[Implemented] Transport People between ports

Implemented suggestions or suggestions that refer to implemented suggestions can be found here.

Do you want it now?

Yes
22
85%
No
4
15%
Now? What do you mean now? I do not know if I am ready enough.
0
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Total votes : 26

Re: [Implemented] Transport People between ports

Postby Mugiwara » Fri Dec 23, 2016 7:53 pm

PhoenixKnight wrote:How do we start using this?


when setting your auto trade route change loading priority to load immigrants.
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Re: [Implemented] Transport People between ports

Postby PhoenixKnight » Fri Dec 23, 2016 8:08 pm

Thanks! I see the 4th port does not have the option.
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Re: [Implemented] Transport People between ports

Postby Mugiwara » Fri Dec 23, 2016 8:09 pm

No problem. Well i didnt checked that much i just tried to figure out where was the option and found it under load priority section of resources:) lets see how this feature gonna impact the game. im really curious about that.


PS: Is there any possibility to show daily total population transfer counts on quartermaster page? without a name or nation(nation depends on you for example x nation lost xxx amounts of pop and y nation gained zzz amounts of pop)



It seems currently i cant use the carry immigrants feature. I just want to see if its working or not but it seems still on test.
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Re: [Implemented] Transport People between ports

Postby Captain Jack » Fri Dec 23, 2016 9:10 pm

PhoenixKnight wrote:Thanks! I see the 4th port does not have the option.


We fixed this, thank you.

Skirmish has been already activated; again, 9gc per crate. Population is lost. We will create a law where Nations will pay a bounty for recovering any immigrants skirmished at their vicinity. This should work better than any related bounties although we should not rule these out.

Missions have been activated too; Exterminate Population missions have been renamed to Decrease Population missions and transporting people OUT is equal to Black Death. The loss is recorded once population is loaded in the ship.

Similarly, Transport Immigrants also count in missions. The gain is recorded once population is unloaded at the port.

Transporting is only possible with Trade Routes. You cannot manually load immigrants. You can only manually unload population (only by sellecting ALL ships option) only if you have no Decrease missions active. Unloaded population in this way, is added to the port but it does not count to any missions.
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Re: [Implemented] Transport People between ports

Postby Maha » Fri Dec 23, 2016 9:17 pm

what happens when a ship full of immigrants is sunk and later recovered? zombie citizens walking the streets?
or will the hold be empty when found? (same for the auction, can you buy a ship full of immigrants?)
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Re: [Implemented] Transport People between ports

Postby Mugiwara » Fri Dec 23, 2016 9:19 pm

9gc profit right? we arent paying any gold for loading them to ship. About my last topic is it possible to add daily total transport count on quartermaster page?

Btw i tried to carry for see how its going i didnt get any gold. not even 1
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Re: [Implemented] Transport People between ports

Postby Captain Jack » Fri Dec 23, 2016 9:26 pm

Sunk ships will have their immigrants removed. Same with auctions. We will make it happen now.

The 9gc per crate is assumed for Skirmish Bounty and only there.

btw, I forgot to add that you can see today's transported immigrants and your totals in Captain's log. Basic stats only (no port origin etc,we can add such later)
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Re: [Implemented] Transport People between ports

Postby Mugiwara » Fri Dec 23, 2016 9:29 pm

oh i see. so there isnt any g profit for carrying pops? now it make sense.

Thanks for updated infos btw.
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Re: [Implemented] Transport People between ports

Postby Captain meow » Sat Dec 24, 2016 6:38 am

um so basically immigrants are getting a free ride since no gold is earned like seriously 1 or 10 gold coins per person is a decent fee
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Re: [Implemented] Transport People between ports

Postby Maha » Sat Dec 24, 2016 10:30 am

how does influence relate to this migration?
those who got free passage should have some sense of obligation to the shipowner who so altruistically gave them a fresh start in a new place

suggestion: when the shipowners give the migrants 1gc each to help settle in their new home, the ship owners influence goes up with 1 as well. This is 10 times cheaper then 'build up port' but it takes more time, resources and effort.

suggestion for future use: for another gc, the migrants adopt the nation of the shipowner.

(when you select 'load immigrants' a popup appears where you can select to give the immigrants 1 gc AND where you can select to change their nation.)
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