[Vote] (1-25) Change The Distribution For CS Quests Asking For A Number Of Buildings In The Empire

Approval Vote for Proposal #25


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I fully support this proposal. So many times have I been stuck with a quest to build useless buildings. And if you don't complete the quest, you will not get other building quests unless you declare on the CS

I also prefer excluding some building to halving the number required. I don't want a single hotel if I don't go for tourism. I don't want more than 1 chancery if I don't go for diplo. And even things like herbalists can be useless on some maps.

The quests as in the OP would still represent a menaingful trade off IMO. You can do the timing to boost wonders and you have to prioritise getting the quest buildings or getting buildings you need more, or units.
 
TBF, chanceries are good when you have a lot of CS friends.
They are, but if I don't go for diplo, I don't have that many friends consistently. You need 3 just to pay the upkeep of the chancery and 6 to give more output than a market, which also costs less production.
 
I think it's good to make friends even when you don't go for diplo, because you don't have to compete for them, unlike CS allies. You only have to keep them above the threshold and they give nice bonuses.
 
I also prefer excluding some building to halving the number required.
From what I understand excluding buildings is not something the developers would be willing to do and I respect that. So my final edited proposal will be to increase the probability that you will get a quest for building 6 hotels instead of 12 hotels, for example. I will edit the proposal once I get the time to do it properly.
 
I just edited the proposal to make it more acceptable and practical, hopefully :)
 
Note that this is one of the quests that only appear on one CS and you will not get another unless you complete it or make the CS revoke it (bully/declare war).
 
I think it's good to make friends even when you don't go for diplo, because you don't have to compete for them, unlike CS allies. You only have to keep them above the threshold and they give nice bonuses.
Agreed, even if your not going diplo you really should be getting CS friends as much as you can, it will make a big improvement to your play overall. and once wire services come around you REALLY want to have every CS friend that you can, the culture gain you get is obscene.
 
The proposal is the following: Adjust the values so the CS requires a building in all of your non-puppet cities 25% of the time, half of them 25% of the time, and a number in between 50% of the time.
Just to clarify this even further (we want to be precise).

If a player has X cities, a CS should:

1) 25% of the time should demand X copies of the building.
2) 25% of the time should demand X/2 copies of the building (round up)
3) 50% of the time should demand a random integer between X and X/2.
 
Would there be a choosen from a list that the AI and Player will Build Rather than X amount of Chanceries if im going for diplo im building that or if im going for tourism id be building hotels Everyone builds Production/Gold Building right? Perhaps CS can choose from a pool of buildings and select one from them say Workshop Market Library. ( @Stalker0 Had a list of tiered buildings that i read but cant find) it if the CS picked the most common built buildings rather than situational ones if it can be done
 
Would there be a choosen from a list that the AI and Player will Build Rather than X amount of Chanceries if im going for diplo im building that or if im going for tourism id be building hotels Everyone builds Production/Gold Building right? Perhaps CS can choose from a pool of buildings and select one from them say Workshop Market Library. ( @Stalker0 Had a list of tiered buildings that i read but cant find) it if the CS picked the most common built buildings rather than situational ones if it can be done
Excluding situational buildings was what I was looking for at first but I got convinced otherwise. However, you can still try a counter-proposal.
 
From what I understand excluding buildings is not something the developers would be willing to do and I respect that.
You can propose this and it will be changed if sponsored and voted on.
 
I sponsor this proposal.

Proposal Sponsors: Recursive.

(Sponsors have indicated that they are able and willing to perform the code changes required for this proposal if the community votes Aye on it. Other coders are free to sponsor this as well. A proposal without a sponsor will not advance to the Voting Phase.)
 
I think just remove the quest entirely. It's pretty silly considering I will be building this building anyway.

If anything, this quest should be changed so that the first player who builds this building wins the quest. I can choose to then specifically buy that building in a city and maybe invest gold into it just to get that influence.
 
I think just remove the quest entirely. It's pretty silly considering I will be building this building anyway.

If anything, this quest should be changed so that the first player who builds this building wins the quest. I can choose to then specifically buy that building in a city and maybe invest gold into it just to get that influence.
This is an interesting proposal for next session: make it a global quest.
 
There are still a few situational buildings that you won't get in every city. If you build EVERYTHING in every city this is not optimal.

Making this global wouldn't make sense. Different players will have a different number of a specific building, and in higher difficulties it's unlikely to be the human player to have the highest number of that building.

Speaking of higher difficulties, this quest is a feature helping the human player to compete for wonders if you time it right. Why would anyone want to remove that?
 
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There are still a few situational buildings that you won't get in every city. If you build EVERYTHING in every city this is not optimal.

Making this global wouldn't make sense. Different players will have a different number of a specific building, and in higher difficulties it's unlikely to be the human player to have the highest number of that building.

Speaking of higher difficulties, this quest is a feature helping the human player to compete for wonders if you time it right. Why would anyone want to remove that?
What about instead of a situational building, there is a new building project that says "Build project for Sydney", it will work the same as a world congress project and either the first or the person with the most production on it will gain the influence and reward
 
What about instead of a situational building, there is a new building project that says "Build project for Sydney", it will work the same as a world congress project and either the first or the person with the most production on it will gain the influence and reward
I would not be opposed to it, although it would nerf the ability for the human player to compete for wonders at higher difficulties.
 
I think this is a straight up difficulty reducer for the sake of it. Statecraft/any CS play is very easy and extremely powerful already. Picking hotel as an example is extremely bad, as 90% of the time CS will ask for a building you need like markets, walls, etc. If you don't want a building, just finish one of them in any of your cities and you won't get the quest. This change will lead to unearned wonders for the player. You should be supposed to take an effort/additional cost for quest that gives not only production but also CS influence.

I'm fighting the lost battle here, but this proposal is just bad in my opinion.
 
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