Hideout HQ - Special Buildings - Gold Resource

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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Mon Mar 02, 2015 7:44 pm

-On an update, we think that allowing trade routes to handle sales is something we need to implement. We will give you two options to facilitate this:
a)You select on the fleet whether or not you want it to automatically sell or store.
b)At the goldsmith, you set the minimum price it should sell. If the price drops below this point, the fleets will store instead of selling. This way you will be able to only sell at profit according to your goldsmith level.

-Farms that will produce food later, will of course be able to feed workers. I think that adapting this kind of upkeep for workers (1 food/0.5 rum/0.5 tobacco) can work out for all future worker types. Ship requirement for feeding workers should not be that strong as at some point foot battles will come into the schene. Resource producing buildings are not tied with the map update. They will come sooner than you think but let's stay on our topic for now.

-What will be relevant to the map update is hideout location. The warehouse is part of the problem. You need to consider however that Hideouts are currently using the port warehouses. Let's not worry about this much though, as it is nowhere near. The map update may come soon but the hideout location will most probably come later. TIll then, we will have enough experience on how to resolve this. Hideout location after all will be important for attacking it,something again nowhere near.

-Following your replies, we will allow you to buy gold bars from the hideout port. (Version 1.0)

-As you all see, numbers and formulas are quite challenging as there are many factors that we are forced to guess. The important part is that it seems that we all accept the base mechanisms which I must admit have been a real puzzle so far.

-We have updated resource list cost for bank and goldsmith. The new idea is to make the goldsmith and bank dependant on each other. A goldsmith should require a lot of gold coins in order to be created, which it can borrow from a bank. Perhaps we need to increase pricing for goldsmith more? The bank price has been reduced but the high gold bars cost has been maintained so a banker will have interest to fund a goldsmith in order to expand.

-There are some players who are filthy rich right now who maybe can afford both buildings. We need to make the buildings attainable by more than 2-3 players though. That's our reasoning behind this pricing. This is why we need more feedback from more players on the pricing.

Again, here is the link: http://s2.piratesglory.com/test.php?var=goldsmith
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Shaydo » Mon Mar 02, 2015 11:34 pm

I'm still in 2 minds about having auto sell for gold bars, but the solution suggested for implementing it is sound.

Aye using the model for all buildings that require workers to be paid is a good plan, it increases the need for the unused resources. Just planning ahead ;).

Maybe add a warehouse to the hideout as well, if it's added before the hideout anywhere update then ships have to be set to either 'Stock port warehouse' or ' Stock hideout warehouse' and stock hideout warehouse, maybe no transfer between the 2? This would also mean a player could ship there bars out and back in if they really wanted to sell in there home port, but it would leave the fleet open for attack going out and returning.

With the new gold bar levels inside 3 weeks a player could be sitting around lvl 4 Goldsmith, your then looking 2-3 days to get the gold bars for each level, it then sits around 4/5 days for most levels from then on until you reach the upper tiers , past around level 4 it will take longer to build than it will take to get the gold bars for the next level, so gold smiths will be continuously levelling. I think having level 2 at 5kbars, lvl 3 at 10kbars and lvl 4 at 15kbars, then continue with the original model would work better in terms of the time required to get the gold bars and the cost implication for levelling. The gold coin level presents no major obstacle and looks reasonable when you consider the return on investment?
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Shaydo » Tue Mar 03, 2015 1:39 pm

Further to CDVs comment, will your hideout be set in the port you selected as your starting port or will you be able to select the port you would like your hideout in?
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Tue Mar 03, 2015 1:44 pm

You will select a new port. Your selection will become your new home port.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Cdv » Wed Mar 04, 2015 1:33 am

Captain Jack wrote:-On an update, we think that allowing trade routes to handle sales is something we need to implement. We will give you two options to facilitate this:
a)You select on the fleet whether or not you want it to automatically sell or store.
b)At the goldsmith, you set the minimum price it should sell. If the price drops below this point, the fleets will store instead of selling. This way you will be able to only sell at profit according to your goldsmith level.


Sounds good to me.

Captain Jack wrote:I think that adapting this kind of upkeep for workers (1 food/0.5 rum/0.5 tobacco) can work out for all future worker types.


I liked the original upkeep of just food for workers. I think Tobacco and Rum will stay relevant and in demand because of the party cards and, perhaps, other uses in the future. If this (1 food/0.5 rum/0.5 tobacco) is implemented, there will be one less goldsmith in the game. Good luck to the rest.


Captain Jack wrote:-We have updated resource list cost for bank and goldsmith. The new idea is to make the goldsmith and bank dependant on each other. A goldsmith should require a lot of gold coins in order to be created, which it can borrow from a bank. Perhaps we need to increase pricing for goldsmith more? The bank price has been reduced but the high gold bars cost has been maintained so a banker will have interest to fund a goldsmith in order to expand.

-There are some players who are filthy rich right now who maybe can afford both buildings. We need to make the buildings attainable by more than 2-3 players though. That's our reasoning behind this pricing. This is why we need more feedback from more players on the pricing.


The new costing is affordable to the filthy rich. Higher levels can also be reached by the normal rich with the help of banks. This could work. Btw, I estimate total cost of a level 20 Goldsmith at 2 billion gold coins.
Edit: Including the Mansion cost but not the Workshop, total cost comes to around 2.2 billion.
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Shaydo » Wed Mar 04, 2015 7:12 am

CDV i'm curious why as you so adamant that it stay at just food for paying workers?
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain meow » Wed Mar 04, 2015 7:18 am

Captain Jack wrote:You will select a new port. Your selection will become your new home port.

i like my current port i don't want to choose a new one
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Roberts » Wed Mar 04, 2015 7:20 am

Captain doh wrote:
Captain Jack wrote:You will select a new port. Your selection will become your new home port.

i like my current port i don't want to choose a new one


Then you can select your current port to be your "new home port" i believe....
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain meow » Wed Mar 04, 2015 7:25 am

Grant101 wrote:
Captain doh wrote:
Captain Jack wrote:You will select a new port. Your selection will become your new home port.

i like my current port i don't want to choose a new one


Then you can select your current port to be your "new home port" i believe....

ok
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Re: Hideout HQ - Special Buildings - Gold Resource

Postby Captain Jack » Wed Mar 04, 2015 2:22 pm

There should be no worries about food consumption getting underrated. As the setup is now, only wood will outmuscle food in consumption. Some hideout buildings might need rum or tobacco but this are one time costs.

As game progresses and before we introduce production sites for resources, we will add more ways to consume resources.

Finally, don't forget that all basic resources (except gold bars) have a 100% automatic consumption when sold to a port.
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