I've attached an example of what I have in mind, but seeing as it's a bit messy, I'll try to summarize here as well.
I would love to start seeing some minor stories/quests in this game. I understand any story-telling requires hand crafting, so I have a few ideas for extending the use of a limited resource:
-Formatting stories in the form of 'nodes' - each node is a bit of dialogue or journal entry and tells a part of the story.
-Multiple paths through the nodes - some nodes lead linearly to each other, some branch to multiple possibilities, and some require a player decision to choose the next node.
-Multiple start and finish points - you won't uncover an entire story the first time through, although many parts could be the same.
-Reusable nodes - many of the nodes could have generic instructions or events and could be reused in completely different stories.
-Player submissions - there seems to be a good set of map-makers around here, I'm sure there are story-tellers as well. If there was a tool for formatting stories properly, we could build quite a library.
Quests would happen every 3-6 civ levels and would be indicated by a 'goal marker'. If you entered a new region, one of the chunks would have the marker on it, when you enter that chunk, a building or character would be marked. Reaching the marker would initiate a dialogue and start the quest.
Potential quest rewards are limited at this point, but I expect that will change once multiplayer is working. I made a few suggestions in my example as well.
The summary: 'Choose Your Own Adventure' set in Environ, with some of the choices being random for maximum re-usability.