Influence Ideas (Trade Route Influence) (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.

Ships and trading with influence?

YES to trading portion tied with influence
12
24%
YES to EotC function of stealing influence
7
14%
YES to warring nations influence function
7
14%
NO to trading portion tied with influence
8
16%
NO to EotC function of stealing influence
8
16%
NO to warring nations influence function
8
16%
 
Total votes : 50

Re: Influence Ideas

Postby PFH » Thu Jan 11, 2018 2:16 pm

Kangaroo wrote:I like the Enemies of the Crown feature as admin have implimented it, it does not require redress.
I am eagerly anticipating Letters of Marque so that the rightful king of a nation has significantly sharpened teeth.

As to the remainder of the proposal I am a cautious supporter, in the real world activity generates influence and the thrust of the OP's idea represents that quite well.

As enemy of the Crown of Bonaire before I joined Kitts. Really, the function didn't really do anything significant to me, considering Tiger, Danik, Wolfie, and Slindur were against me. I didn't lose much, if not anything. I feel as if the function has potential, but at this point, has no real damage to do to the target player.

Being EotC can even be an advantage.
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Re: Influence Ideas

Postby PFH » Thu Jan 18, 2018 3:24 pm

This is a new revised draft of the influence ideas. Let me know what you all think :) :y

Option to turn on and turn off influence gained in port from selling crates.

Option to turn on and turn off influence gained in port for building ships.

Option to turn on and turn off influence gained from battle in specific ports.

Rum to influence ratio - Every 20 crates sold = 1 point of influence (In a pirate port, the ratio is 20 crates sold for 2 points of influence.) [+1 point of influence for being part of the Pirate Flag for every 20 crates sold depending on the port owner (s).]

Tobacco to influence ratio - Every 40 crates sold = 1 point of influence. (+1 point if your nationality is the same of the port’s reigning nation.) [+1 point of influence for every 5 bankers under the same nationality flag of the port’s reigning nation.]

Food to influence ratio - Every 30 crates sold = 1 point of influence. (+2 points if the port’s reigning nation is the same flag as your own.)

Influence is distributed at the site of crates being sold.

Ship influence

For every ship build, add 10% of the base price of the ship as influence. Ex: Ship of the Line Base price at level 1 is:
Materials Cost: 287,200
Gold Coins cost: 742,500
Total Cost: 1,029,700
So the influence gained would be 102,970. Shipwright Management increases this by .2% per level.

This influence goes into the port the ships are built at.

Battle influence

Every time you plunder the EotC (s) of your nation, you steal influence by 1% from the EotC in the port you plunder in if that port belongs under your nation flag. Whenever you skirmish the Eotc (s) of your nation, you steal influence by .5% from that player’s influence in the port that the battle takes place in ONLY if that port belongs under your nation flag.

Every time you hit a nation at war with your nation's flag, your influence increases by .5% in all ports under your current nation’s control. Whenever you skirmish the warring nation flag, your influence in all ports under the control of your nation increase by .25%. The losing defender/attacker loses the same percentage of their influence in their ports.

+ .125% influence (provided by game. Points distributed to all ports under your nation flag. If no ports are owned by your nation, then distribute the .125% across all ports. ) when defending successfully from an enemy attack that is an EotC or is a player in a nation that is warring with your current nation.

Material sales influence

Tools to influence ratio - Every 40 crates sold = 1 point of influence.

Iron to influence ratio - Every 50 crates sold = 1 point of influence.

Cotton to influence ratio - every 60 crates sold = 1 point of influence

Wood to influence ration - every 60 crates sold = 1 point of influence

**First edit:
-Changed tools from 70 to 60
-Changed iron from 85 to 75
-Changed cotton from 110 to 95
-Changed wood from 95 to 110

**Second edit:
-Rum to influence changed from 50 to 20
-Tobacco to influence changed from 80 to 40
-Food to influence changed from 65 to 30
-Tools to influence changed from 60 to 40
-Iron to influence changed from 75 to 50
-Cotton to influence changed from 95 to 60
-Wood to influence changed from 110 to 70
Last edited by PFH on Sat Jan 20, 2018 11:09 pm, edited 2 times in total.
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Re: Influence Ideas

Postby DezNutz » Thu Jan 18, 2018 3:46 pm

I believe the Nations of Tokelau and Spain may have an objection to your ship building influence gain idea. Ports that produce wood are more likely to be locations where ships are built as wood is the largest resource used in ship production. Common sense dictates that it is easier to transport resources of smaller quantitative needs than ones that you need larger quantities of.
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Re: Influence Ideas

Postby PFH » Thu Jan 18, 2018 3:47 pm

Good point. Let me do an edit

There is also the option to turn off influence gained for ship building.
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Re: Influence Ideas

Postby DezNutz » Thu Jan 18, 2018 4:11 pm

The only part I like of this suggestion is influence gain based on trade route sales (To gain influence, the sale of the resource must occur within a trade route. No storing in warehouse then selling).

Ship building influence, battle influence, and the ability to turn it on and off are to me worthless ideas.

I see no reason to turn off trade route influence, as the port nation would also be trading in their ports and the amounts are relatively small. Even with the lowest being 50 crates to 1 influence point. Just to gain a million influence in a port, they would have to transport and sell via a trade route 50M crates.

I also disagree on food crate rates. Food is not really a novelty item, outside of potato party voodoo, so it should have a poor ratio similar to wood.
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Re: Influence Ideas

Postby PFH » Fri Jan 19, 2018 6:31 pm

DezNutz wrote:The only part I like of this suggestion is influence gain based on trade route sales (To gain influence, the sale of the resource must occur within a trade route. No storing in warehouse then selling).

Ship building influence, battle influence, and the ability to turn it on and off are to me worthless ideas.

I see no reason to turn off trade route influence, as the port nation would also be trading in their ports and the amounts are relatively small. Even with the lowest being 50 crates to 1 influence point. Just to gain a million influence in a port, they would have to transport and sell via a trade route 50M crates.

I also disagree on food crate rates. Food is not really a novelty item, outside of potato party voodoo, so it should have a poor ratio similar to wood.

Food is necessary to live, and with citizens and such, they need to have food. Food is more desired than wood is.

I did the math wrong earlier. Gunna make a fix
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Re: Influence Ideas

Postby Grimrock Litless » Fri Jan 19, 2018 6:50 pm

Does using Potato Party, Rum Festival and Tobacco Gathering also increase influence? I mean, you are making a lot of people happy to have those gatherings. It would make sense for it to also increase influence.
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Re: Influence Ideas

Postby PFH » Sat Jan 20, 2018 3:49 am

Grimrock Litless wrote:Does using Potato Party, Rum Festival and Tobacco Gathering also increase influence? I mean, you are making a lot of people happy to have those gatherings. It would make sense for it to also increase influence.

Yes it does. Same ratio applies :y
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Re: Influence Ideas

Postby Shadowood » Sat Jan 20, 2018 3:54 am

Just my two cents. I would disagree with voodoo being able to tie into this. It should be fleet action only.
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Re: Influence Ideas

Postby PFH » Sat Jan 20, 2018 3:56 am

Shadowood wrote:Just my two cents. I would disagree with voodoo being able to tie into this. It should be fleet action only.

Fair point.

It will only apply to ship trading and manual selling. Selling from warehouse i think manually should be fine, but using voodoo to sell it off should not allow the influence. Is that reasonable? or strictly ship trading.. ?
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