

Retrieving Relic information via hacking terminals from subquests.Decrees by Nobles, which prevents the Noble from getting upset.Maps where the "reward" is the loot available at the map.Resolving Effectors, such as psychic droners or weather control at an world map location.

Sometimes no reward is offered, instead resolving the quest is the reward. If a player is not interested in improving goodwill from a given faction, it is important to disable this option so that more choices for rewards are offered and the chances of getting something needed is increased. These quests often offer goodwill with the offering faction as one option, if one exists and if that option has not been disabled in the tab. Sometimes the reward will be set, sometimes the player will be able to chose from one of three options. So if you are offered a quest that looks like it will take many days to complete, don't worry if you must accept the quest within a shorter time. Usually the second timer is much longer than the first. Thus, it might be useful to wait a couple of days before accepting the quest if you want maximum time. If at any time during those 4 days, you accept, then the second timer will begin, and will be the same regardless of when you accepted the quest. For example, you might be offered a quest that you must accept within 4 days or the quest will disappear. The second timer is the amount of time you are allotted to complete the quest. Once the quest is accepted, the second timer begins. When a quest is offered, you be will given a certain amount of time to accept the quest. Quests are time sensitive, and this can be a little confusing, as there are two different timers to be aware of. Offered, Accepted and Past (including failed, rejected and completed quests) quests can be viewed in the quest tab. Quests can also be rejected however they can still be accepted until their acceptance time limit expires in case of mistake or mind changing. Some quests have requirements to be accepted and some have a time limit for acceptance. Most quests must be accepted, however some are automatically given to the player. The quests can require actions at the player's colony, at specially generated sites on the world map, or at faction settlements. The rewards vary from the weapons and gear, resources, goodwill with the offering faction, honor, or even new colonists or just the loot at the location of the quest. Generally they are offered by Factions but can also be offered by individual pawns or even unaligned AI's. Quests are a class of event that provide conditions to be met or actions to be performed to gain a reward.
