If they are quests then it is a race to be first as only first completes the quest. We need some more quests.
Ah, but then you have the problem that only
one Civilization can complete this quest and get this ability. If you think of the traits as part of your Cultural Identity, it makes sense to have small bonuses like this as Traits, rather than quests. Certain Civilizations in the past both designed / built / used similar technology/ skills even though there is no proof that they ever met (e.g. the Mayans and the Egyptians both built Pyramids, calculus and electricity were both invented/discovered completely separately).
Civilizations on opposite sides of the world could happen to discover the same skill (e.g. Advanced hunting techniques) if their situation (say the local wildlife was more dangerous) was similar. Having it as a trait modifier would allow
both of these Civilizations to get the bonus- rather than limiting it to just one.
Also, and this is from my personal experience, but medium sized / powerful empires seem to win the Quests more often. If you have it as a variable option as people "Age up", then you allow every Civ to gradually evolve. It's like an evolution, rather than another bonus.
In regards to quests, what exactly do you need for a quest? Is there an XML file or a guide or something I can look at to possibly add quests (though I do much prefer this "traits" notion that I'm suggesting), since there are already
some quests in game, and little real Civ differentiators.
TowerWizard said:
The main difference is that when you start a new age, you have, like, ten missions for you to accomplish, and you know that these will always be there every game. Each of those that you succeed in doing, will grant you a possible benefit at the transition to the next age (a new trait will be added to a reward list at the end of the age, and from this list you can pick only one or two). Multiple civs can succeed in getting this benefit, so there is no race going on.
For the list on negatives, I think the easiest way to do this is to have an opposite list. Meaning that if you did not succeed in accomplishing a mission, you effectively failed it. So, if there is a possible benefit from building a lot of archers, there is also a possible detriment for not building them. Also, if you have accomplished five of the goals, that is, half of them, the rest is automagically failed, since you obviously did not make them a priority. Thoughts?
Personally I think its better if the player / AI doesn't know what trait options are being considered for their Civilization- that way it can't influence their potential game play- their "culture" should be dependant on their action history, not on what they're aiming for. Basically don't show them a "quest list", just show them the (arbitrary number, still saying 5) options that their Civ went towards in that turn. I was suggesting only one positive because I've only ever seen one option selectable in the event dialogue boxes before.
About the negatives- you can't really punish them for not completing a quest if its not relevant to their situation (say if they needed to build workers instead of archers, you can't just automatically punish them for not building archers). I'm not sure how you'd pick the (again, 5 is an arbitrary number) negative trait options though, as Caveman to Cosmos has so many potential options at any one point in time I can certainly imagine there'll be times when a Civ has made 0 progress towards more than 5 different things (assuming that negative traits are chosen from the 5 worst areas of progress by that Civ).
If not quests they could be linked to say cultures and made wonders. There are many ways to make things "rare" but still open to anyone. For instance the "Poison Tips" promotion is extremely hard to get.
Maybe it's just me having some nostaliga for the days I used to play Age of Mythology (I know, its not exactly an old game in the grand scale of things), but when you went up the Age in AoM, you had to choose which god to worship- each god would give you a slightly different ability / troop. I guess having a similar choice of traits for you Civ here would just add a sense of accomplishment to reaching each age. As it is, you just get access to new buildings etc- the "ages" don't seem to mean that much.
Also, having them as promotions doesn't make much sense- I was thinking that you could link these traits
with the promotions. For example, if you've upgraded the vast majority of your army with say Woodsman, then realistically, some of that skill and knowledge would filter down through the generations (fathers would teach their sons, etc, until it became part of your national/cultural heritage). So for the above example, you could have the following trait option:
Native Woodsman: +1

for all infantry units through Wooded Terrain.
Sorry if it was a tad rambling- does that make sense?
- Micael