Port Buildings

Any game related discussion can take place here. Examples: Discuss about how bad the merchant rates have been lately, how rich you have became by following this specific strategy which now needs to stop etc etc

Re: Port Buildings

Postby Meliva » Tue Oct 25, 2016 8:03 am

Danik wrote:
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.


but how would a nation defend its ports when all it would take to lose one would be some player dropping a ton of gold shortly before update and using some charity donations? even if they manage to take it back and punish the usurper they would still have lost the port, and therefore the buildings. this would discourage nations from investing in buildings if they can lose them so easily.

I think a good compromise would be that the buildings do belong to the port and are not just "destroyed" if the port changes hands. but the nation that built the buildings will enjoy the benefits immediately after building them, if a new nation takes the port those buildings are still loyal to the last nation, and the new nation can NOT benefit from them, not until they have owned the port long enough to obtain its loyalty, meanwhile until the ports loyalty changes, if the former nation regains it the benefits are immediately given back.

in fact we can make it to where in order to speed up the change in loyalty, you can spend gold bars, or some other resource. I would prefer bars since this would raise the demand of bars.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: Port Buildings

Postby Captain Jack » Tue Oct 25, 2016 9:17 am

Port loyalty is a nice concept.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Port Buildings

Postby Meliva » Tue Oct 25, 2016 9:29 am

Captain Jack wrote:Port loyalty is a nice concept.


I'm glad you like the idea. I also find it somewhat realistic. if a foreign nation invaded another area and seized it for themselves how many of the natives would be okay being part of a different nation? making a formula for loyalty should not be too hard either. perhaps for each day a nation holds a port that adds some loyalty. how much is invested into building up the port will also add loyalty. the loyalty could be used as to whether or not the nation can benefit from the ports buildings.

and perhaps loyalty could also be affected by NPC tax. reducing the tax would give a slight boost to loyalty(lets face it, who wouldn't want to pay less :lol:), and raising tax will diminish how fast loyalty grows. I believe I also mentioned how taxes can affect port growth.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: Port Buildings

Postby Maha » Tue Oct 25, 2016 10:42 am

could port resistance be something to consider?

an resistance scale would predict what kind of actions the resistance would be able to in an port.
an idea what the resistance scale could look like:
0-1.000 no resistance
1.000 -10.000 no taxes paid
10.000-25.000 strikes (they stop loading ships, work in factrories shops etc)
25.000-50.000 plundering of visiting ships
50.000-80.000 plundering of warehouses owned by the port nationals
80.000- 150.000 plundering of national banks
150.000-infinity destruction of national property (ships, warehouses, banks etc)

the total influence a nation has in a port is already measured; connect that with the hostility ratings.
an example:
IoM takes a port from Spain. Spain still holds a major interest of 30% (C) of total influence in that port.
IoM has a total hostility to Spain of 1200 (A)
Spain has a total hostility to Iom of 300 (B)

the resistance of the Spanish part of the port would be C(A+B) or 30(1200+300)= 45000. So, the 30% of the port stops paying tax, is on strike and visiting ships have a high chance to get plundered.

this proposal could have opposing effects. i could mean that there will be less fighting to avoid port trouble or it could increase fighting to stir up unrest and disrupt port productivity and more.

it also give major stakeholders in a port some bargaining chips :) some players have huge investments in ports without an ROI, they could demand/ request regular handouts while referring to the possibilty of civil unrest.
User avatar
Maha
 
Posts: 848
Joined: Mon Aug 08, 2016 10:12 am

Re: Port Buildings

Postby Shadowood » Tue Oct 25, 2016 3:53 pm

Maha wrote:could port resistance be something to consider?

an resistance scale would predict what kind of actions the resistance would be able to in an port.
an idea what the resistance scale could look like:
0-1.000 no resistance
1.000 -10.000 no taxes paid
10.000-25.000 strikes (they stop loading ships, work in factrories shops etc)
25.000-50.000 plundering of visiting ships
50.000-80.000 plundering of warehouses owned by the port nationals
80.000- 150.000 plundering of national banks
150.000-infinity destruction of national property (ships, warehouses, banks etc)

the total influence a nation has in a port is already measured; connect that with the hostility ratings.
an example:
IoM takes a port from Spain. Spain still holds a major interest of 30% (C) of total influence in that port.
IoM has a total hostility to Spain of 1200 (A)
Spain has a total hostility to Iom of 300 (B)

the resistance of the Spanish part of the port would be C(A+B) or 30(1200+300)= 45000. So, the 30% of the port stops paying tax, is on strike and visiting ships have a high chance to get plundered.

this proposal could have opposing effects. i could mean that there will be less fighting to avoid port trouble or it could increase fighting to stir up unrest and disrupt port productivity and more.

it also give major stakeholders in a port some bargaining chips :) some players have huge investments in ports without an ROI, they could demand/ request regular handouts while referring to the possibilty of civil unrest.


Interesting Idea Maha!
I don't fear death. I look forward to it with great anticipation. For then I will met God face to face and let him know that I stole his Man of War!!!
User avatar
Shadowood
Fantasy Draft Deity
 
Posts: 4080
Joined: Mon Feb 08, 2016 5:40 am

Re: Port Buildings

Postby Lockreed » Tue Oct 25, 2016 4:00 pm

Why not have port buildings also cost materials to build like hideouts? There could be a port warehouse that all nation members can deposit goods into (and costs gold to increase in size as a player warehouse does).

This way, port buildings and hideout buildings are consistent. Plus, it gives everyone a way to work together to contribute to the building construction.
User avatar
Lockreed
 
Posts: 82
Joined: Mon Aug 11, 2014 2:12 pm

Re: Port Buildings

Postby Jessy's Dream » Tue Oct 25, 2016 4:03 pm

Each port has its own warehouse, although you only get to see what is sold only (and gold bars!). When you sell something to a port (through a trade route!) this is not lost. It is stored.

So, if we want to use resources -which is not a bad idea- we will use them from the port's warehouse.
User avatar
Jessy's Dream
 
Posts: 51
Joined: Sun Jan 12, 2014 8:53 pm

Re: Port Buildings

Postby Slindur » Tue Oct 25, 2016 4:04 pm

Lockreed wrote:Why not have port buildings also cost materials to build like hideouts? There could be a port warehouse that all nation members can deposit goods into (and costs gold to increase in size as a player warehouse does).

This way, port buildings and hideout buildings are consistent. Plus, it gives everyone a way to work together to contribute to the building construction.


+1

Good idea. Plus, the code for it might be easier if port buildings parallels hideout buildings. Maha's idea about gold bars being a part of port buildings (which is consistent with some hideout buildings) should be required for port buildings.
User avatar
Slindur
 
Posts: 244
Joined: Thu Sep 19, 2013 10:15 pm

Re: Port Buildings

Postby DezNutz » Tue Oct 25, 2016 6:24 pm

Lockreed wrote:Why not have port buildings also cost materials to build like hideouts? There could be a port warehouse that all nation members can deposit goods into (and costs gold to increase in size as a player warehouse does).

This way, port buildings and hideout buildings are consistent. Plus, it gives everyone a way to work together to contribute to the building construction.

Not to massage my own ego, but I suggested the exact thing in my Forts Suggestion.
http://www.piratesglory.com/forums/viewtopic.php?f=4&t=2165
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7072
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: Port Buildings

Postby PhoenixKnight » Tue Oct 25, 2016 6:38 pm

Lockreed wrote:Why not have port buildings also cost materials to build like hideouts? There could be a port warehouse that all nation members can deposit goods into (and costs gold to increase in size as a player warehouse does).

This way, port buildings and hideout buildings are consistent. Plus, it gives everyone a way to work together to contribute to the building construction.


And in takeover scenarios, what happens?
Phoenix Knight
Dragon of the desert and the two seas
User avatar
PhoenixKnight
 
Posts: 1318
Joined: Sat Feb 09, 2013 9:27 pm

PreviousNext

Return to General Discussion

cron