Resource demands and quests are designed as interactive mechanics, yet both can become stale if you're simply unlucky. Cities can get stuck with a resource you can't have until astronomy or with a stubborn CS resource, and some quests can be near impossible or unfeasible to complete (e.g. the building quest proposal). Having a simple timer on both would help without affecting balance. Some quests already have timers, and the others can either have a generic 50 turn one, or a different timer per quest type, whatever the devs find easier to implement. An alternative would be an ability to dismiss undesired CS quests at the cost of small influence hit, but that would be much harder to implement. I'm starting with 30 turns on WLTKD resource demands, but can modify the proposal following the discussion.
Proposal: Cities re-roll their demanded resource every 30 turns, and city-state quests get replaced every 50 turns (on standard speed). The results of the reroll cannot be identical to the results of the original roll.
Proposal: Cities re-roll their demanded resource every 30 turns, and city-state quests get replaced every 50 turns (on standard speed). The results of the reroll cannot be identical to the results of the original roll.
Last edited: