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Cultists

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CultistsArt2.png

The Cultists of the Eternal End are led by The Queen and the Unspoken and will go to all ends to ensure that its will is carried out through the conversion of lesser groups.


Lore[edit | edit source]

This mysterious cult is led by two creations that are the remnants of the Endless: The Queen, imprisoned within her indestructible throne in the capital city, and the Unspoken, a wandering - and perhaps insane - being of enormous power.

Left alone on the planet for millennia, they have turned against their creators and sworn to destroy every trace of their existence.

The Cult maintains a single city where the Queen is entombed in her indestructible throne. Its power, therefore, is projected across Auriga through proselytization and conversion, when the faithful followers and heroes of the Cult convince other, lesser peoples to join their cause.

The Cultists then recruit, train, and arm these converts from the tribes and vagrants that live scattered across the surface of Auriga. Regardless of where they are or to whom they have previously sworn allegiance, when a tribe turns to the Cult it does so until its death.

Monolithic, fanatic, and ever-expanding, the Cult of the Eternal End will spare no effort, cost, or sacrifice to see that its will is done.


Faction Specialties[edit | edit source]

Name Type Effect Lore
High Seat of the Queen Affinity No Settler Production

+1 District level cap on cities

Constructed around a single city that is their religious center, this faction creates no new cities and therefore cannot produce Settlers. However their city center can be built up to a higher level than any other faction, becoming an impressive and powerful metropolis from which all of Auriga could be ruled.
Conversion Trait Can convert pacified villages. Converted villages:
  • Are lost for their original owner
  • Give all advantages of pacified villages to the new owner, no matter their location
  • Will exploit
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    FIDS on their tile and the 6 tiles around for the main city of the new owner
  • Regularly spawn a new unit (not retrofittable) for the new owner
Knowledge of the rites of the Cultists - and a fanatic belief in the Queen's purpose - permits the conversion of pacified villages.
Walls of Faith Trait +160 city fortification on main city With the zeal of fanatics, all soldiers and civilians are prepared to throw their lives down defending their city.
Weapons of the Enemy Trait A captured city is immediately razed +1
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Industry stockpile per
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Population when city is razed
Disgusted by the destruction of the Endless's civil war, leaders of the Cult insist that enemy cities, when taken, be turned into usable resources for the Cult rather than simply burned to the ground.
Language Square Technology Unlocked Unlocks the Language Square Technology.
Military Science Technology Unlocked Unlocks the Military Science Technology.

Military Units[edit | edit source]

Preacher
Faction: CultistsIcon.png Cultists
Obtained: Starting Unit
Unit Type:
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Support
Costs: 30
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Industry
Base Attributes:
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Life
36
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Defense
28
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Attack
8
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Damage
14
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Initiative
26
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Range
3
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Speed
4
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Sight
3
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Trained to convert others to the cause of the Eternal End, the Preachers spread (by force if necessary) the teachings of the Cultists.
Fanatic
Faction: CultistsIcon.png Cultists
Obtained: ResearchIcon.png Era I
Unit Type:
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Cavalry
Costs: 80
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Industry
Base Attributes:
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Life
124
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Defense
30
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Attack
20
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Damage
22
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Initiative
30
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Range
1
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Speed
6
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Sight
3
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Fanatics are massive due to their many robotic parts, and can use this weight to execute damaging cavalry charges.
Nameless Guard
Faction: CultistsIcon.png Cultists
Obtained: ResearchIcon.png Era II
Unit Type:
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Ranged
Costs: 120
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Industry
Base Attributes:
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Life
84
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Defense
20
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Attack
46
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Damage
32
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Initiative
24
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Range
3
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Speed
4
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Sight
3
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Tall and armed with excellent bows, the Nameless Guards are the eyes of the Cult and the first to strike enemies.


Heroes[edit | edit source]

  • Note: Base Attributes reflect the stats displayed in the Heroes Marketplace. (That is, they account for equipment bonuses to Health and Defense, but they do not account for equipment bonuses to Attack and Initiative, nor do they account for capacity bonuses.)
Andom the Seer
Faction: CultistsIcon.png Cultists
Hero Type:
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Infantry
Base Attributes:
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Life
164
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Defense
49
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Attack
49
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Damage
46
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Initiative
18
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Range
1
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Speed
4
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Sight
3
Andom the Seer.png
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Template:MOSpying2
Edra the Listener
Faction: CultistsIcon.png Cultists
Hero Type:
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Infantry
Base Attributes:
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Life
128
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Defense
55
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Attack
55
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Damage
40
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Initiative
22
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Range
1
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Speed
4
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Sight
3
Edra the Listener.png
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Template:MOSpying2
Exid the Chosen
Faction: CultistsIcon.png Cultists
Hero Type:
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Infantry
Base Attributes:
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Life
128
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Defense
49
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Attack
49
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Damage
34
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Initiative
14
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Range
1
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Speed
4
Error creating thumbnail: Unable to save thumbnail to destination
Sight
3
Exid the Chosen.png
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Template:MOSpying2
Ozek the Chosen
Faction: CultistsIcon.png Cultists
Hero Type:
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Infantry
Base Attributes:
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Life
128
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Defense
49
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Attack
49
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Damage
34
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Initiative
14
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Range
1
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Speed
4
Error creating thumbnail: Unable to save thumbnail to destination
Sight
3
Ozek the Chosen.png
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Template:MOSpying2
Tinu the Chosen
Faction: CultistsIcon.png Cultists
Hero Type:
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Infantry
Base Attributes:
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Life
128
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Defense
55
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Attack
55
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Damage
40
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Initiative
22
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Range
1
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Speed
4
Error creating thumbnail: Unable to save thumbnail to destination
Sight
3
Tinu the Chosen.png
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Template:MOSpying2
Urol the Speaker
Faction: CultistsIcon.png Cultists
Hero Type:
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Infantry
Base Attributes:
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Life
164
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Defense
61
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Attack
49
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Damage
34
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Initiative
14
Error creating thumbnail: Unable to save thumbnail to destination
Range
1
Error creating thumbnail: Unable to save thumbnail to destination
Speed
4
Error creating thumbnail: Unable to save thumbnail to destination
Sight
3
Urol the Speaker.png
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Template:MOSpying2


Unique Mechanics[edit | edit source]

Conversion: Conversion is the primary method by which the Cultists expand their power. The Cultists have the power to convert minor villages, regardless of location, to their cause by spending influence points. A converted village is immediately pacified and begins to provide a number of benefits to the Cultists. Firstly, the village sends a portion of the FIDSI yields in surrounding tiles back to the Cultists' capital. In addition to the economic benefits, the faction begins to produce its unique units at regular intervals for free. These units cannot be retrofitted, but selling them can become a valuable source of Dust for the empire in later games. Conversion is permanent and irreversible. If the village previously belonged to a major faction, all benefits which the village provided, including assimilation bonuses and bonus population, are lost. The only way to retake a converted village is to destroy it and rebuild it via the regional capital's construction menu.

In general, the Cultists benefit from spreading the reach of their converted villages as far as possible, though protecting villages distant from the capital becomes progressively more difficult. Minor factions provide substantial benefits to their patrons, and denying foes the assimilation bonuses and extra population from the villages can severely hamper their growth. Though the units that the converted village produces cannot be upgraded and consequently become weak as time goes on, their sale becomes an important source of income in the late game. Finally, as the Cultists are restricted to only one city, converting many villages is the only way for the Cultists to keep up with other empires.



Gallery[edit | edit source]