Hermetic lore for FFH DI4 (not for use outside this game)

It's not allowed.

You could, however, be creative. Adjust the beaker rate higher, for example, and demand that he not lower it... or else.
 
well am i allowed to use the worker captured from the tower as my champion ppl seeem to be ignoring my posts
 
thomas i read abit through bestiary of your god. and it shows that all of his creatures are able to either change and alter memmories of a target and others that can remove knowledge from thier minds. i thinkk u can remove a tech from him u are the god of knowledge and this ur domain and ur the one who gave humans the power of knowledge or tell him that he u will remove ur blessing of faster grasping of knowldge from his ppl(lowering beaker rate) and if he continues youl use more of your power.
P.S im surprised that mammon actually has some of those creatures XD
 
A short refresher from the first post of the story thread. Please note rule 6.

---

The Compact (the rules)

Spoiler:
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.

-Be prudent in giving out free units and technologies, make sure they are at the current level. For instance, do not add Champions if I yet have to discover Bronze Working.

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! Act as you think your god would act!

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.

VII. Thou shalt not be unnecessarily nice to the puny mortal.

-I do not need a stack of thirty Level 9 Vampires 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 directly undo another god's changes.

-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 lucrative

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. Also be sure that it fits with the world of Erebus.

XI. Thou shalt not abuse your architectural omniscient nature.

-Don't add wonders that don't already exist.

XII: Thou shalt not tamper with the mortal heroes.

-No fiddling with World Units or any other named units, unless you were the one to give them in the first place.

XIII: Thou shalt keep to thy precept and thy place in Erebus.

-The various gods should keep to their own domain. While little steps outside your precept are allowed if it serves your greater purpose, don't go too far. The same goes for the various religions of Erebus

---

There's a good deal of wiggle room, mind you. We can (have) tampered with the Hero units, within reason.

Thomas, you can not remove a tech. You could, however, swing the 'nightmare' event and reduce his accumulated beakers from towards his next tech.

Ryansee, there is nothing preventing you from using an existing unit for that purpose.
 
ah forget about it . i edited something in my posts you may use . your power to weaken his way of grasping knowledge aka ur blessing (aka lowering bulb rate) and if he continues it gets much worse
 
i had my eyes on the worker i think rose u have plans with her and i dotn want to affect u. im taking the worker hes a dwarf . or do u have plans for him? and i still need to see wht verdian will do . im just saying my claim from now. and i just wanted to ask permission dean
 
Dean is a smart player and a definite leader within our little circle of gods, but no god need ask permission from others to do anything, except the following:

1. You shouldn't mess with other gods champions unless there is a very good reason, and be prepared for the god's ire if you decide to do so.

2. You have to follow the rules Verdian came up with, which Dean just pointed too. Taking techs away is absolutely unacceptable, and Verdian has already said he'll go into WB himself and change them back if any god doesn't follow the rules. Granted, some rules are more flexible than others. The Tech rule is absolutely untouchable though. Dean's suggestion is an inventive workaround and should certainly be considered.

Lastly, if no one has laid claim to the worker, then your free to it.

It should also be noted that the player playing Dagda, the angel of balance (Lgaard), does have some authority, although he seems to get a general consensus before correcting any changes which he finds "unbalancing", unbelievable, or going against the spirit of the game.

Now, it is a good idea to let other gods know what's going on before making any drastic changes, or before using pre-existing named units. Seeing as how you've been asking about the worker for some time and no one has had any objections, I would think it would be fine.

If someone has a real issue with it, I'm sure they'll let you know.
 
Bootsiuv flatters me. I don't think of myself as a leader, as much as a charming, charismatic, persuasive, and modest fellow with some good ideas worth considering.

Did I mention modest?

General rule can be seen as: if it's not banned, there's no reason you can't. If someone says boo, well, they do, and you can work it from there.
 
Bootsiuv flatters me. I don't think of myself as a leader, as much as a charming, charismatic, persuasive, and modest fellow with some good ideas worth considering.

Did I mention modest?

General rule can be seen as: if it's not banned, there's no reason you can't. If someone says boo, well, they do, and you can work it from there.

Was being a pain mentioned? :mischief: :p

I agree with said rule.
 
Pain? Pain?

I'll let you know I've been the most moral god of them all so far! Righteous and noble and offering prosperity at most every turn, and only retaliating when insulted and struck. Any pain must be your own prickling conscious.





Edit:

So, for the Lion's Share of my intervention, besides the Assassin promotion for Comillo, I wish to create a new civ. The True Grigori. Which, of course, really means that I need someone to do it for me. It would need:

-Rich/fertile lands in a large island created from the sea. Rivers and varied terrain. Enough for three cities, I hope, with a mix of terrain for good growth and yield. Possibly a chain of one-tile mountain islands to allow sea-trading from Sailing.
-Plentiful resources for trade. I see the Cassiel Grigori as making a good profit off of trading. This could also be turned into a boon for the Gerranites. A mix of strategic, luxury, and growth resources.
-Island be a ways off in the ocean, for now. I see a peaceful, mostly isolationish, empire. Rich enough at home, only limited contact on the Continent.
-One explorer on the continent. I think a Hunter-Adventurer (name of our choice) with Hero, some pre-bought promotions (Say Animal Handling?) to start him off. Start real near the Gerranite lands, but allow to move and meet new people (while surviving). Possibly one ship to explore the coast.
-Techwise: modest, I suppose, but at least ocean-sailing (for overseas trade). Either that, or make a sea-tile island bridge to allow sailing to allow trade.
-Relation-wise: strong with the Gerranites, reserved/normal towards everyone else. No tech or map trading with Gerranites, on basis that they need to grow on their own.

-True Agnostic/Uncorruptable: I propose, but will not demand, that after the initial start-up, the True Grigori be beyond anyone and everyone's direct interventions. Treat them as truly agnostic. I, personally, will not be messing with them after giving them a (admittedly generous) start.



Also, while I'm listing:

-Promote Comillo to Assassin, remove Held.


Someone think they can do it? That is the heart and meat of my intervention this round, besides some otherwise minor colluding with others, who will most likely do the intervening itself.
 
Dean, you are nothing if not modest. About as modest as all the royal families of all the nations of all the worlds in all the galaxies of the known universe combined. :p

On an aside, I also love kittens....and beer.

I thank you for your time. :)
 
Hey, don't nock the British Monarchy!

Why I hear they even let commoners into Buckingham Palace these days! Can you imagine the gall of those people, acting like tourists?


Edit: Oh, and you're welcome.
 
Hey, don't nock the British Monarchy!

Why I hear they even let commoners into Buckingham Palace these days! Can you imagine the gall of those people, acting like tourists?


Edit: Oh, and you're welcome.

I believe you mean, Dutch Monarchy. ;)

Back on the subject of the DI Game-

I am curious to know what Arawn plans to do, falling or not.
 
So. Uh. Kilimorph. Just what were you going to do to Comillo again?



Also, gods of evil: anyone interested in a weekly coven at Chat Erebus, where we can discuss nefarious plans as a whole?
 
Dean_the_young said:
Whoa there. You sure you want to start that so early?

With Corruption of Spirit, the Sheaim may well beeline to Infernal Pact, bringing those buggers into the game. Which, this early (less than turn 300), would be pretty unbalanced and in their favor. Evil's already on the march: Are you sure you want push that yet?

I tested it for the next 50 turns, and they are backfilling some economic techs during that time. If the other gods agree that Corruption of Spirit is too powerful, though, I'll remove it.
 
Ah, Dean, I would touch the beaker cost, but that is impossible to do in WB. as is accumulates beakers.
 
Change the tech rate. See how long till he notices it.

Oh, I do that all the time. Set it to one rate, then forget all about it...
 
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