Village Quests

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Functaztig

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I was doing a lot of village quest in the earlier days. Very strange after I sworn an oath all the village elders tell me they don't need help even though the village in such a sorry state. Is this supposed to be like that? Or just something wrong with me?
 
As far as I know, it's a random allocation as to whether or not a quest is offered. Nothing to do with the player at all.

I may well be wrong however...
 
It is really bad if it's not random. Some quests from the nobles I'm supposed to kill an outlaw hiding in village and I got the degrading relationship with the village
If it is random..... I'm having a real bad luck cause every single village elder says they don't need help
 
There is also some kind of timer on those quests.  They can only be given at certain intervals.  Someone more knowledgable than me would have to tell you exactly what those intervals are and how they apply to individual villages.
 
Found it!

Khalid ibn Walid said:
Gilrain said:
What I have also done is regularly bought up all of the goods FROM the village.  They currently have about 20,000 in their bank balance.  Don't know if this helps.

It helps.  Every 3,000 denars the elder receives from you bumps up prosperity by 1.

(village prosperity is a number between 1 & 100, divided into five types (very poor (<20), poor (20-40), average (40-60), rich (60-80), very rich (80-100)).  So to get above poor, prosperity must be above 40.).

Factors for villlages' prosperity:
- every 3,000 denars the elder receives from sale increases prosperity by 1,
- completing cattle quest increases it by 4,
- completing grain quest increases it by 4,
- fish pond increases it by 5,
- being infested by bandits reduces it by 3, 
- being looted decreases it by 30.
- villagers reaching destination town raises prosperity by 1 (with 33% prob). (also adds to tax revenues.)
- every 15 days, adjusts slightly towards "ideal" prosperity (+ 1 if prosperity below ideal, -1 if above ideal) - SEE BELOW

For towns/castles:
- being besieged reduces prosperity by 1 (with 33% prob) a day,
- being captured reduces prosperity by 5.
- if merchant caravans reach destination town, raises prosperity by 1 (with 33% prob). (also adds to tax revenues.)

"IDEAL PROSPERITY" -  What is "ideal" prosperity of a village towards which it will try to inch over time?  It is set by the following formula:

(1) All villages start from "ideal" state of 40.
(2) add + 5 for fish pond (so, 40 to 45)
(3) adjust for "land quality" (set at beginning of game as random number between 0 & 5, which we here multiply by 3 before adding to "ideal", e.g. if land quality = 2, then 2 x 3 = 6, which we add to the 45 to get 51.)
(4) adjust for "cattle quantity" (cattle set initially as random number btw 25 & 75.  Here, take cattle number & divide by 20 before adding; e.g. if cattle = 40, then 40/20 = 2, so add 2 to 51 to get 53.)
(5) adjust for prosperity of town to which the village is bound  (e.g. if town has prosperity of 40, then div. by 2, so 40/20 = 2, so add 2 to 53 to get 55.)
(6) hammer the final number with a random adjustment factor ranging from -25 to + 15.  e.g. if -10, then the ideal is 45.

Ergo: "ideal" town prosperity is 45.  Every two weeks, the town will move one prosperity point towards that ideal.

QUESTS:

Quests have a "time" counter.  They're given once and then not given by anybody for a certain period of time. So if, say, you did the cattle quest recently, don't bother hoping for it again until 20 days later.  The periods are: 

- cattle quest:  20 days. 
- grain quest:  20 days. (note: elders of villages with prosperity above 40 will not give this quest at all).

[Now that I'm on the topic, other quest time intervals for town guild masters:
escort caravan - no restriction
deliver wine - 20 days
troublesome bandits - 30 days
kidnapped girl - 30 days
move cattle herd - 20 days

for lords:
deliver message = no restriction
deliver message to enemy lord = no restriction
deal with bandits in lord's town = no restriction (?)
raise troops = 15 days
collect taxes = 20 days
hunt down fugitive = 3 days
kill local merchant = 30 days
lend surgeon = 50 days
lend companion = 30 days
collect debt = 20 days
capture prisoners = 20 days
 
Functaztig said:
Some quests from the nobles I'm supposed to kill an outlaw hiding in village and I got the degrading relationship with the village

I think that's a pretty dumb aspect of the game, to be honest. You're killing an outlaw in a village, a murderer usually, and they hate you for it - even if you're the Lord of that village!

I think that needs to be changed.
 
Evil_Maniac From Mars said:
Functaztig said:
Some quests from the nobles I'm supposed to kill an outlaw hiding in village and I got the degrading relationship with the village

I think that's a pretty dumb aspect of the game, to be honest. You're killing an outlaw in a village, a murderer usually, and they hate you for it - even if you're the Lord of that village!

I think that needs to be changed.

It's reasonable. The guy's an outlaw to you, a dear friend and relative to others.

Cool avatar, Badbru...

 
LighthouseGuard said:
Evil_Maniac From Mars said:
Functaztig said:
Some quests from the nobles I'm supposed to kill an outlaw hiding in village and I got the degrading relationship with the village

I think that's a pretty dumb aspect of the game, to be honest. You're killing an outlaw in a village, a murderer usually, and they hate you for it - even if you're the Lord of that village!

I think that needs to be changed.

It's reasonable. The guy's an outlaw to you, a dear friend and relative to others.

Cool avatar, Badbru...

Don't forget THEY have to clean up the corps...
 
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