Port Buildings

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Re: Port Buildings

Postby Shadowood » Tue Oct 25, 2016 6:44 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
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Re: Port Buildings

Postby Maha » Tue Oct 25, 2016 7:56 pm

PhoenixKnight wrote:
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?

a building is hard to transport in the belly of an escaping ship :)
it should fall in the hands of the conquerors, damaged and lowered in level.

if a port warehouse should be further developed i would suggest that players only can sell or donate to the port. once the for certain buildings the required materials are in place than the council can vote to build it.

Farms should be privately owned, under the benevolent grace of the governor. a new governor or council could define the price of grace to their liking.
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Re: Port Buildings

Postby Lockreed » Tue Oct 25, 2016 8:36 pm

Maha wrote:it should fall in the hands of the conquerors, damaged and lowered in level.

+1, also suggest a significant, random percentage of stockpiled resources are lost to the port population looting during the period of anarchy during the transition.

Maha wrote:if a port warehouse should be further developed i would suggest that players only can sell or donate to the port. once the for certain buildings the required materials are in place than the council can vote to build it.

Agreed - except the governor just decides. Council assigns governors by vote so let the governor do some governing by making those decisions. Not sure how selling to the port works unless the governor is setting their own buy prices above port prices to stock the warehouse?

Maha wrote:Farms should be privately owned, under the benevolent grace of the governor. a new governor or council could define the price of grace to their liking.

And if the farm owner decides the price of the new governor is too low (or the governor in charge is not of their liking...) what does the farm do? Grow food?
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Re: Port Buildings

Postby Maddtower95 » Sun Oct 30, 2016 2:02 am

:idea: :D what if we had some sort of port defence building so we can atleast have a chance to defend warehouse items if ships are out of ports :?: :?:
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Re: Port Buildings

Postby Grimrock Litless » Sun Oct 30, 2016 9:27 am

Maddtower95 wrote::idea: :D what if we had some sort of port defence building so we can atleast have a chance to defend warehouse items if ships are out of ports :?: :?:


Yeah, I have been playing Civ 6 (Not full name, not ad), and I think maybe at those ports we can build walls, cliffs, cannons, and train a garrison.
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Re: Port Buildings

Postby Shadowood » Tue Nov 22, 2016 12:08 am

BUMP! We need port buildings!! :D ;)
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Re: Port Buildings

Postby Shadowood » Tue Feb 07, 2017 8:27 pm

Just refreshing this topic. :))
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Re: Port Buildings

Postby Mugiwara » Fri Feb 10, 2017 12:29 pm

i like the idea of Meliva's port loyalty and Maha's port resistance. for encourage nations investments for port buildings time limit will be added to the buildings. I want to add a few points to them.

Takeover:
Spain built their port buildings in vaasburg. And Mexico decided to take Vaasburg from Spain. A few mins before update Mexico took vaasburg.
First Day:
During first 24 hours port buildings wont be usable for both nations and cant be damaged.

Second and Third day:
After 24 hours mexico will start to conquer port buildings.
And for next 48 hours based on loyalty points (explained by Meliva) and port resistance (explained by Maha) buildings will fully get under Mexico's control(cant be less than 24 hours and more than 48 hours).

If Spain will take port back in first 24 hours they wont lose anything. But if they will take port back during 48 hours period of conquering based on Mexico's claim level and port resistance they will lose their buildings levels.

If Spain will take port back after first 72 hours from the takeover action. Need to follow this process from the start not as a owner of that buildings as a new conqueror of them.
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Re: Port Buildings

Postby Mugiwara » Fri Feb 10, 2017 1:00 pm

Captain Jack wrote:
2.Navy Base

Functionality 2
-The navy will automatically create fleets and send them out to assault enemies of the nation based on the following variables:
a)Nation Diplomacy (Target Selection)
b)Hostility Reports (Target Selection)
c)Relative Laws (They will define hostility required, they will define fleet composition relative to the target, they will define objectives for the assaulting fleet, they will define general strategy, whatever else required)


In my opinion Navy fleets shouldnt target players instead they should target ports based on hostility or diplomacy situations. And they should be able to damage port buildings and pops. With Farm suggestion, ports will get additional pop increase, to keep it balanced i guess this will work nicely.

Also this will work well with Deznutz's http://www.piratesglory.com/forums/viewtopic.php?f=4&t=2165 suggestion.
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