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 Dmanwuzhere » Sat Jan 20, 2018 4:00 am

You are always looking for free voodoo free influence free free just buy the influence and s**k it up like everyone else :D
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Re: Influence Ideas

Postby DezNutz » Sat Jan 20, 2018 3:55 pm

-1

I'll reiterate this:

The only worthwhile part of this suggestion is Influence gained from trade route sales. It makes absolute sense. As merchants sold goods in a market, they would gain renown for the shipping and ability to bring in product. Thus they would gain "influence" within the port. The ratio of crates to influence would allow influence gain, but it would be small enough where a player couldn't make or support a high influence amount on trade only.
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Re: Influence Ideas

Postby PFH » Mon Jan 22, 2018 5:16 pm

Harlock wrote: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

Bump

Certain parts can be taken from this instead of all of the parts. I think we should tie influence with ship battles as destroying an EotC really has an impact on making them leave or at least not enjoy their stay in their target.

I'll make a poll
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Re: Influence Ideas

Postby Hawk » Mon Nov 26, 2018 10:41 am

+1 to the general idea, very much like how this would slightly tie influence to real activity.
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Re: [Review] Influence Ideas

Postby Grimrock Litless » Mon Nov 26, 2018 11:15 am

What bout gold?
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Re: [Review] Influence Ideas

Postby DezNutz » Mon Nov 26, 2018 3:49 pm

I approve of only 1 part of this suggestion.

DezNutz wrote:
The only worthwhile part of this suggestion is Influence gained from trade route sales. It makes absolute sense. As merchants sold goods in a market, they would gain renown for the shipping and ability to bring in product. Thus they would gain "influence" within the port. The ratio of crates to influence would allow influence gain, but it would be small enough where a player couldn't make or support a high influence amount on trade only.


The rest of this suggestion is not implement worthy.
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Re: [Review] Influence Ideas

Postby PFH » Mon Nov 26, 2018 8:07 pm

Approve only trade influence part. +1
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Re: [Review] Influence Ideas

Postby Shadowood » Mon Nov 26, 2018 11:15 pm

I am not 100% opposed to the "Influence by trading" idea. But being a simple trader myself I thought I would weigh in...

I currently trade in ports that aren't owned by my nation. I have no desire to gain influence in these ports and I would think other simple traders would have the same feelings. I am a sailor who doesn't like to rock the boat savvy? I don't think I am alone in this.
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Re: [Review] Influence Ideas

Postby PFH » Mon Nov 26, 2018 11:18 pm

There is the option to turn off the influence gain. Perhaps we can add a mechanic to allow influence gain for:

Only ports with your nation flag

All ports

No ports at all

As the options respectively
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Re: [Review] Influence Ideas

Postby Shadowood » Mon Nov 26, 2018 11:44 pm

I thought there was a Third metric that CJ was thinking about.... Or maybe it was someone else. There has been so many posts in my short time here.

The idea was "Renown" I think.

This was to keep things on the level between Merchant and Pirate a like. If traders get (in this case) influence for simple trading... Then Pirates should get influence for skirmishes/attacking... But that just doesn't fit the bill.

That is where the 3rd metric came up of "Renown". Might have to search the archives but I know it was suggested. Just a 3rd metric to measure success in the game I guess. :pc
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