Ok, heres how it goes. I, the player, play 50 turns. Then I turn over the save to the gods, who intervene and give me the various quests. And then I take the save back, and the cycle continues.
Leader:Valledia of the Amurites
Difficulty: Noble (But probably other because of the gods)
Map: Custom Continents (4 Continents, Normal Speed, Low Sea Level)
Selected Options: All Unique Features, End of Winter, Blessings of Amathon, Last Days, Living World.
The Player Korias
The Gods:
Lugus-Angel of Light
Sirona-Angel of Wisdom
Nantosuelta-Angel of Faith- civplayah
Sucellus-Angel of Life
Amatheon-Angel of Fertility
Junil-Angel of Justice-PaulusIII
Arawn- Angel of Death-Methuselah
Oghma- Angel of Knowledge-
Danalin- Angel of the Water-lade
Dagda- Angel of Balance
Kilmorph- Angel of the Earth-Honor
Tali- Angel of the Air-Thomas.berubeg
Cernunnos- Angel of Growth-civ king
Camulos- Angel of War-mknn
Aeron- Angel of Rage-Iceciro
Ceridwen- Angel of Magic-MasterofDisasta
Mammon- Angel of Greed-Seon
Esus- Angel of Deception-Brugarin
Agares- Angel of Despair-Kenken244
Bhall- Angel of Fire-Taalen
XII: Thou shalt not tamper with the mortal heroes. (No fiddling with World Units like Sphener, Govannon, or Bambur)
I'm unsure of where to proceed. From what I can tell, I got shafted in Map Gen. I havent made any moves yet, So the gods can tinker with it and examine it.
As far as my strategy goes, I believe settling In place is the best option. 1S, while giving me land, denies me the Rice to the East. And if I can get the Heron Throne, It can be an incredibly powerful capital site. I may found OO if possible to take advantage of the situation around the capital and surrounding territory, however.
Starting Build Order: Probably Warrior-Warrior/Scout-Worker-Warrior-Settler.
Starting Tech Order: Exploration -> Fishing -> Mysticism -> Crafting or Message from Deep
Gods, I turn over the save to you. Enjoy.
Leader:Valledia of the Amurites
Difficulty: Noble (But probably other because of the gods)
Map: Custom Continents (4 Continents, Normal Speed, Low Sea Level)
Selected Options: All Unique Features, End of Winter, Blessings of Amathon, Last Days, Living World.
The Player Korias
The Gods:
Lugus-Angel of Light
Sirona-Angel of Wisdom
Nantosuelta-Angel of Faith- civplayah
Sucellus-Angel of Life
Amatheon-Angel of Fertility
Junil-Angel of Justice-PaulusIII
Arawn- Angel of Death-Methuselah
Oghma- Angel of Knowledge-
Danalin- Angel of the Water-lade
Dagda- Angel of Balance
Kilmorph- Angel of the Earth-Honor
Tali- Angel of the Air-Thomas.berubeg
Cernunnos- Angel of Growth-civ king
Camulos- Angel of War-mknn
Aeron- Angel of Rage-Iceciro
Ceridwen- Angel of Magic-MasterofDisasta
Mammon- Angel of Greed-Seon
Esus- Angel of Deception-Brugarin
Agares- Angel of Despair-Kenken244
Bhall- Angel of Fire-Taalen
The Eleven Commandments of Deityhood as formulated by TheForestAuro:I.Thou shalt announce your intentions.
--(Be sure to "got it" so we don't run into continuim errors. We reserve the right to ignore not announced updates)
II. Thou shalt not Intervene if you were the last deity to intervene, and thou shalt only intervene once per waking
--(You may only intervene once per my update, and you must wait for another God to intervene before intervening again.)
III. Thou shalt not reveal the secrets of knowledge or the heavens to mortals.
--(No units or techs should be revealed to any civilization if they are not in the current or previous era of the player)
IV. Thou shalt not use your powers for cataclysmic destruction
--(Remember, less is more. Be subtle. It is far more interesting for everyone if you make subtle, interesting changes like forming a choke with mountains than if you just tear giant swathes of ice through my cities. I reserve the right to reject saves I think are unnecessarily apocalyptic.)
V. Thou shalt reveal yourself to the mortal with grace.
--(Everyone loves a good story, and if you decide to contribute to it, be creative! Choose a name and domain [i.e., Winston, the Sea God] that you govern, even if the characters don't know it's you acting)
VI. Thou shalt not be vindictive, and thou shalt not halt progress.
--(You are not allowed to strip techs away from me. Anything I research is mine permanently. You are also not allowed to remove any named unit, for any reason.)
VII. Thou shalt not be unnecessarily nice to the puny mortal.
--(I do not need a stack of thirty Level 9 Praetorians to win my fights. You do not need to fill my BFC with flood-plain grassland goldmine hills next to rivers. The only exception to this is if you genuinely make me work my ass off to get it, and even then it not ought to be as good as the dream city outlined above.)
VIII. Thou shalt reward him for piety, and thou shalt offer him redemption for his punishments.
--(If you give me a quest and I succeed, reward me! If it was easy don't give me a big bonus, and if it was hard I am going to be miffed if I get another Great Prophet for all my hard work. Likewise, if you punish me, tell me how I can fix it!)
IX. Thou shalt not war with the other gods. Much.
--(Obviously there's going to be some strife between those who would support Monty's Quest, and those who would seek to oppose him. Having said that, Gods are not allowed to reverse the effects of an intervention without waiting for the update after the effects have been felt. This includes quests. In fact, you would do well to leave the other god's quests alone entirely. If you want me to do yours instead, make it more interesting or more lucritive)
X. Thou shalt obey the natural order of things, and of time, and of destiny.
--(There is a storyline going on here. Do try and fit in. Do not take great lengths to completely detract from it. Be smart.)
XI. Thou shalt not abuse your architectural omniscient nature.
--(Don't add wonders that don't already exist.)
FAQ
Q: Another God has already edited the save this turn. Can I do it too?
A: Yes, but you may not undo their changes. Take their save and edit it. Also, you may only edit once per turn.
Q: I have this cool idea that only slightly violates your rules, but it's really cool!
A: Just keep in mind I have the ability to reject any save I deem over-the-top.
XII: Thou shalt not tamper with the mortal heroes. (No fiddling with World Units like Sphener, Govannon, or Bambur)
Story said:The world was cold.
The Amurites had a very strong distaste for it. They were a people of passion, of ambition. The real question is, where would this passion lead them?
The gods were stirring, waking just as the world was. Valledia knew this, and a shudder ran down her spine. The dawn of a new age was to be feared. But it was her responsibility. Her tribe, the Amurites, were her kinsmen. And she vowed that she would protect them.
I'm unsure of where to proceed. From what I can tell, I got shafted in Map Gen. I havent made any moves yet, So the gods can tinker with it and examine it.
As far as my strategy goes, I believe settling In place is the best option. 1S, while giving me land, denies me the Rice to the East. And if I can get the Heron Throne, It can be an incredibly powerful capital site. I may found OO if possible to take advantage of the situation around the capital and surrounding territory, however.
Starting Build Order: Probably Warrior-Warrior/Scout-Worker-Warrior-Settler.
Starting Tech Order: Exploration -> Fishing -> Mysticism -> Crafting or Message from Deep
Gods, I turn over the save to you. Enjoy.