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I mean, it's a neat idea, but in mechanics how would it differ from just playing as materialists? Just turning spiritualists into a carbon copy of materialists doesn't seem like it would add much to the game.
Machine Cult unique civic

Requires spiritualists

Costs 2 civic points
Temples give +5% research for planet
Research labs provide +1 unity
Removes relationshiup penalty (but does not give bonus, as that would be too much) with machine civs and Materialists
Edit: Different spiritualist faction requests

A different set of bonuses from what a "carbon copy of materialists" would be - temples are important, just like for any Spiritualist, labs give a resource (unity) that actual Matrerialists don't get more of.
 
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Hey Wiz, is there any hope for a reconfiguring of the Temple building in 1.8? As of now, Ethics Attraction is sort of hard to put your finger on, and it's an otherwise fairly mediocre Unity building, especially for the mineral costs and tile opportunity costs.

Thanks.
 
The obvious-but-boring suggestion is that a Machine Cult would just alleviate the usual Spiritualist anti-robot beliefs, allowing them use an artificial workforce while continuing to reap the bonuses of spiritualism; governing ethos attraction, decreased unrest and temples, off the top of my head.

EDIT: Faction interactions would be tricky, though. Robots generating materialist attraction and all.

I also agree with keeping any civic related to it rather simple.

The civic could just have a spiritualist requirement and cause the AI rights policy/robot pops to not affect the spiritualist faction. Since it's the only things the two (factions) directly disagree on, it would allow experimentation with balancing those two factions, but not make it impossible.

@Wiz what do you think of that?
 
Hey Wiz, is there any hope for a reconfiguring of the Temple building in 1.8? As of now, Ethics Attraction is sort of hard to put your finger on, and it's an otherwise fairly mediocre Unity building, especially for the mineral costs and tile opportunity costs.

Thanks.

are you running 1.6 or the 1.7beta?

1.6 doesn't have working ethics attraction as far as I'm aware, I mean 1.7's patchnotes specifically mention a fix to ethics attraction. Speaking from experience here: run the beta and you'll feel the effects of temples

On that sentiment though: a boost to the amount of unity they produce wouldn't go amiss honestly
 
Removes relationshiup penalty (but does not give bonus, as that would be too much) with (...) Materialists
I don't get it. Why would you have removed penalty with some dirty heretics?
 
Actually, Psionics no longer Spiritualist-only in 1.8. They have an easier time with it and psionics still cause major ethics attraction to Spiritualism, though.

Oh MY GOD YES! So how did that function? It just make psionic ascension path availible to everyone basically? Or you can make psionic/cyborg? Or just regular old technologies to unlock psionism?

And can you do it? No, wrong question. Will you do it, please? 'Cause it's a really good idea, to play some guys worshiping Reapers :D

Genious idea!
 
hey @Wiz in terms of these "origin of your empire" civics that give special gameplay mechanics, maybe you can add some kind of special "history" slot alongside Civics, some even requiring you at least start the game with some of the other "normal" civics, or unlocking or locking others.

maybe something like "lost colony" and "Pre-FTL colonization attempts" could be included to represent the CoM and UNE's backstories in such a system.
 
hey @Wiz in terms of these "origin of your empire" civics that give special gameplay mechanics, maybe you can add some kind of special "history" slot alongside Civics, some even requiring you at least start the game with some of the other "normal" civics, or unlocking or locking others.

maybe something like "lost colony" and "Pre-FTL colonization attempts" could be included to represent the CoM and UNE's backstories in such a system.
Yep, that would be neat. I've posted some civic ideas in sugeestions. So much potential, in gameplay and flavour. Shoud cult, that can sacrifice entire planets, disaster survivors that lost advanced tech, a living planet hive mind. I think game will benifit from more such civics. More unique = better.
 
Here's my perhaps too left field interpretation of what "machine cult" mechanics could be.

While I get what most people are angling for is spiritualists with robots, I think a different path could be taken. You see, a Machine Cult civilisation worships machines. This means that they DON'T build ordinary robots to help them with tasks too difficult for organics. Quite the opposite, in a machine cult synths and robots play a role similar to a bio trophy in a rogue servitor empire. A Machine Cult starts out with a fairly unique type of robot, essentially the sci-fi trope of the giant talking computer who orders around the primitives, and while it is slightly better than a baseline robot it can't be modified and is very expensive. It is already a godlike being, so the machine priests won't interfere with it. Within the machine cult society this giant robot functions like a sentient totem pole or pyramid. Your societies rulers are the mortal "interpreters" of these mechanical deities pronouncements.

The machine deity can't mine or farm for shit and uses lots of energy, but can do some research and produces unity. But most importantly it reduces unrest and increases happiness for pops on the planet. They can't be resettled or migrate, so you have to build new ones on new planets.

Instead of making it a better researcher, miner or energy creator - the goal for a Machine cult is to enshrine their god-machines in ever more elaborate unity creating temples that come with a variety of planet wide and eventually empire wide bonus. Like a bio trophy, without temples the machine gods are kind of useless. On your average planet you'll probably only need one, at most three or four. The end game for a Machine Cult would possibly be to construct a synthetic bodies in which their unwieldy supercomputer masters can dwell, or to make themselves into synths to better serve the Machine Gods.

A machine cult in this interpretation is different from simply being very fanatical materialists in the sense that it is literally a kind of cargo cult. This once advanced and dynamic technological society has come to regard AI's as divine, and thus seeks to service them instead of improving them.
 
I think that a good chain of events about "the cult machine" and "Build a new kind of life" It might already be a great feature, The result would be an increase in materialism ethics attractions and some change in relations with factions (+ or - with spiritualists or materialists, etc. Based on how it was done)
 
To get the teaser topic back on track a bit, I'm rewatching the stream right now and there's something new I noticed:

RoblorgStream02.png


Numbers obviously not final but it looks like the "resource production" thingy was added between the last stream and this one. I remember that previously Servitor Morale only produced influence.
 
To get the teaser topic back on track a bit, I'm rewatching the stream right now and there's something new I noticed:

View attachment 290989

Numbers obviously not final but it looks like the "resource production" thingy was added between the last stream and this one. I remember that previously Servitor Morale only produced influence.
That somewhat makes sense considering at that point +40% of the population is worthless in my opinion
 
Numbers obviously not final but it looks like the "resource production" thingy was added between the last stream and this one. I remember that previously Servitor Morale only produced influence.
Yep, and it was a thing that made Servitors appear lackluster and gimmicky to me.You have to keep useless pet pops for minor unity gain and just get a tad of Influence out of it?
With the ressource boost, they're less gimmicky, I guess.
 
Yep, and it was a thing that made Servitors appear lackluster and gimmicky to me.You have to keep useless pet pops for minor unity gain and just get a tad of Influence out of it?
With the ressource boost, they're less gimmicky, I guess.
Though they might still be UP. Pampering has increased comsumer good costs. Seeing how easily wiz could destroy his mineral production despite the 20% extra.....
 
Though they might still be UP. Pampering has increased comsumer good costs. Seeing how easily wiz could destroy his mineral production despite the 20% extra.....

Eh, I was mostly just playing badly there, had far too many biotrophies and too few bots.
 
I still want to make the ethics more distinct, but the Psionics/AI Rights and Ascension paths seems to be the sort of restrictions that really chafe on people's ability to build the empires they want, so I decided to walk back some of the ethics restrictions.

Maybe some differentiation in the future for non-spiritualist psionics, and especially for materialist, which would probably explain the phenomenon in VERY different light.