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.
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.
| High Seat of the Queen
|| 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.
|| 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 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
|| +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
|| A captured city is immediately razed
+1 Industry stockpile per 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.
- 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.)
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.