Captain Jack wrote:Port Player Building - Plantations
This is not a hideout building. This is a port building, specific to every player. There will also be port buildings specific to nations but this is another feature.
Plantations will be available to the ports which produce the following goods:
Cotton, Rum, Tobacco
Construction details
- Every player will be able to start up to 1 plantation per port
- Nations will legislate through the Plantation law who can operate a plantation at their controlled ports.
- Any player will be able to buy a Construction Permission from the game for a total of 100 credits (one time fee).
Construction Permission will allow the initial creation of the Plantation in a port.
Operating Permission
- The Plantation law will define a fee for the Operating permission - It will have a hard fee cost of 15M -> 98% of this will end up to the nation coffers while 2% will be the corruption fee.
An Operating permission will be required for the Plantation operation. Without it, the production will halt.
Operating Permissions will have a lifetime of 3 months. Once this pass, the permission will expire and a renewal will be needed. You will be able to renew your permission during anytime within the last 7 days of the deal.- Operating permissions are final. No one can cancel them. If a port changes hands, permissions issued by the previous port controller remain valid.
- If the law identifies someone as an eligible person to operate a plantation, then the permission will be issued/renewed instantly and automatically, based on the defined fee of the law (same for any eligible player).
- If the law does not permit someone to operate a plantation in their port, they will still be able to negotiate a permission with the port Governor.
The port governor will have no restrictions! The Governor will be able to give a permission to anyone (!) and to ANY fee he desires (0 gc to 1B max). However, any fee received will be distributed in this way:
1)60% will go into his pocket (Governors will be able to set this down to 3% and donate the rest to the nation although this very setting will be private - the rest officials will just see the amount they got from the deal in the coffers (at treasury log) with no explanations. So, the only way for anyone else to tell the actual fee held from the Governor, will be to get both the real value of the proposal and also have access to the treasury log. In different case, the governor can be as scammy as he desires to be without anyone knowing.
2)30% will go to the nation coffers (up to 87% if the governor decides this)
3)10% will go to corruption (game)- Every permission initiation/renewal proposal will begin from the interested player. The governor will have up to 3 days to respond. If no respond comes within 3 days, the proposal will always be successful based on the fee predicted by the law. The governor will be given the option to accept/reject or negotiate the offer. In case a negotiation begins, it will need to be concluded with 48hours. Failure to conclude it within the 48h, will always result in proposal failure and a new proposal will need to be sent.
Adjustable Criteria for Operating Permission included in Plantations Law
The nations will be able to control who owns a plantation through the following criteria:
- Title
This option will define availability to your own citizens based on their title.
Different price per title will be offered. Activating this article, overrides the other two and only those with the required title are eligible.- Diplomatic Relationship with nation
This option will define prices with every nation in the game, depending on the current diplomatic status with them. In case this feature comes before the Nation Diplomacy expansion, you will inevitably through this setting, have one stance with all other nations. There will be no special rules for Pirates. They will be treated as a nation group.- Hostility Rating
You will be able to set a maximum allowed threshold which will be used to limit players with high hostility with your nation from getting a licence from you (Hard limit 0 to 1000)
Acres Rental
- Every port will be assigned a pool of available acres. Nations will be able to increase this amount later (Probably with national port buildings)
- The available acres will be given to the Plantation owners to enlarge their plantation for a daily fee (rent).
- The Plantation law will define a minimum and maximum charge per acre (or bulk of acres as the metrics are still waiting the final case study).
- The Governor will define the exact rental fee within the boundaries set by the law. He will be able to change it once per day in a limited way. In case the law leaves no room for adjustment, the governor will have one job less.
Plantation Operation
A plantation owner will have to deal with the following:
- Plantation size
The owners will constantly trade for more or less acres, based on acres available and the rental price given by the port governor.- [b]Workers
Owners will be able to add more and more workers. However, hiring workers from the port will not be possible. The only way to put workers to your plantation will be through immigrants carried with ships (only with ships - voodoo will not work).- Worker Attributes
There will be a whole system related with workers who will have two general public (visible) attributes and several hidden ones. The visible attributes will be the ones of Happiness and Health.- Caring Workers
Workers will have certain needs. Such needs are first and foremost food. Therefore you will need to have food crates stocked in your warehouse and a constant supply in order to feed them. You will be able to adjust the food amount to them though.
You will also have to decide how much space to allocate for them. They need space to live and the only thing you got is the acres which you will also use for your crops. Additionally, you may construct further buildings for them (buildings will need acres) to accommodate them further, such as housing, baths, utility shacks,etc. All these cost gold to build and come with maintenance fees but they will improve their living conditions.
Workers will have a natural mortality rate which will be increased based on the decisions you take for them.- Production
You will get to decide how many hours every worker will spend for the production in your plantation. You will be able to select it based in hours from 1 minimum and up to 22 maximum. Hours of work will affect a lot of their hidden attributes but also their visible attributes. Hours of work will greatly affect production.
You will also be able to invest gold coins and time to improve the methods you use in your production. There will be a maximum limit per plantation. Once reached, you will be not be able to improve it further and the game will prevent further investment to prevent loss. You will be able to spend turns to hasten the time needed.
Production yield will be the same for all resources (same overall output - however, obviously, the more expensive a resource, the less crates will be produced which tends to be better if you intend to transport them).- Logistics
All produced goods will be either sold automatically to the port at the port price - 3 (-2 for cotton) or they will be stored to the player's warehouse.
Once stored in warehouse, you will no longer be able to sell it to the port so this decision must be made in the plantation management. You will be able to change this anytime.
If a user warehouse is filled, production will be sold to the port instead.
If both fill up, production will stop.
Full metrics will be released soon. There are a lot of metrics included here but we have a case study under way and the results will be mostly balanced. Most of the metrics will remain private though as this is considered PvE feature.
Future Expansions:
-Contract Shipping might be lined up as a Plantation Expansion
-Graphics (initial version will be text only but future version could become fully graphical - a little better than the hideout graphics)
Prerequisites:
-Nation Diplomacy (Optional)
-Governor port preference (Implemented)
-Plantations Law
-Removal of Fertile lands
ANY VALUES PROPOSED will stand for Version 1.0 and are all up for discussion.
A REVISION will follow sooner than later. The revision will change metrics in the way we feel it is best for the game balance, always taking your feedback in mind
Your feedback is mostly welcome
I see several tie-ins here. Diplomacy, Hostility, "caring workers", production and logistics, contract shipping.
Blockade of a plantation port directed at a specific plantation owner could be huge. Blockade of a plantation port directed at a particular governor could be huge. Hostility tie-ins for both plantation and blockades could have more value, especially if hostility ratings were changed slightly to have more of a penalty than just national relations.
Changing the national revenue structure to get focus away from population, or tying population rates into an index based on happiness of citizens. Blockades could, and should affect all of these. CJs OP on blockades is brilliant in its simplicity because it leaves open these possibilities and actually implements some things that would probably be prerequisites for other upgrades.
Follow these upgrades up with port related building such as forts. All of these things can apply to SHM question of "why do we want this?" These all bring a sailing and ship focus back into the game while adding huge amounts of strategy on both sides.