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Quests spawned into your colony, similarly as events, and can be accepted/started by clicking on their purple floaters at the main camp.
- Quests are chained multi-phase events that take place on the world map.
- They can be one phase events, or span out to longer storylines with several steps happening on different parts of the world map.
- 17 unique quests added to the game.
- Quests do not have a time limit on them.
- Visiting with a certain types of Specialists can give you better rewards.
List of quests
- An older colonist approaches with a story to tell. Her now deceased father used to work as a quartermaster in the military before the bombs fell, stocking up emergency bunkers not too far from here. She even got to visit one and might still be able to point out its location. The bunker is most likely stripped empty by now-but if not, it could hold valuable resources and information.
- It's a well-known tragedy that, in the aftermath, commercial airlines turned into flying coffins as electro-magnetic pulses and magnetic storms fried their in-flight computers. It's still possible to find plane wrecks turned gravesites for their unfortunate passengers. Survivors find these all the time, and asking around for their whereabouts would surely provide you with some coordinates.
- "Hey boss, got some time to spare?" one of your colonists asks. "You know all those pockets of radiation, yeah? These recent weather fronts might have pushed some of that nasty green stuff away from valleys and villages, I know a few sites we could go and check for loot and whatnot."
- A rumor about a local bandit lord is going around. One that's gathered quite the hoard during this time of turmoil. She and her gang have taken up residence in a nearby high-rise, fortifying the lower floors. A craft person might get though and relieve the lowlifes of some of their ill gotten gains.
- An old nuclear power plant looms in the distance, its monolithic cooling towers reaching toward the once blue sky. Their prominence has made them prime targets for scavengers, but a formidable beast has made a liar in one of the plants and has kept looters at bay. Or it might just be a ruse, a rumor to dissuade unwanted visitors.
- A colonist comes to you offering advise: before finding your colony, she tried to navigate using a larger landmarks as waypoints. One of these was a once magnificent building, which seemed to have deteriorated just enough to allow a resourceful individual to slip in. What's more, few dared to venture close to such places.
- Long-distance communications were severely hit in the aftermath. As TVs, radio stations and telephones fell silent, people became more isolated than ever. Some of the more industrious survivors have been trying to restore basic comms between societies with little luck. So when faint, crackling signals stated repeating a set of coordinates in your transceiver, everyone was rather surprised.
- Some post-apocalyptic groups are less adept at building and have resorted to taking from others --with violence when necessary. Local raider activity has picked up recently, and several gangs have been spotted looting in more isolated areas. it would be a good time to strike while they're concentrated on ransacking these locations.
- From your various close encounters with bandits, you've deduced they must be running supplies not too far from here. All their spoils of war are siphoned inside large camps safe from other bandits or societies. One such convoy is now on its way to a local encampment and the resources within are surely lost if it gets there. Bandits and their makeshift trucks aren't known for their speed, so you should have time to intercept them.
- With large-scale food industry in ruins and disease running rampant, their grey obelisk=like structure serve as grim reminders of past events. Pockets of radiation and roaming bandits looking for scraps or easy prey make them treacherous but profitable to scavenge. Your scouts reckon one town close by could be worth a visit.