by Captain Jack » Tue Jan 15, 2019 9:59 am
I see multiple posts already judging the feature by its costs and benefits. This is not meant to become an investments feature to judge it by this. Like Banks or Goldsmiths or Plantations.
Estates will add realism to the game. While anyone can sleep on his ship, there needs to be a home for those that don't have one or those involved in politics. For example, a King can sleep in his ship perhaps but doing so consistently is unrealistic and even if one did,it would come with some penalties.
The above can be simulated. We can always be creative enough to simulate it in the right way. The reason I listed influence for a start is because it also combos with Port Acres Expansion issue that the game currently experiences.
Ports need plantations for a lot of reasons. Still, some nations do not want to expand the port acres. One of the reason is the involved risk. A nation might spend a fortune to improve a port only to lose it later during a war. This makes sense so as developers we need to solve the created problem.
An estate which preserves the influence of a single will help every player to define the important port for them. A port where many similar nation players have their homes, will be a more secure port for the long run. This will ease the risk when coming down to decide port improvements.
It is not just plantations though. If port buildings are to come, then the same risk will also be asked. Therefore, giving an actual reason for players to stick to a port, is an avenue we must take, sooner or later.
Now that I have explained the reasons why Estates are required for the game, let me clear some more things relative to profit. Once upon a time, there were no officer requirements when it came to construct and sail ships. Ships also cost like 1000 for Howkers and 75,000 coins for SoLs. Can you imagine the reaction of the playerbase at that time when Officers AND a 10x increase were announced? Perhaps you can discover it at the forums. Surely though, the majority did not really like this. Just imagine, yesterday you could create as many ships you wanted and today Captain Jack requires you to hire captains even for the existing ships. Crazy right? No? I guess it sounds logical and normal for most right now.
One of the most balanced features we have is Skirmish. It was developed in little steps and a lot of revisions. This is what we want to do with Estates as well. Just because we are adding it late, it does not mean that it cannot be balanced.
So, when picturing estates, picture the solution they bring. Now you know it after all. Then picture how we can make them fair. Not how much you will earn through them but how we will make their cost and effect to serve the initial purpose.
They can effect more things of course but I see the influence part as the best, both for realism and necessity. Another similar thing they could effect, would be port transitions:
-I do not really like that some port wars are fought minutes before the update.
There are many ways to solve this and the best would be perhaps to make everything to run more frequently, like hourly. So, instead of collecting the taxes once per day, we will collect them 24 times per day. Instead of paying stipends daily, we will pay them 24 times per day. The amount will be same but it will be divided and distributed by 24. We could have port control to change hands hourly. However, I do not believe that this helps realism.
A port building like a Fort could help this. A Fort could defend the port. For example, it could delay the transition by 1 day. Here is a Fort Functionality in detail:
Name: Fort
Type: Port Building
Description: Forts defend the ports from changing controllers.
Functionality:
For every day a nation holds the port, the Fort defense increases by 1.
Defense cannot be greater than the castle level.
Maximum level is relative to the amount of Villas or greater,owned by the residents of the controlling nation.
For every day that the nation that holds the port does not have the influence majority, the defense drops by 1.
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Then, we change port control to this:
When a nation gains influence majority AND the port's Fort Defense is 0, then the port is conquered.
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So, this is how you can make estates important later on. Just an example. Since we are here, such changes should also come before fleets modifiers to influence. Influence at some point will be affected by fleets (wins at vicinity and blockades) and at a later point by military (foot battles) but the influence part of it in its current form will not change. As influence reflects the political game in the greatest realism: gold wins wars.
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