Charles Vane wrote:I have to agree with Dez, a time restriction when changing nations is a very good barrier for slowing down those changing nations quickly to attempt a short time internal attack. However I don't think it is enough to halt there.
While Dez is again right, preventing anyone from joining a nation is too restrictive, preventing certain people from reaching council is not. It was not uncommon at all for someone of power (king in this case) to surround himself with his best buddies. People he could trust to direct the nation in his chosen direction. This doesn't prevent anyone or everyone from joining a nation, but one must prove their self to be acting for the betterment of that nation before receiving any perks. I would like to see the following.
* 5 day restriction after joining a nation before one can start a nation mission to rank.
* King and councils approval via vote to allow a player to rank past Admiral. Then another approval to rank past Marquess.
* King to approve and select his governors (as is the sugestion for plantation feature)
This also makes using stipends once again viable as your nations coin will in fact go to those seeking to help the nation, not those wanting free payouts.
On the topic of ports, they do need a revamp for how they are taken and maintained. Perhaps the cards are the best place to start. The best long term solution would be a new system where transporting immigrants by ship (in or out), natural disasters or plagues, and adverse effects from naval battles in the vacinity all affect the rise or decline of a population. A % chance each day for a plague or population boom to take place at a percentage of current population comes to mind for some stability, while the transport via ship can be a player impacted option. To keep a flow of citizens the Boom rate would need to out weigh the plague slightly.
For influence, cards should remain but reduce their effectiveness and add alternative ways to impact this.
* cut cards effect in half (CD and Prop to 2.5%, cons to 1.25%)
* influence should be gained in larger amounts by helping the nation, ie. transporting immigrants (make this worthwhile), trading between your nations ports supporting their economy, after you've been with a nation for 30 days your influence lost daily is cut in half.
I like most of this, and agree Nation and Port changes are needed. A whole new system.
My record for switching nations and becoming King was 35 mins. While this is fun and anyone can do it, is it right to be able to do so... No. One reason why I don't play the National game much anymore and others (like Danik) have got out of the port control as well.
In a game that is built around ships (I am taking ADMIN/JessicaA words here) as the main characters, we need to have a game play style for Port Control that includes these ships.
- If someone wants to capture a port, I think it should be done with SHIPS
- I think Ports should have FORTS (see DezNuts post about this)
- These FORTS are built and maintained by the nation controlling the port, if the FORT is defeated by invading ships, the port is lost.
- Ships build wealth, wealth builds influence. We need a play style that allows us to gain influence through ships. (I guess selling goods for gold and buying influence works, but there needs to be another way too. Additional)
- Pirates should be able to Sack/Raid ports, but the controlling nation retains control of port but in a weakened state. FORTS would be damaged during a pirate raid.
- FORTS over time should be upgradable (per port) for better defense and harder to take over.
- This would need a new battle system (which CJ has mentioned) that would allow multiple players to attack at the same time together.
Interesting topic. One that I hope gains some traction in the not to distant future.