Even if maximum mood is high, there will always be moments when one guy risk severe madness as he has tempopary ultra low mood (usually after being drafted too long, seing monsters or dozens of dead bodies after a raid) + sanity loss. Avoid to recruit colonists averse to drugs if possible, as this trait make you lose a big tool for controlling their mood. To avoid getting addicts create 3 drug policies (one 1 or 2 beer a day nothing else, one 1 joint a day and nothing else, one 1 psychoid tea a day, and switch people between them if they developp addictions or related illnesses), and manually make them take even more drugs if needed. To be even more sure everyone stay happy have a relaxed drug policy (allowing people one pleasure drug a day or even more). ![]() ![]() Starry Wisdom is an easy to cast spell, almost never failing even if you just have a basic temple with no Nyarlathotep statue and cast it with unexperienced sacrifiers, while other spells seem to give more immediate return for one sacrifice making a colonist psychopath is one of the best investment long term. Non psychopaths will get mood debuffs for any sacrifice you make, and hate your priests for doing their jobs. Consider casting Starry Wisdom as the basic initiation ceremony any disciple should perform and psychopath as the most desired trait for any recruit. You mine somewhere ? put a torch and a 1x2 table nearby, miners will avoid the usual mood penalties for being in darkness and eating without tables. Put food, tables and light in as many places possible. You don't want any survivor getting the huge mood debuff from exhausted state. Make them sleep 9 or 10 hours a day, with 2 sleep hours in the middle of their wake hours (and give them sleep hours if they lost sleep due to being drafted / priority works etc.). It allow all survivors to get no negative modifier from pleasure most of time and so make them far more resilient against surprise sanity loss. Use free time rather than set work time and joy activities hours : the survivors will still work most of the time but when they need them they will search joy activities instead of continuing to work and losing mood. It makes essential to avoid mood debuff you can usually ignore in normal games and give your cultists regular buffs from drugs etc. After 14 years of play with my cult (started as tribal) here are the things I realised :Īs survivors losing sanity will increase their mental break threshold, and some sanity losses sources are unavoidable and brutal (dreams, seing monsters) you want them with as high morale possible all the time.
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