The game starts in a desolate world. How come there are inns right from the start? The sovereign/player should first focus on getting its civilization to a bare minimum. Let's say that a certain number of cities are built, or that the first city reaches a certain level. A message pops up saying: "From humble beginnings, your people is prospering! Explore the questing opportunities that can be found in inns throughout the land!"
Presto, the inns and related quests are enabled by the rebirth of civilization, and show up at random points. The player first got acquainted with empire building and can now try role-playing.
In the beginning there could be survival-related quests. For example, run-down villages can be visited. The villagers will join your empire if you give them proof that they are better off with you, like killing a nasty critter or supply them with food.
The quality of quests would improve as you improve your level of civilization. When a player finishes quests and the 'goodie huts' disappear, newer and better challenges sprout out, ready for questing.
Example of questing by civ growth (of player and AI): shacks -> inns -> frontier outposts -> castles/wizard towers...
Thoughts?
Very good ideas. I agree that currently the world simply doesn't feel like a post-apocalyptic land. It would be much more satisfying if we could really build back civilisation from scratch, and see the effects of our development directly in the game world. Inns popping up around your cities is definitely a good idea.
I've been thinking along the same lines as well. The beginning doesn't feel much like a post-apocalyptic wasteland, a lot of these quests would feel more at home in a generic high fantasy setting.
What's especially weird are the countless noble estates that pop up around the world, waiting for someone to be escorted there, at which point they promptly disappear in a puff of smoke. Landmarks in general shouldn't just appear and disappear based on your quests, unless they're truly unremarkable places except for your business there. It's okay if a random cave with wolves in it disappears when you are done with it, but a surviving noble's estate should be a big deal that matters beyond a single escort quest.
I think all those landmarks should be destroyed/abandoned/haunted/burnt-out/wrecks/shells at the start of the game and activate through different means...some require only time, some are linked to other quests activating them, the spread of converted terrain and if you build next to them and build over them (without having tech prerequisites) you should activate the building and get any quests from it... also a quest ending with a villa should make that villa under your control (as if you'd built it with a prospector type).
Yup. I would think the devs considered this already. Hopefully it's something that could still be worked on.
Well, unless estates are an integral part of the game mechanics I don't see a problem of them disappearing in the map. It's left to our imagination to assume that that estate still exists within the Realm but doesn't present problems that need attention from the player. However, a certain estate could re-emerge in a new quest, requiring more assistance.
Maybe having them there but not being able to use them would be distracting for the player and even frustrating for some. There could be some more important landmarks visible and then have them restored to their former glory. Other places-of-questing could just randomly appear according to a 'make sense' approach and civilizational development.
There are many great features available to you once you register, including:
Sign in or Create Account