Yes, it would be, but then every mission needs to be scaleable like this. Which will put a HUGE limitation on them. Like I said in the post, That's a big horse! won't work. All you need is one unit. One. Sure, you can say "Ok, then let's remove the mission, or demand that you train x units instead of one". Not the point. The point is that this limitation is stopping variations in the missions. They will all need to be about x numbers of things for your idea to work.
True, but to get that one unit you need to have either found a source of ivory, or subdued an elephant/mammoth, brought it back to your city, created the herd, then created the "trainer" building. So you could just as easily write it as:
That's a big horse!
- Have at least x sources of Ivory within your culture borders OR Subdue at least x Elephants / Mammoth.
- Work at least x sources of Ivory within your culture borders OR Build a Herd-Elephant/Herd-Mammoth.
- Create at least x of "Elephant Trainer" (can't remember what the building's called).
- Create at least x units which require Megafauna Domestication.
Its the exact same mission, but by giving it some more steps it's completion can scale more gradually. Sure, I've written x down here, but it could work just as well if x=1. Your people will still be pretty impressed (and as such it would influence your culture) just by having a herd of elephants in your lands/ a herd in your city, even if you don't get round to building the units.
What about a mission that says you have to have a city on another continent? Awesome mission for the age of discovery, very in line with what went on then in Europe. But this mission has just one thing that needs to be done, which is not scaleable.
What about...
Manifest Destiny (again, we can assume that x is as low as 1 in this case).
- Discover x new continents.
- Build x colonists (I think Colonists would be your settlers by then right?).
- Build x number of cities on the "New World".
- Subjugate x number of Natives (kill x barbarians). - Okay, so I added this one in, but it makes sense if we're following the European model of expansion.
Wouldn't something like that work- again making sure that the mission has 4 or 5 steps, even if most are kind of pre-requisite steps to what you were thinking of (obviously you need to find the new lands before colonising there, and build a settler unit etc).
Or, like I also wrote, culture levels in cities. Same thing.
We could have some steps referencing x amount of Culture Buildings (or their outputs), we could have a step for Great Artist Points, etc. They all count towards the city's culture anyway.
So to me, that could be like this:
I can dance!
- Build x number of buildings which generate culture.
- Gain x number of points towards a Great Artist (can you get that in the prehisoric age?).
- Build x turns of Meager Culture.
- Have a city with level x Culture.
or
I can dance!
- Build x number of buildings which generate culture.
- Build x turns of Meager Culture.
- Have x number of cities with Level x/2 Culture.
- Have x number of cities with Level x Culture.
Which would again be a list of 4 or 5 items.
Or if we want to make some of them "be among the x first to do y" missions, to make sure not very civ develops exactly the same? We can't with this limitation.
We can, it just means that they complete that mission as soon as they do it, and this unique one doesn't scale with the others as well (it would instantly be 100%, and only for one Civ). It doesn't mean we have to make the reward any better, it would just be a more unique path for your Civ. It would simply become one of the 5 options (or in the random list for this if you have more than 5 at 100%).
Or, if we want to make sure that some minimum is fulfilled, like you have to have researched these techs, or built this national wonder, or like in This land is ours! you need at least 3 cities. None of this is possible either.
Have a pre-requisite tag. Obviously, as has been mentioned earlier, this could preclude some Civs from certain traits, but I think it makes sense that the Civ with colonies in 4 separate continents should have access to a trait which reduces distance from palace maintenance or whatever, and the civ with only 2 cities can't get that. Or if a particular trait requires a particular tech, it makes sense to have that tech as a pre-requisite (if they haven't got the pre-requisite, this would be an invalid trait choice for them regardless of how much progress they may have made towards some part of the mission).
For some traits, you will *need* to have a certain start, or a particular start would give you an advantage. But it wouldn't be that unbalanced- take
Natural Woodsman and
Desert Adaptation for example. A player who starts near a lot of desert and not much forest is highly unlikely to give any units the Woodman promotion, choosing the desert promotions instead. By not having any forest, they won't have combat in the forest, and they're less likely to have the promotions, effectively stopping them from getting the
Natural Woodsman trait and naturally making them more likely to get the
Desert Adaptation trait.
Also, would it be possible to count how many times a certain event has happened- for example I've had some games where I've been unlucky enough to be hit by Tornadoes 8 or 9 times in just one age (I had a fair few cities). There could even be a "mission" for that for a negative trait- say:
The Sky is Falling: [Mission] Get hit by x number of tornadoes. [Negative Trait]: Cities near any tornado strike go into anarchy for x amount of turns.
Thoughts?
- Micael