Here are a few of my thoughts on making the game more fun:
Recently, I played an island game where I met no enemy during the course of the game. I completed the Master quest which was conveniently spawned on my island.
Questing should be coded to spawn the quest in the most dangerous area possible in the current game. Whether that be your (faction enemy's strength + number of high lvl creatures + inaccessibility = area to spawn quest) or something similar. It was disappointing that the game didn't challenge me to get out there.
I feel that this should be similar for each of the other game winning methods. You need to acquire a resource or item to cast the spell endgame quest and need to defeat some evil creatures to gain that last ally. Make it challenging!!
Query: Is there anyway to track your quests. A logbook or something similar? If so, its hidden from me and if not. There should be.
Suggestion: Every 5 levels of Adventuring should allow you to take one more quest than usual.
lvl 1-4 is 5 quests
lvl 5-9 is 6 quests
lvl 10-14 is 7 quests
and et cetera
Maybe this is modified by the number of adventurer heroes a sovereign has as well. At current, questing is no more fun than warfare. Its actually more tedious than just attacking someone. It should have its own element.
Suggestions: Track and kill this creature, Hold this location for x turns, Bring this item to this location
(Diplomacy quests may be interesting as well which could work off of your diplomacy skill tree. Thus allow two skill trees to interact. Text quests for starts. Similar to the King Arthur strategy game out there right now. This could be great for mod material but everything else should be possible before release.)
Anyone have any similar interesting ideas that could improve the challenge of winning a game successfully?