Voting Instructions
Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented.
You can vote for both options, which is equivalent to saying "I'm fine either way", but adds to the required quorum of 25 votes in favor.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 5, Proposal 68
Problem:
Current find player quest (they want you to find the lands of X civ) discourages exploring, since completion can give ~10 turns of science while receiving the quest requires having met but not having found the player's lands.
Proposal:
Change the quest to "find a target city".
Requirement:
There is a valid target city.
Target selection (they = the player to be given the quest):
1. Loop through all cities
2. Filter out cities that they have revealed (including their own team's cities)
3. Filter out cities owned by players they haven't met
4. Filter out cities they can't reach
5. Sort the city list by lowest plot distance to their closest city (use the lowest plot distance between city pairs; CvPlayer::GetClosestCityByPlots is useful)
6. Loop through the cities again
7. Pick the first city with plot distance >= 16 (PROXIMITY_CLOSE_CLOSEST_CITY_POSSIBILITY)
Completion condition:
Reveal the city tile.
Expiry condition:
Base Influence = 20, Science = 30, RandomMod = 5
Refer to https://forums.civfanatics.com/threads/5-59-nerf-gift-specific-unit-quest.684542/ for the formula.
Science mods for reference:
Religious: x0.6
Advantages:
1. There's no more disincentive to explore, since this quest can be given out as long as there is one city in the world not revealed.
2. The quest will be relevant throughout the early and mid game as long as players keep settling new cities, until the whole world is explored.
Players, please cast your votes in the poll above. Vote "Yea" if you'd be okay if this proposal was implemented. Vote "Nay" if you'd be okay if this proposal wasn't implemented.
You can vote for both options, which is equivalent to saying "I'm fine either way", but adds to the required quorum of 25 votes in favor.
All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.
VP Congress: Session 5, Proposal 68
Problem:
Current find player quest (they want you to find the lands of X civ) discourages exploring, since completion can give ~10 turns of science while receiving the quest requires having met but not having found the player's lands.
Proposal:
Change the quest to "find a target city".
Requirement:
There is a valid target city.
Target selection (they = the player to be given the quest):
1. Loop through all cities
2. Filter out cities that they have revealed (including their own team's cities)
3. Filter out cities owned by players they haven't met
4. Filter out cities they can't reach
5. Sort the city list by lowest plot distance to their closest city (use the lowest plot distance between city pairs; CvPlayer::GetClosestCityByPlots is useful)
6. Loop through the cities again
7. Pick the first city with plot distance >= 16 (PROXIMITY_CLOSE_CLOSEST_CITY_POSSIBILITY)
Completion condition:
Reveal the city tile.
Expiry condition:
- 50 turns have passed
- Target city no longer exists
Base Influence = 20, Science = 30, RandomMod = 5
Refer to https://forums.civfanatics.com/threads/5-59-nerf-gift-specific-unit-quest.684542/ for the formula.
Science mods for reference:
Religious: x0.6
Advantages:
1. There's no more disincentive to explore, since this quest can be given out as long as there is one city in the world not revealed.
2. The quest will be relevant throughout the early and mid game as long as players keep settling new cities, until the whole world is explored.
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