Cities have received lots of attention so far. The main problem seems to be that they are often boring, lifeless, and don't offer enough gameplay. I have long argued for bringing more life to cities and the game world as a whole. Here is how I would like to see that happen in FE.
1. Events: Add more events and tie them directly to cities. Have these events be both random and driven by the status of the city. A random event might include an outbreak of plague that kills 10% of the population. A status driven event could include a riot that kills population and reduces income, with a chance to occur if unrest gets too high. As much as possible, give the player options in how to respond. The model I would use would be the event system seen in most Paradix titles like Crusader Kings. Adding events like these would make the world more alive, give the player more interesting choices, and create interesting situations based on the status of the realm. High taxes? Maybe a tax revolt event. Lots of researcin produced by a city? Maybe an event with a new discovery of a unique spell or tech.
2. Quests: Have some quests driven like the event system, independent of an existing quest tile. So if you build a tavern, you might be offered a quest. Or if you build a town hall, a citizen might petition you for aid. This would create new, interesting types if quests,gc resting more variety. It would also give more quest opportunities, something that is currently a problem since you can easily exhaust all of the available static quests in your area. It would also tie questing to the rest of the game. If high unrest exists, a quest might spawn from a town where you need to track down some rebels.
3. Buildings: as stated above, tie buildings to quests and events. This will make the decision to build something more interesting. It will also give buildings purpose beyond pumping out Gildar or whatever. Right now I could care less about a building after I place it. If players are instead offered quests or events from buildings, then that building will continue to be of interest. I would also like to see players able to name buildings and upgrade them. This would allow additional specialization and would also add character to cities. I would find a city much more interesting if instead of just having a generic library, I instead had a level 5 library that I named The Great Library of Tarth, a location famed around the world, that often drove interesting events and quests. Each upgrade could add a bonus to the primary function of the building, and also change the frequency and types of events. So my Great Library of Tarth would be more likely to attract famous scholars, make discoveries leading to new quests, etc. This would hplay create interesting gameplay by allowing players to invest in their cities to a greater extent, allowing for more developed, interesting cities that would really drive gameplay. If you think about famous cities in fiction and history, they are often known for famous walls, buildings, and locations. Ourcurrent cities are just generic and bland.
Nice to see others noticing the opportunity here. Just so you know, Events are the same as quests in the xml. Currently all events are triggered by population. At a certain population amount there is a percent chance to trigger an event. The population trigger is currently bugged. It may not be working at all. It would seem a small errand to add a few other event triggers while they are fixing the population trigger. Most notably, buildings being built, techs being researched, and quests being completed are necessary to give more meaning to gameplay. The possibilities are endless from only 3 more trigger types. Building Triggers certainly have the most potential.
Derek seems to only comment on things that are certain. He hasn't responded to this issue as of yet. I hope that means it is on a list somewhere for future implementation. That said, I would be very sad to see this area overlooked. I think it could be that wow factor the devs are going for.
I posted as such here.
Yep, just like in your other post, plenty of us want the same thing. I made some similar topics during the WoM beta. For me, it keeps coming back to the 'Strategy Game in an RPG world' concept. The designnot the game needs to do more to bring that to fruition. Expanding quests and events, and tying them to the gameplay trough cities, buildings, and other triggers would be one of the best ways to do thus. As you mentioned, this would also be a huge boon to the modding community. I started quite a bit of work on this sort of thing for WoM but gave up when it became clear that I was wasting effort.
This is the sort of thing that could vastly increase the sense of "immersion". And I'm not just using it as a fashion word for game design. This is action taken -> the world responds in kind. Build an adventurer's inn? Get champions coming to join you. Build a palace? Get riots. Build a shard? Get elementals. Build a mine? Get raiding wildlings.
Exactly. It would give 'immersion' in the fun sense of creating a more interesting, living world. It would also drive gameplay, as you said. With a system like this, your actions and decisions would help the world develop. A Kingdom with lots of research-line buildings will feel more like a realm of learning and discovery if events and quests are created due to the number / size / whatever of your research buildings, compared to a realm that sees lots of traditional D&D style quests pop up at taverns because you have focused more on that sort of thing.
The good thing about this is that it wouldn't be a massive change to the basic game systems. As Sean pointed out, it is really just a matter of expanding event triggers. As he says in his other post, you could do things like have a trigger for 'Sovereign in capital.' If you do that, you could have events and quests pop up relating to the Sovereign being at his palace / court / whatever. Things like this would be fairly easy for players to mod in, expanding the ability of the community to, well, expand the game.
I strongly support all this. Derek, please implement those extra triggers! Unless it requires rewriting the whole game (which I strongly doubt) then it would be quite a small investment of time and resources for a huge gain.
One more vote for the 'Aye's.
Yes!
I like it.
There are many great features available to you once you register, including:
Sign in or Create Account