After reading through some Divine Intervention threads, I had an idea: why not combine Divine Intervention with the Star Trek mod, thus making it Q intervention? So here's the idea: I will play for 30 turns, after which I will summarize the things I've done, along with screenshots. Then you, the Q, will use your powers (Worldbuilder) to change things around. Then, you upload the save, which will either be edited by other members of the continuum or played by me.
I'm planning to give the Q two days between each save, but I'll wait longer if no one has edited by that time.
Even the Q have to follow some rules, and here are yours:
The Twelve Commandments of Qhood
I.Thou shalt announce your intentions.
--(Be sure to post a "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 Q to intervene, and thou shalt only intervene once per waking.
--(You may only intervene once per my update, and you must wait for another Q to intervene before intervening again.)
III. Thou shalt not reveal the secrets of knowledge or the heavens to mortals.
--(No 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. 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 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.)
VII. Thou shalt not be unnecessarily nice to the puny mortal.
--(I do not need a stack of thirty Level 9 Borg Cubes to win my fights. The only exception to this is if you genuinely make me work my ass off to get it.)
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 Q. Much.
--(Obviously there's going to be some strife between those who would support Gowron's Conquest, and those who would seek to protect the universe from his tyranny. Having said that, Q 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 Q'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 use your powers to do really weird things.
--(Worldbuilder can do really strange things in the Final Frontier mod, like floating grasslands, or sea in the middle of space. You are not allowed to make those sorts of things happen.)
XII. Thou shalt use Patch 1.20. of the three previews of version 2.0 deanej has released, only the first is allowed (it only changes art, and thus isn't savebreaking.)
So, here are the first thirty turns:
Q Intervention, Part One
We begin with a look at our glorious leader:
Yes, I'm playing as the feddies, and I will adopt a Federation-like playstyle (don't use civics like Slavery and Police State, don't be very aggresive, focus on technology, etc.)
The solar System is not very bad, containing to M-class planets.
I start by revolting to Representation (I'm planning on a SE) and Charter and researching Total Logic (Beraucracy will come very handy ATM). Meanwhile, our probe starts exploring the galxy.
Unfortunatly, it seems someone else founded exploration. I'll research IDIC for Free Religion, then after Total Logic is done.
I changes civics again after Total Logic and IDIC:
Meanwhile, I built a Laboratory on Earth and started on a Colony ship. However, most systems around us are pretty useless, many having only three planets. The probe's exploration was succsful on other fronts however, as shipwrecks gave me two maps, 160 credits, and
, which means I'm now in
Nothing more happened during the first thirty turns. The Federation hasn't made First Contact with any species yet, but I suspect we are going to encounter some annoying omnipotent beings...
I'm planning to give the Q two days between each save, but I'll wait longer if no one has edited by that time.
Even the Q have to follow some rules, and here are yours:
The Twelve Commandments of Qhood
I.Thou shalt announce your intentions.
--(Be sure to post a "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 Q to intervene, and thou shalt only intervene once per waking.
--(You may only intervene once per my update, and you must wait for another Q to intervene before intervening again.)
III. Thou shalt not reveal the secrets of knowledge or the heavens to mortals.
--(No 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. 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 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.)
VII. Thou shalt not be unnecessarily nice to the puny mortal.
--(I do not need a stack of thirty Level 9 Borg Cubes to win my fights. The only exception to this is if you genuinely make me work my ass off to get it.)
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 Q. Much.
--(Obviously there's going to be some strife between those who would support Gowron's Conquest, and those who would seek to protect the universe from his tyranny. Having said that, Q 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 Q'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 use your powers to do really weird things.
--(Worldbuilder can do really strange things in the Final Frontier mod, like floating grasslands, or sea in the middle of space. You are not allowed to make those sorts of things happen.)
XII. Thou shalt use Patch 1.20. of the three previews of version 2.0 deanej has released, only the first is allowed (it only changes art, and thus isn't savebreaking.)
So, here are the first thirty turns:
Q Intervention, Part One
We begin with a look at our glorious leader:

Yes, I'm playing as the feddies, and I will adopt a Federation-like playstyle (don't use civics like Slavery and Police State, don't be very aggresive, focus on technology, etc.)

The solar System is not very bad, containing to M-class planets.

I start by revolting to Representation (I'm planning on a SE) and Charter and researching Total Logic (Beraucracy will come very handy ATM). Meanwhile, our probe starts exploring the galxy.

Unfortunatly, it seems someone else founded exploration. I'll research IDIC for Free Religion, then after Total Logic is done.
I changes civics again after Total Logic and IDIC:


Meanwhile, I built a Laboratory on Earth and started on a Colony ship. However, most systems around us are pretty useless, many having only three planets. The probe's exploration was succsful on other fronts however, as shipwrecks gave me two maps, 160 credits, and

, which means I'm now in

Nothing more happened during the first thirty turns. The Federation hasn't made First Contact with any species yet, but I suspect we are going to encounter some annoying omnipotent beings...