Population Control proposed Fix

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Re: Population Control proposed Fix

Postby Captain Jack » Wed Jul 05, 2017 6:34 pm

Feniks wrote:There are some single nation players that will lose more in influence daily than the nation will produces in tax revenue.

example is Nelson in St Martins, SHM and Pulpop in Thorakas.

Daily nation tax income wont cover just their influence let alone the rest of the citizens in the nation.


For high influence, it's always the cost of charity donation/5. If the cost of donation is 15*150000, then the daily maintenance cost is 450k. Which means that a maxed port can support at least 35 high influence players.
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Re: Population Control proposed Fix

Postby Dmanwuzhere » Wed Jul 05, 2017 6:37 pm

I have expressed my thoughts in pm already and while this still does not ease my thoughts to the method. It still creates the same effect as my offered suggestion. :thumbsdownscreamingpirateemoticon :D
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Re: Population Control proposed Fix

Postby DezNutz » Wed Jul 05, 2017 6:53 pm

Captain Jack wrote:I agree with the max. 500M is too high but it might be our golden number in Avonmora. We cannot know for sure yet. Ideally, a figure around 20M would be preferable as it is a realistic number.

Still, at 21M, a 30 crates ship would be able to carry 0.6 immigrants. That's an issue. We could of course raise the capacity for immigrants to 1 per crate but again we are hitting a rock there as it is unrealistic to carry only 1 immigrant at such a ship.

The 0.5 per crate seems the minimum we can go to be realistic with immigrants. Then the rest will be worked out by tweaking further the port max and tax income. We could do it right away but this is not what we are going to fix now. This is a temporal solution and for such a solution, it is safer to use existing metrics, scaled down. The only different metric is the halve of income but that's the actual solution to the issue.


You could set immigrant transport to 1 per crate and turn it into an influence sinker. Each immigrant moved removes x influence from the host port.
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Re: Population Control proposed Fix

Postby sXs » Wed Jul 05, 2017 7:13 pm

Captain Jack wrote:
Feniks wrote:There are some single nation players that will lose more in influence daily than the nation will produces in tax revenue.

example is Nelson in St Martins, SHM and Pulpop in Thorakas.

Daily nation tax income wont cover just their influence let alone the rest of the citizens in the nation.


For high influence, it's always the cost of charity donation/5. If the cost of donation is 15*150000, then the daily maintenance cost is 450k. Which means that a maxed port can support at least 35 high influence players.


I understand the math. It can "support" that many players, but most port nations rely on fewer players. This would seem to me to hurt smaller nations such as UK Grenada and Montenegro the most. Couple that with the upcoming plantation upgrade and Montenegro is left out in the wind.
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Re: Population Control proposed Fix

Postby TheLoveTiger » Wed Jul 05, 2017 7:22 pm

In other news the ripple affect of this will cause lower prices for the value of the cards.

My other question is what if someone is ranking and the port is at max population. How do they deal with that?

Finally my last complaint is all of these nations spent real money to achieve these populations, how is that fair that they lose out on their investment?
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Re: Population Control proposed Fix

Postby Shadowood » Wed Jul 05, 2017 7:34 pm

TheLoveTiger wrote:
Finally my last complaint is all of these nations spent real money to achieve these populations, how is that fair that they lose out on their investment?


Since everyone is going to be reduced the same amount, doesn't this void this argument?
The people who maxed ports will still have a maxed port at the new max of 500m

I do understand that the income will be less per day but that's the point of this. The revenue being generated is far out pacing what is realistic.
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Re: Population Control proposed Fix

Postby Dmanwuzhere » Wed Jul 05, 2017 7:42 pm

Shadowood wrote:
TheLoveTiger wrote:
Finally my last complaint is all of these nations spent real money to achieve these populations, how is that fair that they lose out on their investment?


Since everyone is going to be reduced the same amount, doesn't this void this argument?
The people who maxed ports will still have a maxed port at the new max of 500m

I do understand that the income will be less per day but that's the point of this. The revenue being generated is far out pacing what is realistic.


Being a game everything can not be realistic, the idea of 1800s ships making 25 m a day is unrealistic. Today's ships would struggle under that same burden unless of course, it was an outlawed substance or other product that was overpriced on the black market. Regardless the loss is there. It may be shared but nonetheless, it is a loss.
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Re: Population Control proposed Fix

Postby TheLoveTiger » Wed Jul 05, 2017 7:56 pm

Shadowood wrote:
TheLoveTiger wrote:
Since everyone is going to be reduced the same amount, doesn't this void this argument?
The people who maxed ports will still have a maxed port at the new max of 500m

c.


Put it this way then, lets say your inventory holds 100 Mindbars that you have earned during the game. You have spent money and worked to getting this number, now since player X only has 5 mindbars it is unrealistic to the game, so the game is going to set a hard limit of 25 mindbars in a chest. You will be removed of the 75 mindbars and offered no compensation. But don't worry the rest of the game will also go down the 75% decrease in their stock too.

Just because the TI's were cast doesn't mean they lose their value, it is bologna for the admin to suggest negating their achievement.


Also correction, it is not 4.3 percent like I mentioned earlier. It is a true division of the number 4.3. So really every port will lose 75% of the current populations. So use all of the TI's you can now....
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Re: Population Control proposed Fix

Postby TheLoveTiger » Wed Jul 05, 2017 8:03 pm

Also right as you log into the game it says:

In Pirates Glory you will enroll in a fantasy world set in the age of Gunpowder!
This is fantasy, if we wanted real world we are a few hundred years too late
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Re: Population Control proposed Fix

Postby Shadowood » Wed Jul 05, 2017 8:05 pm

TheLoveTiger wrote:
Shadowood wrote:
TheLoveTiger wrote:
Since everyone is going to be reduced the same amount, doesn't this void this argument?
The people who maxed ports will still have a maxed port at the new max of 500m



Put it this way then, lets say your inventory holds 100 Mindbars that you have earned during the game. You have spent money and worked to getting this number, now since player X only has 5 mindbars it is unrealistic to the game, so the game is going to set a hard limit of 25 mindbars in a chest. You will be removed of the 75 mindbars and offered no compensation. But don't worry the rest of the game will also go down the 75% decrease in their stock too.


I see your point as it relates to the voodoo used. Not to the income coming in. Its a fair point...
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