Avoiding repetition by City/Hero quest templates
I like to micro everything when my empire is small. Is there a way to micro everything for a huge empire AND without the repetition by clever use of UI? I am proposing a questing/queuing system for hero/city that might allow exactly that. I’ve written a crude from of this in this post
For example, Gamer quests a city concerned to build 10 Bear Calvary units. The game will automatically calculate what buildings will be needed. The game will queue up all buildings required in its production queue automatically, and then the 10 units. Gamer can then fine tune the queue calculated when needed. Whenever a building/unit is created or a city quest is completed, the game notify gamer via his event log.
This basically means the gamer has created a new template on what he demands from a city. It is not AI governor and gamer can see exactly what the city will end up doing in coming turns. These City Quests templates can be reused and apply to multiple cities to your liking. The UI allows you to reuse the templates to group of cities.
Gamer can assign quests to his heroes. Gamer select a hero stack moving it from point A to point B, arrow shows up indicating the its route. Gamer can adjust its route using rally points ala google map. At any point of its route, the stack can be ordered to do some, if not all of the following quests. Instead of writing all this on my own hero quest templates, I’ve hijacked NTJedi’s post (I’ve added the point #0 & #0a)
0) Gather troops: Friendly unit(s) joins the stack and move along with the hero afterwards.
0a) Hire troops: same as above, the hero hire mercenary when they are encountered.
1) Guard: Unit(s) does not move on the map and always stands its ground.
2) Guard Area: Unit(s) normally does not move on the map, but will attack any player units within its movement reach.
3) Wise Guard: Unit(s) does not move, but will attack any player units within movement reach which are overall weaker.
4) Patrol: Unit(s) randomly travel within 15 squares of original position and will attack any enemy player units it sees.
5) Wise Patrol: Unit(s) randomly travel within 15 squares of original position and will attack any enemy player units it sees which are overall weaker.
6) Thief: Unit(s) randomly travels into areas on the map and will take unguarded resources, items, and structures, but will not attack any player units. Unit(s) will return to a friendly town for dropping off any items or resources collected.
7) Raid: Unit(s) randomly travel the map attacking, burning and looting any structures. Unit(s) do not attack any player units unless they are protecting a targeted structure.
8) Wander: Unit(s) randomly travel the map peacefully.
9) Skill Actor: Unit(s) travel the map using their special skill. Thus a healer type will travel towards wounded units, a dryad would increase nature growth on a tile, a trader would transport goods, etc., etc., .
10) Scout: Unit(s) randomly travels the unexplored map areas with a second focus of avoiding units from enemy players.
11) Conqueror: Unit(s) randomly travels the unexplored map areas seeking to attack any enemy units or structures. These units will attack any enemy units after moving 5 turns.
12) …. (refer to NTJedi’s post to keep reading)
The hero will write entries to gamers’ event log whenever the quest succeed/fail or got a new unexpected encounter within its sight.