For our brave and daring beta testers who are playing through the prototype betas (Beta 1 and the forthcoming Beta 2) it’s probably hard to imagine Elemental having role playing aspects. But the quest system is a big deal in the game.
You ever play D&D? Or maybe (as I did) Fantasy Hero? You are exploring a world, going into dungeons, and generally wreaking havoc in some poor guy’s kingdom.
Well, in Elemental, you’re that poor guy – the king of that kingdom. There will be parties of adventurers running around the world. Maybe next time you and your buddies get together and accidentally set free a Balor and run away from it that you’ll feel a pang of sorrow for the poor king who has to clean up after the mess you make.
This is what Beta testers see
This is what the same thing looks like in the actual game.
In this thread, we want to discuss specifics. What types of quests would you like to see in the game? Programmatically, we’re leaning towards using Python to create quest templates with XML to create derivative quests.
For example, the old “fetch me the gauntlet of Mordon and I will give you the ring of radiance” quest would have its details done in XML but the actual mechancis of the quest would be done in Python. That way, modders and such can create additional quests later on and share with people. Non-coders can then use a built in editor to create quests using the existing templates.
So now…
What specifically would you like to see?
I.e. list some quests you would like to see in the game. Be as specific as possible and we’ll try to get them in.
[this is more an "event" than a quest, but every good Strategy RPG needs events imho ]
A powerful Bandit Hero <name> has been captured
1. Hire him (costs alot of gold, maybe some penalty ... would be happiness/disorder, but not sure how it would fit into elemental mechanics. Perhaps temporarily lowers Prestige a large amount?) + towards totalitarian //evil
2. Kill him (does nothing) //neutral
3. Hold a Public Execution (increases prestige of city greatly, temporarily increases gold-output of citizenry, penalty for negotiations with Mercenaries) ++ towards totalitarian //lawful
4. Release/Banish him (improved relations with Mercenaries; (temporary?)minor Prestige penalty) ++ towards Liberal //chaotic
5. Imprison him (possibility for an escape event later, increases Order/Happiness/ or slight Prestige bonus) + towards Liberal //good
Carrying out a task for a reward is nice, but what really makes quests (or any strategic decision) interesting is scarce resources and decisions that involve trade-offs. Rather than a player seeing a quests pop up and thinking:
"Oh good, I can get some extra troops/money/status/resource X/etc, I just need to click on the right spots on the screen an extra thirty times", setting up quests as strategic dilemma gets users thinking:
"Oh god, the chances for fantastic riches, but I'd need to risk so much and you never know with these quests what unexpected opportunities and risks will pop up mid-way through, do I have the time and resource base to attempt this just now?"
Some possibilities off the top of my head are:
(Prisoner's Dilemma style)
A powerful warlock has appeared in your kingdom. He claims he draws his magic from a different source than you do, but has no wish to become entangled in your kingdom's affairs. He has merely come to retrieve the [Orb of Zot, etc]. He offers you (a good amount of money, scaled to player's current economy) if you help him.
Do you (these should be enacted by the players decision while on the quest):
big cooperate) Agree and complete the quest faithfully, but risk him not paying you, or this being some sort of ruse to lure you away so he can take over your kingdom
small negotiate) Agree, but insist on getting the [orb] for yourself (and risk him retracting the offer and going to your competitors)
small betrayal) Agree, but then take the [orb] at the last minute after you're both exhausted from fighting the [dragon] (and maybe steal his money too)
big betrayal) Agree and then once you have his trust, capture the warlock and perform experiments on him to determine the source of his power
Each option should have a (real, i.e. randomly determined over a probability function computed from the player's stats/resources/actions) chance of both earning rewards and penalties, depending on how the player plays it, how strong they are relative to the warlock, what precautions they take (i.e. leaving a small army outside the cave that he ventures into with the warlock) and so on
(Public Good Game style)
A genie is granting minor wishes (one per person) to the first X people who visit him. Most have already been spent before your troops could isolate him from the peasant populace. Massive crowds have gathered and daily the guards catch people trying to sneak through. Do you:
a) Make your wish right away before anyone else can sneak past your guards and get to him, then pay others (or threaten them) to go make your other wishes for you (but risk their betraying you)
Have a fair competition (or lottery) to determine whose wishes will be granted
c) Allow the most needy to have their wishes granted
d) Allow the richest (or those with the most power to repay you) to have their wishes granted (i.e. sell the wishes)
e) Save the wishes for a rainy day (but take a large risk on their being stolen, in the meantime)
When you wish, do you: ask for something that benefits the people (but gives you less strategic advantage in the game), ask for something that benefits you or ask for something that benefits the genie in the hope that he'll reward you for it (but risk wasting a wish).
(Negative Indirect Reciprocity style) - All players get this quest at the same time
Temporary portals have begun opening at random between the kingdoms, your sages have determined that one end can be tethered but the other will fluctuate wildly. By tethering one end of a portal in your castle, you can have troops constantly monitoring its destination, and if it ever opens in your opponent's castle you could do some serious damage or steal his resources. Of course, your opponent also has a tethered portal and could do the same. A summit is held, wise scribes from each kingdom attend and come back with a resolution. Only harm can come of this technology and if it begins, eventually harm will come to everyone, thus they have signed a treaty agreeing that no-one should use the portals in this way.
Later, each player can randomly receive the message:
Your guards inform you that a portal has opened to [random opponent]'s castle - do you
a) obey the treaty, do nothing
send x troops to do as much damage as they can, though they will ultimately be sacrificed when the portal shifts
c) send a small brigade of thieves to steal as much as they can before the portal closes
if they chose b or c, there's a chance that they can be identified and all the other players informed that they have broken the treaty.
Separate quests into 2 categories.
A) Quests:
Messenger from (place) needs you to (help/attack/find) object Y.
Choice 1) I'll do it (+ what you receive)
Choice 2) I won't do it, but i'll do something else (+ what you receive, - what you loose)
Choice 3) Leave me alone.
B ) Achievements:
Achievements would be ongoing, automatic "quests" or goals that once you meet the criteria, you get a buff to some stat, and a tile in your name.
Ex: Summoner: Have the most summoned creatures in play at any time (min 5). (+ 10% reduction to summoned creature mana upkeep) Tile - Rob the Summoner.
Shard Master: Control the majority of shards on the map (min 10) (+5% mana generated from shards)
God of War: Have the highest combined attack strength of all your units (min 50 turns) (+battle stats)
Achievements differ from quests because achievements will auto update once a new player comes out on top of the category. Achievements would be random for each game, so you would have to alter your strat to match the achievement.
Sub section C) Challenges:
Challenges could be an option on the diplomatic menu.
(Random enemy) Boasts he's the most powerful Channeler in the realm. He wants to best you in combat. If he wins, he gets X from your kingdom, if you win, name your prize (from drop down menu)
You can only challenge a neutral or higher enemy and vice versa. The duals are not to the death, but you can make the choice to kill the opponent with a massive hit to prestige and all other opponents declare war on you.
Challenges also, unlike quests, remove resources from the player/oppoenet, not the enviroment.
Wealthy Veteran <name> has found an infant <harpy/half-siren> and wishes to raise her as his daughter.
1. Please do so (greatly increases prestige, could anger citizens [somehow], could lead to either a "missing men" event or an "angry harpies" event) ++ liberal //chaotic
2. We will not be raising such monstrosities! (kills harpy, veteran leaves) + totalitarian //neutral
3. We will return such a creature to her natural habitat (quest to the harpy lair, diplomatic event with Harpy nation/Harpy tribe, chance for battle so bring soldiers) + liberal //good
4. Harpies! In our lands! Exterminate the foul beasts! (quest to harpy lair, many, many battles. veteran leaves) ++totalitarian //lawful
5. Imprison the creature for Study and entertainment! (prestige bonus, research bonus, definitely will lead to "angry harpy event" possibly multiple times [battle with harpies]) ++ totalitarian //chaotic
will only become a "quest" if either option 3 or 4 is selected from the events selection.
(if you've noticed, I think that, at least with events, having a tri-axis decision: Moral Alignment(good/lawful/evil/chaotic), Constitutional Alignment(liberal/totalitarian), and direct effect (increased prestige/decreased gold). Increases the role-play and spices up the decision making process. Perhaps the same can be said for quests as well) however, even if its only a dual-axis decision, I think it will be superior to only differentiating via direct effect.
as simply a spur of the moment idea for such roles, Totalitarian can give bonus to over-all production (especially military), while Liberal can give bonus to prestige, (especially) trade routes, possibly research. Moral values would effect Diplomatic relations, and how various characters and creatures would interact with you. Although this is merely simple idea. Tri-Axial decision making in any form would be interesting if it is congruent with the rest of the game. (if it adds to much complexity then it would simply be taking away ... but I would hope this would be all basic form for the Diplomacy tech tree) what I mean is that I would expect tech tree to increase bonuses related to Morality and level of Authoritarianism, as the next step of the Alignment techs from GalCiv.
I would like some quests with some new quest rewards. Something like you kill a certain number of NPCs in solo combat, all other factions adjust their diplomatic view towards you (friends respect you more, enemies fear you more) So rather than being a quest it could be mroe of an accomplishment per the last post.
I like the idea that there could be dozens of achievements that there is no formal quest giver, but just doing certain things in the game could trigger little rewards (nothing game unbalancing, just flavor)
After playing a lot of Dragon Age, I would like to see a long quest line where depending on what you do, different things will happen. Example:
1. King Ozymandius requests help for his kingdom.- Train 10 troops and Send them over- Send over 100 food- Send 500 Gold- Send Instructors to Teach them
If you choose to send over troops, you get +10 to relations, and a new quests to do a joint attack on a dungeon defended by a mighty dragon.
If you send 100 food, you would get +5 relations, but a side effect, is that the hungry smith over there ends up starting a new quest for you to supply him with metal to build the best weapons he can.
If you send 500 gold, you get +15 to relations. This opens a quest line where you get involved in a pyramid scheme with him.
If you send instructors, you get no change in relations, but it allows you to open a new quest in researching the history of his empire, you find a clue to a treasure map that may bring great riches.
Time to revist an old mega post on quests, modules, and randomization.
https://forums.elementalgame.com/360530
I think with most of these quests ... remove the word (dragon) and insert the word (troll, giant, or centaur).
In this way, only the really, really high-end quests (like on par or even greater than the Titan's Sword / Demon quest) will actually have to deal with a dragon, since on a giant map there are maybe 5 dragons? Unless these other, random dragons are much younger and less legendary.
My main question is, are you asking for quests that the player gets or quests that the player can give? and before that a quick question regarding Heroes, how exactly are they going to play? are we talking about mini-sov chars? are buffed up mundan troops?
And if we do get a quest can we send our heroes to do it? or "hire" a group of heroes to finish it? ("I desire that you will find me the Orb of Wasawasa, I will reward you handsomly if you succeed", that how my first D&D game started)
And before we start talking about quests can we get a ckue on how the dungeons are planed to be implemanted?
Personaly, I would like to have kingdom quests chain, this quests should require you to do "solo" adventuring but also rais armies/build cities/ etc etc etc.
For example: You (or one of your heroes) stumble upon a caravn full of dead people --> you get a quest to find out how did it --> clear the bandit lair --> find out where the bandits came from --> assult the bandits keep in x turns etc.
Warder
As for the kill 10 of creature X it can be done if it's done sensibly. Rather then have some lunitic who because the cities sewers are overrun with rats, posted a bounty of 30gp for killing exactly 10 rats once... Have someone with more common sense offer a bounty that will have you paid 3gp for every rats tail you bring him (And don't make rats tails random drops, you kill rat you can cut off its tail, it shouldn't have a 1 in 5 chance of appearing in the rats backpack). So this way a player can hunt rats as long (Or short) as they can tolerate to earn an equivilent reward for their time. To make it more interesting make the rats spawn rat variable. The more rats the player kills the lower their spawn rate in that region. The longer they go without killing a rat the higher the spawn rate in that region climbs. As an additional reward if the player collects on 1000 rats (actualy a random number they are unaware of) you could have the NPC reward them with say... a ring of rat slaying for their explary service. Insert Dragon, Troll, Spider, Channelers, Tree zombie, etc in place of rat at random... Or based on their spawn rates in a given area.
The prospect of good and evil quest options and quest that affect everyone and have them compete has been proposed. I think it can be done in a more interesting fashion then just... A rumour of an artifact of ultimate doom has been circulating, find it before everyone else, or be the first to slay the dragon guarding the holy mountain for and artifact or kill the player holding and hold it yourself to be rewarded with a boost to food production while ever you hold it... Examples:
Player X gets offered the following quest: Collect numerous tomes thoughout the land and build a great library to boost research production. Upon accepting or completing this quest other players will be given quest offers, such as: Player Y: Obtain one or more of certain tomes and keep them out of player X's possesion for a certian number of turns or more interestingly an oppertunist has heard player X is collecting tomes and is willing to act as a middle man between you and he to sell any of the tomes you can gather before he does to him. THe longer you hold the tomes the higher they will sell for, but hold them to long and player X might loose interest. Player Z: Player X is building collecteing certian tomes to build a library in his glory, destroy them before he can. Or, find and replace and replace a certain number of the tomes with fake copies sabotaging the project by filling the library with false information that will benifit you more then he. Of once the player X completes the quest give player y a quest to capture the library for himself and player Z a quest to burn the library or steal the contents.
You could also have similar quests which would effect the diplomatic landscape forcing alliances and wars out of need. A deamon asks you to commit genocide agaisnt player X completing a 1000 year old ritual that will open the gates of hell (Or equivelent) and summon a horde of deamons to ravager the land. Of course if you do this they will leave you alone. MEanwhile player Y gets a quest to stop you by destryoing you or protecting player X, Player Z gets a quest open the gates to heaven (or equivilent), Player Q gets a quest to sever the links between heaven and hell making the opening of such gates impossible. After the gate is open quests go out like take contorl of the gate for yourself, destroy the gate, ressurect player X... It would beintersting if being the victem if destroyed player X becomes the army of deamons until revived. Point is theres alot more you can do with it then, everyone races for an identicle goal.
Another great thing I'd like to see is treasure hunt quests. Theres a couple of ways you could do this, like the hereos of might and magic method of having an obscured treasure map and having more and more parts of the map revealed as you collect more pieces of the map. Or you could have a very small map with a minimal number of landmarks to go by. Additionaly and perhaps more itnerestingly you could have a randomly generated set of instructions in poem form that directs you to the treasure. Basicaly have the game pick where the treasure will be, look at the surrounding landmarks, form a path to the treasure using the landmarks then have each line of the peom give a random description for each type on landmark. E.g. Start where once proud structures no longer stand (ruins), Follow the sun (West) a number of paces equal to the figers on one hand (5), From where the earth rises to meet the sky (Mountains), travel rightward (North relative to last direction) till the this you do spy (No fixed distance, just keep going till you reacht he enxt landmark described), A place where earthern giants to stand (A different random descrption for hills/mountains), Now travel the way of the path of day (A different random description for west), travel paces equal to a boxes sides (6), Find a place were forever sleeping creatures lie (A graveyard) etc. etc.
Lets not forget the quest to help the baker bake some loaves of bread. Every 1 in 10 times the quest comes up have him bake bread of the gods. The bread must be made from the eggs of dragon the milk of a unicorn and the dough must be kneeded by falling of ogres.
First I'd like to give my opinion on some of the mechanics of the quest system. I agree with DivineWrath (reply 48) that quests should in general not be at gunpoint. There should usually be a period of time from when a quest is available and you can decide to act upon it. Even better is if it simply told you "A dragon has decended upon the citizens of Ember" in your event log, and then you could go choose to accept the quest from your log, or the inn, or simply go slay the dragon. Obviously some quests should jump in your face and demand satisfaction, but most should not. Further more if you wait too long to accept a quest, it could be completed by someone else, the conditions could change, or the reward could decrease. Ex: "The dragon destroyed most of Ember before you slew it, we unfortunately lost most of the reward in the destruction."
With that said, a quest proposal!
Signet Ring (part 1)
An old man has beseeched you for help in finding his families heirloom, a signet ring marked by his families crest. He is willing to reward whomever finds it handsomely for such a dear treasure.
After a period of time, depending on your previous choice the following occurs.
Signet Ring (part 2)
A: The old man turns out to be a necromancer, and the ring a powerful artifact, he proceeds to terrorize the country side with it.
B: Furious the old man shows his true colors and summons an army of skeletons and attacks your city.
C: The old man departs, and eventually turns up in an enemies army, apparently a powerful magic user.
D: One of your heirs has been poisoned, and has fallen deathly ill. All evidence points to the old man you threw in the dungeon some time ago.
Signet Ring (part 3)
A: The quest-line is essentially over. If you selected option 1 or 2, nothing new happens. If you chose option 3 the kingdom he arrives in gets the quest Signet Ring part 2A. If you chose to do nothing he terrorizes your people for 20 turns and then leaves.
B: The quest-line is essentially over. If you selected option 1 or 2, nothing new happens. If you chose option 3 the kingdom he arrives in gets the quest Signet Ring part 2A. If you chose to do nothing and he took a town, he razes it and disappears leaving behind an undead infested ruin that demoralizes the surrounding land.
C: Quest-line is over, watch out for a powerful caster hero within your enemies ranks.
D: Option 1 ends the quest-line, and you have lost an heir. Option 2 begins an entirely new quest, a timed one, involving the rescuing of your sons life and the eventual (perhaps) execution of the necromancer. If you chose option 3, your heir lives, but your lands are cursed, undead roam the area, and your citizens/army are demoralized for 50 turns.
Anywho, I know thats pretty involved and I definately don't expect every quest to be so involved but it'd be cool to have "mega" quests with multiple possible outcomes.
I hope that all made sense, I tried to organize it so that its clear!
PS: D3, the curse that results from that decision could be a new quest as well, a simple one to remove the curse.
There are quite a lot of good examples here. I do not repeat them here. Hopefully, what I said below has not been mentioned...
Personally I would love to have an option of an overarching quest that had an effect on the continent which affects all nations, but when finished it would not actually end the game; just end the problems that had been having an effect on all the nations.
Its been mentioned a couple of times but I'd like to see a set of quests that have a direct impact on diplomacy. I kind of see the quests system as being part of a larger espionage system. What I'm actually envisioning is something along the lines of the actions that probe teams carried out in Alpha Centauri. So I can see offering quests as the soveriegn like "foment rebellion in X Kingdom" and this leads to someone founding a death cult in that kingdom or something like that. Being an old D&D player the idea of having espionage and counter-espionage quests really appeals to me. And depending on my Adventuring tech level, the ability of other kingdoms to trace the funding of said quest back to me would change as well as the types of quests I can offer. Also, if there's a morality system, the outcomes of my quests would change. So, if I had the "rebellion" quest on offer, and I were good, the Adventurers might preach against the corruption of X kingdom and the freedoms that my people have. If I were evil, they would start the death cult or maybe engage in random acts of barbarism to show X Kingdom can't protect them or something.
These quests could also have a direct impact on warfare. Revealing the map, assassinating/converting enemy generals, disrupting supply lines (less action points in tactical battle screen), that sort of thing.
To reiterate, for me, the Quest and Adventuring system would take the place of an espionage system.
You should make the whole thing in Powershell
I think it would be good to have separate threads for quests and quests coding mechanics.
I'll only talk of the latter:
XML is nice but limited and can be PITA to write. In writing a scenario for Fall from Heaven, I found that Civ's requiring about twenty seveen thousand billions of xml elements in every single quest entry, most of which were never filled, is evil. The xml should be limited as much as possible. It should ideally contain preconditions (like already solved quests or equations using only global game values, or the name of a python function to call in extreme cases), trigger information(which screen appears when quest happens), possible choices, delay for taking the choice, default choice if no action taken, optional geographic location/requirement, postconditions (screens/messages that will appear when/if quest is completed by player/by other player/by timeout), quest journal information.
And texts, obviously, in order to be able to translate them for instance, but in another xml file please.
Everything else, and as much as possible should be in python imo. Spawning units, having them switch sides, putting treasure on the map, should all be python. Otherwise when we need to do something clever that requires python coding, it will be endless back-and-forth between python and xml.
As expressed by others, there should be a quest journal. So that quests have a status (who accepted the quest), completion level, and messages pertaining to this quest can easily be found back. Fall from Heaven scenarios allowed some text down the screen for instance, but it was rather small and limited. Regular Civ IV quests were more elaborate and had a better interface, but the best quest tracking stuff is found in journals like those of Fallout or Arcanum, although a per-quest filter would be definitely needed.
Now on quest content/nature:
Depths of Peril (I think it's available on Impulse now) was nice in that quests could be failed because that other covenant had beat you to it. Particularly annoying early on when they managed to recruit that mercenary... However, this made the quests pretty generic. Although I love the game (I rate it thousands of times better than Titan Quest for instance), I think the 'can be picked by another player' thing makes the quests system a bit limiting. To feel epic, quests need cutscenes, or flat screens (I prefer The Witcher's paintings at important times in the game to the animated scenes), so the system should manage this aspect: Show a nice (or nasty) big picture/scene when you accept/solve a quest and at the same time, show something when someone else succeeds.
Dominions is great in this domain too: When someone casts a global enchantment, the message is quite different whether it's you or someone else who casts the enchantment.
Quests with multiple outcomes are a plus.
*Booming Voice*
Quest: Find the Dragon Egg
Variables: Found within X turns starting from quest initiation till game over
1) D.Egg is recovered very early from player focusing much time and enormous resource expenditure to complete it.
Result: Player can hatch it, allow it time to mature in growth, and train it into godzilla with wings.
2) D.Egg is recovered late game, lazily.
Result: Through technological research the player has found a way to convert it's vitae into a alchemical stat boosting drug for Y units of the players choice. No time to hatch a dragon.
3) D.Egg is never recovered.
Result: It is eventually reclaimed by the wildlife and gets hatched causing a new pest control problem for the local kingdoms. Everybody loses.
I'm not sure if this has been covered. Instead of just having a typical quest with a typical reward, why not have quests based off of events to force the player make some real tough choices.
One could be an event where your sovereign gets poisoned (or city has a plague) and you need to quest for an antidote. Another could be where you have to make a tough choice during a quest that directly influences your empire, such as a city lost or hindered, a city moved, or triggers a invasion of monsters or a dragon. Maybe going for the treasure isn't always what it's cracked up to be.
I've always enjoyed a part of a strategy game where you were forced to make real sacrifices and hoped your decision was correct one.
A final option would be to turn off "negative quests".
I would like to see a few mainstream, big deal, big time quests that people are building to that have a large impact on the game. I would like these quests to be open to anyone in the game to complete, or at least know about (the last thing I want is a dragon to wreck my city because I didn't research Advanced Lore so I didn't know that the "Aid the Ice Dragon" quest was available).
In fact, having a main story line initiated at the game's start, and having all of the quests move that story along, would be fantastic. "Find the mystic statue" to "Protect the mystic statue/steal the mystic statue" to "Survive the evil warlord the statue summoned" would be fun and aid to the story telling of the game.
I really, really don't want a lot of little quests to micromanage. I want big game changing stuff.
I don't mind lesser quests in addition to the massive Titan's Quests, Master Quests, ect. Especially if its part of a larger quest. Just as long as it doesn't clutter the UI, yet there is a button you can click to see a list of all available quests
If the Sovereign were to be poisoned, there should be a consequence to not dealing with the poisoning (aka Death, ergo Game Over according to strict Frogboy Rules). If we suppose tat at the same time that posiong doesn't disable the Sovereign (would be OP and/or unfun), just imagine that random event/quest happening while you are in a dificult war. I'm all in favour of such quest if it means that there is an Spionage/Assasins system that caused it.
Altough people might hate the possibility of losing their Sovereign because of a random event/quest. Even if it gives the opportunity of saving him. (anything could go wrong during the quest, specially if your enemies know about it)
For the "poisoning" quest, I asuppose you could just reduce the sovereign's powers in various areas, instead of threatening death. (Although that could cause problems for "single sovereign" focused strategies, since depending on quest requirements they might get much harder ot complete.)
Don't know if anybody else already mentioned this (only read pages #1, #6 and #7), but competitive quests would be pretty cool. An event shows up, and the different players try to solve it, maybe using different approaches.
Example: a wizard comes up with research to some powerful spell. The players could either try to find him and offer him shelter to finish his research (maybe using some sort of auctioning system to win the wizard over) and then get access to the spell, or the players could try to assassinate him and deny everybody access to him in the future.
Another example: a treacherous NPC in a player's court gets angry with the sovereign and decides to seek exile in another player's castle, trading information for safety and luxuries. So one player would be trying to hunt the NPC down before he could betray some secret (like revealing the possession of a certain artefact or tech), while the others would be trying to offer him safety (and maybe risking being betrayed in the future).
Yea ... for any such poisoning quest (a quest I think should only be instigated by a successful poisoning by a rival Assasin who was either acting via the Coin Purse of a rival faction or through his own NPC initiative) ... that the poisoning is slow and steady, eventually leading to half of max stats (except essence which would remain untouched). You would have to send people to find the cure/make the cure ... maybe there is an event/quest/person able to create a building in one of your cities and research/create the cure over time ... and the more resources you pour into it the higher the chance-per-turn that a cure will be created. (so that it could happen relatively quickly after you create the building). Once you are cured of the poison/disease, your stats are fully replenished. I would probably say that poison immediately drops stats by roughly 10%, and then a further 10% every 5 turns (or 10 turns) depending on game speed (probably), up to a max of 50% less stats.
I also think that, after a famous hero or family member dies in combat, you should have the opportunity to build a massive tomb of honor and rememberance in any city (or maybe their home city). New soldiers in the city would be built faster and with more experience. The amount of extra production and experience the Tomb provides depends on two factors.
1) The level of the Hero. 2) How big and expensive the Tomb is
The level would be the limiting reagent, and also the greatest factor. The higher the level, the bigger the Tomb you can build. (probably 3 or 4 tiers of tomb level). Also, the higher the level, the better each tier operates. So even a Tier 1 Tomb of a level 10 hero is 10x better than a Tier 1 Tomb for a level 1 hero. And a Tier 2 tomb is 2x as good as a Tier 1 Tomb. And maybe every 5 levels unlocks another tier. So if a level 20 hero died in battle, the tomb could be tier 4, and that would be 2x2x2x(tier)x20(level) times better than a level 1 hero, tier 1 tomb. Which is 160x better.
Meanwhile a level 19 hero could only build a tier 3 tomb, so his would be only 76x better. Tier 4 would be max tier imo, even though level 20 shouldn't be level cap imho (I don't believe in level caps**)
**I believe in soft caps, where levels 1-20 bonus you with pretty traits, abilities, and special skills (along with stat bonus), while levels beyond 20 give simple stat increases (less reward for more effort) ... although I don't mind Sovereigns being able to reach any number of levels. I mean, they are immortal after all. And losing them loses the game. Maybe Sovereigns should be the only unit to have actual perks involved with getting to insane levels like 50, 70, and 90
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