Amazing Cultivation Simulator

Hmm.

People might be aware that you can draw whatever you want on the Blank Talisman option, including other talismans. It comes up occasionally with regards to the Primordial Talismans law.

As I have recently, yet again, started a new game - it turns out discovering one of the hint providers for the main plot died of old age before I could raise a cultivator with the Social to extract their secrets irks me - I thought to myself, "Well, you could wait a few weeks in-game for the Spiritual Traveling manual to turn up, or you could just draw one right now - it's not like it's a difficult pattern."

So. Fake Talismans seem to give, like, ~1/2 the bonus you'd get from a properly-made talisman of the same quality, and occupy the same "slot" - you can't be using a matching real and fake talisman at the same time. Doesn't seem, at first glance, that knowing how to make a talisman properly matters to the quality and power of the resulting fake.

... Probably a lot more useful to people using mods to allow tracing on blank talismans, but it does allow early access to some rare stuff in a new game.

Meanwhile, I will go back to trying to build the first few buildings of my sect out of wood, in heavy rain, without accidentally blessing my sect in the first day. I should probably start by putting a door in the wrong place, I guess?
 
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So. Fake Talismans seem to give, like, ~1/2 the bonus you'd get from a properly-made talisman of the same quality, and occupy the same "slot" - you can't be using a matching real and fake talisman at the same time. Doesn't seem, at first glance, that knowing how to make a talisman properly matters to the quality and power of the resulting fake.

60%.

Also, you can use Fake talismans to stack the same talisman several times in Primordial Signs cultivators.
 
While setting up my early cultivation rooms, I noticed that I had a lot of wood feng shui in the center where I didn't expect it. Turns out that raw spiritwood has a longer feng shui range than spiritwood timber. Really good when you are setting up a room for a fire cultivator, really bad when you are trying to add some range 4 qi gathering to your earth cultivator room.
 
What difficulty settings are you using in your games? I am still on mainly default settings, upped survival difficulty (harvest yield/growth) to ordinary and same with mood.
 
I'm playing on standard settings, but with all the events maxed (like on immortal). More attacks, but also more potential recruits.

Unrelated, I managed to get one of my first gens to form a Tier 1 Core. All the max-qi skills from starter laws, 2 earth flux, 3 ganoderma, 3 red ginseng, and the +qi sense skill. Breakthrough spot was an ice crystal altar of magic (from Kunlun) supported by 4 ice essence bars and a bunch of spiritwood timber. Neutral weather, +5 on qi density, element, mental state, season. About 150% compatibility with law.

Started the breakthrough at -1 yin/yang with around 9800 max qi. Reached Tier 1 at almost literally the last second. Didn't use any Wicked Flux, which might be the reason it worked. Mental state seems very important. What I did for this breakthrough was letting mental state naturally rise to 91, then equipped a scented bag and popped a purity pill to push it over 100.

For future cores, I'll try equipping a sacred story talisman too for pushing 140+ mental state. Hopefully, its -90% cultivation speed modifier won't interfere with the core forming.
 
What I did for this breakthrough was letting mental state naturally rise to 91, then equipped a scented bag and popped a purity pill to push it over 100.
Not using the Talisman of Divinity Mind? That can get you a lot higher over 100 than a scented bag can. And stacks with the bag and I think the Story talisman, at that. I'm pretty sure the speed penalty on the Story talisman won't matter for the breakthrough itself - speed bonuses don't help, from what I've read.

Just, uh, be careful taking them off, after. You could accidentally put your cultivator into a Mental Break if you remove them all at once.

I've found it very easy to fill up on recruits initially by grabbing mortals in the nearby sites; Mt Barren usually has eight, Mt. Coppertomb and Nanping another six each, and that usually gets me several I'm willing to use as Inners once I've my first PS to help their stats plus a few with high ranks in Social or Combat or both for use as Abbots. Often a spare crafter.

Since I'm going to those places immediately anyway for the free loot, that first PS isn't that far away once you know what you're doing, and I've presumably two or more Inner prospects who don't need to boost to start themselves, I haven't really felt the need for more.
 
Not using the Talisman of Divinity Mind? That can get you a lot higher over 100 than a scented bag can. And stacks with the bag and I think the Story talisman, at that. I'm pretty sure the speed penalty on the Story talisman won't matter for the breakthrough itself - speed bonuses don't help, from what I've read.

There are a lot of different +mind talismans, and all stack.

Pretty easy to get three different ones.

Just early game Divinity mind - Cave Mind - Story.
 
Not using the Talisman of Divinity Mind? That can get you a lot higher over 100 than a scented bag can. And stacks with the bag and I think the Story talisman, at that. I'm pretty sure the speed penalty on the Story talisman won't matter for the breakthrough itself - speed bonuses don't help, from what I've read.

I don't have the manual for that yet. I (barely) did manage to get another Tier 1 gold core though, this time on a fire cultivator with just below 8000 max qi. I also noticed that the breakthrough was shorter than the last one.

Working theory: max qi determines how much total time you have to form the golden core, and all the other bonuses determine how fast the number goes up. This would make max qi a little less important beyond a certain point, since yin/yang goes up and down during the day. Also, the Kunlun magic altar might be providing more help than I thought at first: coziness rating on my breakthrough spot is four, when it's usually one in other spots. Not sure if it counts for core forming though.
 
I don't have the manual for that yet.
You don't need it. There's a free 100% Sacred Talisman one in the Ethereal Cave.

If you've been missing out on that, you're also short the +20% Luck manual from there, too.

Working theory: max qi determines how much total time you have to form the golden core, and all the other bonuses determine how fast the number goes up.
18k Qi per day is the number I've heard. But yeah, that seems to be right.

Edit 'cause I'd rather not doublepost:

Argh.

I finally figured out what was going on with that stupid, stupid mystery going blank on me.

Ye Baixue is a Kunlun Palace Elder. There's a hint that the characters in the Mystic Unity Sect give that points towards her, with is fine, but that hint strongly implies she's a Mystic Unity Sect Elder. At which point, you can search the Mystic Unity Sect for her repeatedly, and never find her, because of course she's not there, she's in Kunlun Palace!

... There's also a (relatively minor) issue that popped up in Evenfall Abode this time; one of the ponds in that sect has a patch of shallow water surrounded by deep water. An elder with a clue spawned in there, where I can't reach him. Fortunately, asking around about where he was travelling in the near future got a relatively convenient location ...
 
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Picked this up just recently and trying to get into it. Read most of the guides I found online (at least the ones that seemed important for a beginner), but still looking to get some extra advice, particularly of the sort that'd be helpful at the start/early parts of the game, rather than things I don't really need to worry about until I'm tens of hours into the game.

Some specific questions;
- How important are the quality and material of tools for my workers? Having tools is important, I already noticed, but should I just churn out a couple of starter-tools and then forget about them for the rest of the game because it makes no difference, or should I make sure to upgrade to better tools (like iron instead of timber) as soon as possible because it'd greatly increase the efficiency of my workers?

- Are there any particularly good or bad starting perks? Right now my impression is that it'd be best to start with as many characters as possible, since that means more people who can do the initial work of setting up the base/sect more quickly - ie, planting farms, mining resources, building houses, etc. Food might be an issue, but since in my first game I managed to get hundreds of pieces of meat just from animals that happened to attack me and get killed by the initial mysterius cultivator, I'm not so sure?

- Is there a way to more easily re-roll/re-randomize the stats of Reincarnation-characters than constantly creating and deleting new ones?
To clarify a bit; I'm not looking to create uber-powerful, cheaty starters, but I assume that I'll do a fair bit of re-starting games as I'm trying to familiarize myself with the game. I'm trying to save myself a lot of time by only having to roll a general starting party (for example, farmer, miner, crafter, talker, puncher) once and then keep re-using it, instead of having to spend half an hour every time I want to start a new map.

- How scarce or abundant are resources once the initial map deposits have been used up? I already gathered that there's ways to keep getting more resources in the long term (adventuring, and there was mention of summoning a small batch of rocks/mountain with ores, for example), but how long does it take to get there, and how do things look until then?
 
Picked this up just recently and trying to get into it.
Ah, hey! Welcome to the game. I've found it a lot of fun, if a bit buggy.

I'd say the most important piece of advice I can give you is to play around with Feng Shui early on, especially since there's a fair number of inaccuracies in the guides I've read. The Observatory unlocks the moment you establish your sect (that is, raise your first Inner) and gives you most of the important information; build it and figure out what works for you. And watch out for materials changing the local temperature. That can be a killer.

Oh, right. And always adopt the puppy. (Adopt all the animals. But especially the puppy.) Otherwise you're going to be real sad when a cultivator attacks your sect while all of your Inners are out adventuring.

Worker tools - I'm not sure how much effect these have. As far as I know, pick material and quality doesn't do anything for, say, Mining Yield. What will help is sticking Diligence, Spiritual Travel, and Spiritual Cleansing talismans on all your outers - they'll work faster, move faster, and sleep less.

The "Manual Guard" perk starts you with instructions for Diligence and Cleansing, plus some other useful ones, like Fertility - which improves crop and butchering yields, at least for outers. Cleansing and Travel will show up in the first few weeks even if you don't take it, though. The manual is less useful for your cultivators; it mostly just lets you get more out of your outer disciples.

Adventuring can basically start immediately; that Foundation Pill you start with is meant to be used, not saved. You're not going to be getting another one for a long while, but it's not really a valuable item.

On reincarnators: Custom Reincarnators can be made in the Realms Palace main menu option.

It's possible to recruit a bunch of outer disciples by immediately raising an Inner and sending them to camp at and enter the nearby sites; all of them have villages and some useful loot to steal. Chat with the locals, if you can get them to 60 favor you can invite them back to your sect. 30 from chatting, the rest by telling them things about random cultivators. Mortals aren't generally picky about which cultivators, and occasionally know a fact or two you can tell the next guy - click on each of the other sects on the world map first before you enter to make sure their sect leaders are available to chat about. (Mt Fullmoon's village might lock your favor gains to +1 the first time you go there. If so, just skip it, maybe come back later, or not.) The recruits will show up in a few days and can be talked into staying permanently with 100% odds. They're not generally Reincarnator quality, but you don't really need to start off with 5 reincarnators if you're not trying something cheaty.

You can also just send your cultivators on adventures to any city to get recruits that way, but the quality is a lot more variable. That said, early on you'll probably be sending junk Outers off as abbots for agencies, anyway - you'd rather not waste potential Inners on that duty.

What I generally recommend for starting characters would be a) someone with good social to get Primordial Talismans Law, b) someone with enough Perception(/Int/Luck) to reach 60+ crafting (crafting is real easy to grind, you don't need to start with 60+; just make sure the stats mentioned average out to at least 5, perception counts double), and however many extras with decent Qi sense and other stats you feel like taking. The Hedonism perk gives your primary dude +2 Cha and +5 ranks of Social, which can be a real help if you want a decent socialite and don't want to be rerolling forever. Otherwise, Kitty Yaoguai generally have 9 or so Cha and can start with very high ranks in social, but playing around with Yaoguai isn't really recommended until you know what you're doing with human cultivators. The shapeshifting tribulation is no joke.

I've never found food to be a serious issue. Maybe if you sold too much to the merchants you might need to adventure for the stuff. Getting enough brownstone can be a pain early, but the Ruins of the Taiyi Sect can be accessed by day 2 if you know what you're doing (there's a gate to be found in Mt. Fullmoon if you enter, watch out for the beasts) and they've got a fuckton of marble blocks. For other resources, watch out for wood and brownstone long term, mostly wood: it's easy to get early, but building agencies requires a lot of it, and once you've stripped your sect of the stuff wood doesn't come back quickly, and brownstone requires using miracles to get more of. There's an easy source of both, but the source in question is agencies, so if you set them up wrong and then run out of the resources to fix them with you're going to be unhappy.

Most other resources can be adventured for, once you've figured out where to get them. Don't worry about, say, running out of Igneocopper ore on your sect map - just buy access to Mt. Shu and adventure there to get size 40+ stacks of the stuff. Access is pretty cheap - 200 spiritstones should be well within your price range after the first merchant. You'll need to give the sect leader a gift to open relations; I'm pretty sure gifting a single spirit stone will never punish you. Money can be made... a lot of ways, but be warned if you want to barter with other sects they're not as interested in bulk goods as the merchants are. They'll generally trade for masterwork spiritstone bows, though.

Experiment with entering maps. (Camp, then hit the enter button for the location.) Most places have a lot of interesting loot. Taiyi Sect's marble blocks, Mt. Coppertomb always has a large stack of darksteel ore, there's pretty much always something. If you aggro a beast in the process, just hit the "run away" button and get enough distance and they'll usually stop chasing you.
 
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Some specific questions;

I haven't really noticed tool materials having any effect on work efficiency, but I haven't paid attention either. It does effect the tool's combat stats, in case your poor outer doesn't have a real weapon.

With starting perks, I always go for the two extra disciples so I can start with two more reincarnators. Getting more disciples in-game is easy enough. There aren't any real trap options, as far as I can tell, though some have limited usefulness. For example, on normal difficulty settings, I have never had problems with running out of food.

As for map resources running out: you can get most stuff from sending your inners adventuring in specific locations. The one that I did run into problems with once was brownstone, mainly because I didn't set any of my villages to produce it. I wasn't using it to build, so what would I need it for? Well, disaster relief and village/city upgrades, as it turns out. Those consume lots.

Also, I'd advise getting access to the Kunlun sect and visiting it early. Observe their altar of magic so you can build it, since it's pretty much the best qi gathering spot you can get early game. Takes 8 spirit crystals to build though, which an inner with 10 alchemy can produce for 100 spiritstones a pop. To get those, I usually send my first inner adventuring for cotton in the beginning, turn it into fabric, and sell that to the merchant.
 
Takes 8 spirit crystals to build though, which an inner with 10 alchemy can produce for 100 spiritstones a pop.
If you stack Alchemy Yield, you can get better rates than this.

My current sect's alchemist - only recently advanced to the Core Forming stage - currently produces two Spirit Crystals per 100 stones.

On a subject entirely irrelevant for new players, I've been poking around at Spirit Veins.

Spirit Veins are how ambient Qi enters your sect, ambient Qi being the stuff your qi-drawing arrays draw from. Your sect starts with one to three of the things, depending on your starting map size. (Given the sizes of the maps compared to the number of veins, I suspect tiles on smaller maps gain ambient qi faster than larger ones. Less space to divide the output over.)

Anyway. 1-3 spirit veins. They're always ore vein tiles, and since they're where the qi on the map comes from, there will be a patch of heat-shimmer around them in the early game. They'll always start at 0 qi,+0.00 qi/second, and they'll sit there until something disrupts qi flow on the map - say, a Qi Drought or poking the yin-yang stela. They come back just fine after the disruption passes, but for the duration the tiles revert to absorbing ambient qi the same way everything else does, while sitting in a huge cloud of it - so afterwords they'll be x qi, +0.00 qi per second, and while the x in question is a lot lower than the surrounding tiles it's still harder to spot than a nice easy 0.

Only real reason to care is to be careful not to build cultivation arrays or Spirit Trees on top of the things, 'cause accidentally turning off the flow of Qi into the map is the kind of "oops" that both really hurts and the game doesn't bother to warn you that you've done.
 
Only real reason to care is to be careful not to build cultivation arrays or Spirit Trees on top of the things, 'cause accidentally turning off the flow of Qi into the map is the kind of "oops" that both really hurts and the game doesn't bother to warn you that you've done.

I think they spawn inside of mountains when possible to avoid exactly that.

Also, speaking of ambient qi levels, the ones in my current sect are weirdly high (as observed with the "more grid info" mod). 600+ in large areas that aren't anywhere near my qi gathering locations, with over 800 in some spots. Not sure what's going on there. It's happening mostly near my buildings, other parts of the map are in a more normal (but still high) 200 to 300 range.

I have some qi gathering materials scattered randomly around the place from renovations, but not enough to explain what's going on. Do spiritstone walls have that effect?
 
Do spiritstone walls have that effect?
No idea; I don't actually use the "more grid info" mod, so I've mostly just noticed that ambient qi can seem to rise and fall without any obvious qi weather going on, and my current map has a bunch of areas that regularly reached high qi levels for no obvious reason and then fall away again, still no reason.

I have seen a screenshot once by someone using that or a similar mod that indicated that sunlight might increase how much ambient qi is around; maybe bright enough lamps cause a similar effect? You'd be in a better position to answer that than me.

... I'm reminded that spiritstone glows at night, so now I'm really interested in the answer to that question.
 
I have seen a screenshot once by someone using that or a similar mod that indicated that sunlight might increase how much ambient qi is around; maybe bright enough lamps cause a similar effect? You'd be in a better position to answer that than me.

... I'm reminded that spiritstone glows at night, so now I'm really interested in the answer to that question.

I have never heard of light having effects on qi, but I am in fact using lots of lights. The kind that only unlocks after you establish your sect, which is stronger than the regular lights, I think. Close to them, light level is "bright", farther out it's "sunlit".
 
On reincarnators: Custom Reincarnators can be made in the Realms Palace main menu option.
The problem I noticed and I think Kelanas is asking about is that the custom reincarnations still get random starting stats and skill as base before being affected by starting perks and background. (And its a pretty large one, I have seen up to 3 points of variance on the base stats when giving everyone the same backgrounds, age and gender.) And the only obvious way to re-roll said base stats seem to be creating a new character and deleting the old.

The easy solution to not re-rolling over and over again is of course just creating a custom background that give the stats you want but that kind of feel worse than creating a character that is strictly within what would be theoretically possible for the game to random generate.
 
I'd say the most important piece of advice I can give you is to play around with Feng Shui early on, especially since there's a fair number of inaccuracies in the guides I've read.
Any inaccuracies in particular I need to look out for?

For other resources, watch out for wood and brownstone long term, mostly wood: it's easy to get early, but building agencies requires a lot of it, and once you've stripped your sect of the stuff wood doesn't come back quickly, and brownstone requires using miracles to get more of. There's an easy source of both, but the source in question is agencies, so if you set them up wrong and then run out of the resources to fix them with you're going to be unhappy.
Which agencies are those?

I haven't really noticed tool materials having any effect on work efficiency, but I haven't paid attention either. It does effect the tool's combat stats, in case your poor outer doesn't have a real weapon.
Sounds like I don't really need to worry about tool-quality, then, and instead can just stick with the cheap wooden starter tools.

The problem I noticed and I think Kelanas is asking about is that the custom reincarnations still get random starting stats and skill as base before being affected by starting perks and background. (And its a pretty large one, I have seen up to 3 points of variance on the base stats when giving everyone the same backgrounds, age and gender.) And the only obvious way to re-roll said base stats seem to be creating a new character and deleting the old.

The easy solution to not re-rolling over and over again is of course just creating a custom background that give the stats you want but that kind of feel worse than creating a character that is strictly within what would be theoretically possible for the game to random generate.
This, pretty much. As I already wrote, I don't want to use Reincarnators to cheat, I want to use them to save myself time by not having to re-roll my entire team every time I want to start a new game. One pretty consistent advice, for example, is to start with a crafting-disciple, so instead of having to spend a few minutes to roll up a decent crafting-disciple every time I start a new game, I'd only roll up such a disciple once and then just re-use them whenever I start a new game.

The current way of re-rolling Reincarnators (ie, deleting the old one and creating a new one) is pretty clunky and tedious, though, so I'd hoped that maybe there was an easier way I'd missed.


Also, new question; how important is Artisanry for a crafting-character?
 
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A bit after having gotten a cultivator you should get a quest about people in the local area wanting to worship or some such, a flag appears in the middle of the local area on the map. You can send a disciple there to establish an agency, which is basically a source of resources and inspiration.
That I already know (sorta); did play through the tutorials and read most guides, as I said. I meant more which specific locations I need to settle/build agencies at to get wood and brownstone? Or are those independent from the location of the agency?
 
Any inaccuracies in particular I need to look out for?
Most of the guides I've seen claim that Feng Shui focuses care about everything within range two of them. This is false.

a) The focuses care about what they're on, nothing else,

b) things nearby can influence the tiles where the focus is, but 2 is merely a common range of influence, not any kind of hard-and-fast rule. Stone Essence in particular is worth noting.

Display stands don't have any influence of their own, but when you put an item on them the item still spreads influence normally. However, being on the display stand hides the item's influence. Look at one on the ground somewhere with an Observatory built if you want to know what an item on a display stand is doing.

I meant more which specific locations I need to settle/build agencies at to get wood and brownstone?
Varies from agency to agency. They each have their own unique options, but the flag's description should give you a hint to them before you send anyone there.

Mt. South has all the basics, the river plains give tons of food, a bunch of places produce small amounts of wood.

You need wheat production to maintain your agencies on Charity policy, and you'll want wood production to be able to start new agencies and build production buildings at them. You'll want brownstone production to upgrade them later, but that's less urgent and can be fixed easily enough so long as you've a supply of wood - you can always tear down an agency's production buildings to replace them with something else, if you've the wood to pay for it.

the custom reincarnations still get random starting stats and skill as base before being affected by starting perks and background. (And its a pretty large one, I have seen up to 3 points of variance on the base stats when giving everyone the same backgrounds, age and gender.)
Ah, right. That.

The only trick to that I know of is "don't bother deleting the reincarnator, just start a new one - the incomplete one will be deleted automatically if you don't save it when you're done."

That, and not being terribly picky about the stats of my starting disciples. The first generation aren't going to be brilliant regardless.
 
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After you get a couple of Primordial spirits and learn the body remould miracles and soul infection you can get maxed stats in everybody anyway.

(Except luck).
 
The kind that only unlocks after you establish your sect, which is stronger than the regular lights, I think. Close to them, light level is "bright", farther out it's "sunlit".
The Lamp Posts?

The "oil lantern" is shitty, standard lanterns light up a relatively small radius and never hit Bright, Lamp Posts light up more and hit Bright.

I think disciples can get hit with a mood penalty if the light gets too high. Simply being in a Bright tile doesn't seem to be enough, but I'm pretty sure I've seen it on my farmers before...

Anyway, back to Spirit Veins. Have you ever used Spirit Seeds anywhere? Or planted Blessed Spirit Trees? I've seen it suggested that both of those also add sources of Qi to your map. Haven't gotten around to poking at them yet. If they do, the veins will probably be a pain to spot.
 
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