Port Buildings

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Port Buildings

Postby Captain Jack » Mon Jun 20, 2016 4:59 pm

I am not sure if I brought this to the forums before. If yes, please point the topic to me, thank you.
I know there is another National Navy topic. Consider this post as supplementary till we work out a globally accepted functionality.

These are early ideas. Feel free to alter,enrich them.

Port Buildings

The port will be the buildings owner.
The port controller (nation) will be also be the buildings controller, as a result.
The port Governor (assigned through Laws in future version) will get to decide which buildings to build/upgrade.
Everyone in the nation will be able to contribute.
No time will be needed to construct/upgrade, only resources/gc.

Examples of buildings:

Also, reference idea: https://www.piratesglory.com/forums/vie ... f=5&t=4172

1.Shipwright
Bonus A)
Generates Income from ships sold at port shipwright. Every level returns 1% of the ship value. Max Level is 20.
This means that by selling a ship to the shipwright, the max return will be 70% to the player and 20% to the nation controlling the port.
The income will be collected by ANY player selling a ship to the port shipwright.

Bonus B)
Less turns needed for ship building (It could be 1% per level, reduction turns rounded up, a max of 20% turns reduction at max level)
Bonus will be applied to ANY nation citizen.

New Law: Ships Building tax - Nations will get to tax the construction of every new ship. The tax will apply to any port/controlled or not.

New relative Governor option: Usage fee for players of other nations. Fee will be % based and it will be relative to shipwright level. Other players will get to choose whether to use the shipwright or not. If they use it, they will get the turns reduction bonus the shipwright bestows in exchange for the specified fee.

Nation Diplomacy will determine which players are given the choice. If a player is at war with the nation controlling the port, he will get no choice/bonus (practically, it will be for him like it is now).

2.Navy Base

Functionality 1
-Nations will be able to dock ships donated by its citizens into their Navy base. The type of ships affected will be determined through a law.
-The base will be invisible to all but those of Duke title or higher.
-The highest level base will play a role for the nation. The rest will act as backups in case their primary one is lost.
-Whenever the port switches hands, so will the base. Ships in the base however will remain at the ownership of the nation and they will be able to access them again from another navy base or till they conquer it back.
-The number of ships docked will be relative to the level of the base.

Functionality 2
-The navy will automatically create fleets and send them out to assault enemies of the nation based on the following variables:
a)Nation Diplomacy (Target Selection)
b)Hostility Reports (Target Selection)
c)Relative Laws (They will define hostility required, they will define fleet composition relative to the target, they will define objectives for the assaulting fleet, they will define general strategy, whatever else required)

These fleets will act like player fleets, although they will be in fact NPC fleets. The difference lies that these fleets and ships will be voodoo-targeted and will follow all rules that currently apply for players (including danger rules). In contrary, player specific voodoo will not work as nations are not players. So, for example, you will be able to cast a Call Leviathan but you will not be able to cast Hostile Natives.

These fleets will also use temporary numbers so you will be able to target them as long as they have danger on (by attacking you or others). If their danger drops to 0, you will not be able to target them as the fleet will return back to its base. So, for example, if you want to ambush them you must do it while these fleets will be visible.

These fleets will also carry a standard amount of gold on them,relative to their strength. We will see exact details on this on the final suggestion.


3.Farms

Every level will increase port's population by 10.000 new citizens per day.
Max levels will be 100
20M cost per level

If we built today a lvl 100 Farm in Akrotiri, which is currently the lowest population port in Avonmora with 6M inhabitants, the following would happen if no other effects were applied:

1st Year:
Total Annual Income for owner through taxes:1,128,000,000
Total Population at day 366:371,000,000

After 2 years:
Total Income:4,446,000,000
Total Population:736,000,000

After 3 years:
Total Annual Income:9,954,000,000
Total Population:1,101,000,000
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Re: Port Buildings

Postby DezNutz » Mon Jun 20, 2016 5:20 pm

I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
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Re: Port Buildings

Postby PhoenixKnight » Mon Jun 20, 2016 6:58 pm

What about Watch Tower?
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Re: Port Buildings

Postby Crackedcubes » Mon Jun 20, 2016 9:52 pm

Ship Building Tax is an interesting element that will make certain ports strategic due to their unique "goods" sold there. I like this, could be quite interesting to see how it plays into future wars! :ugeek:
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Re: Port Buildings

Postby Sir Henry Morgan » Tue Jun 21, 2016 12:58 pm

A Naval Academy would be a great addition. Enhancements to operations, ie, Emergency Call and the Royal Auxillary could become.part of the naval function, as perhaps tactics such as a version of fire ship, bless, drums of war and other features that voodoo affords the individual's fleets. These would definitely add to the costs of upkeep costs of the navy.
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Re: Port Buildings

Postby Grimrock Litless » Tue Jun 21, 2016 1:01 pm

This is so interesting, I am hyped for this.
"Got ya."
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Re: Port Buildings

Postby Captain Jack » Mon Oct 24, 2016 3:08 pm

New Building Idea (added to 1st post)

3.Farms

Every Farm level will increase port's population by 10.000 new citizens per day.
Max levels will be 100
20M cost per level

If we built today a lvl 100 Farm in Akrotiri, which is currently the lowest population port in Avonmora with 6M inhabitants, the following would happen if no other effects were applied:

1st Year:
Total Annual Income for owner through taxes:1,128,000,000
Total Population at day 366:371,000,000

After 2 years:
Total Income:4,446,000,000
Total Population:736,000,000

After 3 years:
Total Annual Income:9,954,000,000
Total Population:1,101,000,000
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Re: Port Buildings

Postby Shadowood » Mon Oct 24, 2016 5:00 pm

Captain Jack wrote:New Building Idea (added to 1st post)

3.Farms

Every Farm level will increase port's population by 10.000 new citizens per day.
Max levels will be 100
20M cost per level

If we built today a lvl 100 Farm in Akrotiri, which is currently the lowest population port in Avonmora with 6M inhabitants, the following would happen if no other effects were applied:

1st Year:
Total Annual Income for owner through taxes:1,128,000,000
Total Population at day 366:371,000,000

After 2 years:
Total Income:4,446,000,000
Total Population:736,000,000

After 3 years:
Total Annual Income:9,954,000,000
Total Population:1,101,000,000


+1
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Re: Port Buildings

Postby Bmw » Mon Oct 24, 2016 5:28 pm

This will be awsome
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Re: Port Buildings

Postby Slindur » Mon Oct 24, 2016 7:08 pm

+1 Capt. Jack, any idea on when this/these might be implemented?

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