Port Buildings

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Re: Port Buildings

Postby Captain Jack » Mon Oct 24, 2016 7:41 pm

Slindur wrote:+1 Capt. Jack, any idea on when this/these might be implemented?

Slindur


Farms is easy to implement and if we do not attach them to the Governor pack of actions, it could be implemented in 1 day...
Perhaps we could combo it with Transport Immigrants Fleet action.

The other 2 are more complicated.
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Re: Port Buildings

Postby Bmw » Mon Oct 24, 2016 7:44 pm

if anything the governors should be able to request a voting on upgrading it or no and if it passes it takes the cost out of the nations treasury and there could be a side option to upgrade it with gold from the governors point of view
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Re: Port Buildings

Postby Shadowood » Mon Oct 24, 2016 7:54 pm

Captain Jack wrote:
Slindur wrote:+1 Capt. Jack, any idea on when this/these might be implemented?

Slindur


Farms is easy to implement and if we do not attach them to the Governor pack of actions, it could be implemented in 1 day...
Perhaps we could combo it with Transport Immigrants Fleet action.

The other 2 are more complicated.


I think this would be a great addition. Hope to see it sooner than later... ;)
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Re: Port Buildings

Postby Maha » Mon Oct 24, 2016 8:21 pm

maha is a bit concerned about a quick installment of the farm feature.

Maha likes to see the three roles (merchant, pirate and Noble) more developed and apart from each other.
at the moment all roles are mixed and all players develop all roles at the same time.
maha hopes to see that the noble class becomes more land based and is in charge of production and port defense.

a noble should start as an esquire who owns land and a shop. depending on the port he could be a cotton farmer, a miner, a tool-smith etc. as he advances his trade his influence increases and thus gains rank in the port / nation he has his lands in. a noble could buy land in every port and thus spread out his fast holdings.

all that has to do with population and ports should become under the sphere of influence of the noble class. this means that only they can become dukes, kings and governors. only they can set taxes and have voting rights.
Merchants and pirates can only become noble by ending their careers and start over as esquires. (but with their wealth to help them)

Nobles make a profit by producing goods and by taxing the population and the merchants and pirates who are in the nation / port. nobles can grand favors (discounts on goods and shipbuilding) and hand out financial rewards to those they want to please.

nobles need others to expand their nation, they cannot control fleets like merchants or pirates do.

the above will add a new complexity to Avonmora. nobles need to expand their nation to make more profit and thus create more port wars. merchants and pirates can no longer depend on daily handouts from nations.
war between nations are started by the nobles but will be fought by pirates and disrupt the trade of the merchants.
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Re: Port Buildings

Postby Haron » Mon Oct 24, 2016 9:30 pm

I disagree with Maha on the separation of the roles. I am of the opinion that it is an advantage for the game that a player can be all three. I would not like to have to be classified as either a trader, pirate or noble.
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Re: Port Buildings

Postby John jacob astor » Mon Oct 24, 2016 9:30 pm

my question is, what happens when the port is taken over? if egypt upgrades all buildings to level 20 in Baramas, but then spain takes over, does spain have to start the buildings fresh or do they retain egypt's buildings? and when egypt retakes the port, are their buildings returned or do they have to start from scratch?
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Re: Port Buildings

Postby Shadowood » Mon Oct 24, 2016 9:52 pm

John jacob astor wrote:my question is, what happens when the port is taken over? if egypt upgrades all buildings to level 20 in Baramas, but then spain takes over, does spain have to start the buildings fresh or do they retain egypt's buildings? and when egypt retakes the port, are their buildings returned or do they have to start from scratch?


I would imagine that the buildings would not transfer, but if/when a nation retakes the port, that their investment in the buildings is still there.
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Re: Port Buildings

Postby Haron » Tue Oct 25, 2016 7:46 am

What happens when the port control changes is indeed an important question.

Another important issue: I am against anything that can "auto-attack" targets based on hostility. A nation navy will be much harder to attack than if a player from that nation attacked you himself. I say if the council of a nation wishes to punish players with high hostility towards their nation, there are already plenty of ways to do this. They could attack him themselves, they could hire someone to attack him for them they could put up a bounty, or they could simply smack him with voodoo without exposing their fleets. I do NOT like anything, whether forts or "national navies", which will be going after players based on their hostility rating.

There are some other details regarding "national navies" as well (two examples: The voodoo rules suggested would definitely need tweaking, and if you DO plunder it, how much gold does it have - the national treasury?), but I remain sceptical to the concept itself. I would like to see some examples of how people see this being used, and why it would benefit the game. I believe this would simply result in even LESS action than we already have, because people would be reluctant to gain hostility towards the large nations. That would definitely NOT be for the good of the game.
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Re: Port Buildings

Postby Most Lee Harmless » Tue Oct 25, 2016 7:51 am

Shadowood wrote:
John jacob astor wrote:my question is, what happens when the port is taken over? if egypt upgrades all buildings to level 20 in Baramas, but then spain takes over, does spain have to start the buildings fresh or do they retain egypt's buildings? and when egypt retakes the port, are their buildings returned or do they have to start from scratch?


I would imagine that the buildings would not transfer, but if/when a nation retakes the port, that their investment in the buildings is still there.


I would rather any and all investment in port buildings is lost along with control. Why? Because then a nation who had invested heavily in their ports would be driven to defend them to the fullest extent, rather than the 'Let them go today, we can reclaim them in 3 days time when pay-outs drop' routine. It would make losing a port a much more expensive option, and gaining one a far more powerful event.
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Re: Port Buildings

Postby Haron » Tue Oct 25, 2016 7:57 am

But, Danik, temporarily seizing control over a port is relatively easy, if done by surprise. And doing so would then be a hard blow to the target, who would lose their port buildings. I see what you're aiming for, but I think this would mean every nation would need to continually keep ENORMOUS amounts of influence in each of their ports. Like every council member doing what Phoenix does. I think that would make holding ports too expensive, and not profitable. And the price of Charity Donations would go through the roof...
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