Port Wars Ideas

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Port Wars Ideas

Postby The Lamb » Wed Jul 31, 2019 1:23 am

Per Stans suggestion i figured i would start a port war topic as an exchange of ideas.
My Idea for port wars are as follows:
Set up:

Kings set % of Tax revenue from each port to go into a port treasury. Governors work with kings for right amount. If governors dont perform, get a new one.

1. Need a port grainery
- A new health stat for each port, grainery stocks get emptied, health level drops and start loosing population to famine.
- Port Graineries can be upgraded to stock more supplies in case of blockade
- Governors responsible for ensuring adequate stocks of graineries. Goods bought with tax income from port fleets (5 max cap) or from market
- Poor polulations (% of total pop) very slowly draw from stock (like plantations) food, cloth and tools - higher the pop quicker the draw
- Garrisoned troops very slowly draw from stocks (like plantations) Wood, Iron, Rum. - more troops quicker the draw.

2. Need a fort -
- A new crime/safety stat for each port crime rises based on population- Safety drops too low, population starts dropping (people move away), reverse for pirate controlled ports
- Forts get upgraded from watchtower to citadel - Each level adding to the garrison size allowed and cannons available for purchases.
- The more troops garrisoned the higher the safety, troop garrisons cost x gc per day - paid by tax income
- Durring time of war - Conscripts can be purchased at the port - max cap of (1/2 population men * 30% fighting age) Concripts slow down population draw from grainery and quell unrest but cost gc every day.
- Port Defence Fleet - First volley in any blockade - King states type of ships and setup for fleet - paid by tax revenue of port. Port fleet gets x attacks per day free of danger, meaning it wont show on plunder board. King Controls fleet.

3. Blockade Action -
- Initiated by nations or pirates.
- All trading with port stops so long as invading navy is blockading port.
- Navel battles take place from plunder boards.
- Tavern Daily update states: Blockade Prote- Navy Strength remaining 54%- Port Reserves remaining 23%(reserves depleted at an accelerated rate with no trading).
- Once Port reserves are zero and population revolts, blockading nation takes port. Grainery and Citadel drop to original levels to be level again by new nation nation gets remaining unspent port treasury.
Needs work on battle portion******


New events -
- If Crime AND Famine get to a set point, civil unrest occurs, tax income stops, after another set point the population revolts without blockade, Inf is 1/2 price for all OTHER nations and not considered act of war. Once new nation sets in, port is safe for 3 days to allow new govt to take hold.
- Blockades - Blockades cut off supplies and panic the people. The need for conscripts which lesson the grainery drop, once grianery is depleted, see above.
- In the event of a blockade - Land Cannons will fire on ships every hour - ships damaged beyond 25% will get taken out of play with option to be removed from fleets and sent back to originating port, or return to fleet and risk being sunk.
- New Permanent Pirate Port on tiny unclaimed island
- New Game Bounties for Notorious pirates (NPC) players can venture with their pirate hunter fleets to try and collect. danger is +6 and hour when ever a non pirate is in the pirate port and every attack on non pirate player on pirate plunder board is -2 danger.
- Pirates can try to sack a port - Must purchase raiding party troops from pirate island (gc) and have fleets to transport them to the port. If skirmished en route, those troops lost at sea, if other fleets make it to port, you see your remaining party strength vrs. garrison strength and RNJesus chance of win % and choose attack or call off. If attack, RNJesus determines the outcome. If you win, random 2x-5x your initial investment - if you loose, you loose your investment (raid party members) and x random officers to the gallows.

You will notice alot of cg coming from tax income to port treasury, using ports as regular income is for the lazy. Port ownership should not be considered normal income, its a ship game, get some ships... :PP :PP :PP

Ok rip it apart :P :P :P
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Re: Port Wars Ideas

Postby PFH » Wed Jul 31, 2019 1:54 am

I had a concept where each ship in a port boosts your influence percentage at a very small number, each ship having a different bonus. For example, and this is a very vague calculation just to show an example. 0 ships in vaasburg. Drop 100m and you get 10m influence. 450 howkers, drop 100m influence and receive 17.5m influence. 450 lmms in vaasburg. Drop 100m and receive 22.4m influence.
Ships would have to be in a fleet of course.
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Re: Port Wars Ideas

Postby Stan Rogers » Wed Jul 31, 2019 3:04 am

That is certainly the backdrop to force goods movement between ports which are dependent on ships and sets things up for a more complex nation system.
We would also need to define how ships vs port battles could work out. Perhaps something easy until the ship makeover happens.
Me... I like it simple... ports buy cannons and hire militia and ships shoot at ports killing militia and citizens.
Overall it would fit into the way things have developed along side the plantation model
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Re: Port Wars Ideas

Postby Dmanwuzhere » Wed Jul 31, 2019 3:22 am

sacking a port and get the nations remaining treasury wouldnt make sense as the nation might have more than one port and taking one port
and getting a nations treasury unless a vault was forced on everyone and they had to pick a port to set it in and you were lucky enough to pick the right port wouldnt make sense
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Re: Port Wars Ideas

Postby The Lamb » Wed Jul 31, 2019 3:33 am

not the nations treasury, the port treasury. % of tax revenue used by the governor for port expenses.
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Re: Port Wars Ideas

Postby Most Lee Harmless » Wed Jul 31, 2019 3:44 am

As I read it, each port would have its own treasury to fund forts, militia, granary and such. It is that 'working capital' treasury which is at risk, not the Nations main treasury.

I like the idea of port treasuries. After all tax income is paid in the port. Trade and banking taxes too. Plantation rents. All could feed into that treasury. The governor must then allocate the funds whilst channeling a portion to the Main treasury held in the Capital.

A couple of interesting ideas arise from that. It makes the Capital a worthy target to be raided. That's where the bulk of the treasury would reside. More strategies arise for the nation. Spread their deposits around and risk losing a portion if a port falls. Or pile it in the Capital and spend big to protect it there.

And, most fun of all : the port treasuries must transport the nations share to the capital! Treasure fleets indeed! The English privateers spent vast efforts seeking out the Spanish treasure fleets bringing gold back from the Americas. Surely the prospect of seizing the Avonmora Spanish Treasure fleets fills our own pirates hearts with that special thrill. Master Vane must be sharpening his cannons even now at such a prospect.

Just a thought.
-1 : Move to archive.
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Re: Port Wars Ideas

Postby DezNutz » Wed Jul 31, 2019 3:52 am

Just a reference: viewtopic.php?f=34&t=2165
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Re: Port Wars Ideas

Postby The Lamb » Wed Jul 31, 2019 3:54 am

DezNutz wrote:Just a reference: viewtopic.php?f=34&t=2165


Damn!! So what your saying is you never thought about the idea :D :D :D
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