A fort is a defensive structure owned by the port. Ports do not automatically have a fort and they must be constructed. Once built the fort does not move with the nation that constructed it. The construction and its funds (Resources and Gold Coin) are provided by the ports host nation and it's members. The fort is managed by the Governor (although a member of the Nation's Council can step in to perform actions). The primary purpose of the fort is the protection of national interests (the port) from hostile players and foreign invasion (War/Influence).
A fort is a fortification on land made of earth, wood, stone, and iron. A fort should be able to withstand several attacks. A good reference is the US War of 1812 - Fort McHenry
Baseline
- 25,000 HP
- 120 Cannons
- 600 Crew (5 Crew per Cannon)
- Warehouse (Explained further down)
Levels
- Max Level is 5.
- Each level adds 2,500 HP
- Each level adds 20 Cannons
- Each level adds 100 Crew (5 Crew per Cannon)
Direct Player Benefits
- Each Level adds 1% offensive bonus to nation fleets that skirmish or plunder from the port.
- Each Level adds 1% defensive bonus to nation fleets that are skirmished or plundered from the port.
Port Warehouse
- No construction cost, Warehouse exists at deployment of feature in game.
- Stores Resources needed for construction, upgrades, repairs, and moral
- Holds unlimited amounts of each resource
- Does not store gold bars.
- Nation’s Treasury cannot buy or sell the resources.
- Supplied by Nation’s players through resource transfer
- Resources cannot be re-allocated back to players
Port Warehouse: Resource Supply/Transfer
- Ability to directly transfer resources from a nation player’s ship(s)/warehouse to Port Warehouse
- Action can only be performed from Fort Management
- Action can be performed by any Nation player
Port Treasury (Just a thought, I think this could open up a lot of possibilities within Port Development down the road)
- A Nation’s sub-treasury for Port Management
- Prevents Nation’s Treasury from being depleted by Port Management Costs
- Provides additional management responsibilities for Governors
- No Direct Tie to the Nation’s Treasury
- Nation’s Treasury Funds can only be allocated to the Port by a Parliament Vote
- Funds can only be used for Port Management Costs
- Port Treasury Funds can be re-allocated to the Nation’s Treasury by Parliament Vote
- Citizens can contribute Funds to the Port Treasury through Gold Bars
- Logs all expenditures and transactions
Construction/Upgrade Costs (Constructing a fort should not be an easy task, if resource amounts are too easy to gather, amounts need to increase.)
- Initiated at Port Management
- Must be initiated by Governor or Nation Council Member
- Requires 250,000 of each resource type (excludes gold bars)
- Resources are provided from the Port Warehouse
- 100,000,000 gc paid by the Port’s Treasury.
Daily Upkeep
- Upkeep for cannons and personnel are the same as a ship.
- Paid by Port’s Treasury
Fort Skirmish
- Hostility Point triggered action
- Does not affect player gc (purse)
- Does not affect player fame
- Lost cargo value gc is deposited into the Nation’s Port Treasury and reduces hostility points.
- Not protected by Skirmish laws
- Upon entering the port, skirmishes any fleet belonging to a player that has hostility points with the port nation that exceeds the Hostility Point Threshold
- Hostility Threshold must be set for Fort Skirmish to function (except warring nations)
- Fleets belonging to nations that are under an official declaration of war are skirmished by the fort with no exceptions (Threshold does not need to be set).
- Does not prevent access to port or it’s functions
- 10% chance that fleet will not lose any cargo
- 25% chance that fleet will only lose half its cargo
Fort Skirmish: Hostility Threshold
- Requires Parliament Vote
- Can be any value greater than or equal to 75 (75 Hostility Points with own nation is the point at which you become a Pirate)
- Each fort has it's own Threshold Value. (If a nation controls 2 forts, each fort has it's own hostility threshold)
Fort Skirmish: Hostility Points
- Each Fort Skirmish reduces Hostility Points with port nation by 2
- The GC Value of Cargo lost reduces Hostility Points if the value lost is greater than 1000 gc.
- Hostility Point reduction for cargo is based on following formula: (Lost Cargo GC Value) / 1000
- Hostility Point reduction for cargo is rounded to the nearest whole number (5.6 is rounded to 6; 5.4 is rounded to 5)
- Hostility Points are not reduced for nations that have official declarations of war.
Bombardment
- Direct attack on the fort/port
- Does not attack fleet supplemented blockades
- Bombarding Fleet must contain at least one Military Class Ship.
- Available from Plunder Screen
- Deals both damage to the fort and losses to stored resources in Port Warehouse
- Adds standard 6 danger points per bombardment
- Adds 15 hostility points per bombardment
- Fleets and players that are under an official declaration of war with the port nation are excluded from any hostility point increases.
- If a blockade is in effect and nation fleets are supplementing the blockade, depending on the strength of the blockade, the chance of losing a single ship level can be up to 90%, the chance of losing two ship levels can be up to 50%, and the chance of a ship being sunk outright can be up to 20%. (You are attacking the fort, leaving you open to be attacked by the blockade fleet)
Bombardment: Population Loss
- Population loss is equal to X times the normal rate of damage from the ship.
- Not to exceed 50,000 per bombardment.
Bombardment: Damage & Resource Loss
- Damage inflicted on the fort is done at 25% of the normal damage rate of the ship (A cannon ball can land in the ground of the fort and cause no damage)
- Total Resource Loss is 4.5 times the damage inflicted by the ship, but not greater than 50% of all available resources.
- Total Resource Loss is proportionally distributed to all resources in the fort based on the percentage of each resource to total resources prior to the bombardment.
Example: Port warehouse has 3 resources (A, B, C);
Total Resources = 10000 (A + B + C);
A=5000 Resources or 50% of Total
B=3000 Resources or 30% of Total
C=2000 Resources or 20% of Total
Total Resources Lost = 500
Resource A would take 50% of the total loss or 250 Resources
Resource B would take 30% of the total loss or 150 Resources
Resource A would take 20% of the total loss or 100 Resources
Fort Repairs
- Performed from Fort Management
- Can only be performed by Governor or Nation Council Member
- Wood, Iron, Tools, and GC are needed for repairs
- Resources can only come from the Port Warehouse
- GC can only come from the Port’s Treasury.
- Repair cost of 200 gc and 100 of each Resource per 1% damage
- Repairs can be done by percentage sets: Repair ALL or X% (Allows partial repairs if insufficient resources/gc to repair All; cost calculations should be provided)
- Can be set for automation if applicable resources and gc are available.
- Automation can only repair 90% of damage inflicted per bombardment.
Level Loss (In Progress)
- Forts can be destroyed (If lvl 1 fort) (Complete Loss, Must Build from scratch).
- Forts can lose levels
Blockades (In Progress; can be tied into Haron's War and Blockades Suggestion http://www.piratesglory.com/forums/viewtopic.php?f=4&t=2151)
- A blockade prevents a player/fleet/ship from a specific nation or set of nation from selling cargo from ships or resources stored in the warehouse.
- A blockade does not prevent a player from buying resources or transferring cargo to/from the warehouse.
- Blockades are completely defensive, unless supplemented by nation fleets.
- Unless supplemented by Nation Fleets, a blockades defensive abilities are based on the Fort’s stats.
- Requires resources to maintain blockade (Amount of resource to Blockade Time TBD)
- Pirates are pre-included in all blockades due to the heightened nature of the blockade. (Pirates were hunted by all nations)
- Pirates, if they have no hostility with the nation port, can bypass the blockade by paying a bribe per fleet. (Bribe amount TBD)
- Two types of blockades are managed from Port Management: War Blockade and Defensive Blockade
Blockades: War
- Instituted upon an official declaration of war and does not require an additional vote.
- Only blocks nations that are at war (officially declared) with the host port nation.
Blockades: Defensive
- Can be initiated against any, multiple, or all nations.
- Requires a Parliament Vote
Blockades: Nation Fleets
- Citizens of the port nation can supplement the blockade with their own fleets
- Can only be supplemented by X number of fleets.
- Supplemented blockades can conduct offensive actions
- Supplementing the blockade can only be made from Port Management
- Costs of supplementing a blockade are TBD
- Repair costs for nation fleets supplementing a blockade are TBD
Blockades: Offensive Action
- Tasked from Port Management
- Regardless of danger rating, supplemented Blockades can see all blockaded fleets physically in port (Excludes Fleets that are travelling to and from port)
Blockades: Battles (In Progress)
- Applies only if Nation Fleets are supplementing Blockades
- Blockades can be attacked from the Plunder Screen
- All Fleets/Ships have a greater chance of losing level(s) (Applies to Fleets supplementing the blockade, attacking the blockade, or attacked by the blockade)
- The Fort's HP points and cannons are excluded in offensive/defensive calculations for blockades that are supplemented by nation fleets.
- Fort's Offensive and Defensive bonus is added to the offensive/defensive calculations for blockades that are supplemented by nation fleets.
- Offensive and Defensive statistics are TDB
- Battle Calculations are TBD
Moral (In Progress)
- Newly constructed forts start with 75% Moral
- Decreases 1% ever daily update
- Recalculated after each bombardment for damage effects
- Affects accuracy (probability of hit)
- Can be improved by expenditure of rum, tobacco, and food from the Fort Warehouse. Takes time to increase moral, not instantaneous.
- Fort damage has a negative effect on Moral
- Blockades have a negative effect on Moral, the longer the blockade the fast moral decreases. For every 3 days a blockade is in effect, moral decreases an additional 5% at each daily update.
Nation Changes (In Progress)
- Each fort level adds 1 day (update) that a foreign nation must hold the port with influence consecutively before a nation change occurs
- 90% of resources in Fort Warehouse are lost upon nation change, if the port has a Lvl 1 Fort or greater
- 50% of resources in Fort Warehouse are lost upon nation change, if no fort is constructed.
- 90% of all gc in Port Treasury is transferred to the previous port Nation’s Treasury
- Fort is set to 30% HP/Damage (Unless remaining HP is less than 30%)
- Moral is set to 25% (Unless moral is below this level)
- Hostility Point Threshold is reset
- Any initiated blockades are lifted (exception of war blockades)
Warring Nations: Hostility Points
- It is assumed that Nations, that have official declarations of war with each other, have infinite hostility points with each other.
Parliament Votes
- Requirement for certain fort features
- Fort Related Votes can only be initiated from the feature within Port Management
- Fort Related Votes can only be initiated by the Governor or a Nation Council Member
Port Management
- New link under Court
- All nation members can access link.
- Link shows all relevant data
- Transfer of resources to fort warehouse done from here.
- Certain actions within require Nation Council Level Access
+1 with a few changes and additions. Another suggestion essential to my proposal. Feniks
https://www.piratesglory.com/forums/viewtopic.php?f=4&t=2433 - Link to port bombardment suggestion