by Captain Jack » Thu Oct 05, 2017 2:22 pm
Treaties Diversification
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We need to diversify each treaty from another as much as possible. Here are the current plans:
Peace Treaty
-Allows special Hostility ratings through a law
-Allows nations to establish Trade, Services and Industry Pacts
-Maintains these pacts in case the previous treaty is an Alliance
Alliances
-Maintains all pacts signed in a previous Peace Treaty
-Allows Military Cooperation pacts
-(Future Version) Prerequisite for Vassal/Lord system
War
-Nullifies any previous pacts.
Cease Fire
-Only possible after a war
-Does not allow signing of any pacts
-Automatically resolves to Neutrality after 3 days
Neutral
-No pacts are possible, any pacts are nullified.
-Possible any time except if there was a war.
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Extra ideas:
War
We could establish more side effects for WAR. Here are some ideas:
1)Banks Blacklist
You cannot enter the bank of any nation that is at war with yours. (Automatic payments still possible)
2)Basic Reward System
Each nation could have a standard law (applicable to every war enemy) in how (any) rewards are given to the loyal subjects in time of war.
The law would describe which actions are rewarded and these should be limited (perhaps similarly to Hostility law, Plunder/Skirmish/Offensive voodoo).
The rewards should not be coin based at version 1.0
Coin rewards can be added later as this is already possible through an indirect way (Send payment to a trusted nation player and he can afterwards use the bounty system). We should put our priority to adding extra features instead therefore this has to receive low priority.
The rewards could be different. For example, Loyalty Points (needed for missions). We could even script loyalty points to go far beyond the standard 100 and then used to other nation control features. Besides the obvious help to complete the missions easier (without the need of exterminating millions right?), they could still be useful to the nobles. The could be used to create badges/achievements (Medal of Honor of St. Kitts for example) or simply as an internal way to rank nobles (sounds like a useful rank for the king when he will want to choose his governors, right?). More ideas are welcomed.
3)Port Side Affects
For nations that control a port, there could be side affects. Whichever these are, they should be limited, at least a early version of the feature. Some ideas would be:
i)Port Population Morale (if and when implemented) should receive a penalty.
ii)Extra Trade tax on Profit (excludes Gold Bars trading - we will assume that players sell these on the Black Market which is outside the reach of the government). This will be applied from the nation to the enemy trade fleet on both buy and sale and will be percentage based. The tax will apply before bonuses.
Here is an example to understand the functionality of this:
A fleet of 5 Trade Galleons under the Flag of St.Kitts arrives at a port controlled by Spain.
St. Kitts is however at WAR with Spain.
The total fleet capacity is 750 Crates of Tools.
The current price paid by this port of tools, is a mere 20gc per crate.
If there was no war, the merchant would receive 15,000 gc
However, Spain requires an extra 10% profit tax for those who serve under an enemy flag. To calculate this, we will check to see the highest selling price of Tools in Avonmora, which is 18.
So, maximum base cost is 18 * 750 = 13,500 gc
Therefore, the minimum Profit for the merchant is 15,000 - 13,500 = 1,500gc
So the 10% tax will be applied on the 1,500gc which equals 150gc.
Therefore, the merchant will receive 14,850gc and the Spain coffers will receive 135gc (10% corruption fee on the tax earned - it's war folks! Corruption is at its highest!)
Similarly, an additional tax on projected profit should be applied to sales tax. Let's suppose that this port sells Iron for 10gc a piece.
So, the merchant will pay 10 * 750 = 7,500 gc to full his fleet.
To find the extra tax, we will need to see the minimum projected profit. We will do this by calculating the minimum price paid for Iron crates elsewhere. This amounts to 12gc per crate or 750 * 12 = 9000
So again, the maximum figure stands at 1,500 which means a tax of 150gc.
So the merchant will have to pay 7,850gc instead while the nation will receive 135gc.
At the end of the trade, the extra burden for the merchant amounted to 300gc while the nation earned a total of 270gc.
Of course, if the merchant chose to store to Warehouse instead, he would escape this fee.
iii)Extra Services cost
Similarly, shipwright usage, repairs and crew hiring could also have extra fees. These can all be specified in the same law.
For more War effects ideas or treaty diversification ideas, please post here.