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Honey I Joined a Cult Fitgirl Repack

Honey I Joined a Cult Fitgirl Repack Free Download PC Game

Honey I Joined a Cult Fitgirl Repack Free Download PC Game final version or you can say the latest update is released for PC.And the best this about this DLC is that it’s free to download.In this Tutorial we will show you how to download and Install Honey I Joined a Cult Torrent for free.Before you download and install this awesome game on your computer note that this game is highly compressed and is the repack version of this game.

Download Honey I Joined a Cult Fit girl repack is a free to play game.Yes you can get this game for free.Now there are different website from which you can download Honey I Joined a Cult igg games and ocean of games are the two most popular websites.Also ova games and the skidrow reloaded also provide you to download this awesome game.

Honey I Joined a Cult for Android and iOS?

Yes you can download Honey I Joined a Cult on your Android and iOS platform and again they are also free to download.

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How To download and Install Honey I Joined a Cult

Now to download and Install Honey I Joined a Cult for free on your PC you have to follow below given steps.If there is a problem then you can comment down below in the comment section we will love to help you on this.

  1. First you have to download Honey I Joined a Cult on your PC.You can find the download button at the top of the post.
  2. Now the download page will open.There you have to login .Once you login the download process will starts automatically.
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  4. Now if you want to watch game Installation video and Trouble shooting tutorial then head over to the next section.

TROUBLESHOOTING Honey I Joined a Cult Download

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Honey I Joined a Cult Review ,Walkthrough and Gameplay

Hey! It’s starting to be Honey I Joined a Cult free download PC game, so you know what that means: cult-recruitment season, so I’m going to be covering “Cult Tycoon”, or the formal name: “Super Cult Tycoon 2 – Deluxe Edition”. This is a cult-management simulator. Now, don’t be fooled by the name; this is a prototype game, but it is overflowing with potential. Look at this opening screen. “Build 3 monoliths to summon the Honey I Joined a Cult igg games, “then defend your compound until it arrives.” Well, this is off to a good start already. I love how our cult has a clear vision from the beginning, something we can work towards. Now, “United Blisstonians” isn’t a bad name, but I wanted to make my own. Although, you’d be surprised how hard it is to come up with an ominous cult name that isn’t already taken. Take a look at these — these are all in use by one group or another. Well, I’m saying hell with it, we’re the “Children of Restoration”. I’m probably offending some church in Baltimore right now, but that’s just too bad. We need to summon the mothership and it’s not going to happen if people think we’re the Mickey Mouse Club.

“Made for the Mysticism pageant at Super Friendship Club “itsalteracationtime.com”. Wow. That tells you everything you need to know, doesn’t it? Let’s get started. So, we start off and a disembodied voice tells us we’re already running from the FBI after our last escapade. Boy, that puts us at a big disadvantage already. This is going to be a short game. Also, the camera and van movement here are kind of choppy. It’s the game, there’s no way around it. Oh, yeah, this is bad. We need to leave now. Alright, here’s the first big thing I dislike about this game: I hate how the background is always out of focus. Turning down the graphics doesn’t help. It’s always like this. This is apparently called “tilt shift photography” and while that could be cool for screenshots, I hate this for actually playing it. But, again, no way to fix it. Honey I Joined a Cult ocean of games So, after wandering the woods, we enter this convenient clearing with a big barn in the center. A perfect place to start our cult. This feels like a shortcut to me. We didn’t have to buy the property, know someone who owns it, get permits… Now, if this was a full-fledged sim, I feel like you should start off with a certain amount of money, or know a certain number of people, and work your way up to acquiring property like this.

The Honey I Joined a Cult torrent might make it look like all you need to start a cult is a bunch of hooded robes and a bonfire, but the reality is: it takes a lot of time, work and money for a cult to be successful, and it can all go wrong at any stage. That’s why this is a perfect theme for a sim game. But anyway, we have property, we have some money, so our next big step, of course, is to get some followers. Now, in the game, this is a simple operation. You just drive your windowless van playing an ice cream jingle into town, and they’ll walk towards your van, or you can just grab them directly. While I love the ice cream van music and how this is named the “Enlightenment Van”, to me, this needs to be developed into much more complex process. Like, driving around and grabbing people to come into a van will be one method of recruitment. And not necessarily the most stable one.

Better methods would be to campaign on college campuses, some church groups, yoga or meditation classes, natural food stores… in my opinion, those are the rich spots for recruitment, depending on your cult’s message. Anyway, once you round up a full load, you bring them back to the barn, then BAM! They’re converted into cultists and your FBI wanted rating increases. See, they’re simplifying this WAY too much. Bringing nonbelievers into the fold, I would argue, is THE hardest part of the cult-building process. There are so many stages and you’re never going to get a 100% conversion rate like you do in this game. Ideally, you would have a smaller introductory compound that new recruits stay in for a couple months before they join the real deal. See, as you get more resources, that could be a potential upgrade for the simulator. Basically, you want an easy exit for the initiates who are never going to fit in with the group anyway, but you want to cut off and isolate all the others from the outside world so that the cult becomes their family, and they’re not led astray by the temptations of modern civilization. Also, this takes time. There shouldn’t be any of this instant conversion crap. It should take at least a few minutes real time. In a good cult sim, you should always be planning ahead.

Anyway, we have our fresh acolytes– I like how they’re dressed–but what’s this? We have idle cultists standing around?! Not on my watch! Idle hands are the devil’s workshop, so let’s take care of that right now. “Crafts Corner — Acolytes sew a variety of wallets and vintage jeans “for international export and fun.” Perfect. Wow, look at the size of that. And the smokestacks. That is some heavy-duty fun they’re going to be having. Now you may notice that now that I have my followers, my “Honey I Joined a Cult fitgirl repack” supply is going down. This is essentially your cult’s morale meter. If you run out of Kool Aid, your cultists will get spooked and start leaving so, to offset that, you have to build Kool Aid Breweries. Again, this is too simple for me. It’s a tricky formula determining who’s going to stay or not. It depends on individual personalities, how many motivational speeches you’re giving… Are you teaching your followers daily lessons about your cult’s beliefs? Do they have a routine they follow? Do you have celebrations? Are people making friends? And so on.

While, yes, you could drug Kool Aid to keep people in a kind of haze, that’s a short term solution. No drug is going to be as powerful as a sober mind that’s been focused in the right direction. Next, we need to build some housing for future acolytes. These are pretty cheap. We don’t need to splurge here as the Children of Restoration are humble servants of a higher force. So, this pattern continues for a while. You keep driving into town or nearby farms, recruit more followers, and your economy, FBI rating and scale of operations increase and you get more upgrades along the way. One upgrade I had really mixed feelings about was the “Robert Sentry” which will round up stray cultists looking to leave. On one hand, we’re clearly crossing over into fiction now. If you want to round up cultists, you use search parties, dogs, perimeter patrols, that sort of thing. On the other hand, this is in homage to the show “The Prisoner” where a giant “Rover” sentry would always stop the protagonist from leaving the area. “The Prisoner” was a very surreal show. I’ve seen the whole thing and I’m still not sure what happened. So, while the reference to the show is cool, I feel like this would be good as an Honey I Joined a Cult fitgirl repack or something for a goofier expansion pack. I think we’re straying out of sim territory with this one. Let’s talk about the economy for a minute. In this game, you get the bulk of your money from making the wallets and jeans, but you also get a little bit in tithes from new followers. If we’re going to be realistic about this, I think it should be the other way around. In real life, donations from followers are hugely important. You need to be convincing people that your cult is all they’ll ever need so they should cast off their old life full of material possessions, and donate all that stuff to the cult in order to further your cause.

For poorer members, it just means pawning off their goods, but for wealthier ones, it means taking out a mortgage on their house, or donating additional property… this stuff can be your lifeline. Even then, for your true believers, you want to get some of them back out there convincing THEIR friends and family to donate THEIR money and possessions to the cult. I mean, yeah, you still want to keep selling the handmade crafts on the side, but getting fresh money coming in should be an ongoing need in the game. Anyway, after a while, your FBI rating increases even more and they start sending units to your compound. You have to stop them from entering your barn at all cost because you lose mysticism each time they get a peek. To prevent this from happening, you can build public relations buildings to bribe them to go away. To me, this right here is where the game falls apart. I have problems with this on multiple levels. First, only THE biggest cults have dedicated PR buildings like this. If you’re operating out of a barn in the woods, you don’t have a PR department. Second, we’re BRIBING FBI officials?! Excuse me?! Now, I’m not saying it’s impossible for an FBI agent to become corrupted, but the vast majority of agents are not going to back down if your cult throws bags of money at them. Do you have any idea how many background checks federal law enforcement officials undergo? Actually, Honey I Joined a Cult fitgirl repack. Background INVESTIGATIONS.

We’re talking about the FBI, not the local town sheriff and his cousin deputy. The feds are largely vetted. You offer to bribe them, you’re giving them a nice juicy excuse to bust your ass. Third, law enforcement should not feel welcome to come in and stroll about your compound. If an FBI truck is rolling up, they either need a warrant or need to get the hell off your property. The end. Now, if they DO have a warrant, that’s another story; we’ll come back to that in a minute.

Now, if they wanted to make this more real world, they could do sweeps for surveillance equipment, or worst of all– try to root out an undercover agent who has infiltrated your compound. That would only happen at late game stages, though. Before the FBI or the ATF start knocking on your door, you know who’s likely to show up? Child protection services if they think any children aren’t getting a proper education; the IRS if you’re not on top of your taxes; city officials making sure your paperwork or permits are in order. That stuff can all bring you down long before the feds even know who you are. Your first line of defense with your cult is isolation. This game seems to cover that. But once “the Man” knows where you are, your next step should be to lawyer up. Make the law work for you. You should be handing those bags of money to the lawyers, not the feds. They’re the ones who are going to turn these trucks around, or make them wish they never came here. You want to get sued for harassment? Because you’re acting like you do. So, I don’t like this PR building system one bit. But, sooner or later, if your cult keeps growing in influence and achieving greatness, the feds are likely to raid your place, especially in the post-Homeland Security world that we live in. Now, the way you handle this, I think should be based on how close to our goals we are. I haven’t started building the monoliths yet because, in this game, once you do that, your FBI rating will not stop increasing. These monoliths get their attention; they can’t handle the truth. Honey I Joined a Cult fitgirl repack, really, what this game should do is if the feds were to raid you at this stage, then your best bet would be to have pre-built underground panic rooms where any VIPs, guns, known felons could hide out while they conduct a search. Like, this might get to be an issue if one of your cult members is related to someone influential, like, say, a congressman’s daughter is part of your cult. You might think she would be more trouble than she’s worth, but she could also be bringing in the MOST MONEY into your cult, so it’s really a balancing act.

Perfect of a sim game. But once you have enough resources, you construct the monoliths, then it’s game on! I love how the tone changes here. Now this feels like a world changing event! But, god, I hate this PR building system, because, let’s face it, if we are THIS close to our salvation, then now is when you bring out the guns. None of this PR building crap. The game should switch over to a tactical shooter at this point. You should bring everyone into the barn and start firing from the windows. You should keep whole families together, especially the children, because the feds will think twice about spraying the place with bullets if they know it’s full of kids and other noncombatants. Now, if you were prepared, you would have gas masks and if you were REALLY prepared, you would have underground tunnels also, but that’s a lot of work. 50% MYSTICISM! NO! WE ARE SO CLOSE, MY CHILDREN! All right, I hate to be a buzzkill with such a great buildup like this, but the ending to this game is really weak. Whether you win or lose, the ending is totally anticlimactic.

If you win, you drive away and the ominous voice says hateful things to you. I don’t even feel like showing it; it’s just poorly written. It just ruins the whole mood. But here’s the “bad” ending. So, yeah, that’s “Cult Tycoon”. I think there’s a lot to be learned here. “Cult Tycoon” is serving up a prototype of a game that should be made. In the past, I would’ve said this game concept is money lying in the ground. If someone were to turn this into an all-out simulator, I’d think you could sell copies for sure. Nowadays, it’s anyone’s guess if a game will be successful or not, but there is currently no game like this on the market.

There are no other cult simulators I know of, except for some cheap web game I found. It never hurts to have a unique concept for a game. All right, I should finish this up, but before I do, I know some people out there are saying, “Ross, now I want to get involved with a cult “but I don’t know what to do! C’mon! You can’t leave me hanging like this!” Well, not to worry, I’ve got you covered. Now, I can’t tell you what cult you should join as that’s a very personal decision, but I can at least get you started. If you want to get involved with a cult, the best resource I know is the Fellowship for Intentional Community homepage, or ic.org. This has everything–books, blog entries, its own magazine, various events, and most important, its directory. Here, every group that’s anybody is going to advertise themselves and give you some details of what they’re all about. There’s a big variety, too.

For example: do you hate technology and think it is evil? Are you tired of so-called “religious people” who don’t REALLY follow their faith and want to be the with the True Believers? Do you love the Second Amendment and want to live in a community where every single citizen is armed at all times? Do you want to find neighbors with similar views that shouldn’t be creepy to intentionally live near to yet somehow is? Or maybe you’re a vegan and hate meat eaters and never want to be around another one again. Do you want to be involved with some expensive co-housing group that might be a scam? Do you like busting your ass doing farm work? This one in particular will make you popular with a lot of groups. Do you have so much debt your life is effectively ruined, or you’re on the run from Johnny Law and want to fall off the grid? Do you have no direction in your life and want others to help find it for you? Or, maybe you’re like me and want to see what your best options are before we exit peak oil and enter a long collapse scenario. Well, if any of these situations describe you, then you’ll find what you’re looking for at the Fellowship for Intentional Community.

Or maybe you’ve got a cult ready to go and need to find some followers. Now, I should warn you. A lot of these entries, I’d say even the majority, are NOT cults. But you bet your ass some of them are. You’ll have to read between the lines. It takes time to look through the directory and figure out who is actually going to start summoning the mothership or not.

But hey, if you’re not willing to invest time into this, cult life is not for you. Okay, let’s wrap this up. Time for awards. First award: Bifocal vision– I never got used to that damned blurring. Second award: Why hasn’t someone done this yet? This is a game concept waiting to happen. There are multiple prison simulator games out there but we have nothing for cults. Somebody might want to get on that. Okay, that’s all I have for this game. Stay tuned for the next episode which will be one of the worst named games I’ve played.

The Co-insurance Clause

The Co-insurance Clause
The Co-insurance Clause

Of the more important clauses in current use, the one most frequently used, most severely criticized, most mis¬ understood, most legislated against, and withal the most reasonable and most equitable, is that which in general terms is known as the “co-insurance clause.”
Insurance is one of the great necessities of our business, social and economic life, and the expense of maintaining it should be distributed among the property owners of the country as equitably as it is humanly possible so to do.
Losses and expenses are paid out of premiums col¬ lected. When a loss is total the penalty for underinsurance falls where it properly belongs, on the insured who has elected to save premium and assume a portion of the risk himself, and the same penalty for underinsurance should by contract be made to apply in case of partial loss as applies automatically in case of total loss.
If all losses were total, liberality on the part of the insured in the payment of premium would bring its own reward, and parsimony would bring its own penalty; but the records of the leading companies show that of all the losses sustained, about 65%—numerically—are less than $100; about 30% are between $100 and total; and about 5% are total. The natural inclination, therefore, on the part of the public, particularly on the less hazardous risks, is to under¬ insure and take the chance of not having a total loss; and this will generally be done except under special conditions, or when reasonably full insurance must be carried to sustain credit or as collateral security for loans. There were several strik¬ ing illustrations of this in the San Francisco conflagration, where the amount of insurance carried on so-called fireproof buildings was less than 10% of their value, and the insured in such instances, of course, paid a heavy penalty for their neglect to carry adequate insurance.
Co-insurance operates only in case of partial loss, where both the insurance carried and the loss sustained are less than the prescribed percentage named in the clause, and has the effect of preventing one who has insured for a small percentage of value and paid a correspondingly small pre¬ mium from collecting as much in the event of loss as one who has insured for a large percentage of value and paid a correspondingly large premium. We have high authority for the principle,
“He which soweth sparingly shall reap also sparingly, and he which soweth bountifully shall reap also bountifully.”
and it should be applied to contracts of insurance. Rating systems may come, and rating systems may go; but, unless the principle of co-insurance be recognized and universally applied, there can be no equitable division of the insurance burden, and the existing inequalities will go on forever. The principle is so well established in some countries that the general foreign form of policy issued by the London offices for use therein contains the full co-insurance clause in the printed conditions.
The necessity for co-insurance as an equalizer of rates was quite forcibly illustrated by a prominent underwriter in an ad¬ dress delivered several years ago, in the following example involving two buildings of superior construction:
“A’S” BUILDING “B’S” BUILDING
Value $100,000 Value $100,000
Insurance 80,000 Insurance 10,000
Rate 1% Rate 1%
Premium received— Premium received—
one year, 800 one year, 100
No Co-insurance Clause No Co-insurance Clause
Loss 800 Loss 800
Loss Collectible 800 Loss Collectible 800
“B” pays only one-eighth as much premium as “A,” yet both collect the same amount of loss, and in the absence of co-insurance conditions both would collect the same amount in all instances where the loss is $10,000 or less. Of course, if the loss should exceed $10,000, “A” would reap his reward, and “B” would pay his penalty. This situation clearly calls either for a difference in rate in favor of “A” or for a difference in loss collection as against “B,” and the latter can be regulated only through the medium of a co-insurance condition in the policy.
At this point it may not be amiss incidentally to inquire why the owner of a building which is heavily encumbered, whose policies are payable to a mortgagee (particularly a junior encumbrancer) under a mortgagee clause, and where subrogation may be of little or no value, should have the benefit of the same rate as the owner of another building of similar construction with similar occupancy, but unencum¬ bered.
In some states rates are made with and without co- insurance conditions, quite a material reduction in the basis rate being allowed for the insertion of the 80% clause in the policy, and a further reduction for the use of the 90% and 100% clauses. This, however, does not go far enough, and any variation in rate should be graded according to the co-insurance percentage named in the clause, and this gradation should not be restricted, as it is, to 80%, 90% or 100%, if the principle of equalization is to be maintained.
Various clauses designed to give practical effect to the co-insurance principle have been in use in this country for nearly forty years in connection with fire and other contracts of insurance. Some of these are well adapted to the purpose intended, while others fail to accomplish said purpose under certain conditions; but, fortunately, incidents of this nature are not of frequent occurrence.
There are, generally speaking, four forms, which differ quite materially in phraseology, and sometimes differ in prac¬ tical application. These four clauses are: (1) the old co- insurance clause; (2) the percentage co-insurance clause; (3) the average clause; (4) the reduced rate contribution clause.
Until recently, underwriters were complacently using some of these titles indiscriminately in certain portions of the country, under the assumption that the clauses, although differently phrased, were in effect the same, but they were subjected to quite a rude awakening by a decision which was handed down about a year ago by the Tennessee Court of Civic Appeals. The law in Tennessee permits the use of the three-fourths value clause and the co-insurance clause, but permits no other restrictive provisions. The form in use bore the inscription “Co-insurance Clause,” but the context was the phraseology of the reduced rate contribution clause, and although the result was the same under the operation of either, the court held that the form used was not the co- insurance clause, hence it was void and consequently inop¬ erative. Thompson vs. Concordia Fire Ins. Co. (Tenn. 1919) 215 S.W. Rep. 932, 55 Ins. Law Journal 122.
The law of Georgia provides that all insurance companies shall pay the full amount of loss sustained up to the amount of insurance expressed in the policy, and that all stipulations in such policies to the contrary shall be null and void. The law further provides that when the insured has several policies on the same property, his recovery from any company will be pro rata as to the amount thereof.
About twenty years ago, the Supreipe Court of Georgia was called upon to decide whether under the law referred to the old co-insurance clause then in use, which provided
“that the assured shall at all times maintain a total insurance upon the property insured by this policy of not less than 75% of the actual cash value thereof . . . . and that failing to do so, the assured shall
become a co-insurer to the extent of the deficiency,”
was valid and enforceable, and it decided that the clause was not violative of the law. Pekor vs. Fireman’s Fund Ins. Co. (1898) (106 Ga. page 1)

The Co-insurance Clause
The Co-insurance Clause
The court evidently construed the clause as a binding agreement on the part of the insured to secure insurance up to a certain percentage of value, and virtually held that if the insured himself desired to take the place of another insurance company he was at liberty to do so as one way of fulfilling his agreement.

The Georgia courts, however, have not passed upon the validity of the reduced rate contribution clause in connection with the statutory law above referred to; but it is fair to assume that they will view the matter in the same light as the Tennessee court (supra), and hold that it is not a co-insurance clause, even though it generally produces the same result; that it contains no provision whatever requiring the insured to carry or procure a stated amount of insurance, and in event of failure, to become a co-insurer, but that it is simply a clause placing a limitation upon the insurer’s liability, which is expressly prohibited by statute. The fact that the insurers have labeled it “75% Co-insurance Clause” does not make it such.
It is, therefore, not at all surprising that the question is frequently asked as to the difference between the various forms of so-called co-insurance clauses, and these will be considered in the order in which, chronologically, they came into use.
Probably in ninety-nine cases out of one hundred there is no difference* between these clauses in the results obtained by their application, but cases occasionally arise where ac¬ cording to the generally accepted interpretation the difference will be quite pronounced. This difference, which will be hereinafter considered, appears in connecton with the old co-insurance clause and the percentage co-insurance clause, and only in cases where the policies are nonconcurrent.
The first of the four forms is the old co-insurance clause which for many years was the only one used in the West, and which is used there still, to some extent, and now quite generally in the South. Its reintroduction in the South was probably due to the Tennessee decision, to which reference has been made (supra). This clause provides that the insured shall maintain insurance on the property described in the policy to the extent of at least a stated percentage (usually 80%) of the actual cash value thereof, and failing so to do, shall to the extent of such deficit bear his, her or their pro¬ portion of any loss. It does not say that he shall maintain insurance on all of the property, and the prevailing opinion is that the co-insurance clause will be complied with if he carries the stipulated percentage of insurance either on all or on any part of the property described, notwithstanding the fact that a portion of said insurance may be of no assist¬ ance whatever to the blanket, or more general policy, as a contributing factor.