I like that you have to research different "questing"-techniques to get all the possible locations of quests. In the current build there are too many locations but I think you did this so we could test enough.
The GUI could be better. I don't like that the full screen first switches and than switches back but you still have to okay a message. I would prefer that everything that belongs to the quest-event happen in one screen: be it the main screen or the quest screen. After accepting a quest the gui could zoom on the destination (perhaps after pressing a button for that).
I don't like getting the same quest on and on again. Quests should be parametrized how often they can occur in one game to one player and how big the possibility is that they occur for the 2nd and 3rd time (so that they may occur more than once but with a lower (or higher) possibility).
I also would like to see quests that depend on each other:
- You get item x as reward on quest x and you (or someone else) needs this for quest y to get reward y.
- You may find parts of a map that has been torn apart and you collect the pieces to find a)super item
tons of gold c)you name it (like in Pirates! or heroes).
- You don't get the destination for a big quest so you have to visit pubs and dungeons and so on to collect information on the whereabout (there could be an opportunity at an inn to get a quest or get information)
- You collect "thigns", animals etc. that you need for your buildings to breed monsters or forge special items.
- there could be "breeding-dungeons" that produce monsteres that "swarm" your empire and you have to find this location to destroy the "queen", "lab" and so on.
- So you would need to be able to parametrize dungeons etc. with events that occur to turn numbers or other quest events (You kill the dark wizard and that starts the "revenge of the apprentice"-quest)