Plantations Expansion

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Re: Plantations Expansion

Postby DezNutz » Tue Aug 15, 2017 9:02 pm

I haven't even dumped hundreds of millions of gc into port control and I'm tired of watching my investment going down the tubes. It's ridiculous at how much gc is lost to influence and how easily influence can be taken away.
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Re: Plantations Expansion

Postby Vane » Tue Aug 15, 2017 10:12 pm

Off topic and thus will be moved elsewhere.
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Re: Plantations Expansion

Postby Kangaroo » Wed Aug 16, 2017 1:15 pm

Charles Vane wrote:May not diminish the Govs role, but it sure bolsters the kings.

- Govs best be on the good side of their ruler or why would you be selected for office again?

- Kings draw up contracts with the governors where the Govs pay them.

- Kings earn 5-10% on all contracts the gov hands out to others.

Not seeing where this is unfair mate?


I didn't intend to suggest it was unfair on kings, I did intend to state it does not remove much of the power (if any beyond permanence, which is good) from the Governor.
For nations with the full compliment of Dukes the lack of sharing the largess feels like an invitation for internal conflict and instability.
If that's the intent no worries.

My 2c is that a share should go to the council.
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Re: Plantations Expansion

Postby Vane » Wed Aug 16, 2017 1:21 pm

A large percentage, (or what the gov sets up) goes to the nation's treasury. This can be sent to the dukes as the council sees fit. But directly, dukes do not have added responsibilities. Also dukes are "not" on par with Governors, never were and shouldn't be. Up until now there has been no distinction from the roles except 5 vote points. Perhaps in the future the Dukes could get a feature they need to manage that is better than lower ranks but does not match the Govs.
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Re: Plantations Expansion

Postby sXs » Fri Nov 10, 2017 4:50 pm

bump
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Re: Plantations Expansion

Postby DezNutz » Wed Feb 21, 2018 5:47 pm

Bumping for visibility.

And to reiterate from the Grain Farm Topic:

Plantations should not produce Rum. A plantation grows crops such as Food (Grain/Corn, etc.), Cotton, and Tobacco. Rum is not a crop, it is a manufactured good, like Iron and Tools, it should require its own building. And before anyone says that Iron is not a manufactured good. You can't take Iron Ore (which is what you mine) and use it directly. It must be processed in a blast-furnace to create pig-iron (Iron).
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Re: Plantations Expansion

Postby Redjack02 » Wed Feb 21, 2018 6:10 pm

DezNutz wrote:Bumping for visibility.

And to reiterate from the Grain Farm Topic:

Plantations should not produce Rum. A plantation grows crops such as Food (Grain/Corn, etc.), Cotton, and Tobacco. Rum is not a crop, it is a manufactured good, like Iron and Tools, it should require its own building. And before anyone says that Iron is not a manufactured good. You can't take Iron Ore (which is what you mine) and use it directly. It must be processed in a blast-furnace to create pig-iron (Iron).



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Re: Plantations Expansion

Postby sXs » Wed Feb 21, 2018 8:41 pm

Captain Jack wrote:Plantation Operation

A plantation owner will have to deal with the following:
Plantation size
The owners will constantly trade for more or less acres, based on acres available and the rental price given by the port governor.
[b]Workers
Owners will be able to add more and more workers. However, hiring workers from the port will not be possible. The only way to put workers to your plantation will be through immigrants carried with ships (only with ships - voodoo will not work).
Worker Attributes
There will be a whole system related with workers who will have two general public (visible) attributes and several hidden ones. The visible attributes will be the ones of Happiness and Health.
Caring Workers
Workers will have certain needs. Such needs are first and foremost food. Therefore you will need to have food crates stocked in your warehouse and a constant supply in order to feed them. You will be able to adjust the food amount to them though.
You will also have to decide how much space to allocate for them. They need space to live and the only thing you got is the acres which you will also use for your crops. Additionally, you may construct further buildings for them (buildings will need acres) to accommodate them further, such as housing, baths, utility shacks,etc. All these cost gold to build and come with maintenance fees but they will improve their living conditions.
Workers will have a natural mortality rate which will be increased based on the decisions you take for them.



Just read and re-read this. I have a few questions.

1.)Will workers transported in count towards port population for tax purposes?
2.) You stated once contract is signed it can not be revoked. "Operating permissions are final". What if a player goes inactive? Does the contract continue until renewal period? His workers will die off eventually. With a 3 month window, and limited acreage initially, this could pose some issues.
3.)Plantation workers. Is there a formula for how many workers per acre will be needed? Is there a cap? Is there a max production per acre?
4.)Workers "needs" requirements. What will the consumption rate per day be for workers?
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Re: Plantations Expansion

Postby Captain Jack » Thu Feb 22, 2018 2:45 pm

Feniks wrote:Just read and re-read this. I have a few questions.

1.)Will workers transported in count towards port population for tax purposes?
2.) You stated once contract is signed it can not be revoked. "Operating permissions are final". What if a player goes inactive? Does the contract continue until renewal period? His workers will die off eventually. With a 3 month window, and limited acreage initially, this could pose some issues.
3.)Plantation workers. Is there a formula for how many workers per acre will be needed? Is there a cap? Is there a max production per acre?
4.)Workers "needs" requirements. What will the consumption rate per day be for workers?



1)No, just like they do not count when they are in your ships or goldsmith.
2)The contract will continue no matter the activity status. Workers, provided they have enough supplies and good working conditions, could survive.
3)Formulas for plantations will be kept for the most part hidden. You will have to work through the requirements.
4)I don't have exact data for publishing yet. Once the full numbers are out, I will publish what can be published and will open debates were needed. This should happen right after pacts.
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Re: Plantations Expansion

Postby Captain Jack » Thu Feb 22, 2018 2:46 pm

DezNutz wrote:Bumping for visibility.

And to reiterate from the Grain Farm Topic:

Plantations should not produce Rum. A plantation grows crops such as Food (Grain/Corn, etc.), Cotton, and Tobacco. Rum is not a crop, it is a manufactured good, like Iron and Tools, it should require its own building. And before anyone says that Iron is not a manufactured good. You can't take Iron Ore (which is what you mine) and use it directly. It must be processed in a blast-furnace to create pig-iron (Iron).


Don't worry. All the required buildings will be provided within the plantation ;)
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