Cultist Simulator: Let's Boogie

...am I the only one with an organized tabletop?

Lores on the left, columns for each type each row is a level, matching arts facts on top (with the exclusion of some small ones I use in a column as a divider--more on that later. Influances go in the proper column at the bottom.

Ways and rituals up top--not all the way so there's room for even timers--rituals on the left.

Various actions and timers below that. Explore and talk on the far right

Sets of cards and associated skills, more row like--fucking reason and scholarships. Top row under actions is empty for reminescene, dread, evidence, etc, as well as things I summoned--shit that I need front and center to monitor. there is a small empty workspace by dream and study for things that I need to study. Under everything else is that my job so I don't loose it.

To the to the right of that funds and then a column of meh artefacts. And then my cult--columns of type, rows are basically without meaning because face it, you're going to promote everyone, but skilled types are top row.

Above them are the patrons, spritula, and stuff I can't translate yet.

Far right is the hunter, bottom left is garbage.
 
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...am I the only one with an organized tabletop?

I try, but towards the end of the game there are more cards than there is tabletop space. Putting things I absolutely won't need where I can't see them definitely helps, but even then the various sections keep bumping against each other.

I'm pretty sure this is all on purpose. The designers could implement a better UI, but moving cards around gives you stuff to do while you wait for the timers, which keeps you engaged.
 
Sounds fake but okay. Maybe it's different when you don't play as a full on worm?
Yeah no, this is actually true, assuming you aren`t willing to not leave a space between groups and don`t stack everything that could possibly stack. A decent repository of lore alone eats up a third of the table, and a organized vault isn`t much smaller in the lategame, where you summon Ezeem, King Crucible and the Baldomerian to go looting for you as a matter of course.
 
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I guess it depends on how hard you're willing to strain your eyes. If I zoom out any further than the fancy cloth sitting in the middle of the table I can't really see the cards, so that's my usable area. Anything outside that is mostly a place to stick cards I own but am never going to use.
 
What happens with me is that as I get closer and closer to victory I start just flinging cards places so I can keep pushing towards the objective. Considering this is the same game where I've gotten no less than 4 dessications due to being distracted with reading occult texts I feel the game is the closest thing we're all going to get to being Cosmic Horror villains.

I hope.
 
Can't really say I share that experience. Mostly because victory's comparatively easy. I'm usually in a position to ascend well before I actually do and spend the time in-between going on high level expeditions just for kicks.
 
Can't really say I share that experience. Mostly because victory's comparatively easy. I'm usually in a position to ascend well before I actually do and spend the time in-between going on high level expeditions just for kicks.
How? I'm currently looking to do a Sensation Run, any tips?
 
How? I'm currently looking to do a Sensation Run, any tips?
For a 'normal' ascension all you REALLY need is the ability to get 36 of your aspect in a rite. Getting a 10 or higher level lore card is almost trivial, if time consuming, by subverting and combining lores. You can summon, and then use Sulochana to keep around if you need to, the appropriate name, so that`s 12 more right there. At that point all you need is a high level influence. You can get a 15 Lantern influence from the Peacock Door, and a 15 Grail Influence from the Red Church beyond that. Forge 15 influences can be gotten from the Spiders Way, so they`re a bit more difficult. Influences too can be kept around by talking about them with Sulochana. Alternatively you can expedition until you find the relevant 12 aspect tool.

Prisoners/Corpses to eat for the marks can be gotten fairly easily by imprisoning Pawns as needed, then charming away the notoriety with a Heart cultist, or letting the evidence happen and then destroying it with a Moth cultist. Though you shouldn`t eat people until you`re actually ready to ascend, as missing out on a snack bumps you back a mark. Never below three though.

Cultist Simulator is not difficult if you prepare well and stay on top of things like Notoriety, or at least wait out the evidence, and have a good funds source. Cults are not equal either; Moth and Heart are good, Forge and Lantern are okay, all others are pretty bad.
 
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For a 'normal' ascension all you REALLY need is the ability to get 36 of your aspect in a rite. Getting a 10 or higher level lore card is almost trivial, if time consuming, by subverting and combining lores. You can summon, and then use Sulochana to keep around if you need to, the appropriate name, so that`s 12 more right there. At that point all you need is a high level influence. You can get a 15 Lantern influence from the Peacock Door, and a 15 Grail Influence from the Red Church beyond that. Forge 15 influences can be gotten from the Spiders Way, so they`re a bit more difficult. Influences too can be kept around by talking about them with Sulochana. Alternatively you can expedition until you find the relevant 12 aspect tool.

Prisoners/Corpses to eat for the marks can be gotten fairly easily by imprisoning Pawns as needed, then charming away the notoriety with a Heart cultist, or letting the evidence happen and then destroying it with a Moth cultist. Though you shouldn`t eat people until you`re actually ready to ascend, as missing out on a snack bumps you back a mark. Never below three though.

Cultist Simulator is not difficult if you prepare well and stay on top of things like Notoriety and have a good funds source. Cults are not equal either; Moth and Heart are good, Forge and Lantern are okay, all others are pretty bad.
The Red Church?
 
You know how when you Dream you get one open card and two hidden ones to pick from ? They have different pools, and the one that sits at the location 'The Red Church' on the Mansus map can be a Grail 15 a 'Incarnadescense'.

Obviously you can only pick that one if you went through the Peacock Door.
 
You know how when you Dream you get one open card and two hidden ones to pick from ? They have different pools, and the one that sits at the location 'The Red Church' on the Mansus map can be a Grail 15 a 'Incarnadescense'.

Obviously you can only pick that one if you went through the Peacock Door.
Ah, I was thinking it was a card.
 
So, something I just discovered, and that is that you can pause the timer on a "Lessons Learnt" card by using it as the subject of a painting. I'm honestly not sure why it never occurred to me to do that before, when I knew that you could do that to pause the timer on summoned beings.

Also, in the current build, your Health, Passion, and Reason appear to be capped at 5 each, and to get to the last level requires Lore in addition to four Lessons Learnt (Moth 6 for Passion, Lantern 6 for Reason for certain. Haven't done Health yet because getting Vitality is somewhat harder, but my guess is it needs one of either Heart 6, Grail 6, or Forge 6)

EDIT: Given that the Ritual to restore Health requires Forge lore, I'm betting on Forge 6 being what you need to get the last level of Health.
 
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It's capped at +4 of each. Some legacies start out with more than 1.

Vitality is actually the easiest to get. Just go to work using your amazing strength and you'll get a steady stream of vitality every forty seconds. It lets you use the final transformation on either supernatural strength or unearthly grace. Presumably that's something for a Dancer to care about.
 
Presumably that's something for a Dancer to care about.
It is. To advance from the second level of contract at the Ecdysis club you need to pick grace.

And yes, vitality is the easiest one of the three, and it`s conversely the least useful one. Also the most annoying, because it takes over significant board space if I use manual labour as my funds source.
 
It's capped at +4 of each. Some legacies start out with more than 1.

Vitality is actually the easiest to get. Just go to work using your amazing strength and you'll get a steady stream of vitality every forty seconds. It lets you use the final transformation on either supernatural strength or unearthly grace. Presumably that's something for a Dancer to care about.
Somehow, I ended up with an extra Reason, for a total of 6. Not entirely sure how, might be because of going for Enlightenment with the Mirror of Glory.

And yeah, acquiring Vitality was easier than I remembered.
 
I can`t say I`ve ever conciously observed it, but passing the Stag Doors Riddle with Sensation/Enlightenment/Power as your Desire seems to grant one more Passion/Reason/Health respectively.

Not that it`s a big deal. The only characters that have issues with not having enough of them are those that dance and acquire scars, and even there it`s more 'I have to be a little more conservative with...' rather than 'Oh shit I need *ability* right now but it`s all on cooldown'.

Though that has finally given me reason to cast Passions Gyre/Reasons Glory. The best legacy to dance with seems to be not the dancer but the doctor, since that legacy has OMGhuge Reason and no guaranteed rival.
 
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I can`t say I`ve ever conciously observed it, but passing the Stag Doors Riddle with Sensation/Enlightenment/Power as your Desire seems to grant one more Passion/Reason/Health respectively.

That would make sense, since I noticed the extra Reason after I'd passed the Stag Door.
 
It's a little annoying that optimal play more or less requires a huge amount of time to be spent mostly on getting your characteristics up and buying books. It's not really hard unless you mess up with dread or fascination, but it is very time consuming. Right now I'm doing an Apostle playthrough so I'm doing it the hard way again, but on my next playthrough I might cheat my way to high level lore.
 
I don`t really mind the lore grind, but the ability grind is... euch. I can see why the game doesn`t just hand you the cards but as it is I spend half an hour of each run grinding Glimmerings, Eruditions and Vitality as my bookshelf grows ever fuller and I haven`t even started the bloody cult !
 
I don`t really mind the lore grind, but the ability grind is... euch. I can see why the game doesn`t just hand you the cards but as it is I spend half an hour of each run grinding Glimmerings, Eruditions and Vitality as my bookshelf grows ever fuller and I haven`t even started the bloody cult !
The thing of it is that there's a kind of rhythm to the grind, and if something happens to knock you off the beat, it can massively disrupt your plans. That said, thank the Hours for the 300 second timer on the Lessons Learned, and for the ability to pause the timers on them by using them as painting inspirations and talking about them with Sulochana. It makes things so much easier.
 
Books of poetry/essays do also help. There are so many ways to get Glimmerings that I basically never need to use the book, but it's nice to have it there. With Erudition I typically use one of the books on the penultimate stage and blow the rest of the on the ultimate one.

Apostle mode is interesting because the game throws some extra urgency your way, making you do things besides slowly grinding for power.
 
Books of poetry/essays do also help. There are so many ways to get Glimmerings that I basically never need to use the book, but it's nice to have it there. With Erudition I typically use one of the books on the penultimate stage and blow the rest of the on the ultimate one.

Apostle mode is interesting because the game throws some extra urgency your way, making you do things besides slowly grinding for power.
I'm about to finish my first game since the January 22 update and I can't quite decide if I want to give the Apostle legacy a go. I got lucky on the books I found at Morland's and in the expeditions I drew, so I'm actually in a position to research the final level of Lantern Lore (& I love how much easier research feels now). Once that's done, it's just a matter of sending out my Grail cultists to seduce victims and throwing my Pawns into the cupboard to feed my Marks.

Definitely doing a Power run next if I don't do an Apostle, though. The prisoners you need for Enlightenment and Sensation are annoying. Also still need to give Dancer a try...
 
I think part of my problem is that I'm always worried about running out of something I'll end up needing later, either in terms of lore or minions.

How likely is it to turn around and realize you're boned because you converted all the available lore to other stuff, or didn't save enough Secret Histories lore to combine to open up useful later expeditions?
 
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