DezNutz wrote:Sir Henry Morgan wrote:I concur with that - plantation goods should be moved out and sold at other ports; local ports could purchase for the criminally cheap price of 1 gc and the fleets would arrive to haul it away!
There is a downside to that. Plantations was intended to replace game production of resources.
There are a couple of things to really make plantations force to transport their goods. This is what I would do.
1.) Ports no longer sell resources.
2.) Ports buy and consume resources.
3.) Ports cannot buy resources that are made from a plantation within the same port.
4.) Plantations can produce any resource selected by the plantation owner.
5.) Plantations can only produce 1 resource type at a time.
6.) Plantations can change the resource it produces either once every 90 days or at a cost.
7.) Players can either sell their resources via the player market or transport and sell to another port.
8.) Port populations will need considerable resources to maintain populations. More Pop= More Resources Consumed
9.) Insufficient resources supplied to a port = population loss.
Of course this comes at the price that player market prices could be ridiculous. Which would of course make it difficult for new players starting out.
Of course there are things that can be done to mitigate that.
WAY to complicated.
Several issues with this.
#1 As you stated
"There is a downside to that. Plantations was intended to replace game production of resources" If port owners can choose the resource, then this becomes an issue. This would also destroy traditional trading and party trading. How would the price of the resource be determined?
#2
Ports no longer sell resources. The players market is what is causing a lot of the issues Eliminate the port market and this explodes. Again, this would destroy traditional and party trading.
#3
Port population tied directly to resources consumed. If port owners can choose which resource to produce, how can this be legitimately Maintained. Again this destroys trade. If you need to transport simply to maintain a population(resources consumed by population) then there is no trade, only maintaining like your workforce in plantations.
The easiest and most effective solution is this All profit's from Plantations, players markets, workers markets must be transported.
Example:
-Port Plantation A earns 500K gold coin per day in Aiora. Players Hideout is in St Marts. Which is where his bank is at.
-If the player wants to bank the gold, They must transport it back to their Hideout port.
-Exception to above would be any gc generated by the plantation, player market, worker market in Port Plantation A that is used to upgrade that plantation or any other future add ons in that port does not need to be transported. Each plantation would have a "Vault" or some mechanic that would hold all earning in that port. Size of the "Vault could either correlate directly to the size of the plantation or could be an additional Building in that port similar to the Hideout building mechanic. Upgradeable(GB sink, Turn based sink). Also, The creation of the "Vault" gives plantation raids a specific target which again makes coding the plantation raiding system much easier.
Now to the Soldier situation.... another "KISS" solution.
Why generate soldiers at all. Simply use the crews of the ships as your soldiers.
1. Eliminates so many issues
2. Already purchased. Already are on ships(transported)
3. No need to mess with or code for the generation.
If you want to have a rank based system, you only need to give a point system to the crew based on experience. Things that could affect experience. Battles won, Battles fought, trade routes completed, Days at sea. I am sure other things could be added for experienced/ rank based attacking mechanics.
It is simple. A lot of the mechanics needed are already in place.
1. Hire crew mechanic= soldiers. Crew already assigned to a ship/fleet
2.Experience. training. Some of this is already in place. Ships Journal could be expanded. Base mechanic is in place
The only things that would need to added would be a disembark feature for the raid. Experience parameters.
No need to reinvent the wheel here for this.
All of this helps to bring ships, seamanship, strategy, and sea battles, and...... wait for it............PIRATES!!!!! back into play. The very things that plantations have degraded. It helps solve that issue, makes transition to new upgrades easier, and gets Developers to the end goal without overcomplicating things.
We are all impressed with "The big shiny new thing" but sometimes it is not the best.