Production discussion on current metrics
Posted: Thu Apr 04, 2013 9:42 am
Here are the crates sold in last 9 hours:
Which means that crates traded is approximately 1.4 millions per hour or 34 millions per day.
I have some reservations on the numbers as we have not counted how much of these come out of warehouses. I will publish a more accurate report tomorrow.
The production is the number of hired crew + 30000 per port.
Currently there are 927,784 crew hired so production is 957,784 per port for a total 20 millions a day.
As we can see from the demographics, while the total production is lower than the total traded crates, the ports stock keep rising. This happens because the ports where the main resources are being traded are boosted periodically with Fertile lands. So the stocks rise.
Obviously, we need to change our production model or we will end up with fully stocked ports everywhere.
The question is how.
Free your mind from any mechanisms limit, like as if they do not exist (we will find the way) and give us your suggestion.
Here are some points to consider:
-Production should not be necessarily linked to consumption. Before Fertile Lands voodoo card was implemented, ports of Tortuga, Tzogos and Regis were constantly running out of stock. This is not something that has to be avoided but the players should have control over it of course (this is why we added Fertile Grounds after all).
-Someone mentioned the use of a voodoo card to affect ports stock. An addition of an uncommon card with half the power of Fertile lands (5%) could be a good idea.
-We also have natural disasters which have been announced (check changelog) but not activated yet.
-Port population has to be added into the equation at some point. Perhaps this is the time.
-Port improvements that affect production could be another idea. These port improvements could be nation specific or game wide specific. Probably nation specific sounds like a better idea if we are to proceed with this.
Finally, at some point, we want to allow players to create production. This will gradually replace production as we will create it artificially here. However, we are seemingly long ways off that model and we should only keep this in the corner of our mind for now.
- Code: Select all
Crates Traded in last 9 hours:
Wood: 632,861
Iron: 5,294,510
Tools: 5,400,776
Cotton: 434,880
Food: 300,930
Rum: 321,290
Tobacco: 321,070
Total: 12,706,328
Which means that crates traded is approximately 1.4 millions per hour or 34 millions per day.
I have some reservations on the numbers as we have not counted how much of these come out of warehouses. I will publish a more accurate report tomorrow.
The production is the number of hired crew + 30000 per port.
Currently there are 927,784 crew hired so production is 957,784 per port for a total 20 millions a day.
As we can see from the demographics, while the total production is lower than the total traded crates, the ports stock keep rising. This happens because the ports where the main resources are being traded are boosted periodically with Fertile lands. So the stocks rise.
Obviously, we need to change our production model or we will end up with fully stocked ports everywhere.
The question is how.
Free your mind from any mechanisms limit, like as if they do not exist (we will find the way) and give us your suggestion.
Here are some points to consider:
-Production should not be necessarily linked to consumption. Before Fertile Lands voodoo card was implemented, ports of Tortuga, Tzogos and Regis were constantly running out of stock. This is not something that has to be avoided but the players should have control over it of course (this is why we added Fertile Grounds after all).
-Someone mentioned the use of a voodoo card to affect ports stock. An addition of an uncommon card with half the power of Fertile lands (5%) could be a good idea.
-We also have natural disasters which have been announced (check changelog) but not activated yet.
-Port population has to be added into the equation at some point. Perhaps this is the time.
-Port improvements that affect production could be another idea. These port improvements could be nation specific or game wide specific. Probably nation specific sounds like a better idea if we are to proceed with this.
Finally, at some point, we want to allow players to create production. This will gradually replace production as we will create it artificially here. However, we are seemingly long ways off that model and we should only keep this in the corner of our mind for now.