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Quests
- Title: The name of the quest.
- Tags: Tags such as "Government" or "Nature".
- Money minimum cost ($): The amount of Money ($) that must be assigned to the quest to avoid failure.
- Magic minimum cost (Ω): The amount of Magic (Ω) that must be assigned to the quest to avoid failure.
- Maximum critical chance (%): The highest chance of critical success it is possible to have on this quest. Critical chance is gambler's-falacy corrected so that attempting 5 20% crit-chance quests will nearly always yield at least one crit-success. (The actual chance is never lower than the shown chance, but may be higher if you have failed others recently).
- Critical success rewards (!): The rewards granted when the quest is critically succeeded.
- Magic maximum cost (Ω): The maximum amount of Magic (Ω) that can be assigned to the quest. When you assign more than the minimum Magic to a quest, you gain critical chance for that quest.
- Duration (Turns): The number of turns before the quest expires.
- Rewards: The rewards for not failing the quest. Generally some combination of Money, Magic, Faction Control, Threat Reduction and Dark Secrets.
- Penalty: The penalty suffered for failing the quest when it times out.
- Conditions: Conditions under which the quest will or will not appear, including turn number, tech level, buildings built, factions opened/tamed/lost, etc.
The quest choice algorithm is the way in which the game decides which quests to offer the player. The algorithm offers quest that are appropriate for the current stage of the game, with quests growing more expensive and having larger rewards as time passes in the game. Quest difficulty growth is partially tied to player development - the game is less punishing to less skilled players - but partially not, such that it is definitely possible to get behind. It should be rather difficult to get ahead of the curve, because the game becomes boring if the player feels comfortable in their position. (This is an issue XCOM has - it has a reverse difficulty/excitement curve, where the beginning is hard and the end is relatively easy.)
The game should last around 300 turns when the player is victorious. Quests at the beginning have single-digit costs, while quests near the end have costs of 50+ of their resources, which is comparable to the prices of buildings. In other words, quests and buildings at any stage of the game should have fairly similar costs.
- VT/VC = Vampire Threat/Control
- WT/WC = Werewolf Threat/Control
- FT/FC = Faerie Threat/Control
- RT/RC = Ratmen Threat/Control
- DT/DC = Demon Threat/Control
- GT = Global Threat
God knows if these are even remotely balanced. Also, we may not want static quests as much as we want an algorithm for generating quests which are roughly appropriate to the current situation, +/- how far the player is ahead/behind.
Vampire Hunters: $8, Ω3-6, %0-10, VT -5/-10!, VT +5, 4 Turns
Faerie Catchers: $2, Ω7-15, %0-100, FT -2/All!, FT +8_, 4 Turns
Full Moon: $5, Ω1-3, %0-5, WT -0/-5, WT +10, 1 Turn, Occurs every Full Moon (every 56 Turns)
Satanic Worshippers: $10, Ω5-10, %0-20, DT -5, $5/$15!, DT +10, recurs in 14 turns, 4 Turns
The Rats Grow Restless: $15, Ω0-1, %0-1, RT -5, $3/Ω10!, RT -5, recurs and gets worse, 4 Turns
Madness Takes Hold: $5, Ω3-10, %0-80, GT -5%, +10 VC, _GT +5%, -10 VC