Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm still slowly replacing all 18 very poor quality cultists with good/very good followers and working my way through the tech tree. Currently, my INF gain is sufficient to get a research done every three days and I can't see a good reason to waste INF on sermon bonuses atm.
1. decent bedding
2. a Recreation room
3. a better diet (burgers rather than gruel)
Once they have these, you should never have to worry about any cultist leaving. Not that it would be a terrible thing in the early game because you'll be getting rid of them anyway by replacing them throughout the course of the game.
After that you can look at their mood descriptions and spot any dissatisfaction about a room... start working on improving the room prestige for every room they use. For example, a bedroom could start off at PR 7 (which is awful) and it won't take much to get it to 20+.
In any case, I still see no need for a mood boost from either the leader or a sermon bonus.