Independent Cities and Dwellings that are not at war with you (i.e. that are Neutral or Friendly) can give you Quest proposals from time to time. The frequency of Quest proposals is determined by a global Quest counter and a specific city/Dwelling Quest counter. 10 are usually available to complete Quests (though custom Quests can have different duration). Completing Quests improve your relationship with the Quest provider and award unit or item rewards. Conversely, failing a Quest will negatively impact the relationship with the Quest provider. Refusing a Quest has no consequence.
Frequency[]
Type of cooldown | Minimum | Maximum |
---|---|---|
Global (player) | 3 | 5 |
Quest giver | 8 | 12 |
After a Quest proposal, a number of between 3 and 5 is randomly picked and after that delay, the game will try to give a new Quest proposal to the player. To be able to give a Quest proposal, a city or Dwelling needs to meet the following conditions:
- Be independent
- Not be at war with the player (so Neutral, in Peace or Vassal)
- Have no ongoing Quest with the player
- Not have given a Quest in the last 8 to 12 (actual number randomly picked)
Independent cities offer Quests 0 to 3 after you meet them.
Difficulty[]
The difficulty of the Quest proposal follows some rules:
- To get a Very Hard Quest, you usually need to have completed the previous levels in order (Very Easy, Easy, Medium, Hard)
- Your total army score (sum of the prices of your units converted in gold) is compared to the following values:
Quest difficulty | Absorb/Reward factor | Military level (score) required |
---|---|---|
Very Easy | 100 | 0 |
Easy | 150 | 400 |
Medium | 300 | 600 |
Hard | 600 | 800 |
Very Hard | 40000 | 1000 |
If a Quest can be assigned by a city or Dwelling (see cooldowns above), the game first checks the military value (score) of the players, which is approximately of the sum of the values of his units ( + 2 x ). The military score must be higher than the values in the table above to qualify the player for a given Quest difficulty (e.g. higher than 600 to get Medium difficulty Quests).
The game then calculates the total Absorption cost (sum of the Peace + Vassal + Absorb costs; note: it seems from empirical observations that the Absorb/Reward factor is actually only the cost for the next absorption step, for instance only the Vassal costs if you are already at Peace), i.e. the gold value the player would have to pay in order to absorb the city (which is only the Absorption cost for a Vassal for instance) and compares it to the Absorb/Reward factor indicated in the table above. There are two possible situations:
- The Absorb cost is lower than the Absorb/Reward factor: it will try to spawn a quest from the Absorb Quest Set with a Quest value equals to the next available absorption step. For instance if you are already at Peace with the city/Dwelling, it will offer a Quest with a value equal to the Vassalisation cost. If this cost is for instance 90, then it will be a Very Easy Quest (value below 100).
- The Absorb cost is higher than the Absorb/Reward factor: it will try to spawn a quest from the Reward Quest Set
A final case may occur if the Absorb cost of the city or Dwelling would point to a Quest difficulty level higher than the current military score of the player allows (e.g. an Absorb cost of 400 which points to a Medium difficulty Quest but a Military level of only 200 which allows only Very Easy Quests). In such a case, the player might get no Quest.
If for some reasons, no Absorb Quest of the expected level (e.g. Very Easy if the absorb cost is 85, which is below the Absorb/Reward threshold of 100) is available, then the player might also get no Quest.
Common characteristics of all Quests[]
Rewards[]
After doing a quest for a Neutral city, it will become Friendly.
Completing a Quest yields a +200 relationship modifier for 20 . Quests yield units that the city or Dwelling could produce. Dwelling can also give items in addition to the units. The items or units can also be forfeited for gold.
Reward values for Quests are as follow (though they are the same for each Quest, they are defined in each Quest Generator):
Quest difficulty | Reward value for cities | Reward value for Dwellings |
---|---|---|
Very Easy | 150 | 250 |
Easy | 250 | 450 |
Medium | 450 | 500 |
Hard | 550 (except Raze city: 650) | 700 |
Very Hard | 700 (except Raze city: 800) | 1200 |
Absorb Quests will offer Peace or Vassal status. The Peace or Vassal offer has a sale value of 50 (based on empirical observation; that means that if you sell the reward when completing the Quest, you get 50 for it).
Penalty for failing a Quest[]
Failing a Quest gives a malus of -100 for 20 with the Quest source.
Spawning area and behaviour of the Quest units[]
The units spawned as targets for Quests all have similar (though it's defined individually in each Quest Generator) behaviour (Quest source = domain of the city or Dwelling):
- They spawn up to 10 hexes from the Quest source
- If you refuse the Quest, they will linger on for 2 and move up to 10 hexes away from the Quest source before disappearing
- They wander up to 5 hexes from the Quest source
Sets[]
Racial cities[]
General considerations[]
In total, there are 59 or 60 different Quest generators:
- 3 or 4 (#3, #5, #6) series of 5 Slay the Infidels from Very Easy to Very Hard
- 1 or 2 (#1*, #2) series of 4 Slay the Infidels from Easy to Very Hard
- 3 Slay the Infidels #4 from Easy to Hard
- 2 Slay the Infidels #7: Hard and Very Hard
- 2 Raze the Watchtower: Very Easy and Easy
- 2 Rate the Fortress: Medium and Hard
- 5 series of 5 Structure Domain for File:Spring of Life.png Spring of Life, File:Great Farm.png Great Farm, File:Vault of Knowledge.png Vault of Knowledge, File:Dungeon.png Dungeon, File:Gold Mine.png Gold Mine from Very Easy to Very Hard
- 2 Raze city: Hard and Very Hard
Absorb Quests are the same for all sizes of cities and include all 60 Quests.
Reward Quests depend on the city sizes:
- Outpost and Village get the same 33 or 34 Quests ranging from Very Easy to Medium
- Town get 38 Easy to Hard Quests
- City and Metropolis get the same 38 Quests ranging from Medium to Very Hard
* Slay the Infidels #1 range from Easy to Very Hard for all races except Frostlings (from Very Easy to Very Hard).
Goblins[]
Slay the Infidels 3 | ||||
Difficulty | Very Easy | |||
---|---|---|---|---|
Spawned units | Quest Deviant Group Cat [City Quest Unit Sets] | |||
Time Limit | 10 | Reward | Up to 2 Fairy units (value: 250 ) | |
Additional info | ||||
Disband Turns: 2 Disband Wander Distance: 10 |
Dwellings[]
Feys[]
Absorb and Reward Quests are the same and include 11 Quest generators:
Slay the Infidels 1 | ||||
Difficulty | Very Easy | |||
---|---|---|---|---|
Spawned units | Quest Dragons Group Cat | |||
Time Limit | 10 | Reward | Up to 2 Fairy units (value: 250 ) | |
Additional info | ||||
Disband Turns: 2 Disband Wander Distance: 10 |
Giants[]
Absorb and Reward Quests are the same and include 11 Quest generators:
- 5 Slay the Infidels 1 from Very Easy to Very Hard
- 5 Slay the Infidels 2 from Very Easy to Very Hard
- 1 Raze Independent City
Slay the Infidels 1 | ||||
Difficulty | Very Easy | |||
---|---|---|---|---|
Spawned units | Quest Magical Group Cat
Eldritch Horror, Node Serpent, Phantasm Warrior, Wisp, Watcher, Cockatrice, Fire Elemental, Earth Elemental, Air Elemental, Frost Elemental | |||
Time Limit | 10 | Reward | 1 Ogre | |
Additional info | ||||
Disband Turns: 2 Disband Wander Distance: 10 |
Slay the Infidels 1 | ||||
Difficulty | Easy | |||
---|---|---|---|---|
Spawned units | Quest Magical Group Cat
Eldritch Horror, Node Serpent, Phantasm Warrior, Wisp, Watcher, Cockatrice, Fire Elemental, Earth Elemental, Air Elemental, Frost Elemental | |||
Time Limit | 10 | Reward | 1 Ogre | |
Additional info | ||||
Disband Turns: 2 Disband Wander Distance: 10 |
Slay the Infidels 1 | ||||
Difficulty | Medium | |||
---|---|---|---|---|
Spawned units | Quest Magical Group Cat
Eldritch Horror, Node Serpent, Phantasm Warrior, Wisp, Watcher, Cockatrice, Fire Elemental, Earth Elemental, Air Elemental, Frost Elemental | |||
Time Limit | 10 | Reward | Up to 2 Ogre | |
Additional info | ||||
Disband Turns: 2 Disband Wander Distance: 10 |
Slay the Infidels 1 | ||||
Difficulty | Hard | |||
---|---|---|---|---|
Spawned units | Quest Magical Group Cat
Eldritch Horror, Node Serpent, Phantasm Warrior, Wisp, Watcher, Cockatrice, Fire Elemental, Earth Elemental, Air Elemental, Frost Elemental | |||
Time Limit | 10 | Reward | Up to 2 Fire Giant, Stone Giant or Frost Giant} | |
Additional info | ||||
Disband Turns: 2 Disband Wander Distance: 10 |
Slay the Infidels 1 | ||||
Difficulty | Very Hard | |||
---|---|---|---|---|
Spawned units | Quest Magical Group Cat
Eldritch Horror, Node Serpent, Phantasm Warrior, Wisp, Watcher, Cockatrice, Fire Elemental, Earth Elemental, Air Elemental, Frost Elemental | |||
Time Limit | 10 | Reward | Up to 2 Fire Giant, Stone Giant or Frost Giant} | |
Additional info | ||||
Disband Turns: 2 Disband Wander Distance: 10 |
Modding[]
Quests for cities are defined in CityLogic.rpk (QuestHaflings.rpk, QuestFrostlings.rpk, QuestTigrans.rpk for and ).
Their rewards are defined in the same .rpk in Settings / City Quest Rewards.
They are linked in AoW_structure.rpk / Settings (e.g. ‘City Settings – Human’ -> ‘City – Human – Size Outpost’ -> ‘Quest Category Link’ for Humans).
Additional Quests such as "Assassinate Hero" are defined in Settings / City Quest but are not used.
Quests for Dwellings are directly defined in Dwellings.rpk / Settings / Dwelling [xx] Quests and in QuestNagas.rpk etc. for and .
The cooldown settings can be found in Title.rpk -> ‘AoW Global Settings’ -> ‘Quest Global Settings’ and the difficulty levels at the same location but in ‘Quest Difficulty Settings’.
In a manner similar to the structure system, Quests are associated to:
- a reward set which defines how much gold, etc. will be received, it points to:
- item or unit categories, which themselves point to:
- item or unit sets containing the detailed list of units or items which can be obtained (and are defined in specific .rpk independent of Quests). For racial Quests, the unit sets usually point to Race All Group Set, which is found in the AoW_Unitrace.rpk (e.g. AoW_Unitgoblins.rpk) / Settings / Unit Sets / Core Race All Group Set.
- item or unit categories, which themselves point to:
- a Quest generator which specifies what the spawned units are, how far they can roam, etc. and link a reward set. The spawned units are defined in Dwellings.rpk but also in CityLogic.rpk / City Quest Units Sets.
- Based on empirical observations, it seems that unlike for structures, when the Unit Reward value is insufficient to provide any reward, it is ignored and a unit is proposed anyway. If at least one unit in the reward set is below the Unit Reward value though, that unit will be proposed (but if none are, then a unit is chosen at random among the set). And there have also been several empirical examples where the game seems to give rewards exceeding the reward value (x multiplier).
On top of that, Quests have:
- a Quest Category which points to a Quest set for Absorb Quests, and another (which can actually be the same) for Reward Quests
- one or two Quest sets linking to a number of Quest generators