Just finished a Drakken game, with, let’s call that a Quest line victory. Because I disabled Wonders, Score and Diplomacy option, and waiting for scientific one were a bit tedious on Endless speed. And two remaining factions – Cult and Necros (out of 8 begining) could be effortlessly smashed under 5-10 turn assault, and were too terrified of me to act first (though bugs did a truly challenging war on me early in campaign). Others were wiped out by Auriga itself. Harsh locals with ever-harshening winters (sweet heavens, I love that addition!) drove nearly everyone to extinction (including me - nearly). As for me, as much as I love grappling with merciless planet, something must be done to control tribals on large landmasses. Maybe making a region with Palace impervious to minor faction sieges?



Nevertheless, as I watched ancient foundations revealed, resources discovered and then new towers soaring up to the sky on this nodes, I wondered – why not broaden the concept of hidden nodes and foundation and include other treasury cites? Even legendary one? I’m pretty much sure not to be the first to come up with the concept. But still, how about tying emerging treasure cites with technologies for example:

Tier I, Seeker Guild: “On Auriga – Seeker – is broadly defined profession, requiring good geological, biological cultural and rudimentary Dustmagic knowledge. Some treasures as not as evident as floating rocks, or crystal trees, yet revarding after a hard toil. These people help find them”.

Examples (occurrence - often):

Rich Iron Node “Boring but practical” +5 Industry and 10 % industry in nearby settlement after quarry is built.

Trading Hub “Careful observations shows this place as frequent caravaneer stop” +5 Dust and 10% dust after tradepost is built.

Restorable Irrigation Hub - “These ancients were inventive folk, all that you need to make place productive again – clear up some jammed wells” - + 10 food and 10% food

Also something similar can be said about Influence and science

Habitable caves “Unusually stable after all this quakes, with a population of squatters” - + 3 free population (akin to villages) after being refurbished

Old tribal proving grounds + 10 Xp for newly built units after resettling

Local Fairgrounds - + 5 approval and 10% dust

Summer Retreat – autobuilt district, that may be situated far away from city proper freely incorporated into city grid with a boost in approval - Rare



Tier III: Cultural Mapping “Auriga is immensively colorful and multicultural world. Yet so many potentially promising crafts are ignored by bedazzled of Dust and sword glory” – Ocurrence - rare (sometime – Unique)

Ancient (Minor Faction) capital – after restoring and quest chain act either as free assimilation slot, or boost assimilated faction in addition to basic influence boost, If that do not match

Order of Scribes – provide unique mixed metal (or Iron) manuscripts as long as player can control the city. Similar is Order of Jevelers|smiths. Bonus to influence.

Forge of the Old Ways – provide tier IV Iron equipment, bonus to Influence and XP

Culinary festival – bonuses to food (or dust to BL) and influence

Ancient obelisk\statue\cairn that provide free quest chain akin to Shard of Icarael

Versatile Node – each race may build here its own building – Lab for Vaulters, Huge Tower for WW, grand bazaar for Clans…

Cottage industry – node that can be tuned to produce any Tier I or II luxury



Tier V: Dust Archeology “You are bold and knowledgeable now… still, are you ready to delve into deepest reaches of Endless ruins and abandoned Vaults?” – Reveals Unique nodes of powerful metals, ancient Endless labs and places directly tied to history of Auriga.

I’m not sure what these can be, and especially how much in terms of power that should be. But I’d like to reclaim old BL Capital, walk among WW Dolmens, see the crashlanding of Success, meeting place of AM clans, lab, where most of “mythical” natives of Auriga were experimented on by Endles, or fight hordes of DotE monster from foolishly unsealed lab)))



And, for example, a quest chain, that could be created with such mechanics.

“Gyer Reclamation Project”

Step 1: Locate a region with tier I restorable settlement “Budakai Outpost”, settle it. If not a Necro, you’ll be greeted with a delegation of rough men, that petition restoration of Outpost. Their leader calls himself Toth, brandishes a big axe and looks at you as if you are suspected in most heinous crimes. After restoration is complete and some resources granted he mellows a bit and offer to find himself in ruin of (insert ruin name). Reward: Budakai Outpost (1 free population, 5 industry and science), Toth’s axe

Step 2: Hunt a pack of necrodrones in ruins indicated by Toth. Reward: Hero Toth Ishtvan, High Protector of Gyer. He offers you a chance to find fabled Lost Gyer, but first you need to find and clear Great Lift of Lolc, crumbled after Exile Quakes.

Step3: Research tier III tech Cultural Mapping, antechamber of Lolc should be found in the same region of Budakai, Restore it. Reward: random industrial tech.

Step4: Bring a vast amount of resources to Lolc, activate the Lift. Fight off great wave of Necroes. If Toth is present, You’ll find Gyer (in the same region), nearly intact. Reward – Settlement of Gyer (5 free population). Unique tech “Gyer Hydroponics”: + 2 food per district.