Population Growth Rate

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Re: Population Growth Rate

Postby Grimrock Litless » Wed Jul 05, 2017 1:33 pm

What I am afraid of is because ships increases the %, wouldn't this means it can be easily exploited but having each members of the nation build 20 howkers each day? They don't cost a lot to build, plus if the nation get rid of the nation ship tax there is nothing stopping people from doing it right?
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Re: Population Growth Rate

Postby Banger » Wed Jul 05, 2017 1:34 pm

Grimrock Litless wrote:What I am afraid of is because ships increases the %, wouldn't this means it can be easily exploited but having each members of the nation build 20 howkers each day? They don't cost a lot to build, plus if the nation get rid of the nation ship tax there is nothing stopping people from doing it right?


As I said, this is really not much of a penalty at all as there are multiple work arounds for this that require very little output.
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Re: Population Growth Rate

Postby Captain Jack » Wed Jul 05, 2017 1:35 pm

Sir Henry Morgan wrote:This is a viable concept to port population - Pirates Glory is a seafaring game, and this solution brings this aspect to port populations.

More dependence on ships and seafaring activity and less upon voodoo cards to create strategy and play is greatly needed.

That said, transporting immigrants by ship should be tweaked to create more seafaring aspects - while related to this topic, it needs its own topic.


If you check my initial post, we are aware of this issue as well. One step at a time though. Originally, plantations would be ahead of game evolution in this part but we have not made it eventually. Once plantations are up, transport immigrants will more than have the needed functionality.
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Re: Population Growth Rate

Postby Captain Jack » Wed Jul 05, 2017 1:35 pm

Grimrock Litless wrote:What I am afraid of is because ships increases the %, wouldn't this means it can be easily exploited but having each members of the nation build 20 howkers each day? They don't cost a lot to build, plus if the nation get rid of the nation ship tax there is nothing stopping people from doing it right?


Good point, we will only count ships in fleets then.
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Re: Population Growth Rate

Postby Dmanwuzhere » Wed Jul 05, 2017 1:39 pm

Sir Henry Morgan wrote:This is a viable concept to port population - Pirates Glory is a seafaring game, and this solution brings this aspect to port populations.

More dependence on ships and seafaring activity and less upon voodoo cards to create strategy and play is greatly needed.

That said, transporting immigrants by ship should be tweaked to create more seafaring aspects - while related to this topic, it needs its own topic.


You are correct SHM, however one will be dealt with immediately and the other whenever it is gotten to. The whole transport by ship is almost impossible to produce a result that offers even a minute profit change.
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Re: Population Growth Rate

Postby DezNutz » Wed Jul 05, 2017 1:41 pm

It isn't a what if. A port with a maxed population is likely to be a target of BD casts. Again as I said before, you chose to purchase TI for a set goal at your own risk. This suggestion doesn't prevent you from attaining said goal. You can't demand compensation. TIs still work, BDs still work. Ports just have an additional point that effects population. You can still get to your goal. There is no argument over principle here.
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Re: Population Growth Rate

Postby Captain Jack » Wed Jul 05, 2017 1:43 pm

I don't get the argument about principle. What's the principle?
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Re: Population Growth Rate

Postby Banger » Wed Jul 05, 2017 1:43 pm

The way you like to throw voodoo around, this is mere pocket lint cost wise to you.
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Re: Population Growth Rate

Postby Dmanwuzhere » Wed Jul 05, 2017 1:47 pm

Correct Deez "there is no principle argument here". If you are speaking for you. You also are not admin and can not address MY argument as it is mine. Your what ifs and description of what competing players do is irrelevant. TI's were bought and used for a specific purpose that was allowed by game dynamics which will now change and apply a penalty. It is not an old rule as it is a new implementation, thereby erasing that concept. Again principle Banger lol just principle.
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Re: Population Growth Rate

Postby Banger » Wed Jul 05, 2017 1:54 pm

Dmanwuzhere wrote:Correct Deez "there is no principle argument here". If you are speaking for you. You also are not admin and can not address MY argument as it is mine. Your what ifs and description of what competing players do is irrelevant. TI's were bought and used for a specific purpose that was allowed by game dynamics which will now change and apply a penalty. It is not an old rule as it is a new implementation, thereby erasing that concept. Again principle Banger lol just principle.


I think you are picking a bad change to plant your flag. This is such a hilarious change its barely even worth noticing. He is saying a 2.1 billion port is going to lose 15 million citizens at reset, you realize how nominal that is? Yes I understand this is a change that effects an investment you made in the game but its not like he is saying, "you guys completely exploited and jacked the game up so we are going to have a famine and 50% of the population is going to die followed by long term high level attrition to counteract this nonsense." Pick your battles wisely as this is not worth getting all worked up over.
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