[Implemented] Nation Control/Law System

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Re: (!) Nation Control addons/Law System

Postby Mohammed » Fri Oct 18, 2013 7:16 pm

well we be able to donate to the nations treasury captain jack
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Re: (!) Nation Control addons/Law System

Postby Spastic » Wed Nov 20, 2013 9:03 am

Can you replace economy with the treasury overview and put economy as a sub topic under treasury.

Could you also add a Influence page.
Shows influence in controlled ports, influence in every port, top 10 most influential players in port your nation controls.
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I'm a canny one
Scourge of the Seven Seas
Sink anyone's galleon
To murder my enemies
Whether he's been stabbed in a back street
Or a vast sea attack by the Black Flag fleet
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Re: (!) Nation Control addons/Law System

Postby Captain Jack » Wed Nov 20, 2013 3:13 pm

The treasury is specific to YOUR nation only where the economy tab is the information available to the public of the nation you are currently viewing. In this sense we cannot move the treasury link there.

Nice idea on the influence page. We will make it happen.
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Re: (!) Nation Control addons/Law System

Postby Captain Jack » Wed Dec 18, 2013 1:59 pm

Some forthcoming addons:

Nation rankings for:
-Tax Income
-Treasury Reserves
-Total ships
-Total Players

-A link to complete Influence per port will be added in Statistics tab.

On design insight now (I know few will read, so any feedback on this will be appreciated), we are thinking to implement the following:

1)Implement laws that manage treasury spending (some have already been suggested, like pensions etc). The people will vote the details and payments will be conducted by the engine as law defines. These laws will be implemented in priority.

2)Law options for different ranks and penalties management will soon become available.

3)Ships tax law activation will follow.

4)As for direct treasury management, there will be a mechanism that will act as a law in terms of voting (the majority will decide). This mechanism will conduct direct payments to entities (players,banks,nations and guilds later on). The payments will be done either as a donation or as a loan (with interest or not). These direct payments will be possible to delete entities debts as well. There will be limits unknown to me right now. We will revise these limits whenever needed to ensure fair play (what mostly interests us here is to ensure that the treasury will not be used as a fortress for your gold).

There will however be no security keys. Any entity will be free to trick you and not keep the deal. Of course all debts (for loans) will remain till they are either paid or deleted or...

5)Sold to a banker. Once banks come in, they will be able to buy citizen debts from nations (if the country laws allow it, the debts will be added automatically in a special market we will make for banks) and then they will try to make some profit on them by chasing the citizens. This way debts will not always mean deportation.

6)Donation to treasury will not be possible yet (as noted above, to prevent usage of the treasury as a safehouse). We will review this later.

7)Nations will not be ever able to affect port influence directly from their treasury (shooting down a suggestion that has been brought before). The reason is that we want to keep influence player-based only. Players will be still able to use the treasury (for their own good) by using the direct payment mechanism.


These 7 points conclude the planning for the nation expansion feature at this point with the data at hand. Once the above are implemented, we will move to hideout implementation, banks, gold resource production/trading and then Ship specialization. These are all mentioned in the schedule we posted here in July. Nation Expansion was something we did not plan for but was deemed like a necessary element before banks can be implements.

Thank you for your patience so far. I know many have been here for a long time and we want you not only to remain here but also bring your friends over. Advertising does not seem to help much nowadays so this way to help the game grow is more valuable than ever. Believe me when I say there has been a ton of work already - things cannot go any faster; some of these features are huge to implement.
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Re: (!) Nation Control addons/Law System

Postby Mohammed » Thu Dec 19, 2013 12:09 pm

i am sorry but i have nothing to add
and please take your time captain jack no rush
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Re: (!) Nation Control addons/Law System

Postby Captain Jack » Sun Dec 22, 2013 3:43 pm

Manage Treasury Mechanism

The first Treasury management option will be added today:
  • Any council member will be able to initiate a payment decision.
  • Possible targets can be only players at the same nation (during the initiation of the voting procedure)
  • For now, only direct deposit towards a player will be possible.
  • After initiation, a voting will follow to accept or reject the proposed payment.
  • Such voting will last a maximum of 3 days but if a 2:1 is met (or majority and no veto) the voting will close prematurely.
  • Like law votings, voting conclussion will happen on the top of the hour.
  • After voting conclussion, if the act is accepted, the proposed amount will be deposited immediately to the player account.
  • There will be a 1% transfer fee for these transactions.

Limits to max amount:
  • Amount offered should not exceed 75% of total treasury (taking in mind all open payments).
  • A single payment may not exceed 25% of total treasury.
  • A single person may not have more than 1 open payments from a single nation.
  • Total Amount may not exceed 1,000,000,000

Future addons (once Banks are implemented)
  • More payment options will be added (ie Loans which Banks will manage)
  • Transfer fees will go to bankers where possible.
  • Ability to sell debts to banks
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Re: (!) Nation Control addons/Law System

Postby Captain Jack » Tue Dec 24, 2013 3:35 am

Nation Debts Mechanism

With the implementation of Ships Tax (first inclussion today) the citizens will start to have debts to each country. Laws already define minimum allowed limits before penalties such as interest and hostility points are added. At any case,there will be sufficient debt management for both the countries and the citizens.

Player Management
  • Players will get to choose whether to pay automatically or manually
  • Automatic payment will be done during update right after upkeep as long as players have at least 100k and the amount required.
  • Manual payments will be created as loans towards the user.
  • According to each country's law, interest may be applied.
  • At no case any interest or any penalties will be created at the day of the loan creation (day 1) even if this is off limits. This means that every player will have at least 1 day to pay manually before any penalties are applied.
  • Manual payment will be carried through Treasury page (Upkeep -> Details -> Pay Debt).
  • Partial payments will be possible.
  • Extended options for automatic payments will be added in the near future

Country Management
  • A debt is never lost and accompanies the player even if he joins another country.
  • The debtor must either pay it or seek to remove it through a deal with country officials (or ignore it).
  • Removal will be possible by voting majority.
  • Although debts on deported citizens will remain, no further interest will be added.
  • Later on, countries will be able to sell any debt to a banker.
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Re: (!) Nation Control addons/Law System

Postby Lefty » Sat Dec 28, 2013 2:37 am

I am having trouble revising a law. It is the second revision I have tried. The voting ended and I got this message

"Last Revision: on Dec 27 2013, 01:00
Last Voting: Total votes: 20 | In favor: 20 | Against: 0 "

Nothing changed it did not apply yet.

Any suggestions. I revised the ships owned tax once and it worked fine.
I am also unable to revise it right now. It does not offer a link that lets you do that. Just a " revise another law" link that takes back to your previous choice.
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Re: (!) Nation Control addons/Law System

Postby Captain Jack » Sat Dec 28, 2013 4:05 pm

Lefty wrote:I am having trouble revising a law. It is the second revision I have tried. The voting ended and I got this message

"Last Revision: on Dec 27 2013, 01:00
Last Voting: Total votes: 20 | In favor: 20 | Against: 0 "

Nothing changed it did not apply yet.

Any suggestions. I revised the ships owned tax once and it worked fine.
I am also unable to revise it right now. It does not offer a link that lets you do that. Just a " revise another law" link that takes back to your previous choice.


There is a limit:
Especially for revisions that take place within 30 days since last revision, an extra requirement of marginal votes in compare to last voting will be required.


So, since the first voting went with 20 votes, you need 21 votes at least to pass the law within 30 days.

All these will be composed in a manual as soon as possible.
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Re: (!) Nation Control addons/Law System

Postby Lefty » Sat Jan 04, 2014 3:53 pm

Apparently The system considers my un passed revision as the last time it was revised. It did not change anything. How can a passed revision... not count when changing terms of a law, but does count it as a successful revision( would the law not have to pass for this to count) ? It did not pass. Also does the number of votes to pass a law reset after 30 days or will you continue to need more votes to pass a revision each time it is revised? "
Since the first voting went with 20 votes, you need 21 votes at least to pass the law within 30 days kinda thing. I assume I will need 22 for the third successful revision. I have many issues with that. What if you lose council members ,for example, and you have not enough votes on the total council to revise? Wanting some clarification
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