Yes but this is more workload for the end user. The acres workload should not be a hassle unless there is an attacker.
Here is a screenshot I took a few hours earlier:
Captain Jack wrote:Whatever question you might have, please ask me. I should be able to give you the details. If not, we will have Jessica to code it.
EDIT: 3,300 posts! yay! DezNutz will soon eat my dust and Shadowood will never reach me.
Captain Jack wrote:Yes but this is more workload for the end user. The acres workload should not be a hassle unless there is an attacker.
Here is a screenshot I took a few hours earlier:
Jessy's Dream wrote:It's a big bad beast similar to Hydra. Every time you cut off a head (give a solution), two more heads pop again.
There is definitely going to be a Hydra Quest once we are done here.
DezNutz wrote:I used 500 gc as an arbitrary number. I did not calculate out the plantations data, just used the number as an example.
Bomont wrote:Sorry - didn't get a chance to get back here and follow up until now...DezNutz wrote:I used 500 gc as an arbitrary number. I did not calculate out the plantations data, just used the number as an example.
I figured it was just a number for your example, not that you thought that was the actual price we'd pay. I've seen lots of widely varying numbers in the discussion and I got curious so ran some rough numbers,then thought I'd toss it out there in case anyone was interested. Your post was just the most recent so I grabbed it.
But it did make me think. Is this update intended to make some ports more desirable than others? If we assume the ongoing daily costs of workers, guards, building maintenance, etc. are the same for all ports, doesn't that mean that the amount you can afford to pay for acreage is much higher for the higher base cost commodities? This means that the Governor, King and Nation that owns a rum port makes much more than one owning a cotton port, making it much more desirable.
For instance (using arbitrary numbers for illustration purposes), if want to make at least 0.25 gc/crate on a 1,000 acre field I'll make about 26,250 gc/day (.25x105x1,000 but depends on productivity variables - workers' conditions, buildings, guards, etc.). Assume it costs me about 0.75 gc for production costs excluding acreage (workers, building maintenance, etc.). So 1 gc covers everything but the acreage rental cost. If cotton sells for about 3 gc per crate, I have about 2gc/crate that I can use for rent. If rum sells for about 9 gc/crate, I have about 8 gc for acreage rent. That's a big difference for the nation (2 gc/crate x 105 crate/acre = 210 gc/acre vs. 8x105=840 gc/acre in this example).
Is that how it will work or will there be variation in the costs of workers, building maintenance, etc. that makes the various ports roughly the same profitability for the nation?
Captain Jack wrote:I can provide them yes, but they are under revision.
The key number for what we got now in the game, is that plantations sooner or later will need to meet a demand around 3M crates per day, per port. Now, some ports might have greater production according to needs. But in general, 3 * 21 = 63M crates is the reasonable current demand number.
If we take a normal sized plantation at 500-1000, the we speak about 25 to 50 plantations per port (maximum). The maximum is very important though. The defined consumption helps us here. The maximum allowed production should be able to feed the maximum amount of citizens.
Therefore
Max Population = 2.1B * 21 = 44.1B
Max Consumption = 44.1 * 0.0025 = 110M per day
Max Acres = 50.000 acres * 21 = 1.050.000 acres
Max production per acre = 105 crates/day
So, a 1000 acre plantation, should produce about 105.000 crates a day.
Let's use Food as our example here which is the best candidate for a series of reasons which I will not explain to save time and space.
Food will be possible to be sold at 7gc maximum.
So, maximum income = 7 * 105000 = 735k
Of course, one could run a 5000 acre plantation, so maximum income could be 3.675M gc per day, which is closer to what we want.
5000 acres plantations per port, if we get 2-3 of each, then we will end up with a total of 315,000 acres used, for a total production of 33M crates. Which means that current world metrics can sustain more plantations or larger plantations. So we could even see a few mega plantations at 10k acres each, which will theoretically could generate 7.35M per day.
Plantations of 10k, mean a number of around 5 plantations per port. I am not sure if we want this though. We probably want more owners and higher income for owners so that the rest features that will be connected to plantations will have profitability room. For example, plantation income should be thriving if there is not enough supply and in this case the profit should be so large that they will be able to overpay needed supplies to enlarge their plantation while being able in the same time to pay high fees to ports hosting them.
The metrics, to be honest appear to be nice. The problem is what I described above and for this issue we are more contain to make mega plantations work rather than mess with the metrics. Another thing we can also do, is to limit running expenses that flow towards the game to near 0 (not building expenses though). Otherwise we should change max production per acre. Truth is that max production per acre should be increased in order to also meet player demand. Perhaps all the above, tweaked in a limited way can produce the final result.