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