Avonmora Population - New Nation Control Expansion

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Re: Avonmora Population - New Nation Control Expansion

Postby Sir Johnny English » Sun Jul 12, 2015 3:00 am

Specialization of nations could be good;

Like, types of governance, Economic resource specialization, Port structurization, efficiency in administration etc would add a lot to the game.

Players would choose HQs and nations more interestedly; They would not simply choose a nation and be done with it. Currently, Since I don't have a national port, all I do is shift my HQ to where i hunt treasure the most; I mean, its a much of a waste right now.

I agree that rulers should have more power. But I suggest that the power be split in the way theiy choose to govern, rahter than give a standard for all to just pick up; Nations aren't this monotonous. in governance, they choose a hundred different ways to do the same thing: Play with the people! (At most times)
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Re: Avonmora Population - New Nation Control Expansion

Postby Captain Jack » Sun Jul 12, 2015 9:03 am

Specialization to nations is a good idea. However, we have a more sophisticated system already in effect called Law System. This already provides specialization. We just need more laws.
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Re: Avonmora Population - New Nation Control Expansion

Postby Maha » Wed Oct 05, 2016 5:20 pm

to re-juvenate this topic :)

i like to compare a port with a ship for the moment

a ship has 10 levels, 6 kinds of attributes and points to be distributed to these attributes.
crews can be hired and cannons be bought. each ship needs a captain and multiple ships an admiral. Merchants for automated trade

likewise we could come up with 6 attributes for the ports. a port levels up by influence of the nation that owns the port in combination with port population.

the king gets 1/3 of the point to distribute and the governor the rest. when a governor is replaced, the new governor can re-arrange 5 points. 5 of the kings points can be re-arranged by vote once every month. when a new nation conquers the port the new king will be able to change up to 10 points to his (councils) liking.

the ships cannons will have an equivalent in port batteries and crew in militia to man the batteries and repel invaders. these 2 will need an initial training and building fee and need to be daily paid out of the nations funds. battle causes damage which need to be repaired.

the attributes i can come up with are
port look out (gives advantage of shooting first)
round shot
bronze cannon
population growth
councils coffers
bulwark (defense mechanism)
labor force

some of these are similar to the ship attributes. growth, coffers and labor force are not.
growth implies the increase in population either numeral thru gc or % by voodoo.
coffers is the amount of gc that the port puts in the nations coffers each day. (it will take all allocated points as 100% and the points given to coffers is the percentage of port income that flows in the coffers. ( e.g. total of 50 points over the 6 attributes and coffers has 5 point --> 10% of port income goes to the councils coffers. )

laborforce influences the output of the product the port is making. production will no longer be only influenced by population. the percentage of the population that actually works is defined by this attribute
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Re: Avonmora Population - New Nation Control Expansion

Postby Bmw » Wed Oct 05, 2016 7:45 pm

+1 on maha's plan sounds really nice
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Re: Avonmora Population - New Nation Control Expansion

Postby PhoenixKnight » Wed Oct 05, 2016 7:56 pm

May I suggest a more realistic equation for Port population. Population if left alone will only drop. I feel that some form of Birth/death ratio should be implemented where that ratio will determine at random a rise or drop in the population.

I like the more active role for governors and a selection process.
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Re: Avonmora Population - New Nation Control Expansion

Postby Maha » Wed Oct 05, 2016 9:47 pm

PhoenixKnight, could you give your thoughts on what 'realistic equation' is?

i like simple over complicated, keeping in mind what Cpt J. wrote in the "speed up port growth"topic:
Captain Jack wrote:There is no natural population growth right now (positive or negative).

This is a lot harder to configure than you possibly realized when you first thought about this. Simulating population growth and keeping it balanced is a very tough task. You would need to define acceptable boundaries for maximum and minimum population within which a dynamically growth rate would stroll. Then defining this very dynamic growth rate pacing would be a big challenge already.

.. ..

We should also take into consideration the bizarre numbers of population that each port currently has. At a point where a 2M populated port seems to us like isolated. Well,it is not. It is not really our fault when players decided to make more money from citizen tax and immigrated tons of new people in all ports of Avonmora. Of course, it is not that it is entirely your fault.

Current system will always favor the ports to grow over time. Why? Because simply, people always build up ports. Influence is lost but people are not. The situation only balances later where % based Black Death removes extra population added by Build up port, only because their total number is now significantly smaller to the numbers that Transport Immigrants took the port. It becomes obvious that the system is as Balanced as it can be.
...


our interested audience may have noticed that Maha implies battles between Fleets and ports in his proposition. He would further suggest that ports are hard targets to take and only fleets of 4 lvl10 SOL's should be able to beat a port. let the heavy beasts of war become known as port breakers.

with that comes the case for plunder reward. it should be substantive but not over the top.

maha supports an holistic and integrated plan for port development
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Re: Avonmora Population - New Nation Control Expansion

Postby Bmw » Wed Oct 05, 2016 10:54 pm

I would turn the 4xlvl10 stop to 4xlvl11 mows
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Re: Avonmora Population - New Nation Control Expansion

Postby Slindur » Wed Oct 05, 2016 11:08 pm

I agree with bmw. If it only takes 4 lvl 10 sotls to overwhelm a port, then ports are going to be overwhelmed daily. Meaning multiple ports each day. That seems way too often to me, and I like to fight in this game.

I like the aspects that Maha mentioned about port attributes. I think that based on the defenses of the port, there should be possible to make a fort seem impregnable and unable to take because of the formidable defenses. I like the thought that the governor have ships stationed at a port to help defend her as well...

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Re: Avonmora Population - New Nation Control Expansion

Postby Stan Rogers » Wed Oct 05, 2016 11:50 pm

Maha wrote:our interested audience may have noticed that Maha implies battles between Fleets and ports in his proposition. He would further suggest that ports are hard targets to take and only fleets of 4 lvl10 SOL's should be able to beat a port. let the heavy beasts of war become known as port breakers.

with that comes the case for plunder reward. it should be substantive but not over the top.

maha supports an holistic and integrated plan for port development



This really gets into a whole 'nother topic on port advancement.
For instance, how many cannons can a port own ? I would humbly suggest that no reward be given other than a decrease in port population and a port should have 50x the strength of any 1 fleet and no single fleet can decimate the population in a defended port without being sunk. Ports can be told to fire on sight to any known enemies of state effectively stopping them from entering port.
I'll hold back a number of ideas and suggestions until CJ thinks its time to look into this aspect but really, I hope it is not too long as we need other reasons to make war and ways to do it that involves ships and teamwork
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Re: Avonmora Population - New Nation Control Expansion

Postby Maha » Thu Oct 06, 2016 12:07 am

Slindur wrote:I agree with bmw. If it only takes 4 lvl 10 sotls to overwhelm a port, then ports are going to be overwhelmed daily. Meaning multiple ports each day. That seems way too often to me, and I like to fight in this game.

I like the aspects that Maha mentioned about port attributes. I think that based on the defenses of the port, there should be possible to make a fort seem impregnable and unable to take because of the formidable defenses. I like the thought that the governor have ships stationed at a port to help defend her as well...

Slindur


Maha appreciates the constructive support

maha mentioned 4 SOL fully knowing his ignorance of these ships. Maha understands that SOL's and MOW'have no naval opponents to battle with. a port battle should not be a guaranteed effort, port attributes should be decisive whether 4 SOL's or 5 MOW lvl11 can take them. the port level should be visible, the points and distribution on the attributes not.

this way, the governor and nation council have to make some hard calls. where to allocate the points?
Maha considers to change the bulwark (passive defensive wall) in Restoration; the port (citizens) auto repairs the inflicted damage faster per point allocated.

Maha likes Slindurs suggestion of fleets assigned to port defense. Maha would like to give all players with the port nationality to allocate fleets for this. ( T'Zak Ryn offers patrol services to interested governors) Passive defense could be something like: Slindurs fleet "pink barby" attacks Psaral. However, Meliva has her fleets "Ken" and "my little pony" on passive defense. these two fleets (visible according to the danger they have) pop up and has to be beaten before the port proper can be attacked.

Maha values Stan's input and has similar thoughts about pro active defense. The consequences to trade are real and huge. but well, war does interrupt trade and closing a port should be seen as an act of war. However, each resource is only found in three ports. what if a nation successfully owns all iron ports? what will a blockade do to an opposing nation? will we see potato nations and rum nations? each closing the party trade to other counties? these questions should be considered.
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