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Cultist Simulator is a card-based simulation video game developed by British indie studio Weather Factory. It was released for Microsoft Windows, macOS and Linux computer systems on 31 May 2018.
????Gameplay?????
Cultist Simulator is a narrative-driven simulation game that has the player take on the role of a citizen in a nameless society where their actions may lead to them creating a cult-like following. The game's mechanics are presented as a combinations of cards and action buttons. Cards represent a range of different elements: persons, attributes like health or reason, emotions, locations, items, wealth, lore, and others. The player starts with two cards: a career and one health. To play, the player drops cards onto slots contained within the action buttons, then starts the action which triggers a timer. When complete, the player clicks the action, collecting played cards and additional rewards, which may be random or predetermined based on the action. The first action buttons is "Work"; placing their career card on this earns the player "Funds" cards. ??????????????????????????????????????
?????Here are the Cultist Simulator system requirements (minimum)?????
CPU: Info.
CPU SPEED: 2GHz or better.
RAM: 1 GB.
OS: Windows XP or later.
VIDEO CARD: 1280x768 minimum resolution.
SOUND CARD: DirectX 9.0c compatible.
FREE DISK SPACE: 500 MB.
As the game progresses, new action buttons can appear. Some of these are beneficial, adding more options that players can do, such as Study, Talk, Explore, or Dream. Other action buttons are a determinant to the player's progress. For example, players will eventually get an action button that reflects the passage of their character's time in the game, which will automatically consume wealth cards; should the player have no wealth cards when this action's timer completes, they will gain Hunger cards, which leads to a chain of cards and action buttons that can lead to the death of the character. Some cards, often generated by action buttons, also have timers attached, either which they will burn out, or may revert to a different card type. The game takes place in real-time, but the player has the option of pausing the game to review cards and actions, and to place or collect cards from the board. The game ultimately has many different parallel victory and failure conditions, both based on "sane" and "insane" routes that the player's character may uncover.[1]
Development
Weather Factory is an independent game studio created by Alexis Kennedy, who previously had founded Failbetter Games. Failbetter had developed several gothic and Lovecraftian horror story-driven games, including Fallen London. Kennedy split from Failbetter and founded Weather Factory in 2016, looking for a more hands-on role in designing and writing than his management-focused role at Failbetter.[2] Cultist Simulator represented the studio's first game and an experimental title that they could produce quickly with minimal costs.[1]
The use of card-driven narrative systems was already something Kennedy was familiar with through Fallen London. Kennedy said that a card-based approached helped to make concepts tangible and allowed for players to organize the cards as they saw best fit.[1] Cultist Simulator represented the most minimalist take Kennedy could take with the card-based concept, since cards represented a vast vocabulary of terms within the game.[1] While Kennedy provided user interface elements to help the player understand where to place cards, much of the strategy and reasoning was something he wanted players to discover for themselves. Kennedy did this to both mimic crafting systems in other role-playing games, and to create the Lovecraftian feel to the game. Kennedy said the player "will be able to mesh together an understanding of this very deep, very complicated lore in the same way that the scholars of Lovecraft are actually doing in fiction."[1]
Kennedy announced the project in September 2016, providing a free simplified web-driven version of how the game would play, and with plans to use Kickstarter to raise funds for an anticipated October 2017 release date.[3] Kennedy launched the Kickstarter in September 2017 and pushed the release date into May 2018; the Kickstarted succeeded in obtaining GB£82,000 of its target GB£30,000 fundraising goal.[4] The game was released on 31 May 2018 for Microsoft Windows, macOS, and Linux systems.[5]
Kennedy plans to be able to extend Cultist Simulator through downloadable content following the Paradox Interactive model.[1]
Cultist Simulator - Beginner & Advanced Tips -
Beginner Tips
First don't mind losing your first few tries, it does get a lot of experimenting to get through the game. So down to the tips:
Don't start up your cult too soon, wait until the first investigation is done at least, because otherwise you're so screwed with the first inspector up your stuff. Only notoriety matters to Inspectors, so you can gather a few members producing Mysticism and it won't matter. Cash is a problem at the beginning, but also the other aspects (Reason, Health and Passion), do focus on the first few upgrades of all three before proceeding, it makes things easier, although it's grindy. Avoiding Dread death: when you get Despair (Dread magnet), use money to get opium dreams, it always generates Contentment this way.
To get cash:
Reason: Generates Office Work, you can use Reason to increase your income Best Jobs: Doctor, Inspector (Although Produces Dread all the time) Passion: You can use the upgraded versions of painting to get lots of cash using both Mysticism and Passion, it does not generate Notoriety this way Health: It is the worst job, but it's good to use to upgrade the first few times your health
Advanced Tips (Spoiler Alert)
Ok, so you got your cult up and running, now what?
First, try to focus on getting all the pieces of literature available at The Auction House and Book Store, and deciphering them, before running "Dungeons", as your cultists will still be too weak, I actually prefer to stabilish the Cult after I've got all those pieces, so it's safer to say that I have the best piece (Winter for example) up to level 6, it makes upgrading your followers easier.
The dangers of sending your followers to the Dungeons too early are: they die too easily, you don't know which danger is in which, they are too weak, and it generates Dread and Notoriety when you fail.
So, now that you have all the pieces of knowledge that you could acquire through normal means, maybe you can upgrade a few followers to the status of Disciple, and that's huge, because the maximum to get a success on missions is level 10, as a Disciple they are level 5 of their respective aspect, so a couple of them to beat a certain obstacle, makes it 100% beatable.
Thugs-to-hire: they are amazing as expendable people, both to Rites, and to send as scouts to "Dungeons".
Rites: To summon creatures, you should already have 2-4 rites, depending on the randomized literature you bought, so you can try a few variations to get a few expendable creatures that should help you beat the "Dungeons".
Winter + Moth + Knock = Lady of the Mirror Forge + Chalice + Knock = Ezeem (one of the Gods) Knowledge + Lantern + Knock = Library Woman (one of the Gods)
There's a third God, and the Prophet as well, but I'm making this guide a few days after getting the ending, so I don't remember it right now, sorry guys, do try various combinations, there's also one to raise the Corpses to get a Zombie, although he's very weak and disappears fast.
Avoiding minor endings:
Inspector: Never use Damning Evidence, or don't use the Favor you get after arresting the Cultist. Lawyer: After getting rid of the annoying boss by killing him (it makes the job easier), don't apply Reason again, otherwise you'll get a minor ending too.
How to Get a Good Ending
So, to get a "good ending" you need the 36th degree of an aspect, for that you should summon the God related to that aspect, get the best level lore (14th of 12th), and the best object related to the lore (12th), or try your luck through the Doors they do give 10th or 15th aspect depending on your luck.
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