A alternative proposal for quests

ShadowWarrior

Prince
Joined
Jun 7, 2001
Messages
412
My proposal is for specialists to determine the quests. The quests, not technology, themselves will direct the evolution of a civilization's affinity.

Each building will have multiple quests. The quests are unlocked when specialists accumulated enough points, similar to the great people points of Civ 5.

For example, when a specialist staffed in a library accumulates enough points, it will unlock a quest related to that library. The first two or three quests may be uninteresting and generic. For example, the first quest for library will ask us to make a choice of adding one science beaker or making the library free of maintenance. But later quests may ask us to make more and more interesting choices.

By interesting choices, I mean something like the following:

50% reduction in research of those technologies that are purity based or 50% reduction in research of those technologies that are harmony based. If I choose the purity, then I have taken my civilization one step closer towards purity. This is what I mean by letting the quests determine the evolution of a civ's affinity.

Another library quest could go something like asking us to make a choice of establishing collaborative projects with all factions that are bent towards purity or with those bent towards supremacy. In practical terms, this could means that we will receive 50 percent reduction in beaker costs of those technologies already researched by another civ whose affinity inclination is the same as what we chose for this quest. The other civ however will also have the same advantage of seeing their beaker cost reduced for those tech we already have researched.

The attainment of affinity level will then be the sum effect of the choices we make for each quests for all buildings.

We can also make the quests random. In another word, the first library quest doesn't always have to be about making a choice between free maintenance or one extra beaker. It could be another choice pair, such as choosing either to make the next two libraries build in my other colonies free of maintenance or a free specialist in my existing libraries. This lack of predictability may make the game more interesting.

I also propose that each building can have either unlimited number of specialists or A LOT of specialists. This will make us choose. We can either develop a specialists/quest based economy, or a more generic economy based on working the land tiles. Some additional features such as a virtue that creates less happiness when there are more specialists in a city, or reduction in food requirement of specialists would be good.

Let me know what you guys think.
 
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