New Fleet Actions (Medium)

Here you can find all the ideas/suggestions that have already been approved by administration. These ideas will stay here in queue till they are implemented or... postponed! Feel free to browse through the ideas, add your own ideas and help us prioritize them correctly.

Re: New Fleet Actions

Postby Admiral Nelson » Mon Oct 24, 2016 2:52 pm

Wolfie wrote: they will be happy if they get permission to use bathroom



:lol: :lol: :lol:

Is there some dark past we should know ;) About you?

Brain storm:
How about, you have the option to run either a slave ship or a transporting ship.

If you are running a slave ship you can fit a additional 1/4 of the ships hull on top of the " Civilized " transport ship so it would be able to store, 45 Slaves.

If you choose a slave ship X amount of citizens may be lost on the way. Do not have a formula for X though.
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

Re: New Fleet Actions

Postby Sebena » Mon Oct 24, 2016 3:06 pm

John Avery wrote:
Wolfie wrote: they will be happy if they get permission to use bathroom



:lol: :lol: :lol:

Is there some dark past we should know ;) About you?

Brain storm:
How about, you have the option to run either a slave ship or a transporting ship.

If you are running a slave ship you can fit a additional 1/4 of the ships hull on top of the " Civilized " transport ship so it would be able to store, 45 Slaves.

If you choose a slave ship X amount of citizens may be lost on the way. Do not have a formula for X though.




There is a lot of things you don't know about me or my past :lol:

I didn't understood right will we earn gcs with transporting them or this will be another way to build up ports like addition to TI card... if we just build port then yea it would be nice to have option of slave trade and make new law where nation decides will they accept slaves and pay for them...
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
User avatar
Sebena
 
Posts: 1697
Joined: Wed Jul 22, 2015 3:20 pm

Re: New Fleet Actions

Postby Captain Jack » Mon Oct 24, 2016 3:07 pm

You just move them affecting ports that you choose (removing or adding population)
User avatar
Captain Jack
Project Coordinator
 
Posts: 4043
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: New Fleet Actions

Postby Admiral Nelson » Mon Oct 24, 2016 3:09 pm

Captain Jack wrote:You just move them affecting ports that you choose (removing or adding population)


So the " Slave " idea is valid?
User avatar
Admiral Nelson
 
Posts: 2370
Joined: Sat Mar 12, 2016 7:48 am

Re: New Fleet Actions

Postby Sebena » Mon Oct 24, 2016 3:11 pm

Captain Jack wrote:You just move them affecting ports that you choose (removing or adding population)


Thank you for clearing it for me now I understand it fully :)
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
User avatar
Sebena
 
Posts: 1697
Joined: Wed Jul 22, 2015 3:20 pm

Re: New Fleet Actions

Postby Captain Jack » Mon Oct 24, 2016 3:12 pm

John Avery wrote:
Captain Jack wrote:You just move them affecting ports that you choose (removing or adding population)


So the " Slave " idea is valid?


Slavery was a common trade back then. However, I am not sure if we want to add this as a concept. It would be an interesting concept, truth is, mechanics wise. You could generate slaves from successful battles (foot battles too in the future). Still, I do not think that the overall number of generated slaves in this way would be enough to support the specific fleet action.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4043
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: New Fleet Actions

Postby Sebena » Mon Oct 24, 2016 3:18 pm

Well kiddnaping people could be awesome source of slaves but put some chance of escape and if escape is succsessfull slave trader (read wolfie) gains 12 dps and 5 nation hostility twoards nation from whose port people were taken
“The reasonable man adapts himself to the world: the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man.”
User avatar
Sebena
 
Posts: 1697
Joined: Wed Jul 22, 2015 3:20 pm

Re: New Fleet Actions

Postby Lockreed » Tue Oct 25, 2016 7:12 pm

Perhaps the expedition journey action could have a "map plot" similar to how digging for treasure works. You could specify which zone you want to send your expedition journey ships toward in each port. After each visit to a zone you would raise the region exploration % up to a max, which contributes to the port exploration %. Higher port exploration % = better chance for success (or better loot, however the design ends up going).

This would function exactly like how the "exploration %" works for digging for treasure, so that if you want to have the best chances for expedition successes you need to send fleets to each region enough times. Perhaps each port has different chances for certain outcomes (fame, gold, bars, ships, population?) so that we have a reason to look around to different ports and explore many (all?) to 100%...

==watch out, crazy ideas below==

I am very intrigued by the idea that mixing ship types, and combat / cargo capability could yield better expedition journey results... Perhaps certain mid-level ships such as the Merchantman, brigantine, brig, or war galleon that don't see as much usage could get some kind of bonus to expedition journey. Maybe 1 ship is a good explorer, giving better exploration % (brigantine?) and one ship could be better for gold loot (Merchantman?), and another for fame loot (Brig?)

Here is one more super crazy, wild, idea:
What if there were 1 or 2 new "ports" that could only be found by expedition journey? Once found, the player can see it on the port map and could send ships there. Perhaps these ports don't actually buy or sell goods but just provide a "haven" to those who find them (or trap, for those who want to hunt for fleets looking to hide from danger...) - or maybe one of the ports even has hostile natives but sells one good at its lowest price, but the type of good changes randomly on the update? What if one of the hidden ports was a "pirate cove" that buys and sells gold bars only but where all fleets gain 3 danger for just visiting and/or on the hour?
*edit* - there are already 3 or 4 little islands on the map... :lol:
User avatar
Lockreed
 
Posts: 82
Joined: Mon Aug 11, 2014 2:12 pm

Re: New Fleet Actions

Postby Haron » Thu Oct 27, 2016 8:25 am

About transporting immigrants.

So, you want to take people from one port, and move them to another. Let's assume, for simplicity that these ports are of the same size. Now, you can achieve your goal either by using one Black Death (BD) card and one Transport Immigrants (TI) card, or by using fleets. Let's look at both options.

Let's set the price of 1 BD card + 1 TI card to 15 credits. Asuming a credit price of 200k gc pr credit, that equals 3M gc. Using a fleet to transport goods, you should make at LEAST 2 gc for every crate moved between ports. This means you could earn 3M gc by moving 1500k crates. With the transport immigrant fleet option, instead of moving 1500k crates, you could move 750k people. So with these numbers, you can either move 750k people between ports, or you can move crates, and buy and use one BD card and one TI card. These cards reduce/increase population by 1%, so moving 750k people from one port to the other would be achieved if the port populations were 75M in each port. That would be the "break even" point; for larger ports, using BD and TI would be cheaper than using fleet transports.

However, this is using very conservative estimates. Usually, buying and using BD and TI cards will be preferred even for smaller port sizes, for the following reasons:

A) A decent merchant can easily make much more than 2 gc pr crate moved. If he makes, say, 6 gc, the break even point changes to ports with a population of only 25M.
B) I have assumed that the "return trip" when transporting immigrants and moving crates are equally profitable, and not been counting this. For many ports, this is simply not true. You would often make less money on the return trip from transporting immigrants than from your optimized trade route.
C) I have also assumed that it takes the same time to transport immigrants as moving crates. Again, this is usually not true. Your optimized trade route would have a relatively short travelling time, usually around 1 hour between ports (2 hours for a round trip). But if you want to reduce the population in St. Martins and increase it in Akrotiri, the travelling time is obviously much longer. Using BD and TI cards, however, the posision of the ports does not matter.
D) I have also assumed that increasing the population in one port and decreasing it in another is equally important. However, if all you want to do is increase the population in your own port, you would only need the TI card, not the BD card. Thus, the real price is lower than in my example.

The following ports have a population less than 75M today:

Akrotiri (7M)
Pania (48M)
Kanoni (59M)
New Land (59M)

However, in practice, Akrotiri is the only port where transporting immigrants by fleets rather than moving crates and using BD / TI makes sense because of the other factors mentioned. So, the effect of introducing the ability to transport immigrants by fleets, is that "nuking" ports with BD to below a certain threshold (probably around 20M, but depending on the port and other factors), no longer makes sense. For ports above this level, moving crates with the purpose of buying voodoo cards will still be the more profitable option.

Summary: How many people you can move for one crate (one half in the suggestion) determines the "break even" point for a port size where one would rather use this method than buying voodoo cards. If around 20M is what one aims for, then one half person for each crate is a good choice. If another level is desired, the "person to crate"-ratio should be changed accordingly.
The T'zak Ryn offers Naval Combat Solutions for the Quality Conscious Customer
User avatar
Haron
Forum Rambler
 
Posts: 1931
Joined: Tue Mar 29, 2016 10:04 am

Re: New Fleet Actions

Postby Slindur » Thu Oct 27, 2016 1:49 pm

I like these ideas and the new features. For the transport immigrants feature, would population that you transport in ships away from a port count towards the "reduce the population" tasks in rank missions? I think that they should.

For the Expedition feature, I really like Lockreed's suggestions. If it is an expedition to search for something, then the treasure hunting feature seems like a natural parallel to the expedition feature. Searching grids per port and using turns to talk with people for increased odds of finding different things (NPC vs. player gold in treasure hunting vs. the different outcomes for the expedition feature) sounds really good. It seems like you have some ideas on this, though I like Lockreed's idea about using a similar mechanism to treasure hunting, and I like Haron's ideas about choosing how long the ship is willing to go out looking on the Expedition Journey (similar to turns used digging for treasure).

Slindur
User avatar
Slindur
 
Posts: 244
Joined: Thu Sep 19, 2013 10:15 pm

PreviousNext

Return to Approved