I'm putting together a guide to Cultist events and play-style, will update this if I read the code wrongly.
So why would you want to play as the Cultists?
Pros:
+Cultist gets awesome buff as below
+Cultist are dirt cheap in wages and Converted Cultists gets a paycut
+Cultist don't give a shit about death of brothers so morale is kept higher on average. Which is great because their sacrifice mechanic encourages a very meat shield playstyle
+You get a ton of them randomly joining and easily fulfill the Davkul event requirements
Cons:
-Roughly every 20 days, an unavoidable sacrifice event could happen and piss off any non-cultists. Deserting brothers can take their equipment with them if you can't drop over to a tavern to make them drunk or provide them with Happy powder (Vampires Ashes + Alp Skin)!
-Since you have mostly cultists, you missed out on many backgrounds that can give good benefits from random events.
Cultist Conversion Event:
This events fires roughly every 13 days and converts any lowborns without bright or any non-nobles with dumb traits. Taking this into account, the backgrounds that can be converted are (Bold indicators good backgrounds to hire from experience and datamined stats;
Lowborns:
Poacher, Deserter, Shepherd, Brawler, Thief, Houndmaster, Lumberjack, Farmhand, Graverobber, Fisherman, Ratcatcher, Militia, Miller, Miner, Gravedigger, Vagabond, Daytaler, Refugee, Peddler, Tailor, Beggar, Butcher
Dumb-dumbs (Tryout those with titles such as "The Odd, Dumb, Slow etc" or everyone when you are rich:
Hunter, Sellsword, Squire, Raider, Retired Soldier, Killer on the Run, Caravan Hand, Servant, Eunuch
Cultist Sacrifice Event:
The code choose 2 brothers from roughly the bottom 4 brothers with the least EXP to be sacrificed. So always carry 4 meatbags and try to keep them out of combat as much as possible.
After the sacrifice. for every cultist, there's a 50% chance to upgrade the Davkul trait to the next level. All cultist has an invisible level 0 trait at the start except for the starting 4. All cultist gets a huge mood boost after a sacrifice.
The levels provide the following benefit (thanks
u/JerekKruger !):
- Fanatic: +5 Resolve, and doesn't take morale checks from allies dying
- Zealot: +10 Resolve, and doesn't take morale checks from allies dying or losing HPs
- Acolyte: +10 Resolve, +2 Fatigue Recovery, and doesn't take morale checks from allies dying or losing HPs
- Disciple: +10 Resolve, +2 Fatigue Recovery, +20 HP, and doesn't take morale checks from allies dying, losing HPs or Fresh Injuries. Note: This effectively makes them immune to non-supernatural morale damage, making Resolve a dumpstat if you slap on an undead trophy or not bringing them into those battles at all!
- Chosen: +10 Resolve, +2 Fatigue Recovery, +20 HP, +5 Melee and Ranged Defence, and doesn't take morale checks from allies dying, losing HPs or Fresh Injuries.
- Prophet: Same as chosen, but with a new ability to restore fatigue to all cultists at the cost of their own 25 fatigue. Can only be gained by one, not sure how this is chosen yet.
General Tips:
Knowing, this, the optimal strategy is to maintain at least 4 meat bags as cheap as possible, around 20% as convertible backgrounds and the rest as Cultists.
Hire every cultists but don't be afraid of dismissing them if their stats are bad. You'll get a ton of them so some of them will roll good.
For convertibles, try to keep them happy as much as possible to reduce the chance of deserting you.
If you intend to keep non-convertibles & premium backgrounds, the only way to reliably keep them is to keep a permanent source stash of Happy Powder in reserve.