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Population Control proposed Fix

PostPosted: Wed Jul 05, 2017 5:53 pm
by Captain Jack
Proposed Suggestion:
==================
-Limit max population of each port from 2.1B to 210Μ
-Divide equally the population of each port to the new figures (all current port populations will be divided by 10.05)
-Reduce number of immigrants that can be transported by ships, to 1 per crate (from 2).
-Tax income per NPC paying citizen will grow from 10gc to 50gc.


This fix will be our temporary solution till we are able to come up with a more sophisticated system. It deals directly with the 2 highest problems we can currently spot:
1)Too high returns in coin which is not balanced with all other income sources.
2)It deals with the unrealistically high numbers of population in each port.

It will affect negatively all players but equally.

Feel free to give us your feedback to this.

Re: Population Control proposed Fix

PostPosted: Wed Jul 05, 2017 5:59 pm
by Banger
Here is the issue I see. There has been recent chatter about how it is nice to see more countries controlling ports and on the map. This will eliminate that ever happening as the only way to make good coin will be to have a nation that controls a ton of ports at 500 million population. The one port nations will no longer be able to afford to maintain the port without footing the bill themselves... And at that point :pirateflag :pirateflag :pirateflag ...

Re: Population Control proposed Fix

PostPosted: Wed Jul 05, 2017 6:06 pm
by Most Lee Harmless
Nations with much smaller port populations have securely existed prior to this latest over-population episode : It's not that long ago that populations of less than 100mil were commonplace : But, having pushed the population envelope to its utmost limit, nations get put in a quandary : grow equally insanely or fall so far behind economically, security becomes an issue. It becomes an issue for new nation entry long before any concern about new population limits being reduced come into play.
But one should not be surprised : push things to extremes and guess what, extreme outcomes will occur.

Re: Population Control proposed Fix

PostPosted: Wed Jul 05, 2017 6:08 pm
by DezNutz
What about purchased influence? It effects population as well.

IMHO, the population limits are still way too high. 500M in a single port, but that can still be adjusted in the final solution. In the end, I'm not happy about this temp, but the issue needs to be fixed.

As for Banger's statement, the income coming from the port shouldn't be there to support port control. There are other uses for the Treasusry that will hopefully be implemented that will both add to the Treasury and require the gc within it.

Re: Population Control proposed Fix

PostPosted: Wed Jul 05, 2017 6:10 pm
by Banger
DezNutz wrote:What about purchased influence? It effects population as well.

IMHO, the population limits are still way too high. 500M in a single port, but that can still be adjusted in the final solution. In the end, I'm not happy about this temp, but the issue needs to be fixed.

As for Banger's statement, the income coming from the port shouldn't be there to support port control. There are other uses for the Treasusry that will hopefully be implemented that will both add to the Treasury and require the gc within it.


I do agree that there should be other things implemented that require gc from the treasury as well as feed the treasury but how is a treasury not to support port security? It just like real world where the tax money of the citizens goes to continue to protect their way of life. That is exactly what the treasury is for...

Re: Population Control proposed Fix

PostPosted: Wed Jul 05, 2017 6:12 pm
by sXs
By itself i see Bangers point. At 500 million population limit, Daily port tax income is just under 10 million. In the case of some nations this is barely enough to maintain influence.

Now if this is in some way tied to upcoming port upgrades. i.e. plantions, contract shipping, and such, and these give port holding nations another way to make up the difference, then absolutely.

But on its own it will probably destroy the port action gameplay.

Re: Population Control proposed Fix

PostPosted: Wed Jul 05, 2017 6:14 pm
by Captain Jack
I agree with the max. 500M is too high but it might be our golden number in Avonmora. We cannot know for sure yet. Ideally, a figure around 20M would be preferable as it is a realistic number.

Still, at 21M, a 30 crates ship would be able to carry 0.6 immigrants. That's an issue. We could of course raise the capacity for immigrants to 1 per crate but again we are hitting a rock there as it is unrealistic to carry only 1 immigrant at such a ship.

The 0.5 per crate seems the minimum we can go to be realistic with immigrants. Then the rest will be worked out by tweaking further the port max and tax income. We could do it right away but this is not what we are going to fix now. This is a temporal solution and for such a solution, it is safer to use existing metrics, scaled down. The only different metric is the halve of income but that's the actual solution to the issue.

Re: Population Control proposed Fix

PostPosted: Wed Jul 05, 2017 6:14 pm
by Captain Jack
Feniks wrote:By itself i see Bangers point. At 500 million population limit, Daily port tax income is just under 10 million. In the case of some nations this is barely enough to maintain influence.

Now if this is in some way tied to upcoming port upgrades. i.e. plantions, contract shipping, and such, and these give port holding nations another way to make up the difference, then absolutely.

But on its own it will probably destroy the port action gameplay.


It's actually 16.438.0000

Tax income per NPC paying citizen will grow from 10gc to 20gc.

Re: Population Control proposed Fix

PostPosted: Wed Jul 05, 2017 6:30 pm
by Captain Jack
DezNutz wrote:What about purchased influence? It effects population as well.


We have contemplated this statement and we feel that with the temporal fix, this will in fact work better. The current tax income is regarded as destabilizing aspect of the ports. It was so lucrative that other port incomes were often disregarded.

With less income from the npc tax, the rest nation incomes will be upgraded. Coupled with the forthcoming reduce in influence cost prices, these aspects will play a more important role into the game.

Nothing to worry here.

Re: Population Control proposed Fix

PostPosted: Wed Jul 05, 2017 6:32 pm
by sXs
There are some single nation players that will lose more in influence daily than the nation will produces in tax revenue.

example is Nelson in St Martins, SHM and Pulpop in Thorakas.

Daily nation tax income wont cover just their influence let alone the rest of the citizens in the nation.