[Implemented] Nation Control/Law System

Implemented suggestions or suggestions that refer to implemented suggestions can be found here.

Re: (!) Nation Control addons/Law System

Postby Captain Jack » Sat Jan 04, 2014 8:41 pm

Lefty wrote:Apparently The system considers my un passed revision as the last time it was revised.


Indeed, this has been fixed so it will not be recreated. For all existing laws affected by this, you will have to wait these extra days as we have not kept track of the original revision day to be able to fix this. We also cannot fix this for a single nation (even if you knew) as most probably there are more affected.

Lefty wrote:How can a passed revision not count when changing terms of a law


Passed revisions count normally already. No issues on that. The issue that created the false interprentation is the previous one.

Lefty wrote: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?


It does not any longer matter. It is mentioned above and in initial posting.

Lefty wrote: I assume I will need 22 for the third successful revision.


You will still need 21 within 30 days (1 more than last winning votes). Once 30 days pass, one will be enough. Winning votes count, not votes difference.

Lefty wrote:What if you lose council members


You will have to wait for 30 days then.


Law revision restrictions may seem a bit harsh. But I believe that this is the way to go. In this way we give a fair bit of time to every player to make his decisions in time. It also makes more sense. As it is now, the shortest time to revise a law is 6 days. 3 days of wait time and 3 days of voting time. I think it is reasonable.

In near future, votings will end sooner: if majority is met on total vote power available at time. Ie, if the total voting power of a nation is 50 and the voting assembles more than 25, then the law will surely pass so it will close prematureluy. This will shorten the revision time down to 3 days and 1 hour (at best). This has not yet been implemented due to our priorities list.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: (!) Nation Control addons/Law System

Postby Spastic » Sat Apr 19, 2014 6:21 am

On the nations statistics page could you add a pop up thing when you hover over a port name(similar to the pop up thing you get when you hover your mouse over a port on the map page) that shows the population of that port and the top 3 most influential nations?
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
User avatar
Spastic
 
Posts: 345
Joined: Wed May 30, 2012 6:54 am

Re: (!) Nation Control addons/Law System

Postby Roileon » Sat Apr 19, 2014 6:18 pm

I like showing the port population but showing the top 3 influential nations seems like a bit much.
"Dead Mod tell no tales"

Afk, looking for that palm tree island beach of Legends.
User avatar
Roileon
 
Posts: 1274
Joined: Sun Apr 08, 2012 12:39 am

Re: (!) Nation Control addons/Law System

Postby Spastic » Wed Apr 23, 2014 8:34 am

Showing the top 2 influential nations shows how much influence your nation has compared to the next nation, making it easier to manage influence. Adding the third nation just gives more information for when there are multiple nation fighting for the same port. You can sort of do this right now thought the links at the bottom of the influence page. This is from the perspective of being a big nation controlling multiple ports (Barbados & Spain). I dont think it would be that hard to do either....
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
User avatar
Spastic
 
Posts: 345
Joined: Wed May 30, 2012 6:54 am

Re: (!) Nation Control addons/Law System

Postby Captain Jack » Thu Feb 26, 2015 4:22 pm

Adding an idea for future reference:

Each port should have a conquest history which will keep track of how long the specific port has been in control of certain nations and which. Perhaps a total number of days for all history plus a details view (a graph perhaps) showing conquest in last 365 days.

Then bonuses should apply based on this. (Ideas on bonuses are welcome. Perhaps some native influence should also be automatically generated out of this in favour of the nations that controlled the port over the last year - proportionally of course).
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: (!) Nation Control addons/Law System

Postby Roberts » Thu Feb 26, 2015 4:47 pm

Ma
Captain Jack wrote:Adding an idea for future reference:

Each port should have a conquest history which will keep track of how long the specific port has been in control of certain nations and which. Perhaps a total number of days for all history plus a details view (a graph perhaps) showing conquest in last 365 days.

Then bonuses should apply based on this. (Ideas on bonuses are welcome. Perhaps some native influence should also be automatically generated out of this in favour of the nations that controlled the port over the last year - proportionally of course).


Ideas:
-Maybe every month of holding a port successfully, the treasury gets 5 million more income at the end of each month?
-20 Million more added to treasury every port controlled over the last year?
Civilian:Are you insane? One pirate against trained pirates... Who do you think this man is? God?
My Leader: No. God would have mercy. He won't.
User avatar
Roberts
 
Posts: 1109
Joined: Mon Sep 01, 2014 1:56 pm
Location: Belly Of The Beast

Previous

Return to Implemented

cron