I very much like the idea of adding in a FORT for controlling nations. You put a ton of thought into this, but I agree with Stan that a simpler version would do.
This, along with the WITCH HUT, I hope get implemented in the near future.
Shadowood wrote:I very much like the idea of adding in a FORT for controlling nations. You put a ton of thought into this, but I agree with Stan that a simpler version would do.
This, along with the WITCH HUT, I hope get implemented in the near future.
DezNutz wrote:
Port Treasury (Just a thought, I think this could open up a lot of possibilities within Port Development down the road)
- A Nation’s sub-treasury for Port Management
- Prevents Nation’s Treasury from being depleted by Port Management Costs
- Provides additional management responsibilities for Governors
- No Direct Tie to the Nation’s Treasury
- Nation’s Treasury Funds can only be allocated to the Port by a Parliament Vote
- Funds can only be used for Port Management Costs
- Port Treasury Funds can be re-allocated to the Nation’s Treasury by Parliament Vote
- Citizens can contribute Funds to the Port Treasury through Gold Bars
- Logs all expenditures and transactions
Fort Skirmish
- Hostility Point triggered action
- Does not affect player gc (purse)
- Does not affect player fame
- Lost cargo value gc is deposited into the Nation’s Port Treasury and reduces hostility points.
- Not protected by Skirmish laws
- Upon entering the port, skirmishes any fleet belonging to a player that has hostility points with the port nation that exceeds the Hostility Point Threshold
- Hostility Threshold must be set for Fort Skirmish to function (except warring nations)
- Fleets belonging to nations that are under an official declaration of war are skirmished by the fort with no exceptions (Threshold does not need to be set).
- Does not prevent access to port or it’s functions
- 10% chance that fleet will not lose any cargo
- 25% chance that fleet will only lose half its cargo
Bombardment: Damage & Resource Loss
- Damage inflicted on the fort is done at 25% of the normal damage rate of the ship (A cannon ball can land in the ground of the fort and cause no damage)
- Total Resource Loss is 4.5 times the damage inflicted by the ship, but not greater than 50% of all available resources.
Fort Repairs
- Performed from Fort Management
- Can only be performed by Governor or Nation Council Member
- Wood, Iron, Tools, and GC are needed for repairs
- Resources can only come from the Fort Warehouse
- GC can only come from the Port’s Treasury.
- Repair cost of 200 gc and 100 of each Resource per 1% damage
- Repairs can be done by percentage sets: Repair ALL or X% (Allows partial repairs if insufficient resources/gc to repair All; cost calculations should be provided)
- Can be set for automation if applicable resources and gc are available.
- Automation can only repair 90% of damage inflicted per bombardment.
Level Loss (In Progress)
- Forts can be destroyed (If lvl 1 fort) (Complete Loss, Must Build from scratch).
- Forts can lose levels
Moral (In Progress)
- Newly constructed forts start with 75% Moral
- Decreases 1% ever daily update
- Recalculated after each bombardment for damage effects
- Affects accuracy (probability of hit)
- Can be improved by expenditure of rum, tobacco, and food from the Fort Warehouse. Takes time to increase moral, not instantaneous.
- Fort damage has a negative effect on Moral
- Blockades have a negative effect on Moral, the longer the blockade the fast moral decreases. For every 3 days a blockade is in effect, moral decreases an additional 5% at each daily update.
Mugiwara wrote:DezNutz wrote:
Port Treasury (Just a thought, I think this could open up a lot of possibilities within Port Development down the road)
- A Nation’s sub-treasury for Port Management
- Prevents Nation’s Treasury from being depleted by Port Management Costs
- Provides additional management responsibilities for Governors
- No Direct Tie to the Nation’s Treasury
- Nation’s Treasury Funds can only be allocated to the Port by a Parliament Vote
- Funds can only be used for Port Management Costs
- Port Treasury Funds can be re-allocated to the Nation’s Treasury by Parliament Vote
- Citizens can contribute Funds to the Port Treasury through Gold Bars
- Logs all expenditures and transactions
I really like the idea of Port Treasury its same as real world. Nations will set a budget for offensive and defensive usage to protect their nations.
The budget should be voted for each month it will increase the reality:) And you wont be able to vote again during 1 month period. So better you should learn your needs and manage your treasury nicely. If your treasury will empty your crews wont work and you cant defend your ports. Also repair costs should be pre-calculated.
Mugiwara wrote:DezNutz wrote:Fort Skirmish
- Hostility Point triggered action
- Does not affect player gc (purse)
- Does not affect player fame
- Lost cargo value gc is deposited into the Nation’s Port Treasury and reduces hostility points.
- Not protected by Skirmish laws
- Upon entering the port, skirmishes any fleet belonging to a player that has hostility points with the port nation that exceeds the Hostility Point Threshold
- Hostility Threshold must be set for Fort Skirmish to function (except warring nations)
- Fleets belonging to nations that are under an official declaration of war are skirmished by the fort with no exceptions (Threshold does not need to be set).
- Does not prevent access to port or it’s functions
- 10% chance that fleet will not lose any cargo
- 25% chance that fleet will only lose half its cargo
In my opinion only Fleets belonging to nations that are under an official declaration of war should be targeted by forts.
Also forts skirmishes should have a different cap than daily 5 cap per player. maybe 3 per players of warring nation.
And they should be protected by skirmish law insurance but the insurance cost should be double amounts than normal. If you are at war with a nation you may want to harm them.
If you insist about auto attacking based on hostility;
Declare a war to their nation. Their nation will protect him and accept your declaration or they will vote to kick him from their nation. i guess this is strong enough to punish someone who have too much hostility against you.
or apply 3 skirmish per player cap for based on hostility and no cap (or more cap) for warring nations
And transfer cargo to your fort's warehouse.
Fort Skirmish: Hostility Points
- Each Fort Skirmish reduces Hostility Points with port nation by 2
- The GC Value of Cargo lost reduces Hostility Points if the value lost is greater than 1000 gc.
- Hostility Point reduction for cargo is based on following formula: (Lost Cargo GC Value) / 1000
- Hostility Point reduction for cargo is rounded to the nearest whole number (5.6 is rounded to 6; 5.4 is rounded to 5)
- Hostility Points are not reduced for nations that have official declarations of war.
Mugiwara wrote:DezNutz wrote:Bombardment: Damage & Resource Loss
- Damage inflicted on the fort is done at 25% of the normal damage rate of the ship (A cannon ball can land in the ground of the fort and cause no damage)
- Total Resource Loss is 4.5 times the damage inflicted by the ship, but not greater than 50% of all available resources.
Max resource lose amount should be lesser. Because you will need a lot of resource for forts.
Mugiwara wrote:DezNutz wrote:Fort Repairs
- Performed from Fort Management
- Can only be performed by Governor or Nation Council Member
- Wood, Iron, Tools, and GC are needed for repairs
- Resources can only come from the Fort Warehouse
- GC can only come from the Port’s Treasury.
- Repair cost of 200 gc and 100 of each Resource per 1% damage
- Repairs can be done by percentage sets: Repair ALL or X% (Allows partial repairs if insufficient resources/gc to repair All; cost calculations should be provided)
- Can be set for automation if applicable resources and gc are available.
- Automation can only repair 90% of damage inflicted per bombardment.
Automation repairs costs should be much more higher than manual repair. maybe double amounts of resource and gold needed.
Mugiwara wrote:DezNutz wrote:Level Loss (In Progress)
- Forts can be destroyed (If lvl 1 fort) (Complete Loss, Must Build from scratch).
- Forts can lose levels
How forts will lose levels? When they fully damaged did they lose levels?
Mugiwara wrote:DezNutz wrote:Moral (In Progress)
- Newly constructed forts start with 75% Moral
- Decreases 1% ever daily update
- Recalculated after each bombardment for damage effects
- Affects accuracy (probability of hit)
- Can be improved by expenditure of rum, tobacco, and food from the Fort Warehouse. Takes time to increase moral, not instantaneous.
- Fort damage has a negative effect on Moral
- Blockades have a negative effect on Moral, the longer the blockade the fast moral decreases. For every 3 days a blockade is in effect, moral decreases an additional 5% at each daily update.
What will happen if Moral dropped to 0? Maybe moral can affect accuracy of cannons. and upkeep costs,repair costs
Mugiwara wrote:For port buildings in my opinion forts and blockades(also check Haron's viewtopic.php?f=5&t=2151&hilit=wars+and+blockades suggestion ) seems a solid options. Well done sir.