anchor.diff: +#define CULT_SCALING_COEFFICIENT 9.3 //Roughly one new cultist at roundstart per this many players
  +
   /datum/game_mode
   	var/list/datum/mind/cult = list()
   	var/list/cult_objectives = list()
  
positive.code: 						SSticker.news_report = CULT_FAILURE
  			text += "<br><B>Objective #[obj_count]</B>: [explanation]"
  	to_chat(world, text)
  
negative.code: 		restricted_jobs += "Assistant"
  
  	//cult scaling goes here
  	recommended_enemies = 1 + round(num_players()/CULT_SCALING_COEFFICIENT)
  	var/remaining = (num_players() % CULT_SCALING_COEFFICIENT) * 10 //Basically the % of how close the population is toward adding another cultis
  	if(prob(remaining))
  		recommended_enemies++
  
  
  	for(var/cultists_number = 1 to recommended_enemies)
  