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Even some of the Rotten who joined me are devout, which is hilarious.
With the new changes to survivor tracking, I can't tell how many devout survivors I have, but I think having no churches will still remove devoutness from survivors (you get an unhappiness bonus of "no places to practice faith, why practice?" for a bit but it cuts out devoutness).
I just never capture my churches if they ever get infested. Takes a little longer to build around, but prevents cults :D
tl;dr : ♥♥♥♥ cultists, their ♥♥♥♥♥ leader needs to be force fed a round of buckshot. Lost too many good people because of her.
Anyway, I found them a new use:
PUT THEM ALL IN SWEATSHOPS AND HAVE THEM MAKE AMMO AND MEDICINE
BWAWAHwhawhafgydugsdjklkdl
So my tip for anyone wanting to get rid of devotes and cultists: set them to tend a bar (all alone, one each, preferably not with leader skill active). Also turn all churches into bars (maybe build some extra).
Chopping wood outside or in unclaimed woods also works on some (preferably not with builder skill active).
Not sure if the skill really matters, but I think if they feel like they're doing a good job (and increasing their skill), they might take longer to get unhappy and give up their beliefs. So better have them do something they can't practice (or are no good at even).
Current playthough I met The Chosen, normal gaina cultist problem. Decided to send the cultist to attack The Chosen, constantly. At some point he LOSES the cultist status.
Apparently sending cultists to attack The Chosen is a good way to 'cure' them of their stupidity.
Also the above (Mickmane, above post) for Devout seems to work but is slow going.
I keep graveyards, read somewhere that they get haunted or something if you change them.
I just turn every church I happen to get into a bar, and dump both kind of loony into a bar, all alone, as leader (if any of them were a leader I'd try to dump them whacking wood alone or something instead, must not use their skill).
Bar works best, though.