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Nation Recruitment Strategies (Small)
Posted:
Fri Jan 20, 2017 4:51 pm
by sXs
Currently, players choose their nation on initial sign up, and choose their guild once they begin game play. Many players pick inactive nations. The game is dominated by 5 or 6 nations. Is there a way we could incorporate a nation recruiting aspect? I know we can auto send greeting to new players via messaging options, but this only occurs after new players have chosen their nation. Yes I know they can change nations at any time, but it would seem to me that if they were able to start off the game with active nations they would be more inclined to stay.
Gameplay is set up to encourage a players growth within a nation.
Ports are controlled by nations, not guilds.
Laws are set up by nations not guilds.
Hostility is based on nation not guild.
It would seem to me that nations should garner a bit more focus in development starting with the equal ability to recruit, otherwise Spain and Egypt will forever dominate the landscape.
Re: Nation Recruiting.
Posted:
Fri Jan 20, 2017 4:54 pm
by Donald Trump
Plato. Most nations are formed by either of the 2.
1. Someone is a rich spender and takes a port for themselves with massive spending. This is how Spain + IoM was formed. (Sandoval and BigTea)
2. Someone worked for ages in their nation, and bought a port through hard earned money or took one in the midst of confusion. (PK and others in Egypt).
Re: Nation Recruiting.
Posted:
Fri Jan 20, 2017 4:55 pm
by Shadowood
I would agree with you that new players should have a little more information when joining the game.
Perhaps a message stating "these are the nations who are currently in power. They may provide extra aid and benefits to some. You may want to consider joining one of them or you can pick a nation of your choosing"
Something to let them know.
Or give nations the ability to provide a Sales Message. "Join us because of these benefits"
Re: Nation Recruiting.
Posted:
Fri Jan 20, 2017 5:02 pm
by sXs
I agree Shadowood. On the join page it does list the top 10 nations i believe, but at a minimum Nations should also be able to put forth a sales pitch of some sort before they choose.
Re: Nation Recruiting.
Posted:
Fri Jan 20, 2017 5:02 pm
by Malachi Constant
I just troll the recently joined list.
Spend all my turns on Iron Golem and Buried Treasures.
I'd say I am a great asset to Spain.
Re: Nation Recruiting.
Posted:
Fri Jan 20, 2017 5:05 pm
by Admiral Nelson
I propose:
Instead of a messaging system, it does not show the map but the Top 10 Nations with this information in a list:
- Ports owned:
- Day of Port Ownership:
- How long they have held a port for ( on the day )
- Rank of Nation:
- Total Players
- Worthy? Yes/No?
To which the system, will decide if it is worthy.
Which brings me to a suggestion called 'Tooltip' over port. Where it shows how long the nation has 'owned' the port. Its basic value ( Citizen to gold coin ).
Which would appear, when you hover over a port as well as the average distance.
Re: Nation Recruiting.
Posted:
Fri Jan 20, 2017 5:21 pm
by Shadowood
Its been so long now, I don't know what it says or looks like. LOL.
Re: Nation Recruiting.
Posted:
Fri Jan 20, 2017 5:26 pm
by Mugiwara
Im really excited to see Plato -as a new player in the game- how hardworking to raise his nation.
Im agree with shadowood's idea. During sign up showing the benefits of nations to the newcomers might be helpful for them.
At present some of the nations laws and tax rate designated to prevent newcomers rank up in a nation. Resently one of our active members who was part of norway kicked from his nation just because of ridiculous tax rates which prevents him to raise in his nation. And after he kicked he partly lost his interest to play this game.
For prevent such a thing happen to more players at least at sign up screen active nations who willing to recruit and support newcomers should be able to listed. Like how you reccomending wood ports to starters. Add a recruiting or reccomended word next to active nations name also would be helpful for both nations and newcomers.
Sincerely Mugiwara...
Re: Nation Recruiting.
Posted:
Fri Jan 20, 2017 5:51 pm
by sXs
DoS, I am not suggesting Egypt and Spain have not earned what they have gained because they have earned every bit of it. I am simply suggesting a change that would allow a focus on Nations from the very beginning. The training missions focus on gaining rank within a nation, but many players rarely even visit their nation page.
A Nation Discussion Board similar to guilds would be nice. The recruiting options stated above would be nice.
Re: Nation Recruiting.
Posted:
Fri Jan 20, 2017 6:47 pm
by DezNutz
Plato wrote:Currently, players choose their nation on initial sign up, and choose their guild once they begin game play. Many players pick inactive nations. The game is dominated by 5 or 6 nations. Is there a way we could incorporate a nation recruiting aspect? I know we can auto send greeting to new players via messaging options, but this only occurs after new players have chosen their nation. Yes I know they can change nations at any time, but it would seem to me that if they were able to start off the game with active nations they would be more inclined to stay.
Gameplay is set up to encourage a players growth within a nation.
Ports are controlled by nations, not guilds.
Laws are set up by nations not guilds.
Hostility is based on nation not guild.
It would seem to me that nations should garner a bit more focus in development starting with the equal ability to recruit, otherwise Spain and Egypt will forever dominate the landscape.
I disagree with the premise of this to an extent. The USA Nation (an active nation) by far receives the most amount of new players per month, and has the most inactive players. While joining an inactive nation may be a reason for a small number of players joining the game to stop playing, it is not a major reason nor is the contributing factor as to why most new players quit.