Recruitment
Each turn you gain a passive number of cultists. You get 1d6 for every ten cultists you have.
If you perform a recruitment action, you will receive an additional 2d6 per ten cultists applied to the action.
Both of these methods can be improved by research.
Voting
Every turn each person has
one vote that they can apply to any action. This can be one of the options I suggest, or one of your own choosing.
Each vote commands a percentage of the general cultist population, calculated each turn. If there are 100 cultists, and 10 people vote, each vote is worth 10 cultists. Those 10 cultists will then take part in the specified action.
The action success rolls will be done CK2 quest style, rolling a d100 with scaling difficulty levels. There are modifiers that are added for specific action types, such as a +5 bonus to Stealth actions. Every 10 cultists, at the start of the quest, gives a +1 modifier. So if 38 cultists are applied to a single action, it receives a +3 bonus, as well as any applicable modifiers.
If you are unsure if voting is active, check the blue bar at the bottom of the page.
Stealth Rolls
Almost every action you take will require a stealth roll. This is the Cult trying to avoid official notice. As the Cult increases in size, or if you devote a great many cultists to a single task, the stealth debuff will be higher. There was ways to lower this debuff, such as debuffs and systems.
Simply being discovered does not end the game. You might be able to hide the truth of the cult, or the one who discovered you might want to cut a deal.
Infiltration
It is possible to gain control over other organisations. With a high enough infiltration, you receive bonuses, can perform certain actions, or even direct it towards the goals of your cult.
Like Recruitment, Infiltration can be done via action rolls, but can also grow passively, as long as you have initial infiltration.
Infiltration is done in scaling levels. Level 0, or starting to infiltrate the organisation, is five points. Level 1 is points, Level 2 is twenty, so on. Each time you increase a level your points reset. Reaching Level 10 means you control the organisation; for all intents and purposes it is part of the Cult's structure.
Devotion
Shows how strong your connection to your God(s) are, or how much attention they are paying towards you.
Using Khrone worship as an example;
- You do something Khorne likes, such as committing a series of murders, you get +1 devotion to him
- You do something he REALLY likes, such as making a pile of 88 skulls and watering them with blood, you get +2 or 5.
- You do something Khorne dislikes such as doing acts that please/in the name of another god, you lose devotion.
At certain benchmarks you get offered Boons or gifts that you can choose to accept. Accepting them will grant bonus devotion from, refusing them will lose some.
Accepting/Refusing the boon of another god will also lose/gain you devotion. For instance, if you accept Khorne's gift you lose devotion with the other three, while refusing it will give you devotion with them.
(This'll be expanded upon after the first turn)
Resources
Can be thought of as a combination of money, skilled physical labour, self-owned equipment; anything a cultist can offer the cult that is not time.
Some actions, units or systems will take up resources, either as a one time "purchase" or as upkeep.
Going into minus income causes debuffs, cultist dissatisfaction and other, worse problems. Completely running out of money will cause cultists to leave.
There are also unique resources, that can confer bonuses, as well as being sold to other groups;
Water Supply - +5 to recruitment
Cult Mood
How happy your basic cultists are. If problems arise, such as failed actions, it will slowly drop. It can be raised by actions such as ceremonies.
Low Cult Mood causes debuffs and other problems, such as leadership challenges.
This post will be expanded upon as new mechanics become relevant or revealed.