, so mutations tend to lose interest in endgame -except for odontophobes as they allow to replace their limbs avoiding the malus coming with bionics parts), or give psionic powers to your priests. He also has a very potent anti-siegers spell with terrestrial insanity wave (but you need to face an human raid taking his time to attack to have the time to use it). As mentionned above his first power is powerful too for summoning items, but too random to be always usefull and dangerously increasing colony wealth if you cast Orbital Wave too often in early game.

- The spell Defenders of the Brood being currently bugged and seeming impossible to cast more than one time per colony (in addition of giving you uncontrollable allies that will likely end fighting caravaners or travellers and damage your relations with friendly factions) Dagon is currently the weakest god, mostly interesting for summoning rare materials to build higher quality statues in your temples (with the same disadvantage as Cthulhu's orbital wave in early game : if you use summoning spells too often you'll end with too fast wealth evolution and facing raids you can't handle).

- Hastur is to be seen as a secundary god, not in the sense he's weak, but because you won't have to use his powers often for them to be effective, so you can take full advantage of his powers and still have many sacrifices left for other gods. His first spell give you a permanent reusable artefact allowing you to raise cult mindedness of a colonist for a sanity cost, so you basically won't have to cast it more than one time per game. Then he allows to make you an air force of byakhees working like living transport pods and also being half decent combat pets (inferior to the other options the mod give), but you likely won't need to have more than 2 or 3 except if you play with many colonies or spend your time attacking outposts. King in Yellow act 2 gives a season long mood buff to most of your colonists, and so won't be used more than one time per season and per colony. His final power may allow your preachers to revive, but you obviously won't need to cast it more than one time per sacrifier until they die (in addition the spell is currently bugged and will likely make an infinite number of clones spawn from their corpses instead of one, so don't use it).
Last edited by twan; 7 Jun, 2018 @ 2:48am
twan 16 Jun, 2018 @ 1:36am 
c) Bonus tips

- All the summons eat meat and corpses but only Dark Youngs are predators. A formless spawn, black goat or byakhee may be in a zone with a lot of game they'll starve rather than hunting.

- While it's not stated in spell description Terrestrial Insanity Wave will also affect several of your colonists and cause severe sanity losses.

- Sleeper of Nkai will be triggered by any pawn of hostile faction in range, including prisoners just wandering in their room, or released ones. It's even triggered by sacrified prisoners if your altar is in range. As the idol only work once every few hours it may make it inactive for the real threats.

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