Now I know this event got a bit screwed up, but it merely highlighted the problem with the current quest system where you can get the same quest 3+ times in a row, lucky people get ones easy enough for them to do, while others cop 9 or even 1 day ones back to back. The randomness added in the last event, while good in giving us unlimited potential badges removed any ability to plan. Then add in this events twist of only buildings at your current level and you cant even run spare buildings to have some stuff ready to go in case that quest comes up (No room or population for another 3-5 workshops & T1 buildings to have lying around for events) What I suggest is keeping the random quests, but have it in blocks of 5 quests and make the last one one of the big blocking quests (But not always) then each time you finish 5 quests you will get another random 5 block (May be the same one) but at least that way you never cop the same quest twice in a row, and it at least gives people the chance to plan out a little during each event. Examples could be Recruit 3 stacks of Units -> Spend 20 Knowledge Points -> Gain a big amount of Coins -> Gain 11 Relics -> Produce Toolboxes 5 times with a Workshop from your current or previous three Chapters Scout 1 Province or Research 1 Technology or Gain 15 Vision Vapor -> Produce Advanced Tools 8 times with a Workshop from your current or previous three Chapters -> Solve 5 Spire Encounters or Solve 5 Encounters -> Gain a fair amount of Supplies -> Produce [Tier 1 Boost][24 hrs] 3 times with a Manufactory from your previous or current Chapter Collect 6 vision vapor or research 1 technology -> Produce Basket of Groceries 6 times with a Workshop from your current or previous three Chapters -> Solve 45 Tournament Encounters or Solve 9 Encounters -> Produce [Tier 1 Boost][9 hrs] 6 times with a Manufactory from your previous or current Chapter -> Recruit 3 stacks of Units So some quests could be in multiple groups of 5, but the first quest should be unique to allow players who are paying attention to be able to track where they are and what may be coming up. It keeps the randomness they want to allow infinite questing, evens out the speed for all players as no chance of back to back dailys, retains control of the event as at least half the blocks would have a 1 day quest in it allowing them to set where they want the average player to get to in terms of badges by the end.