A New Divine Intervention Game?

Updated the first thread. I am going to start this thing next Monday, the 30th. Gods will have until Friday evening to effect it, and then I will play over the weekend and post again on Monday. I'll post a new thread in the story section.

Also, thanks Lgaard for taking up that task.
 
[...]Also, thanks Lgaard for taking up that task.
Do not thank prematurely. It’s my first DI game. :)

And at the start I’ve got some questions/suggestions:

You said, you’re not Cassiel. Does it mean you play unrestricted leaders? It is very fine as far as player’s leader is considered, but for AI I would recommend to preselect Civ-leader combinations.

How many AIs are you gonna have? At ‘large’ map Erebus_Continents there is room for all 19 civs (somewhat crowded, but playable). However – if you wanna have less rival civs, how about starting a game with maximum number, and then ask Dagda ;) to remove unneeded part at turn 1 (first intervention round)? This would leave room for later manipulations with introducing new civs in the game course.

I would recommend “complete kills required” option. The civ survives as long as at least one unit is still in the game.

I would also recommend “cylindrical world” option. It’s nice to be able to prove the world is round (even if the lore claims something different). ;) But seriously – it gives more opportunity to sea-based exploration and via-sea contacts with other civs.

How about “permanent alliances” and “vassal states”. I would recommend to have them enabled.

I’m thinking of giving one (immobile) archer in each AI civ capitol at start, to increase survivalibility. Barbarians, under a new AI, may be really nasty nowadays. What’s your feeling?

I’m also thinking of balancing/flavouring the map at first intervention round. Nothing extremely spectacular: just add some geographical names, flavour features (like abandoned keep, haunted tower, surged entropy node in the middle of nowhere etc.), resources for civs with poor starts, minor corrections for Erebus_Continent flaws (eg. this script tends to put too many rivers -> every second desert tile ends as floodplain, which is lame). Plus some fine-tuning: mountain range with chokepoint pass seems a nice idea, dwarves could start at mountain/hills, Malakim at the desert etc.
I know it might be tricky to allow that, as too much flavouring efforts may make the world worse rather than better (Commandment IV, less is more), but you may trust that I can BALANCE things. How about that?
 
I’m thinking of giving one (immobile) archer in each AI civ capitol at start, to increase survivalibility.

Its a good idea, but now that the AI move their settlers, they may just have a random archer standing around and their capital three spaces away. If you wait til' turn 100 to add them, their point is pretty small. Unless he played a couple of turns before uploading the save.
 
Actually, I already created the game and have a save. I was thinking of posting it early today or tomorrow just so the gods had something to do.

You said, you’re not Cassiel. Does it mean you play unrestricted leaders?
No, my leader is technically Cassiel. I just won't be role playing as him. I'll be playing as someone named Gerran, a pious and careful man that respects all of the gods but values the practical teachings of Cassiel. He's leading a small band of Grigori to create a new settlement.

How many AIs are you gonna have? At ‘large’ map Erebus_Continents there is room for all 19 civs (somewhat crowded, but playable).
I started the game with 13 civs, mostly because with the new AI building so many units, I have gotten a few game freezes in the later stages of play. Feel free to still delete a few to add later. Of course, if you feel strongly about it I can always just create a new game. :)

I would recommend “complete kills required” option. The civ survives as long as at least one unit is still in the game.
I'm sorry, I find this game option very tedious... :blush: If a civilization gets destroyed and a god wants to play is if the survivors are still around, I encourage them to create some of their own. Otherwise, I'd rather not have to track them down.

I would also recommend “cylindrical world” option. It’s nice to be able to prove the world is round (even if the lore claims something different). ;)
Hehe, I am a lore hound and always play flat world for that very reason. Plus, I like to think this isn't the whole world, only a part of it.

How about “permanent alliances” and “vassal states”. I would recommend to have them enabled.
I love permanent alliances, so those are in. And as much as I get bothered by vassal states, I turned them on as well, because other people enjoy them.

I’m thinking of giving one (immobile) archer in each AI civ capitol at start, to increase survivalibility. Barbarians, under a new AI, may be really nasty nowadays. What’s your feeling?
As Lade points out, that may not work. Perhaps giving them an archer and setting the AI on it to defend would work?

I’m also thinking of balancing/flavouring the map at first intervention round. Nothing extremely spectacular: just add some geographical names, flavour features (like abandoned keep, haunted tower, surged entropy node in the middle of nowhere etc.), resources for civs with poor starts, minor corrections for Erebus_Continent flaws (eg. this script tends to put too many rivers -> every second desert tile ends as floodplain, which is lame). Plus some fine-tuning: mountain range with chokepoint pass seems a nice idea, dwarves could start at mountain/hills, Malakim at the desert etc.
I know it might be tricky to allow that, as too much flavouring efforts may make the world worse rather than better (Commandment IV, less is more), but you may trust that I can BALANCE things. How about that?
That sounds great. All gods can edit the map for flavor as they see fit, but for truly radical changes (like starting areas) you may want to check with the other gods first. All I ask is that nothing I have explored be changed unless there is a divine reason for it (like a reward or a punishment).

Lade:
Unless he played a couple of turns before uploading the save.
Nope, I haven't even settled my first city yet, in case people want me to go to specific areas.
 
[...]Of course, if you feel strongly about it I can always just create a new game. :)
It's your game. We are only to help you to feel the world is really a 'living' one. The most principal rule for GMing is "a game is for the players to have fun. Not too fulfill the ambitions of the GM".:)

[...]giving them an archer and setting the AI on it to defend would work?
Yes, I guess it would work.
 
So is it considered cheeky or amusing if i sign up for an account just so that i can try my hand at a divine intervention game?

Seen a few of these before when lurking in the forum, the extra rules seem like they would help. (One intervention game i saw ended up having 20 or so quests handed out before the human had played more then 2 games.) So a 'less is more' approach seems to make sense. Especially if the Gods lay out their long term strategiums to each other at the start so they don't instantly fall into another Godwar.

I'd like to be put down for Camulos - God of War. Seems like a simple and fun God to role-play as; Let it all build up and tear it all down. Help barbarians and war like races. The role playing aspects will be fun, of course with the God of War being evil (and chaotic) i've pushed the evil vs good gods ratio to 3:2 so i hope another goody goody two shoes jumps in.

But you should probably decide now wether it's okay for a guy with a whole 1 post to his name to get involved :p I've played both Civ and FFH enough to know the mechanics, read the wiki's and so on for the FFH lore, Will that be enough for you guys and gals? Considering the game doesn't start till monday i can hold of posting anything 'in character' untill i recieve a response.
 
It seems cheeky to suggest that a high post count indicates successful roleplaying skill. I don't think anyone here is going to tell you that you can't play in our game we're searching for people to fill slots in.

Welcome to the team, Camulos.
 
Is the land area that you're playing the game in filled with colonies?
 
Nope. Why do you ask?

Seemed worded as such in the main thread. You're financed by a much larger, developed city, which leads me to believe that there would be developed other nations also. And the whole journey thing. But I guess it could work with having two Grigoris IG
 
Seemed worded as such in the main thread. You're financed by a much larger, developed city, which leads me to believe that there would be developed other nations also. And the whole journey thing. But I guess it could work with having two Grigoris IG
Yes, I am pretending to be a band that broke off from the main civilization due to a difference of opinion. The boats mentioned were to subtly imply that I sailed (or paddled, as this is still early in the Age of Rebirth) to a new land. Perhaps I was too subtle... :lol:
 
Thanks guys, Nice to begin the plotting.

So does Lgaard (as the god of balance) have the consensus to be the first to get the save so that things can be smoothed out, units added, land changed and resources altered to be even etc.
 
[...]does Lgaard (as the god of balance) have the consensus to be the first to get the save[...]
Well, it is as good argument to be the first, as to be the last (to balance things after others play with it!).
I don't mind, you may grab it as soon as you have ideas what to do, do not wait for me!
 
As far as following the lore goes, I don't really have a bench mark. As this Age hasn't happened yet, there is no cannon lore. Do what you want to do, what you think your god would do. Whatever you want is fine. The gods are the ones in charge of the game, I am the helpless mortal. If a god does something you think shouldn't have happen, let them know. I shouldn't even find out about it until it is too late. :lol: You need to police yourselves. ;)
 
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