No, quests fall into the category of "player benefit that the AI doesn't have". NPCs don't actively pursue quests, there is just a random chance for them to be solved when a lord party enters a city (iirc).
So npcs don't gain the benefit of quests? Or is it a case of they don't benefit as much because they don't actively pursue quests? I'm assuming it is the latter as I have noticed the quests are occasionally resolved. If the power of quests are limited because of unequal benefits arising from unequal pursuit of quests, it begs the question, why aren't NPCs programmed to actively pursue quests.
Alternatively, one could also argue that it balances out to a certain extent. NPCs don't need to put in effort to resolve quests. That's currently an auto resolve feature isn't it? It's not like they actually accompany a caravan or buy the goods. They're just getting the benefits free at x% chance.
Unless of course, it gets resolved but they don't benefit at all. If so, why not then?
Given that (some) players already find the decision system (which they have some means to influence) annoying when it interferes with their plans... imagine how such a random event would feel.
Ah yes. The decision system. Count me in as one of the annoyed. It's not that I disagree with the system but that the decision system needs work. Some of my reasons:
1. Stipulating an influence cap doesn't make sense. If you really wanted something badly, you'd call in all your favors. That's what influence points are meant to reflect (or should reflect). You should be able to sway votes too. People with good relations ought to vote in line with you. People who dislike you ought to vote against you.
2. Relations count for jack. The person who is loyal and loves me 100% dares to vote against me? Really?
3. Fief distribution - it's always the same few names. The 2 idiots who constantly fail to defend their fiefs and the 1 guy who's closest to the new fief. Nobles should use their influence to nominate who gets the fief. Nomination improves relations. Good relations attract nominations. But we're stuck with 3 options only because the UI only allows for max 3? Make it a loop then. You nominate A/B repeatedly until we're left with the 3 with the most nominations and then we vote.
4. War/Peace - the NPCs calculations are too basic. We're stronger so we declare war works well when you're facing 1 opponent. So why declare a 2nd front? And a 3rd? The fix is just as simple. While in a war, do not declare another war. Improve the algorithm and players would not get so annoyed.
We should try to capture the essence of the player's progression as well. At the start, you try to win favors and do stuff to get people to like you. You vote the way your patron votes. At some point, you own a few towns and castles and you're now a powerhouse. You have lots of influence. Weaker nobles would tend to gravitate towards you and their votes reflect that. *Now you start to influence the direction of the kingdom.
When you finally become king, you have to deal with the powerhouses in the kingdom. But now, there's no progression. From landless noble to king, it feels exactly the same. I can have tons of influence and still not feel like I have any influence.
*A few suggestions on how we can implement that. One way, influence decay. Landless nobles need patrons to supply them with influence. By supplying them with influence, you buy their votes. Another way is to have a feudal hierarchy but that'll require a different system. Influence is fine imo. We just need to add some value to it. Right now, influence seems pretty useless as the NPCs tend to vote in lockstep all the time. I don't bother voting except to buy good relations.
So the point of this statement was - because it is geared to the player and because there is an inclination towards a level playing field and because certain quest ideas require significant interference with the generic mechanics that everyone normally works with, issue quests are limited in scope and effect. In my view.
Thanks for the clarification. I agree with limiting it in scope but disagree that we should limit the effects to the extent that it seems negligible because in the grand scheme of things, it balances out. I think the effects should be more meaningful. Little impact just makes it meaningless and if it's meaningless, why have it? I leave you with this quote:
Remove everything that has no relevance to the story. If you say in the first chapter that there is a rifle hanging on the wall, in the second or third chapter it absolutely must go off. If it's not going to be fired, it shouldn't be hanging there.
— Anton Chekhov
Edit:
I don't know why I bother buying good relations either. I just do it because.