Cutpurse wrote:should sell prices be tweaked? as with new pricing model that also includes ports current stock, producing cotton, food or wood in highest stock port would yield 0gc.
also, do bonuses from east india, and duke rank affect plantations, if one chooses to sell all products to port?
will be interesting to see how running costs of plantations will be handled, i would assume cdv to have daily rental fees in tens of millions
There are no other pricing tweaks ahead. We believe that the current model is enough. How exactly you will get 0gc from the highest stock port? Selling to the port will not be through the port market. Plantations will sell directly to the port with other prices. Voodoo will not affect this procedure. You will choose how much you want to keep at the warehouse. The rest will be sold to the market, at the offered market price which will always be a little less than what the market will charge to sell it. Ie, if the market sells for 8 gc, it will offer perhaps 7gc to you. If it sells for 3gc, it will offer 2gc. These figures will finalize in the following days where tests will begin. We got an outline right now, for all metrics but nothing is finalized yet. Even after plantations are out, revisions will certainly come. We just strive to make the numbers as balanced as possible from the entry level, to prevent potential unrest; the more balanced the entry metrics, the happier everyone is.
Profit from plantations cannot and should not be greater than trading. Although under circumstances, the income can be a lot more times greater. It will be up to the rest of the players, either by port control (operating permissions) or acres rental or competition in general (with similar plantations), to limit such cases and push the income to become reasonable profit.
What is ahead, is the port consumption mechanism, which however will need some tweaks on the version currently proposed. For example, population will not consume the resource the port produces. This is not a top priority though and we can afford to work a bit on ship specialization before expanding further these concepts. Meanwhile, we must work on the concepts of Port Buildings and finalize the proposals there. This is hard work but we need to push them for the greater good of the game. Ideas like Blockades will need to be incorporated into the game as well, as they are close to mature as an idea and it will be easier for all of us now, to come up with final functionality.
Ever since Shadowood brought up the issue, there has been a lot of thinking into the issue. I think that our initial thoughts are safer regarding acres rental. When you have 20,000 acres open plus 30,000 more potential growth, it will be nearly impossible for a player to HOG the entire acreage of a port just by himself. With 1000gc/acre, a large enough plantation of 1,000 acres, will pay 1M daily. So if someone wanted to hog this place, he would need to pay 20,000 * 1001 = 20M/day
This is a large figure, even for the big players. The only problem here is that most of this rent will go to national coffers (although a large sum, 17% will go to corruption, so it has a high maintain fee regardless). We could have an exploit in this manner:
-Get the player to pay for his license.
-Then hog the acres with high rents.
-Then get the coin through national coffers back.
However we believe we should keep out from stopping such. If someone wants to act as a rogue, he should be able to do it. It would be impossible to close all such exploits after all, so it would be better to unleash them. If a nation wants to allow such, then it will be only logical that there will be either port assaults against it OR players will avoid said nation's port.
Player decisions are going to be the highest risk you will encounter at this feature and this is the key difference from the rest. At goldsmith, you have pvp competition when selling gold bars. At this feature, you will also have on production level as well. I think this is very beautiful and it will add realism.
At goldsmith, you also have the added risk of losing your precious cargo to Pirates/Skirmishers. This is not an issue with Plantations so the added risk of competition is reasonable.
Other risks will include some random events but these will not be so detrimental to your plantation well being. Even the worst of events will be nothing than temporal issues. Initially, it should and must be hard for everyone. Once you learn how to manage a plantation though, the risks will be nearly ineligible. Failure however should be part of plantations for those careless.
We also believe that plantations will give plenty of interest to a player type that is not so interested in battles. We have some of them here. Plantations will not be battle heavy as your only risk in terms of fighting will be your supply fleets. This feature will also act as a good backbone for every established player.
Ultimately, their profitability will also be relevant to the amount of competition. Just like it happens with Goldsmiths.