Sorry, I have been having internet problems.
Turn 20, I belive; perhaps we can do a bit less failing this time:
175 cultists: clear a path through spike, pitfall and deadfall traps so we can safely leave our base. (Ideally get the traps to serve as defenses like they are supposed to, but just removing them would be fine.)
200 heavily armed cultists: guard the base. (This means, if inquisitors try to build traps or siege engines or anything else around the base, you shoot at them.)
80 empowered insane cultists: continue research, it is not like you can go double-insane, right?
Koshu: recruit.
Any cultists Koshu just recruited: set up a secondary base elsewhere. Preferably with reduced amounts of horrible death.
Clear path: [6] They find a path through the trap field the only way they know how: drawing straws and walking through it. Eventually they find a path, but it may have been more costly than would be ideal... The traps seem to have been laid specifically to make it hard to leave the base, and once they find a way out the safe path seems obvious. Stupid inquisitors, and those idiots who didn't even mark out the path when they left before. (-75 cultists, no longer booby trapped)
guard better, dammit!: [3] They are feeling lazy today so they just set up some mirrors to keep an eye on everywhere at once and leave about 20 dudes watching while the rest get snacks. Realistically, their eyesight isn't going to be up to the task of seeing a mile away inside forest cover, even if they had a watchtower which they don't. (20 heavily armed cultists guarding, watch mirrors set up)
Research II, the Researchence: [6] They find a spell that causes humans to explode. The more humans, the bigger the explosion. Don't ask how they found out. It requires that they be within a ritual circle, so it isn't as useful as it sounds. It appears that they just set them on fire with gasoline, but what would you know about magic, giant flying obelisk? (-80 insane cultists, gained ignite mortal ritual {req gasoline, consumes cultists})
recruit: [6] You convince more
poor saps awesome dudes to join your crew of
incendiaries winners. For some reason others don't like the idea of
dying in a glorious fire going to space. (+75 cultists, +30 inquisitors)
new base: [2] They just stay in the normal base, nothing too remarkable.
Normal Inquisitors: Fire at the base from afar with the siege engines
[4] They fire ballistas and catapults at you from the forest, some of your cultists get killed but the real damage is done to the flimsy tool shed you have been working out of. (-10 cultists, base destroyed)
Armed inquisitors: Prepare for retaliation
[3] Like their ancestors before them, they will wait for the right moment to strike when the enemy marches toward them. Unlike their ancestors, they have M-40s. Also unlike their ancestors, they have no idea what they are doing. About half of them go on break. (75 inquisitors poorly guarding)