New feature discussion: ic extension

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: New feature discussion: ic extension

Postby Janoh Wavewalker » Wed Oct 01, 2014 4:26 am

If what I understood from reading the help files is right, when you buy/sell too many goods from a port, the prices rise/fall, making the profit smaller. It gets re-calculated every 72 hours.
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Re: New feature discussion: ic extension

Postby Captain Jack » Thu Oct 30, 2014 2:44 pm

Janoh Wavewalker wrote:If what I understood from reading the help files is right, when you buy/sell too many goods from a port, the prices rise/fall, making the profit smaller. It gets re-calculated every 72 hours.


Indeed.
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Re: New feature discussion: ic extension

Postby Captain Jack » Thu Oct 30, 2014 3:00 pm

Captain Jack wrote:At a LATER version:
-Currently production is automatic and happens daily. We also got a voodoo card called Fertile lands that is currently responsible for extreme manipulation of trade routes. We could add player production and limit the automatic one. If everything goes well, in the future, automatic production could be turned off entirely.


This was written about 2 years ago. This is now in effect for some time. You cannot say you have not been warned eh? Point is that we are getting closer to this entirely new era so we need to feed this topic more and more with ideas.

Here is another list:
-Cities can be walked by players
-Players can build homes and shops in cities that can be seen by the rest of the players.
-Players can have professions that will allows them to trade with other players in cities AND the port market.
-Players will be able to hunt at the countryside, defeat enemies there alone or alongside with others.
-Players will be able to join armies (at foot battle) as exceptional warriors.
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Re: New feature discussion: ic extension

Postby Stan Rogers » Thu Oct 30, 2014 4:19 pm

Captain Jack wrote:
Captain Jack wrote:
Here is another list:
-Cities can be walked by players
-Players can build homes and shops in cities that can be seen by the rest of the players.
-Players can have professions that will allows them to trade with other players in cities AND the port market.
-Players will be able to hunt at the countryside, defeat enemies there alone or alongside with others.
-Players will be able to join armies (at foot battle) as exceptional warriors.


1. Ships can fire on ports to reduce population and/or production and/or defensive militia capabilities.
2. Ports can fire on ships. Port population governs the amount of offensive cannons a port may operate.
3. Terrain determines effectiveness of ability of militia or attacking armies to fight.
4. Nation Hostility regulates ability to trade at specific ports. Ports of specific flag will open fire at fleets whose hostility rating is above certain level automatically, if so equipped, when a fleet enters port.

Not sure what is planned and is difficult to visualize what the devs have in mind and being a relative newcomer, I do not have the historical changes that have taken place or the direction to which the game is headed.

Edit: I'll leave that above blather as is but excuse me... I just found out what IC meant and certainly nothing to do with what I posted.
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Re: New feature discussion: ic extension

Postby Mugiwara » Sat Feb 11, 2017 9:50 pm

Captain Jack wrote:
Captain Jack wrote:At a LATER version:
-Currently production is automatic and happens daily. We also got a voodoo card called Fertile lands that is currently responsible for extreme manipulation of trade routes. We could add player production and limit the automatic one. If everything goes well, in the future, automatic production could be turned off entirely.


This was written about 2 years ago. This is now in effect for some time. You cannot say you have not been warned eh? Point is that we are getting closer to this entirely new era so we need to feed this topic more and more with ideas.

Here is another list:
-Cities can be walked by players
-Players can build homes and shops in cities that can be seen by the rest of the players.
-Players can have professions that will allows them to trade with other players in cities AND the port market.
-Players will be able to hunt at the countryside, defeat enemies there alone or alongside with others.
-Players will be able to join armies (at foot battle) as exceptional warriors.


Bump. There are a lot of good suggestions in this post. I liked material productions. Becoming a Farmer, Carpenter, Worker, Cook can be good.

I was thinking to players effect ports resource production rates and i found this topic:)with player interactions for productions, it can change the demands and popular trade routes. this will open new strategies and possibilities.

I would like to hear Captain Jack's current thoughts about this feature.
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Re: New feature discussion: ic extension

Postby Maha » Sun Feb 12, 2017 12:47 pm

on port development a lot is already written in various threads.

let me try to put them al together here.
  1. embassies
  2. port defense structures
  3. structures that produce iron, cigars, rum etc
  4. buildings that provide boons to the owner and through which the port is controlled
  5. statues
  6. tavern
  7. guild halls

Some of these structures can be started by all players, like the 'mine', 'tobacco plantage', 'sugarcane plantage', distillery, cigar factory, iron smelter etc.
Some are overseen by the governor, with the nation council in a support role. port defense and the tavern would be good examples. (how the governor oversees, hands on or by contracting out is secondary)
others are started and operated by guilds or nations like the embassy and guild hall

of some there will be many; guild halls, farms etc. while others will be restricted to 1 per port; buildings that provide boons, port defense structures, tavern

as the game is now we have some structures that are somehow present in all ports or are above the ports. we all accept this as normal, but could these elements be brought down to the port level as well?
e.g. banks and gold coins have no physical presence in a port. it could be worked into a port system. a bank could gain a presence in a new port by leveling up. goldcoins could become local by having personal homes or trading houses (something CJ suggested) goldbars are the way to transport wealth from port to port. banks can be used to transfer wealth for a small fee (the bank owner has to do goldbar transfers himself if needed). when a player is short of coins in a port his ships there cannot be ransomed while they are perfectly safe in another port where that player has lots of gc. Such a change is huge! but it opens a lot of strategical thinking and opportunities :)

in a similar way the ship auction could be localized. 21 auctions instead of one. chaos, or opportunity. where to build your ships? which auction has the quickest turn around or the best prices?

Voodoo, in her magical way transcends the ports imo and should stay at the meta level.

to keep this thread a bit organized i like to see replies about the desirability of the proposed port elements without going into discussion how these specific elements should look like or function. most can be found in threads of their own already.

(unfortunedly i cannot open a poll for this. i thought about starting a new thread, but decided to continue this discussion here.)
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