![]() Intentionally deviating from this strategy makes the game that much harder. No, the optimal gameplay has you doing the exact same thing for the first 30 minutes of the game. The optimal gameplay doesn't have you taking a few followers on daring expeditions or deviate greatly based on the type of cult you wish to establish. But you generate so much Mystique anyways that I've seen the evidence expire while Douglas was busy picking up those ghost cards. The quintessential flaw with Cultist Simulator is that there is no risk to doing all of this, except the one Notoriety that Mr. Good headquarters and Scholarship and Imagination skills to match.Some basic lore to upgrade followers to disciples.Discovering all patrons, and potential followers.3 Health just in case Price of Joy, a Practical Challenge, and Sickness all knock on your door simultaneously.A reliable source of income (note: becoming a board member could result in termination, be satisfied with just Mr.In short, the game becomes a magnitude easier if you establish the following: If there's an enemy Long in the game, throwing two hirelings at them is serviceable early on. Eventually I get Forgotten Mithraeum, Rarified Mind, and Never-No (or Library setup depending on my mood). I mix and match Lores until I can upgrade followers to disciples. The whole time I'm speaking a lore to the public to recruit patrons and cult members (only generates Mystique), buying books, dreaming for Occult Scrap. ![]() ![]() I get a hireling to kill that asshole Mr. ![]() Then I upgrade Reason until I have at least 3, then start working at Glover & Glover. With every game I start by getting Vitality from Work or Study until I have at least 3 Health. But I do think there is some room for improvement, so do note I critique with love. Overall I do enjoy the game, and the first seven playthroughs where I had no idea what I was doing and kept dying was some of my most unique gaming experiences. For context, I've beaten all Apostle Legacies, and some DLC-specific ones. ![]()
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