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Example: Having a sculpture of Dagon will increase his favor towards you if it is of high quality. A lower quality statue can anger the gods.
Perhaps just eldritch relics, like Erich Zanns violin which can either be played to, uh... "Entertain" your cultists or drive invaders insane. Makes me wonder how sound is handled in the game. Or perhaps Zann's musical notes, as that was what caused the incident, not the violin itself.
(1) Sacrificing humans should be available for building the greatest amount favour, not just for spells.
(2) Animals should produce the 2nd highest favour, and the type of animal should make a difference - do they already? For unbonded pets, is it based only on meat amount? Wildness? Size?
(3)The biggest issue I have is with meat &c offerings. Even with 3 colonists with 20 handling skills it is very hard to tame a large number of animals. In the time it might take me to tame X# animals, I could instead hunt and butcher enough meat for Y<X# of impressive offerings, which results in a much, much higher net favour increase. I suppose that starting a livestock farm would be easier than hunting for procuring sacrifical animals, but I'd still need to wait for the animals to grow to an appropriate age (assuming animal size/meat content dictates favour) and also feed the animals during that time, and it leads me to believe that even a livestock farm would be better for food offerings than for animal sacrifices.
Food offerings also don't "draft" other colonists to the altar so there is a much lower net loss of colonist labour.
Honestly I haven't tried veggie or meal offerings b/c in my current biome I have a huge surplus of huntable meat and don't farm huge crops. Meal offerings seem like a moot point because there is extra work involved to make the meal from raw ingredients and I don't know if X unit of meal is worth more favour than X unit of veg or meat. I also use mods that allow up to 4x production of meals at one time so I feel that would break the balance of offering meals.
Oh, one last thing - does sacrificing 'otherwordly beasts' give an especially high favour increase? I think I noticed that when I slaughtered a tamed Dark Young(?) - and if that's not implemented, maybe it should be? Or maybe sacrificing one of a deity's own monstrous offspring should have a chance of generating a random effect, good or bad?
I thought of doing a changing room, of sorts, where it stores the current outfit of a pawn, does the worship ceremony, and then they go back to change if they need to.
If I put it in, would you appreciate it?
Thanks for the rebalance considerations.
I deleted most of your text to make my answer easier to spot.
I'll nerf the offerings a bit.
Currently, there are about two factors that add to an animal's sacrificial bonus.
Is it a pet-like animal? Double.
Does it have a master? Double (again).
For human sacrifices, you can actually have triple the bonus if you are sacrificing a family member (a bit grimdark, but that is a far more valuable sacrifice).
To make spells a seperate bit from the human sacrifice tab would take some work. I'll think about it.
The offerings having one pawn making the offering was intentional, since it's the first tier of the cult -- I felt like it could accomodate a single cultist if necessary.
Another thing that would be cool is if pawns that don't research had a way of getting cult-mindedness. A few good prospects for my colony have ended up in on the chopping block, just because I know they'll never want to grow gills and swim in the ocean. I even ended up feeding one of my starting pawns to the goat mom, because he kept starting social fights in church.
You are correct. Still, there are several 'disagreeing beliefs' interactions but they don't really seem strong enough to me. She still goes to the sermons twice a day and has friends among the other colonists despite being waveringly anti-cultist.