[1.4 Quests]

In Elemental War of Magic only the Human player attempts to complete quests. What if the AI pursued quests too or the quests impacted the AI player in some way.

Quest Example 01: A Lord asks for player to rescue his daughter, captured by followers of the [Trog] Sovereign for a forced marriage to the the [Trog] sovereign.

If the human player declines this quest, or does not complete it within X turns;

The [Trog] Sovereign gains a human army and champion while the  player sees this popup; The [Bard(for Kingdoms)/Spys(for empires] report that the marriage of Lord's {Alex's} Daughter to the [Trog] Sovereign has unified the two realms and increased the strength of the [Trog] armies.

Quest Example 02: A villager asks for your help in dealing with a band of brigands that is raiding merchants and local settlements.

If the brigands are not dispatched within x turns;

An AI sovereign gains a unit of accomplished archers & a brigand champion while a popup announces: Our [bards/spys] report that brigands have allied themselves with the [Trog] Sovereign.

Quest Example 03: A herald from [Altar] Sovereign Requests your help in rescuing the Princess.

  • You refuse = War
  • You accept and rescue the princess - You are rewarded with a trade treaty or xxx Gold Pieces
  • You aceept but do nothing by turn X = War
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I wouldn't mind the other factions completing some quests and being notified of important/high visability ones.  I'm guessing it could be pretty difficult to implement the if/or type situations though.

The first idea could be simulated by npc sovs getting the bonuses- whether it would actually work thru them, or there would be a success/ fail ratio to determine the result of the venture would probably come down to the amount of processing power and game assets would be used to run it.

The second isn't much more difficult on the surface, but determining which sovreigns are affected could be tricky.  It would also be nice for there to be some indication on how your choice would be received by the affected factions.  Your last example would probably have to have more options available, such as contributing by funding part of the rescue mission.  Im not a big fan of npc's declaring war on me because I dont want to get involved in their problems or give them everything they ask for -one of the things I didnt like from civ4.  The last option on there could be difficult to be dettermined as well- without some clear indicator to let you know the objective (like move some units to this location) its anoying if you have something in transit that is enroute or have something training for the mission but fail the check, perhaps having it throw up a prompt from the other sov asking you about your support (could get a time extension, contribute in anouther way, backout (which would have worse impact), or something else).  Depending on the map and the associated locations, you might not have any way to get a unit to a given location due to your distance from the requesting/associated factions.  Perhaps a marked 'protal' tile in your territory will pop up by one of your cities that will teleport your units to the destination or something.  It could also be difficult to dettermine how much an ally helped in a situation like the rescue mission.  Did it fail because the supplied units were crappy?  Not enough funding? Bad match up between opponents?  Allies were stupid in battle?

Im not saying I wouldnt like to see something like this.  It would be pretty cool, just difficult to implement (from my understanding anyway).  Im not sure if the current quest system is robust enough to handle it or not.  Perhaps FE or a future content will enable something like this to be put in. At the least the first option should be doable as it pretty much equates to the npc getting random bonuses like the player does.