tamtam12345 wrote:Another idea is the star requirement no change.But add some triggers sth like"three stars deactivate" "two stars deactivate".
Example in trigger:Object destroyed>"three stars deactivate" so if a unit died,player only can get maximum two stars although player fulfill the three stars turns requirement.
I think that one is much easier.

You could possibly make that also just with one trigger-action: "set move counter". If player let's important building to be destroyed, instead of directly deactivating possible stars you add penalty turns to the move counter. So if player fails some subtask at turn 12, when max for 3 stars is set to 25 turns, you add 14 turns / set move counter to 26. Once you check the player is not already at turn 30, then you clearly won't in such case subtract turns to get back to 26.
Or... you can also think about it the other way: when player manages to secure some optional mission, some turns really are subtracted. If set properly, you can have, say, 25 turn limit to reach with your hero the other side of map. And if you run all the way unstopped it takes like 20 turns so with enemies in the way you need to be quite good to beat this limit. And there are even three enemy castles along the way. So.. you can either try dodging the enemy forces and slip through them, running full speed, or you can send part of your army to complete of side missions (destroy one of those castles) and get like 10 bonus turns so you can actually use more than 25 turns to beat that limit.