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An Event Suggestion: The Gela

The difference between a quest and an event is the timing/conditions of the rewards.

Events:
It happens NOW. If you do not meet the Minimum requirements NOW, then you cannot choose that option. Also, you simply CHOOSE what option is what will happen.

Quests:
They have a nifty screen to show progress/goals and whatnot. Played normal BtS all of 5 times maybe, so can't remember what the shortcut key was to open it though. CTRL + TAB? :shrug: Anyway, these ones (once triggered, which is based on minimum requirements being met obviously) have MAXIMUM LIMITS instead of minimum requirements, and you must complete some task before the limit is reached. Results are not immediate, nor easily selected.

One that has always existed is: Be the first to sail around the world. RESULT: +1 move to all naval units.

But others in normal BtS are things like:
-Acquire 5 Iron resources before the Modern Era.
OR
-Build 6 Temples before any opponents discover Theology.

They have a condition to meet, and conditions to avoid (well, you can do without the latter on some). I can't recall any specific examples, but I am pretty sure you can have a variety of conditions to meet.

In your particular case, since you have to select an option at the beginning, it is an event that then triggers a quest. So once you make your choice it would trigger a single reward possibility quest. It could be re-written to allow you to do any one of them, and whichever you happen to do first is what you get your reward based off of pretty easily, if you are allowed that many options in a quest, which I think you are.
 
What quests are normally available in FfH. Ive seen the beyond the sword ones like harbour master and national games, but never one in FfH...

Al
 
Greed is already in (at least it was in .25, and the python part is still there), so there is at least one BtS quest that occurs in FfH. (Its the one that gives you some very minor reward for going to war to take control of a resource. It has been changed to only be for horses, copper, or iron, the oil version is commented out.)
 
So, it has been a year and a month, and now that FFH is basically nailed now, thought I'd give this a try again. I am still a fan of this kind of epic quest idea; namely one that is triggered during the game by the players (or AI's) actions that create mini-goals during a game. So, I slightly tweaked my old idea.

Spoiler :

Cause of Quest
-Hyborem is killed.
-Gela is dropped.
-There must be at least two of the following on the map:
Pool of Tears
Maelstrom
Mercurian Gate wonder
Pyre of the Seraphic
Broken Sepulcher
Mirror of Heaven
-You cannot be the Infernals for this quest.

The demon Hyborem has been vanquished, and his soul sent screaming back into the pits of Hell. His weapon, the unholy Gela, is all that remains of this mighty demon. Your forces, victorious, reach to claim the weapon that has been left behind. But it is up to you to decide what will become of the demon’s legacy.

Branch 1
1) I shall keep the weapon. Its strength shall become my own.
Quest ends. Basium cannot choose this.
2) The demonic taint shall be washed from this trident. I shall cleanse it in the waters of the Pool of Tears.
The player must take Gela to the Pool of Tears.
3) The Gela must be disposed of quickly. I shall hurl it into the great Maelstrom, banishing it to the ocean floor.
The player must take Gela to the Whirlpool.
4) Only the angels of Basium will know how to handle this. I shall entrust the Gela to their care and bring it to their Gate.
The player must take Gela to the city with the Mercurian Gate wonder. Basium cannot choose this.
5) The Gela must be destroyed! I shall hurl it into the fires of Pyre of the Seraphic.
The player must take Gela to the Pyre of the Seraphic.
6) The Gela contains much demonic power. Perhaps I can harness it using the necromantic texts found in the Broken Sepulcher.
The player must take Gela to the Broken Sepulcher. Requires Evil.
7) Perhaps the Gela can be used for good, if properly energized. I shall let it soak up the holy power of the Sun at the Mirror of Heaven. But it will take time.
The player must take Gela to the Mirror of Sun. Requires Good.

*Note: The player that triggers the quest does not need to own any of the buildings required or have the terrain under his or her control.

Results
Spoiler :
1) The player keeps the Gela. Nothing happens.

2) Player looses the Gela and gains a new item: Pike of Tears. It grants the promotion “+1 affinity to Nature and Water mana” to the holder. There is also a 50% of a minor plague occurring, 20% if state religion is FoL. This would be similar to Armageddon's Blight, but 1/3 as strong.
The Gela is plunged into the cold waters of the Pool of Tears. The demonic taint washes off from the weapon in waves of oily blackness, mixing with the spring. The Gela is no more, and in its place an even more powerful weapon has been created. But at what cost?

If plague occurs: The demon tainted water is carried far and wide throughout the land. The world suffers, as do the people of Erebus.

3) The unit carrying Gela is destroyed.

a) If the state religion of the player is OO, the player gains 4 Stygian Guard and a hero disciple of OO with the water walking promotion.
The Maelstrom consumes the trident quickly and, miraculously, the waves grow calm. A moment passes as the swirling vortex begins again. Out of the center walks a man with bowed head, wearing the robes of a priest. He is accompanied by four attendants. The Overlords must be pleased…

b) If the state religion of the player is not OO, 20 or so barbarian Stygian Guard and sea monsters spawn throughout the ocean.
The ship is sacrificed and sucked into the turbulent vortex of the whirlpool. A moment passes, and then the seas turn red. A storm begins brewing on the horizon. Something is not right.

4) The player looses the Gela. +3 diplomacy bonus with Mercurians. Armageddon counter gets -10. The player is also granted a level 1 angel with the Hero promotion.
Standing before the holy Gate of the Mercurians, the mighty Basium looks down upon you. You offer up the Gela, and the Angel’s massive hand reaches down to take it. “You have done well to rid Erebus of the demon Hyborem. The angel’s shall sing your name in praise. But there is still much corruption in this land. Take one of my finest newly reborn warriors to aid you in your battle.”

5) The player loses the Gela. One of the following happens.

a) The Pyre of the Seraphic is destroyed. An item is created where it laid called "The Frozen Flame", which provides 1 Fire Mana, 1 Chaos Mana, and 1 Entropy mana, as well as -3 Unhappy. 40% chance.
The Gela is hurled into the flames, which seem to flicker and burn eagerly for the demonic object. The fires die down for a moment before flaring into an intensity that scorches the ceiling of the great temple. Then, miraculously, the flames stop moving and grow black. A piercing cry fills the Pyre, and looking into the flame one can now see the tortured souls used to forge the trident wailing in dispair.

b) The equivalent of the Rite of Ogmha occurs. The Pyre of the Seraphic is destroyed. 60% chance.
The Gela is hurled into the flames, which seem to flicker and burn eagerly for the demonic object. The weapon hisses for a brief moment and then, for the first time since it was lit, the fires burn out. The very earth screams out in protest at the magical energies unleashed by the Gela’s destruction. The ley lines leading to the Pyre, once invisible to the naked eye, are suddenly illuminated by the energy surging through them. The phenomenon fades, and the temple now lies in ruins.

6) The player loses the Gela. Armageddon counter gets +10. -2 population in all your cities (except settlements). 40% chance to gain a Mane per city.
Using the necromantic texts found in the libraries left behind by Barbatos, you learn how to twist the demonic powers of the Gela to your will. This ritual will unravel the unholy markings of the weapon, allowing you to guide the spirits of the recently departed away from Hell and into your own kingdom. It requires thousands of sacrifices. You are fairly certain you have enough willing subjects.

7) The player loses the Gela, and the unit that was holding it is unable to move from the Mirror of Heaven for 10 turns. The Infernals and the civ that summoned them (if either still exist) declare war on the player. 5 to 10 Hellfires appear near the Mirror, each with an Enraged Demonic Axeman. After ten turns, the player receives Sol, a +1 Sun mana affinity weapon with +25% damage to undead, demon, and vampire. -5 to Armageddon counter.

a) When the Gela is first brought to the Mirror of Heaven. Your people place the Gela in the center of the Mirror of Heaven. Inky black smoke begins to rise from the weapon in plumes as the sun purifies it. This will take time, and surely attract the attention of any demons nearby.

b) At the end of the ten turns. The weapon ceases to smoke, and the light of the Mirror shines brilliantly off of its surface. The taint is removed, and in its place a holy trident of great power remains.



So, I mostly edited it so it made more sense, as well as weakened the Broken Sep. result (I do not think what I had earlier is possible, although if it created a minor Infernal leader with the player's traits and converted all of his cities to demonic... I will let the modders decide).

I was tempted to write more results, but I wanted to see what others thought so far. I think this is similar to what Marnok is trying to do in his mod, which is why I wish he would hurry up. :p I am fairly certain Quests are not going to be in vanilla FFH, but would love some confirmation on that. I want to write more, but not just for my health. ;)
 
Looks really really good. Might want to edit your 7th option results to be consistent: is it ten days before he gets the weapon or 3 days until he can move?
 
Praise appears to have already been distributed with great eloquence and detail, so let me just that that I like this idea a whole lot, both by itself and as inspiration for other quests. Let my offer a few suggestions, though:

>There shouldn't be a choice at the beginning, just a pop-up telling what all of the options are. That way, if you change your mind partway through, you can head for a different goal. This would also open up the possibility for other civs (assuming multiplayer, I don't think the AI could pull it off) to track down and steal the Gela from you first becasue they want a different outcome to happen.

Choice 1 - The base Gela should improve a bit with this option. +2 unholy combat is pretty lame compared to the other options.

Choice 3 - Remember that the Maelstrom tends to spawn in deep ocean, and Drown can only move on the coast. Since the event can only happen fairly late-game, rebalancing it to fewer units but making them Stygian Guards should work.

Choice 4 - What happens if the Mercurians are the ones that capture the Gela in the first place? They should have a unique option for this goal.

Choice 6 - What's the "-2 in all your cities" refer too?. If it's population, I'm having trouble seeing how this is a good event. Two population in exchange for a chance at a unit that can give one back? What about making it give you Demonic Citizens in your cities instead?

Choice 7 - The civ that summoned the Infernals should only declare war on you if it follows AV. I've seen civs summon Hyborem and have changes of heart afterward quite often. Also, beware of Sun affinity, as it's already kind of nuts.
 
Might want to edit your 7th option results to be consistent: is it ten days before he gets the weapon or 3 days until he can move?
Ah, good eye. I had changed it from 3 to 10 because, as has been said, Sun mana is really good to have lots off already. Three turns seems a bit too easy.

>There shouldn't be a choice at the beginning, just a pop-up telling what all of the options are.
I agree in principle, but I am worried that that would be too complicated to program, as well as overwhelming for the player. If you force them to make a choice now, they have a clear goal. If you say "Here are some suggestions, do what you want" that is a bit more confusing. I also think that the quest should only be available to the first person to pick up the Gela once Hyborem has been killed, and not anyone that happens to get the Gela later. They can always try and steal it or thwart you, but this should be a reward for the person that effectively defeated the Infernals (or crippled them, anyway).

Choice 1 - The base Gela should improve a bit with this option. +2 unholy combat is pretty lame compared to the other options.
This choice is present for the person that just does not want to be bothered with doing any of the below. Their reward is the normal one you would get, ie the item itself. I am not sure that is deserving of anything else.

Choice 3 - Remember that the Maelstrom tends to spawn in deep ocean, and Drown can only move on the coast. Since the event can only happen fairly late-game, rebalancing it to fewer units but making them Stygian Guards should work.
I thought Stygian Guards and Drown had the same promotion, Water Walking? I think Stygian Guard is a better idea, regardless. I will change that for the penalty, too.

Choice 4 - What happens if the Mercurians are the ones that capture the Gela in the first place? They should have a unique option for this goal.
I believe I stated they cannot do this option. They can purify it another way through the other options.

Choice 6 - What's the "-2 in all your cities" refer too?. If it's population, I'm having trouble seeing how this is a good event.
It did indeed refer to population. Correct me if I am wrong, but can't you upgrade Manes into any other demonic unit? It has been a while since I played as the Infernals. If that is not the case, I will have to rework this reward.

Choice 7 - The civ that summoned the Infernals should only declare war on you if it follows AV. I've seen civs summon Hyborem and have changes of heart afterward quite often. Also, beware of Sun affinity, as it's already kind of nuts.
It is indeed nuts! That is why I was trying to come up with an event with the most challenge. The more I think of the "declare war" part of this quest, the more I realize how unwelcome forced war would be in a MP game. Otherwise it would be nice to force all AV Civs to declare war on you instead.

Thanks for the input!
 
Great ideas floating around here. I hope this gets implemented ASAP. We need those quests dammit :D
 
Yeah this is a great example of a quest event. The specific details doesn't matter, like percentage chances or what exactly is the outcome of everything.

I'd like the Pact of Nilhorn to be formed through a quest like this. The quest could have other outcomes as well, like an increased barbarian Hill Giant presence. I know this would remove an early wonder, but I'm thinking we could have some more early wonders like one with the Pyramid effect, enabling Republic and Theocracy earlier (all the other governments are fairly early in comparison).
 
I'd personally like numerous low probability quests rather than a few quests you'd be sure to get.
Otherwise it just adds to the list of features one needs to know and choose to pursue if strategically suitable, instead of being cool unexpected new goals.

The weak point of this, of course, is the conception of the "numerous" quests.
 
I really like the suggestion, and was thinking, perhaps, once the scenario contest is over, an event/quest contest could be started? :drool:
That would be nice.

Also, I am curious if people think a quest like I wrote (or that has been described) should happen every time the conditions are met, or just on occasion. I am leaning toward them happening on occasion, as otherwise they could become boring, as well as make the game too predictable.
 
Every time.

Let me explain. What you have written is not a random chance quest. When you know that it is in the game, you can aim for it, or choose not to. But if I, a builder type, decide that I want to go to war to grab the Gela and receive one of these bonuses, I better damn well get the quest. If I don't, I'm unlikely to try to meet those conditions again.

I'd compare your event to the in-game seizing of Acheron's city. If there was only a *chance* that you'd get the Dragon Hoard, would you bother to assemble the unique army needed to take him on?

Now, other similarly epic events can be made random chance to appear, but an event linked to the killing of a specific unit should always trigger. Don't want the event? Don't kill the critter. If you consider taking on one of the Epic Mobs a "boring" predictable event, then you clearly have not played a game that resulted in an "Oh, snap!" moment. I'm personally thinking of the time I rampaged most of my army against Acheron, only to have Sheelba DoW on me the turn after I took him out. She captured the Hoard, and a third of my cities before I had my industry back online.
/two cents
 
If this quest-event-combination was released the simplest solution would be to make a popup once Hyborem is summoned to the world that explains to you that it would be worthwile to get the Gela whatever you want to do with it (similar to the Orthus and Acheron popup). This way it isn't something you had to know necessarily before.
 
I think I remember Kael mentioning that he preferred the idea of "emergent quests" rather than the BTS style ones. But I think this sounds amazingly awesome, so to the mod-modding!
 
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