Dean_the_Young
King
- Joined
- Aug 2, 2009
- Messages
- 811
Well, I was thinking "Copper, Iron, Mithril," perhaps Enchanted as well, but a custom weapon promotion could be nice. Scale it to your weapon tech level, perhaps, but no further, meaning that if you get it while on Bronze weapons it won't be much good against Iron, but if you get it at Mithril you get something real nice.
Or maybe just 'Dwarf-crafted -Blank-', with -blank- being the metals. An extra few percent, or maybe even a increase to base strength. (+.5 base strength to all units? +.1 affinity for each type of metal resource you have?)
Thinking as to a few more...
Luchirp: Master Golem Makers: Get a Golem (not Bernaxus) with at least X promotions of an sort (though Barnexus-given promotions count): Prove that you not only are capable of making Golems, but that you are a master of golem creation.
Barnaxus, of course, is the obvious route. And it's fair enough: Barnaxus teaches the golems, and the Luchirp, and by the time they learn they really have 'emerged'. But the other way to complete the quest is the golem-workshop buildings, which give your new golems starting promotions. In fact, it might be worth making it require at least one building-granted promotion (or just one or two promotions more than Barnexus can give).
Reward: A boost to golems? Or perhaps a free specialist in all cities: the expert golems not only demonstrate existing excellence, but bring out more. (If a GPP specialist is too much, perhaps a few free workers could be granted for a small bonus.)
Sheaim: Summoners: Get X number of Gates. The Sheaim can only really be said to have emerged when they have not one, or even two, but multiple Planar Gates across their empire, bringing in reinforcements. Many players would be inclined to wait, for the high cost. This quest may... motivate them.
Alternatively: Get Y number of summons/gate beasts in any one turn, demonstrating proof of mastery of summoning.
Reward: Not to sure, actually. Sheaim already get a lot of bonuses for summons. It may just be best to give a Great Person, or a tech, or something more basic.
Grigori: Enlightenment: Control (a) Holy City(/ies). The Grigori have always been at the edges of history, spreading their philosophy here and there, always tolerated but rarely influential. Now, however... if they could bring even the heart of a religion to step back, to defer their customary enthusiastic embrace of their religion, they could influence the entire religion's followers through Grigori-influenced schools of thought. Simply because the Grigori are not dominated by a religion does not mean they can't weigh in on it and inspire improvements in its application in other nations. The more Holy Cities the Grigori hold sway over, the more their words can effect the world.
Reward: Improved relations with whatever countries follow the religion of the Holy City you hold. In effect, something like the 'we love our brothers in faith' attitude adjustment, only renamed more appropriate, applying to any and every Holy City you come to possess.
Or maybe just 'Dwarf-crafted -Blank-', with -blank- being the metals. An extra few percent, or maybe even a increase to base strength. (+.5 base strength to all units? +.1 affinity for each type of metal resource you have?)
Thinking as to a few more...
Luchirp: Master Golem Makers: Get a Golem (not Bernaxus) with at least X promotions of an sort (though Barnexus-given promotions count): Prove that you not only are capable of making Golems, but that you are a master of golem creation.
Barnaxus, of course, is the obvious route. And it's fair enough: Barnaxus teaches the golems, and the Luchirp, and by the time they learn they really have 'emerged'. But the other way to complete the quest is the golem-workshop buildings, which give your new golems starting promotions. In fact, it might be worth making it require at least one building-granted promotion (or just one or two promotions more than Barnexus can give).
Reward: A boost to golems? Or perhaps a free specialist in all cities: the expert golems not only demonstrate existing excellence, but bring out more. (If a GPP specialist is too much, perhaps a few free workers could be granted for a small bonus.)
Sheaim: Summoners: Get X number of Gates. The Sheaim can only really be said to have emerged when they have not one, or even two, but multiple Planar Gates across their empire, bringing in reinforcements. Many players would be inclined to wait, for the high cost. This quest may... motivate them.
Alternatively: Get Y number of summons/gate beasts in any one turn, demonstrating proof of mastery of summoning.
Reward: Not to sure, actually. Sheaim already get a lot of bonuses for summons. It may just be best to give a Great Person, or a tech, or something more basic.
Grigori: Enlightenment: Control (a) Holy City(/ies). The Grigori have always been at the edges of history, spreading their philosophy here and there, always tolerated but rarely influential. Now, however... if they could bring even the heart of a religion to step back, to defer their customary enthusiastic embrace of their religion, they could influence the entire religion's followers through Grigori-influenced schools of thought. Simply because the Grigori are not dominated by a religion does not mean they can't weigh in on it and inspire improvements in its application in other nations. The more Holy Cities the Grigori hold sway over, the more their words can effect the world.
Reward: Improved relations with whatever countries follow the religion of the Holy City you hold. In effect, something like the 'we love our brothers in faith' attitude adjustment, only renamed more appropriate, applying to any and every Holy City you come to possess.