One of the current quests I have is for me to have 2 boosted marble manufactories. However, I do not have the boost for marble. This makes no sense to require me to do this. What should be encouraged is for players to build only the manufactories that they have the boost for and to trade with other players for the others.
So, in other words, remove this particular quest.
This was the message at the start of this thread. So for this type of quest to be level dependant is very relevant, because for low level players the need for marble, steel and planks is high for buildings / upgrades / research tree, so to have the 3 manufactories which are available (steel, marble, planks) is a necessity. Above tier 3 I get the impression that this is not the case.
Can I just check the definition of "tier". When you talk about tier you are refering to the colour of header on the Research tree (brown = tier 1, green = tier 2, etc). As I got the quest mentioned at the start of this thread at the begining of the green section of the research tree (tier 2 I presume). So if this is when it should be allocated then why is it being allocated to someone in tier 3 and above?
In tier 1 and 2 the typical trades on the market are Demand 300 planks Offer 200 marble. So to get sufficient goods for buildings / upgrades / research tree you have to have non boosted manufactories, take these unballanced trades or spend lots of coin and supplies buying from the wholesaler. If you build these non boosted manufactories you either have to have lots of small manufactories or a few larger ones to get the quantities required. As new players can be reluctant to upgrade in the begining then this type of quest forces them to take that first step.
From the research tree I can only see 3 boosted goods. So if players only produce boosted goods where do the non boosted goods come from, the wholesaler?
If there are only 3 boosted goods (on the research tree) then why do we have relecs for 9 different items on the world map? Is it a case of at the moment everyone gets the same boosts but in later development there will be the allocation of a different group of 3 relic item boosts to different players to encourage trading?
In tiers 1 and 2 the need for these non boosted goods is high.
That is the reasons why I suggest that these types of quests should be level dependant (as at the moment I get the impression that they are not if they are being allocated to players who are tier 3 and above) and why, for the newer players at least, they should be mandatory.
As a player advances up the research tree then yes they should have the option to accept or decline these types of quests. If declined this could make advancement a little slower and more difficult as this type of quest tend to direct players to address current and future needs.