Trickster Cult

is a unique mechanic for available only to faction.
== Overview ==
=== General ===
Trickster Cults are hidden settlements that The Deceivers can create since this faction cannot occupy settlements like other factions can however, this does not make them a Horde faction. Instead, when winning a settlement battle they turn the settlements into a Trickster Cult which then allows them to build Tzeentch unit recruitment buildings and two unique building chains. Another way to create Trickster Cults is with the unique hero Trickster Cultist. Neither the Trickster Cult nor any of the buildings in it will be destroyed if the settlement changes control or even if it is razed.
=== Symbiotic & Parasitic ===
Trickster Cults are divided by two: Symbiotic and Parasitic. Symbiotic Cult buildings provide bonuses to both the Deceivers and the host settlement without alerting the host while the Parasitic buildings provide bonuses to the Deceivers and negative effects to the host but at the cost of high discoverability. While a Trickster Cult can be built as full Symbiotic or Parasitic, it can also be built with mixed buildings from both type of Cults however cult buildings lock their opposite Cult counterpart. For example, building the Agent's Hollow symbiotic building will prevent the Limb-breaker's Lair parasitic building from being built unless the Agent's Hollow is either swap with the Limb-breaker's Lair or removed from that Trickster Cult.
All Trickster Cult buildings have a cost of Cult Supplies.
=== Discoverability ===
Discoverability is a bar that appears in each Trickster Cult settlements that informs how aware the host settlement is of the Cult. All Unit Recruitment and Parasitic buildings increases discoverability while Symbiotic buildings reduce discoverability.
If a Trickster Cult reaches a high discoverability threshold it will be kicked out of its host settlement. 
=== Trickster Cultist ===
Trickster Cultist is a unique hero whose heroes actions can create Trickster Cults. These hero actions are:
* Establish Military Trickster Cult, which creates a Trickster Cult with a military building constructed.
* Establish Parasitic Trickster Cult, which creates a Trickster Cult with a parasitic building constructed.
* Establish Symbiotic Trickster Cult, which creates a Trickster Cult with a symbiotic building constructed.
They are recruited in The Deceivers tech tree, but require completing specific schemes from the Schemes mechanic to earn them. There are total of 9 Trickster Cultists that can be recruited in the tech tree.
=== Hidden Armies ===
Armies belonging to The Deceivers will be hidden while they are in a region with a Trickster Cult. Enemy armies will not be able to attack, but if they enter the zone of control of the hidden army, then the hidden army will have a chance to attack them. The army will not be hidden if the Trickster Cult has no buildings in it or if the settlement has been razed.
== Buildings ==
Trickster Cult buildings can be built in any settlement regardless of tier, whether it is a minor or major settlement, or even if the settlement has been razed.
=== Basic Military ===
The Basic Military buildings available in Trickster Cults are largely the same as for other Tzeentch factions.
=== Advanced Military ===
The Advanced Military buildings available in Trickster Cults are largely the same as for other Tzeentch factions.
Building 	Chain 	Tier	Effect	Turns	Cost
The Spark 	Fiery Servants 	II 	Unlocks recruitment of:
* Screamers
Discoverability: +10	3 	2000 Favour
20 Cult Supplies
Blue Bonfire 	Fiery Servants 	III 	Unlocks recruitment of:
* Flamers
Discoverability: +10	4 	3000 Favour
30 Cult Supplies
Pink Blaze 	Fiery Servants 	IV 	Unlocks recruitment of:
* Exalted Flamers
Discoverability: +10	5 	5000 Favour
40 Cult Supplies
Iridescent Conflagration	Fiery Servants 	V 	Unlocks recruitment of:
* Burning Chariot
* Mutalith Vortex Beast
Discoverability: +10	6 	10000 Favour
50 Cult Supplies
Cult of Deceits 	Secret Society 	III 	Tzeentch corruption: +4
Unlocks recruitment of:
* Cultist of Tzeentch (Hero)
Discoverability: +10	4 	3000 Favour
30 Cult Supplies
Cult of Lies 	Secret Society 	IV 	Tzeentch corruption: +4
Cultist of Tzeentch Hero capacity: +1
Discoverability: +10	5 	5000 Favour
40 Cult Supplies
Cult of Change 	Secret Society 	V 	Tzeentch corruption: +4
Unlocks recruitment of:
* Lord of Change
Cultist of Tzeentch Hero capacity: +1
Discoverability: +10	6 	10000 Favour
50 Cult Supplies
Transmogrification Locus	Forges of Change	III 	Unlocks recruitment of:
* Chaos Chariots of Tzeentch
* Cockatrice
Discoverability: +10	4 	3000 Favour
30 Cult Supplies
Inchoate Armory 	Forges of Change	IV 	Unlocks recruitment of:
* Chaos Knights of Tzeentch
* Chaos Knights of Tzeentch (Lances)
* Chaos Warshrine of Tzeentch
Discoverability: +10	5 	5000 Favour
40 Cult Supplies
Inchoate Forge 	Forges of Change	V 	Unlocks recruitment of:
* Soul Grinder (Tzeentch)
Discoverability: +10	6 	10000 Favour
50 Cult Supplies
=== Symbiotic Buildings ===
Building 	Chain 	Tier	Effect	Turns	Cost
Agents' Hollow 	Infrastructure 	I 	Cult Supplies: 2 per turn
Grimoires: 8 per turn
Control: +2
Prevents construction of Limb-breaker's Lair
Discoverability: -10	2 	750 Favour
10 Cult Supplies
Occult Conspiracy 	Infrastructure 	II 	Cult Supplies: 4 per turn
Grimoires: 12 per turn
Control: +4
Discoverability: -20	5 	2000 Favour
20 Cult Supplies
Sanctum of Subterfuge 	Infrastructure 	III 	Cult Supplies: 6 per turn
Grimoires: 16 per turn
Control: +6
Discoverability: -30	10 	3000 Favour
30 Cult Supplies
Disguised Trade 	Income 	I 	Income gained from local settlement's income: 50%
Income from all buildings: +10% (local region owner)
Prevents construction of Raiders' Bounty
Discoverability: -10	2 	750 Favour
10 Cult Supplies
Shrouded Financier 	Income 	II 	Income gained from local settlement's income: 75%
Income from all buildings: +25% (local region owner)
Discoverability: -20	5 	2000 Favour
20 Cult Supplies
Mercantile Illusion 	Income 	III 	Income gained from local settlement's income: 100%
Income from all buildings: +50% (local region owner)
Discoverability: -30	10 	3000 Favour
30 Cult Supplies
Bird Box 	Hidden Expansion	I 	2% chance per turn to expand the Trickster Cult to an adjacent region
Prevents construction of Enforcers' Abode
Maintenance cost: 50
Discoverability: +10	2 	1000 Favour
10 Cult Supplies
The Aviary 	Hidden Expansion	II 	4% chance per turn to expand the Trickster Cult to an adjacent region
Maintenance cost: 100
Discoverability: +20	5 	2000 Favour
20 Cult Supplies
Twisted Volary 	Hidden Expansion	III 	6% chance per turn to expand the Trickster Cult to an adjacent region
Maintenance cost: 150
Discoverability: +30	10 	3000 Favour
30 Cult Supplies
Dark Ritual 	Raise Army 	I 	Tzeentch corruption: +5
Prevents construction of Occult Confluence
Discoverability: +100	2 	2500 Favour
10 Cult Supplies
Legion of the Changeling	Raise Army 	V 	An army loyal to the Changeling is summoned upon construction completion
Building is destroyed upon construction completion	10 	1000 Favour
50 Cult Supplies
Court of Whispers 	Diplomacy 	II 	Improves diplomatic relations with settlement owner over time
Chance of Winds of Magic increasing in strength when changing: +25%
Prevents construction of Underground Temple
Discoverability: -20	2 	1000 Favour
20 Cult Supplies
Parliament of Lies 	Diplomacy 	III 	Improves diplomatic relations with settlement owner over time
Chance of Winds of Magic increasing in strength when changing: +50%
Discoverability: -40	5 	2500 Favour
30 Cult Supplies
=== Parasitic Buildings ===
Building 	Chain 	Tier	Effect	Turns	Cost
Limb-breaker's Lair	Infrastructure 	I 	Cult Supplies: 3 per turn
Grimoires: 4 per turn
Control: -4
Tzeentch corruption: +4
Prevents construction of Agents' Hollow
Discoverability: +20	2 	750 Favour
10 Cult Supplies
Marauders' Den 	Infrastructure 	II 	Cult Supplies: 6 per turn
Grimoires: 8 per turn
Control: -6
Tzeentch corruption: +8
Discoverability: +30	5 	2000 Favour
20 Cult Supplies
House of Havoc 	Infrastructure 	III 	Cult Supplies: 9 per turn
Grimoires: 12 per turn
Control: -12
Tzeentch corruption: +12
Discoverability: +40	10 	3000 Favour
30 Cult Supplies
Raiders' Bounty 	Income 	I 	Income generated: 150
Tzeentch corruption: +1
Income from all buildings: -10% (local region owner)
Prevents construction of Disguised Trade
Discoverability: +20	2 	1000 Favour
10 Cult Supplies
Hidden Storehouse 	Income 	II 	Income generated: 300
Tzeentch corruption: +2
Income from all buildings: -30% (local region owner)
Discoverability: +30	5 	2000 Favour
20 Cult Supplies
Bloodied Vault 	Income 	III 	Income generated: 450
Tzeentch corruption: +3
Income from all buildings: -50% (local region owner)
Discoverability: +40	10 	3000 Favour
30 Cult Supplies
Enforcers' Abode 	Hidden Expansion	I 	4% chance per turn to expand the Trickster Cult to an adjacent region
Tzeentch corruption: +1
Prevents construction of Bird Box
Maintenance cost: 100
Discoverability: +20	2 	1000 Favour
10 Cult Supplies
Torturer's Shack 	Hidden Expansion	II 	8% chance per turn to expand the Trickster Cult to an adjacent region
Tzeentch corruption: +2
Maintenance cost: 200
Discoverability: +40	5 	2000 Favour
20 Cult Supplies
Chamber of Agony 	Hidden Expansion	III 	12% chance per turn to expand the Trickster Cult to an adjacent region
Tzeentch corruption: +3
Maintenance cost: 300
Discoverability: +60	10 	3000 Favour
30 Cult Supplies
Occult Confluence 	Raise Army 	I 	Khorne corruption in adjacent provinces: +5
Nurgle corruption in adjacent provinces: +5
Slaanesh corruption in adjacent provinces: +5
Tzeentch corruption in adjacent provinces: +5
Prevents construction of Dark Ritual
Discoverability: +100	2 	1500 Favour
10 Cult Supplies
Reality Wound 	Raise Army 	V 	An army of Daemonic rebels hostile to everyone will arrive through a rift upon construction completion
Building is destroyed upon construction completion	10 	1000 Favour
50 Cult Supplies
Underground Temple 	Diplomacy 	II 	Diplomatic relations: +10 with Warriors of Chaos, Beastmen, and Norsca
Diplomatic relations: +10 with Tzeentch
Casualty replenishment rate: +5% (armies in region)
Tzeentch corruption: +1
Prevents construction of Court of Whispers
Maintenance cost: 100
Discoverability: +10	2 	2000 Favour
20 Cult Supplies
Unholy Cathedral 	Diplomacy 	III 	Diplomatic relations: +25 with Warriors of Chaos, Beastmen, and Norsca
Diplomatic relations: +25 with Tzeentch
Casualty replenishment rate: +10% (armies in region)
Tzeentch corruption: +2
Maintenance cost: 200
Discoverability: +10	10 	3000 Favour
30 Cult Supplies
Halls of Despoiling	Loot 	I 	Tzeentch corruption: +3
Discoverability: +100	2 	1000 Favour
10 Cult Supplies
Ravaging Host 	Loot 	V 	The settlement is plundered upon construction completion, stealing wealth and damaging the owner's buildings (income based on development level)
Building is destroyed upon construction completion	10 	1000 Favour
100 Cult Supplies
== See also ==
*Under-City, equivalent
*Pirate Cove, equivalent
Category:Unique game mechanics
Category:Tzeentch