I don't know if anyone has had this quest idea before, and I apologize if I'm repeating anyone The quest contest, I believe, is over, but I thought this might be an interesting quest (note: I am not competing for the prize, ie this is not a late submission).
So you get a quest by a lone person, or small group of people who ask you for some materials to build a home. If you give them materials, then quest part I is done, and over time (a few turns), you'll see construction for a hut or house (where the quest location was).
A few turns (or several dozen turns) pass, and you get another request: this time for gildar and materials. They would like to start their own town, you see. And if you give it to them, then over time you'll see the town center being built.
Maybe more requests for this or that in between, but the point of this is that eventually, these humble people will create what will become a minor faction, and it will be random if they decide to ally with you, or stay neutral, or turn against you (one of the quests will be for metal, where they built an armed force, "to protect our town, you see").
What do you think?
I like this idea.
Aye, I too like this thought. Now for a question, or two.
1. Would this hut/town/faction appear within your ZOC or on the boarders/fringes on your territory?
2. Like with other minor factions, would you ba able to marry into their clan?
3. Over time, if they come to like you, would they be willing to be annexed into your kindom/empire? (I've often swallowed up other kingdom/empires that didn't expand fast enough, and allied with them, and thought it would be nice if they would see reason, and become one with me. But sadly that option doesn't exist.)
This idea is open to everyone to expand on For the first point, I guess it would start wherever the quest hut was. Or perhaps they'll even ask, "could you help us clear out *some forest square* of wolves and trolls and whatnot?" and show a new location somewhere else, preferably close by so you can ally or something.
Not sure about marrying, I guess you could, but first they'd have to have heroes first. I guess one of the quests could be, "we need a strong leader, could you send someone over?" And you pick a hero (goodbye Janusk) and off they go to head the new minor faction.
I don't quite understand what "annexed" means. Does it mean they are surrounded by you, and just decide to hand the city over (so it's now totally yours)? I was also wondering about adding something special about this minor faction, such as, I don't know, "we're originally miners, and lo and behold, there are quite a few undiscovered mines you didn't catch in your territory!" Something where they actually benefit you by sending aid and doing things like sending out armies to defend your towns and guard your borders, that kind of thing. Something unique.
a protectorate option should exist... or a "we give up and give you our stuff"...
both in galciv i believe
Yes, their territory is completely surrounded by mine. They are my allies, but I don't grant them rite of passage, so they are stuck and can do nothing but sit there. Since you can't break an alliance in this game, they can't declare war on me. They have no chance of growth, generally their resorces are un-attached to a city and my growth drives their zones back to within a couple of tiles from their city walls (if not completely to them). Thus, I gain their resources as well. So an option like ...
... would really be sweet. (I think the protectore option is from Europa Universallis though.)
I like this thought, much like having vassels in EU.Yes, yes... Ilike the thought of having vassels more and more.
Yeah, having AI controlled cities working with me would be cool, especially if they provide unique benefits that only work if the city remains AI controlled. I also would like the option to support an ally by bringing troops into their city or something because I once had an ally that was down to their last city, and could not really recover, and I couldn't really help them except super equip my heroes and giving them to my ally. Having alternatives would be nice, even giving cities to my ally to help them recover.
Exactly, if you retake an allies city, it sure would be nice to be able to let them have it back. Just think what Europe would look like now, if after WWII nobody gave back the cities that were liberated. As it is now, I park an army outside a conqured town (large enough to take it in a single battle) , send in a hero ( an assassin is best), have her/him stand near a retreat zone, us a bow to kill one or two enemy soldiers at a time, and retreat just before he can be attacked (they never follow her/him out because of the army). Repeat the process until there is one enemy left and wait until my ally can get around to sending someone to kill the last one and reclaim their town. It is tedious waiting for that to occur.
That's a very good idea, I will probably try that next time. Probably give them several strong heroes to make them confident enough to attack, and take down their forces until only one or two are left and let the AI take it back.
I like this idea
Very creative idea, ArcElement2002. I like how it's a quest that impacts the global situation and has a real effect on your empire and your future plans for winning the game. There's just one question that I have for you. What's the reward for completing these quests? Assuming the city is not guaranteed to annex over to your side, what's the motivation to help these people develop a city, especially if they could turn into an enemy? I suppose that they could give you small rewards for your donations and/or efforts, but I personally would never consider a longsword, cloak of reflection, or what have you worth the price of creating a potential rival. What do you think would be worth the cost of this risk?
Thanks for the replies, and great question, IronKaiser. Hmmm. Perhaps we could deal with the short term rewards for helping them by having each quest result in a small reward for each part, for example:
Initial quest: defeat some tile full of monsters / give materials for them to build their new city core.
Reward: a weak hero who you can control with a mining bonus (they're miners after all) of say, 15% bonus to metal production, but only for 99 turns (then they go back). (They are, after all, poor, so they cannot pay you with anything, so they'll help you in return).
Potential scenarios:
Second quest: need for gildar and (more) materials.
Reward: they are growing as a people and use the gildar and materials to build a fully fledged minor faction city hub. They are now a (weak) minor faction and have diplomacy for you to interact with. Since they have grown much, they are willing to send people to your nearest city, automatically invoking a (permanent) trade treaty (+ metal for you, they get nothing), increased prestige and +2 diplomatic relationship bonus. You also get discounts from now on from their stores, which of course sell unique items (although currently the items are typical level 1 items).
Third quest: need for metal to build an army
Reward: ok, I realize asking for metal when they are a mining town may not make much sense, but I don't have other ideas right now since you can't give tech. This is when things get dicey. Depending on your actions before (whether you have a diplomatic bonus or penalty) determines how they use their newly armed force (which should be formidable). I suppose the reward for this is that they send people throughout your territory (supposedly) and unveil new mines for you to use (the number is proportional to the diplomatic bonus you have: < or = to 0, you get none. +1, you get 1, +2 you get 2... etc).
They are now a minor faction in its own right, and depending on how you treat them, may either help you (with hopefully unique bonuses) or turn against you.
This is just a general idea of what could happen. Anyone can contribute or change it to make it better
How about something like this. They come to you and say " The Kingdom/Empire of Whatever (most likely one of your neighbors) has come to us and offered us money/materials/crystals ... in exchange for our metal. Since you helped us before, we offer you you this chance to make a better offer." Making the better offer gains you a diplomatic bonus, declining gets a diplomatic penalty.
Nice clarification, ArcElement 2002. Rewards like a permanent trade route and a new resource in my kingdom would definitely motivate me to help this minor faction grow, despite the risks. I can definitely see quests like this adding a lot of spice to minor factions and helping to improve the game. Keep up the great thoughts!
When I read your first post, I had an idea that I might as well throw out there. What if you had two different quest chains: Quest Chain A, that that basically goes as you've described it, and Quest Chain B, that works in exactly the opposite way. For example, let's pretend that you're playing as the Kingdom of Altar. Your sovereign is out questing when he discovers Quest Chain A: a band of people trying to found their own city. These people are sympathetic to the kingdom-aligned factions of the world. They recognize you as a member of Altar and beg you for your help in founding their city, Arc' Elemah. You could ignore them, and risk the city (which no longer likes you so much) developing anyway. You could try exterminating them, which would carry a huge diplomatic penalty if word got out to the other kingdoms. Or you could support them by supplying them with various materials. Each quest would demand more from your treasury and your reserves, but at the end of the expensive Quest Chain, you would receive gifts like a permanent trade route and an alliance with the new city of Arc' Elemah, a new resource within your kingdom, a potential path to Arc' Elemah's annexation, a hero who has pledged his loyalty to you in gratitude, and/or etc. Long story short, you have to pay in the short term for long-term benefits.
Or, imagine your sovereign discovering Quest Chain B. This time, he also finds a band of people trying to found a city. However, The Dominion of Yorx, as they call themselves, are thoroughly Empire aligned. Your sovereign catches these ruffians committing some heinous deed. The leader of the Yorx promises you a hefty sum of gildar if only you won't punish them and keep mum about their actions. Of course, you could put a stop to their actions, but in this case we decide that the allure of wealth is worth overlooking this indiscretion. But you haven't heard the last from the Yorx, though. Instead, the minor faction promises you some of their finest warriors in exchange for some menial task. Several quests go by, during which you get nice rewards for nothing and Korx grows stronger and stronger. At the end of the quest chain, though, your Korxian allies turn on you, and you discover that the Korx have been planning to betray you from the very beginning. Basically, in Quest Chain B, you get lots of short-term benefits in exchange for a long-term problem.
{In hopes of keeping in line with post, this would allow for more time for questing & give more options for those quest}
I love the thought of minor factions playing a bigger part in tha game, I believe there should be at least 2-3 minor factions per major (or maybe a slider in world generation wich would allow you to set amount) this would help space out major factions a lil further apart (while making the maps bigger, since I believe there's a teleport then size doesn't matter so much though I do love a HUGE map myself) allowing one to take in the world around them a bit more befor engaging in a major war, (This would also allow ai major factions time to build up a lil' before seeing the army from frogtown come marching in on them) plus allowing for more peacefull &/or unique negotiations before the more powerfull ai major faction moves in. It would also help to introduce elves, dwarves, goblins, lizardmen, ogres, orcs, minataurs, power-hungry necromancers with army of undead, giant ant hive that if given food becomes friendly & more powerful over time possibly producing more hives with each new hive having thier own diplomacy starting from scratch with wars between the hives possible (maybe even slavery (seen something like this in real life over a couple of weeks in my backyard when I was young), perhaps if a number of "adventurers" got together would might start there own minor faction, etc. After all for there to be 'major' factions then there must be minor ones & it just makes since that there would be more minor than major factions. Think of Hearts of Iron III (WWII game), what if there was only Germany, USSR, Japan, Italy, UK, & the US, the other 100 countries allow for growth or alliances or just buffers between the major factions giving alot more to the game then just kill Germany or be killed by Germany.
I've spent long hours (hundreds) making maps in AoWSM & seperating a faction or two across the board to represent minor factions seemed to go over well in many ways, I had my 5-6 buddies as my critics & everyone of them approved. In E:WoM they could have individual deplomacy, there own 'territories' that they travers and protect, possibly even there own tamed units like the spider emitting nest over there (Could happen as a city growth bonus maybe), unique units you could purchase &/or hire the clan/tribe/village to defend your lands or attack another, the hobits may ask you to help them with another minor faction the ogres wich have been enslaving/eating there kind, minor factions could slowly grow on there own but more with help (eww.. like maybe wood or metal donations to them would help with quality of troops or production bonuses while food donations would help them grow and maybe even mana transfered to them would allow them a shaman unit or witch doctor or mage etc. and/or taking resources or other cities).
When I play, I like to turtle up & watch events occur around me while assisting/allying with the closest underdog faction until I get my city to lvl 5 & normally don't attack anyone till they attack me, having many minor factions would give those with my play style & those that like to rush & kill, something more intriging to do then defend your life from or start killing major factions right from the start.
Haha, nice city name, IronKaiser, and that's a good point. I didn't think about alignment, but that could very easily come into play. There could be some people with a Kingdom ideology, and that is why they sought you for help (if you're kingdom), while if you're Empire, then those with Empire ideology would turn to you for help. However, there could also be the ones who are neutral, who ask for help simply because they can't turn elsewhere, and depending on your actions, would turn Kingdom (if you help) or Empire (if you turn against them).
I think that depending on them being neutral, Kingdom, or Empire based, it would be interesting if they were unique, as in maybe, have a whole bunch of minor factions set up, and it's random which minor faction asks for help, for example:
Bandit town: these are bandits who are being beat up all over the place, and have nowhere else to go. They have banded together for security but now need a place to grow. The thought of a bandit town may be scary, but they assure you that if you help, they will not turn against you, baring, of course, you turn against them first.
Benefits: they periodically give you supplies and such, seeing as their bandits roam the worlds and steal caravans which end up leaving materials for you to take (double benefit, it seems). They can give you any kind of supplies, from gildar to crystal, seeing as they don't have to mine any of it. They just... get it from others.
Monster town: these monsters are feeling beat up and want a place to just live in peace. You can provide a place for them, where they will field an army of monsters in your defense if need be (by sending allied monsters roaming around your territory like it normally is right now except they don't attack you and attack enemies instead).
Those are just a few ideas of unique minor factions which you'd want to keep on your side. However, taking over the city loses those unique benefits, as the bandits would disperse again, leaving you with a normal city, and monsters would turn against you again if you crush their town.
Furthermore, perhaps a side benefit would be the more minor factions you help, the more minor factions will come to you for help, meaning that over a long enough period (thousands of turns maybe), you'll have a protective barrier of sorts from all the minor allied factions who spawned in and around your territory which also actively defend against enemies.
Of course, we probably need to think up some good advantages for taking those cities after they form, because there seems to be too many good benefits leaving them be, and it won't be much of a choice. Minor faction cities should have some special property in the city you capture, such as monster town, if you enslave the populace, you can train spiders and other monsters for your service (perhaps at an increased cost), and etc for bandits and others.
Thanks for the reply, Grizzyloins, and those are good examples of minor factions that can provide unique benefits (elves, dwarves... etc). Having them interact and grow like your ant hive example is a great idea! I too would like to see things like minor factions helping another minor faction grow in return, or even expand themselves, to become a "major faction" by building more towns and influencing the land in many other ways. So far, it seems that all the benefits are for letting a faction live, because you can get the benefits of diplomacy with them, or you can take their city with unique benefits. So why not let them live? However, let that ant hive grow too much, and you'll have 30 hive cities across the continent, taking all the resources, growing in power, and growing to conquer the major factions eventually.
Let the bandits grow, and you'll see bandits increase ten-fold, many of which don't care about you and attack you anyway, even if the city's diplomatic stance towards you is great (because the ruler of the city likes you, but his people steal from whoever).
Similar to monsters, let them grow, and they'll swamp the land, unleashing more super monsters than any party of adventurers, and unearthing titans and whatnot accidentally, causing a huge growth in high level monsters who will attack you because they're in a bad moon after being woken up by a large party of travelling trolls.
And watching all this happen would be cool, especially if your allies are the ones dominating the world.
That's a good idea too, and maybe they'll be more willing to overlook a difference in value, such as you giving 100 worth of gildar for their 200 worth of materials, the better the standing with them, the more they're willing to overlook. However, a military attack is something they are not willing to overlook.
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