Plantations Version 1.0 List of remaining features (Large)

Here you can find all the ideas/suggestions that have already been approved by administration. These ideas will stay here in queue till they are implemented or... postponed! Feel free to browse through the ideas, add your own ideas and help us prioritize them correctly.

Plantations Version 1.0 List of remaining features (Large)

Postby Captain Jack » Tue Feb 05, 2019 12:51 pm

Following the relative discussion, here are the list of implementations left for Plantations Version 1.0
While we already gathered your feedback at the discussion topic, we are still open to further feedback, so do not hesitate to post.


1)Instant Construction Option
Plantations will be able to use gold coins and fasten construction instantly by hiring laborers from the port.

2)New plantation page: Investors Report
We will include there all stats we currently hold that will help you to determine the total investment.

Expansion Idea: Stock Exchange
Ability to issue shares for your plantation, trade them at a stock market and pay dividends to share owners.

3)Advisor will receive extra training

We agree that we disagree with some regarding advisor. Still, we will improve them by adding more tips.

4)Events are coming

We will continue initial design which is the following:

Events
=============
As a plantation owner, besides having to deal with all the above, you will also have to deal with events that will randomly pop or events that are result of your management.

Examples of random effects:
-Natural Disasters
-Pirate Raids
-Wondrous beneficial weather

Examples of driven events:
-Buildings Collapse
-Revolts
-Fires
-Famines
-Celebrations

Whenever an event occurs, you will be given the option to reflect on them and play your role on their outcome. You will be given a list of options and you will get to choose which your decision will be. Your decisions will affect your "workers community" in the long term and you should always keep this in mind. You can use these decisions to affect your community in order to have better results in the future or choose a decision that would be more important for your plantation at the current time.

The events system will be given extra care, in order to reduce any repetitive spirals. Our objective is to simulate a real plantation experience and not to provide users with fictional challenges.

As a result, Guard Houses and Laborers will be required to deal with events.

Expansion idea: Plantation Communities
Every plantation will be a separate community, as a direct result of your overall management over it.
Communities will be able to result in specific types and each will come with its own bonus/penalty.
Finally, community will use a title (ie XXX the Malevolent or XXX the Compassionate) to refer to you. This title will be visible in Overall Rankings.


5)Improved Acres management

Current interface will be maintained.
You will however get an extra interface which you will be able to use optionally and where you will set % instead.

Then, you will be able to opt to keep the ratios whenever there are additions/removals of acres at your plantation and/or switch to the % you have set there at the click of a button.

6)Ability to trade workers with other Players (Implemented)

You will be able to trade workers directly from your plantation. This is the only possible way to happen.

Plantation owners will be able to sell the existing workers of their plantations and other players will be able to buy them.
Sold workers will be listed with their health condition visible.

This means, that you can have a plantation which you will solely use to trade workers. Based on current rules, Operation Permissions will be optional as they affect two things:
-Ability to rent acres
-Plantation production

So, you will be able to run a trade workers plantation either without acres or by using Fertile Lands.

Additionally, another option will unlock as Nation Officials will now be able to boost their port population by these workers. As per current rules, when you fire a worker, it is added to the port population. Therefore, a strategy to purchase workers and then fire them could work as a way to boost port population.

7)Interface Improvement(Implemented)
We have already improved the main plantations page, as discussed.


The amount of work required for the above features is not small. However, we have already worked a lot on some of them so it is best to finish the feature. An unfinished feature is bad to keep for game longevity.

Surely, the Events part will be left for the final part and are the most challenging of all. They will also be the ones that will require some tweaking after they are released. They will however complete the vision we had in mind for plantations when we started them.

It is worth noting, that with the addition of the ability to buy workers from other players, we have our FIRST EVER feature that allows a player to run something in the game without using fleets.

I think this MAJOR pro can reason all the current difficulty for plantations. However, at one hand, with Players Resources market and Workers market, the overall difficulty in managing a plantation has now dropped. This is why we believe that this is now a good time to implement the events part.

At the end of the day, the true risks for plantation owners will be those raised by the other players. As long as a plantation owner can secure his operation permissions and get a constant supply of workers and resources, a plantation will operate fine. And his ability to get the best out of these deals in combination with good management options, will have an affect in the amount of profit he will finally get.
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Captain Jack
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Re: Plantations Version 1.0 List of remaining features

Postby Grimrock Litless » Tue Feb 05, 2019 1:54 pm

Captain Jack wrote:Expansion Idea: Stock Exchange
Ability to issue shares for your plantation, trade them at a stock market and pay dividends to share owners.


Is, very cool??
"Got ya."
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