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Perfect - thanks!
Wait, why would you want sacrifices?! Do they give benefits other than killing off 3 of your men?
In my current campaign I had 3 sacrifices by day 100, one leather armor event and three conversions.
Ah, ok! I thought they were separate Events! ;)
The differents training events (farmer trick, combat drill, brawler teach, etc) can't be gain effectively because farmers and brawlers can be convert, high level cultist can't give combat drill and the combat backgrounds can't be keep consistenly without happy powder (And necrosavants are really a pain in the a** for cultists because most of yours guys for the 200 firsts days will be average guys with nimble...) and if they are dumb, they are going to be convert.
Combat Drill can be consistent with Davkul origin though. Just sit the Cultists in reserve for a long time.
Your post prompts me to ask another question: Can you refuse conversion - just as in a normal Origin playthrough?
Conversions can be refused, although you'd rarely want to do so - if a unit is sacrifice fodder, you'd preder it to be a class that can't be converted in the first place, and if it isn't fodder, you'd probably want it to convert, since the cultist upgrades are far more powerful and consistent than a few random +1s and +2s that other backgrounds give every year or so, and additionally, each non-cultist (and non-indebted since they can't run) is a liability in the event of a sacrifice, since they might abscond after the time and effort invested in them.
Yes but you need happy powder to keep your trainer, which is not easy to gain with cultists early on. And you need 3 fodders to secure the sacrifice. If you are also seating low level cultists in your reserve, you don't have a really large combat team, and cultists team aren't the better early on.
Yes you can, but why would you refuse ? Refusing will delay the progression of the Davkul trait and accepting will give +2 resolve to the converter. And you have the risk of loosing the non converted guy with the sacrifice event.
Good point. Where do I find Necrosavants most frequently any ways? Just hit upon any undead lairs or roving groups and pray? I still don't see them often even on day 1700 days-plus! ;(
Ah but to be fair, I said to do that, IF TRULY COMMITTED to role play as cult. Do not ignore the last sentence of that paragraph.
Switching to raider gear, or your lesser chainmails, I see as breaking from cult role play, since you are skipping over, and not using CULT gear. This is stepping from cult role play, to general play with cult origin. At least from my point of view. How can you say you role play as cult, if you skip over and avoid using cult gear?
Instead, to truly role play as cult, you use the cult hoods and armor, and simply use more of those metal plates, joint covers and other purchasable armor attachments, to make that cult armor more comparable to your mid level chain mails.
There is a lot of difference between playing the same way every time, and playing each origin in its own unique style.
I'd be so happy if the events gave you cultist armor attachments instead.
Oh so would I. Of course if we made a wishlist of events and things added specifically for cult, then I could make one large list.
Cultist specific attachments could certainly add some flavor.
Some cult specific or other midrange armors would be nice. For now I tend to fill that spot with cult leather armor with metal plates (+40 dur to the 88, puts it comparable to southern chainmail.), with the spot between that and skinned from a brother davkul armor with the decayed mails of armored weirdgangers and undead heros.
I feel like that mixing in of certain undead gear, works well to keep that dark, devilish feel, a death worshiping cult should have. (this purely from roleplay, not what is best statistically perspective, and a lack of actual cult options at this point in what would be considered gear tiers.)
A cult specific retinue choice. I suggest some sort of dark seer or effigy (in place of a actual person retinue), which has a function similar to agent, but involving cultist processions. Nothing too fancy, but being able to know where the cultists are, can really help recruiting, much more than an actual recruiter (since you specifically want more cultists). (on this subject, I think all origins should have a unique to them retinue option.)
Just generally, more options to be evil. For example, the noble's son attacked by hexen situation. Wouldn't it be wonderful, if after dealing with the hexen, you had the option to sacrifice that nobleman's son to Davkul instead? (In which case, the sacrifice of noble blood, should give a better chance than normal for buff.)
All these suggestions, can be summed up as a bit deeper role play on cult.
not sure how much it improves the devotion chance, but I would defitenly consider giving the mod a try, even for a first cultist run
without it you can end up having devotion level 1 cultist that's been in your company well over 300 days.
its a shame how the base game handles the cultist event, with it triggering around 30 to 70 days and then having only 50% chance to increase devotion level on cultist brothers
its found here https://docs.google.com/document/d/1X1U9i8Bug6Mvj3lUfP45lFu6HTZMDXtAEZaq5iP0mlA/edit
go to the google download top link
https://drive.google.com/drive/folders/1XykisHqU1H0fw5J8-7CKEu5aFfzebF4n
Why the hell doesn't he give links for individual mods? I don't want to download all of them together.
you can download the mod cultist event fix on its own by right clicking it, should be a download option then
edit: oh yere it needs mood hooks, either get it from the google drive or from nexus, which has a newer version, im using the nexus mod hooks
https://www.nexusmods.com/battlebrothers/mods/42