Plantations version 1.0 Discussion

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Re: Plantations version 1.0 Discussion

Postby Grimrock Litless » Sat Jan 26, 2019 5:42 am

1)Plantations take too long to develop

I mean, they do really take a long time to develop. In contrary to other game features, there is no "Instant Turns" mechanism here. I believe that we can now use this for construction: Only for laborers though. This way, the transition from a developing to a developed plantation will shorten. We will also provide another turns sinker.

We can also choose to increase the Laborers speed by investing extra gold bars to them. Perhaps this is the best course of action as we are in need of extra gold coin/gold bars sinkers.

We will need to pick one of the two or have another solution here. A solution to speed must be provided though.

Spoiler: show
It does, it is faster at the start than later, building up your Utility Buildings is a must right at the start.


2)No way to calculate the total investment

This is true. The good news is that we keep track of ALL gold bars invested. However, this is not the only cost. We could display the gold bars invested by category or in total. Of course, the investment actual numbers are going to be frightening to all players that have not realized that plantations are an investment: You pay up front only to receive your investment back in time. We cannot include any side investments though, we can only display the gold bars invested.

Spoiler: show
Estimation is done, but profit is there, very clear, I am making 10 million per day from 1 plantation, and Lodswe even more per day! If people still might not get it yet.


3)The advisor is unhelpful

Our recipe for the advisor complaints are to make him a paid feature. Do you want an advisor? Well, you will have to pay him. Nothing else will be changed. They will become optional and those who want one, they will have to hire him.

I will only add here that Advisors are not computers.

Spoiler: show
I usually just ignore the advisor.


4)Average production is lower than expected

This is our position. We expected production to be greater. I can see that the average production has only now started to scale. We will give this some time more, I want to run some tests on my own for this. There is a chance that there are still unlocked potential here. However, the very fact that 6 months after plantations launch, the avg max s around 90 crates per acre, is outside our expected result.

Do not take me wrong here though, at these or worse metrics plantations are still abundantly profitable. Still, this is an issue that we will be inspecting and fine tuning before considering the feature as finished. This means, that production rate may be improved.

Spoiler: show
Cool.


5)Guard Houses are not really needed

Plantations initial design required random events. These will be implemented only as an expansion. Till then, the guard house role should become clearer. Since we have no workers revolts or issues between them, the guards are not really needed. The best solution for now, is to produce a message to plantation owners telling them that improving and assigning guards is not really needed right now.

Spoiler: show
Cool


6)Acres Management

Another annoying issue is the acres management when you lose acres. Right now, since acres management is numerical, you need to check your settings at times and tweak them. This is unnecessary. The solution to this is that the player will instead assign % to the fields there. Then the game will distribute the plantation acres based on these %.

So owners will now only change the acres when they want to switch their strategy based on their needs and not when they lose a bid.

Spoiler: show
Okay.


7)Bids

The bidding system has been through numerous improvements. There still remains a way to combine existing ACTIVE bids. We already made this for PENDING ones. Combining ACTIVE ones though is even more tricky. It is doable though.

If you have a solution in how to do this, let us know. Key problems are how to calculate remaining time when combining them. We should take for granted that the maximum acres that can be combined cannot be larger than 2500 acres, for bidding competition issues.

Spoiler: show
When all the space is already filled with people using them, the next cycle can get really nasty. The rent easily spikes up suddenly for no reason because people are fighting for the same space when more will be cycled in just a while later.


8)Emergency Help

Right now you can only bring immigrants with trade routes.

We could consider adding a card that adds workers directly to the plantation, taken from the port.
If it was a common card, it should cost 3 turns and add 25k workers.
If it was an uncommon card, it should cost 3 turns and add 150k workers.
If it was a rare card, it should cost 3 turns and add 500k workers.

However, the added workers for all cards should never be greater than 0.5% of the port population.
This would prevent the card to be used as black death for low population ports. This would mean that the rare card would return 500k workers only to ports with population of 100M or more.

I would mostly prefer the Rare card option as we need more rare cards. I cannot come up with more/different card ideas for plantations but we are open for ideas. List them here.

Spoiler: show
Rare sounds good.


9)Interface Improvement

The main plantation page will change. It is confusing. I still have not adjusted to it after all this time so I suspect that most are having the same issues.

Spoiler: show
You get used to it.
"Got ya."
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Grimrock Litless
 
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