Also, are cults a trap? The top Cultists scored bottom overall.
I guess the thing with Cultists is that you want to entice people into gaining power from you. On a bright note, you likely will never pay full price for a Trading House. Your success in this endeavor depends on how cautious the other players are. If nobody wants you to gain on the cult tracks, then they're going to give up free power in order to stymie you.
I imagine a great ploy would be to give power to the one player (or two if you're lucky) who isn't worried about cults. In this game, I was a great contender for that, because I wasn't really playing the cult game. In the previous game I played, I was also a good contender because I made it clear that if the Cultist player did not advance on the track that I wanted, then I would be more willing to accept power again later.
And even if you don't score well in cults (32 points would be nice but not very likely), I think that the Power gains from advancing on the tracks would be significant. You could possibly get 20 total Power from advancing on the cults. If you manage to get a 10-spot, then great. Then you can use that Power to build your empire.
I'm not experienced enough to weigh in on if Cultists are a trap, but I would wager that they're a fairly fragile race to play with. I see potential for them to be really brutal, but it depends on the
kingdom players.