The Quest system - my thoughts
Inspired by the release of 3C, I wanted to put my thoughts on the quest system in writing. I'll try to keep it as condensed as possible.
I love the quest system. Quests are great and it's a really cool part of the game, almost completely unique to any 4x game. At least any I've played. I can easily see myself playing the game quest oriented, focusing on completing them and being more of an adventurer than a kingdom-builder, winning the game that way.
Some things do kind of get in the way of questing feeling like real adventuring, but at least in my head these problems are absolutely solvable and maybe not even too difficult to solve. In my head of course, don't know how valid these ideas are in reality.
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I'll go through how I feel about each different aspect of questing in general.
A) Quest huts.
I really like the progression of quest huts, from some small Inns to Witch Huts to Wizard Towers. Of course I wish there were even more of these different kinds of quest locations (Magical Groves, Feuding camps/villages..), but the current setup is already great.
B ) Quest variety.
Escorting, finding an item, fighting a battle. The variety is enough in the lower level quets, but towards the higher level quests I would like a bit more variety. I'll adress this in part C.
C) Quest level progression.
The higher level quests feel quite a bit the same as the lower level ones. It would be nice if high level quests actually were more demanding, more difficult (other than having higher level monsters) and more exciting. Some quest types that are missing that would be really cool would be:
1) Kill a certain NPC (that you don't control). Whether the NPC is neutral or owned by another player doesn't matter. You need to kill it to complete the quest - this might mean having to declare war on some kingdom or using diplomacy to make the other kingdom to give you the NPC on a silver platter. Wouldn't it be kind of cool to negotiate essentially the price on hanging of an NPC with your opponent? Would add a dimension to diplomacy, too.
2) Destroy a city / steal something from it. The truly high level quests should have really difficult dynamic tasks. Destroying a certain major / minor faction city would be difficult enough to make adventuring really interesting. Works the other way around - your city could be the target of an opponent's quets. In my opinion winning the game with a master quest should require you to do some very difficult tasks such as declaring war and raiding a village, or similar.
D) Quest plot lines.
It would be nice to have some level 1 quest continue from a level 2 quest hut, eventually leading to a top level quets that gives a big reward. If all the quests are completely independent of each other, it'll never feel as grand as if there are some longer running plot lines.
E) Quest prerequisites.
Currently, all you need to do is research higher quest levels to be able to do higher level quests. Here I think it would be good to incorporate something from RPGs, gateway quests. What I mean is having a level 1 quest that you have to complete before you have access to level 2 quests - this would be in addition to researching the required tech. Perhaps a quest you get from an Inn that gets you acquainted with the Witches of the world, thus allowing you to get quests from witch huts. Perhaps the quest techs should open up access to these gateway quests. Examples:
- Adventure tech name: Witch Lore / Witch Societies
- Flavor: During their studies in the dark arts, your researchers have discovered information about the Witch societies of <World Name>. Rumour has it these Witches occasionally hire adventurers for all sorts of exotic tasks. Perhaps you should spend some time in the Inns to get acquainted with these sorcerers?
- Opens up gateway quest that grants access to Witch Huts.
- Adventure tech name: Wizards' Trust
- Flavor: Finally, after years of trying, our loremasters have gained some respect from the powerful Wizards of <World Name>. The Wizards have also heard about your deeds around the world and are contemplating about forming a relationship with our kingdom. But first you must pass their test, which is administered by the Witches. Seek out Witch Huts to win the Wizards' trust.
- Opens up gateway quest that grants access to Wizard Towers.
F) Quest hut locations.
I've written about this before, but this is a really big thing for me so I'll put it here again. It would provide a much better immersion if quest hut locations were less random and more logical, like Witch Huts spawning in marshes, Inns along roads/at intersections and Wizard Towers in all sorts of remote locations (islands, middle of large forests etc).
G) Quest hut lifespan.
Another thing that would make the world seem more of a world instead of a grid of tiles would be to make the quest huts at least partially permanent, offering multiple quests each. A Wizard Tower wouldn't go anywhere once you complete the quest. Instead, after some 20 turns from completing the last quest it would have a new one. Every now and then a quest hut could vanish (in my head it would be best if it was displayed as 'worn out' for some turns to indicate that it's disappearing soon), and soon a new one would spawn somewhere else. When a quest hut vanishes it would be really cool to have a goodie hut of the same level in its place, like "Tower Ruins" from a wizard tower.
H) Quest reward progression.
It would be great if you got more difficult and more rewarding quests after completing more quests of that level. So if you quest a lot you get better rewards than some lucky guy who happens to get a really good quest from the very first hut he enters. The Wizards you do quests for start to trust you and give you better tasks and better rewards.
I) Quest givers as NPCs.
Finally, it sprung to mind that one really exciting reward would be to for example to eventually get to control some powerful wizard that you completed a lot of quests for.
J) Additional quest hut ideas
Here's a quick list of different quest hut ideas I could think of (I don't remember which level the current quest huts are so I apologize if I made a mistake):
- Level 1: Inn (roads, close to cities), Refugee Camp (anywhere a bit more recluse than Inns)
- Level 2: Witch Hut (Marsh/Forest), Monastery (Plains/Hills)
- Level 3: Ruins (Anywhere), Thieves' Guilds (close to cities), Feuding Camps (of Humans/Trolls/Whatever, anywhere but quite rare)
- Level 4+: Wizard Tower (Island/edges of continent/other hard to reach places), Underworld (Mountain ranges, entrance spawns monsters often), Ancient Society (Island, rare quest hut which doesn't spawn at all in most games)
The higher the hut level, the lower the total number in play.
Well, that's it for my thoughts for now. Loving the questing - I'm a sucker for events in 4x games, much more than the strategic city-building side.
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