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The choice is given later in the studies (the wiki mentions a year after starting) and it's very subtle and easy to miss. Look for an event with 2 choices one mentioning start movements (basically continuing what you've been doing so far) and the second choice mentions the space between the stars and if something "weird" is hidden out there.
Although the OP sounds like someone liking supernatural events. But then again he could have disabled them by mistake.
Yes, I am playing with supernatural events turned off- my mistake for not mentioning that in my OP.
I didn't think that the Necronomicon was all that supernatural, certainly not compared to chess with death, having your son become a bear, asking Satan to grow back a missing arm, etc. But I could see how it might be considered magic and therefore removed as a choice when I disabled that game rule.
No, not a mistake. I disable supernatural stuff when I play on Ironman. The game is hard enough without Spawn of Satan kids popping up when you can't just use the console to eliminate them.
I was asking about the Necronomicon event chain purely for getting the Mystic trait and the cultural tech points that come with it. I want to rush Legalism in a 769 start, and this seemed like a quick way to do that.
I have found that the Supernatural game rule doesn't eliminate everything paranormal- the "Gates of Hell" and the "Summon the Divine Being" Hermetic event still fire sometimes. I was hoping the Necronomicon branch was another exception.
Thanks for the quick responses.
I have the opposite problem. I have 1320+ hrs with this game (most of them with the DLC triggering those events). I have gotten chess with death once and the devil-spawn child 0 times (and I don't see how they ruin the game unless a girl in an agnatic realm). And some of the rest (like werewolf ruler) again only once or twice.
The only supernatural event I would find annoying is the bear one but I'm sure there are ways for dealing with it (like getting rid of the horse chancelor).
Regarding your final point: the hellgates are just a geological event that the people of the time perceive as supernatural. Same goes for the Hermetic visions; proably just drug-induced helucinations.
On the contrary the Necronomicon is indeed a magical item (albeit fictitious) that leads to madness and more Lovecrathian events.
Whats the big deal with the bear people?
They're stupid? I mean, I like it from a "ha ha that's funny that it happens" thing but if I ever had it happen to me I'd be annoyed because they are just ridiculous. I also dislike the Immortality stuff and a lot of the other supernatural garbage they've put in. I always play with Satanic Cults off too. It just isn't my interest in a game like this, and I really REALLY wish that Monks & Mystics didn't have seemingly half (or more) of it's dev time put into Satanic Cults and their mechanics.
Then again, I do tend to play with Sunset Invasion on... much that also feels mechanically better than "LOL YOUR DAUGHTER IS A BEAR HURRRR" even if it is pretty outlandish. I guess "possible if not plausible" vs just "outright silly" is my line?
"Is there something... else out there?" -> Leads to Necronomicon artefact.
You forgot to mention that you can cut off your dck to cure the flu.