Ahoy all,
Here is the opening discussion of a big expansion for the game which should take place probably before we get foot battles. I am not sure how to name it, as it has a lot of new elements that will need to be introduced in the same time. I will leave this to player devs. I will just note down my design and ideas on the elements, how we can implement them and some basic ideas.
The expansion is pretty large, so we will chunk in 2 pieces.
PART 1: Features that need to be prioritized before Port Buildings
1.The Map
The map will remain the same, however it should become digitized and parsed as a real map, instead of like an image that is parsed right now. (ie, like google maps work with zoom in and out).
2.Locations
Once this functionality is created, we will create the actual locations on the map, using acres. Every port will have a standard number of acres and it will be a place outside the map. Every port vicinity though will be realistic in terms of acres. For example, the vicinity of Tortuga is a lot less than Aiora. So, Tortuga will be like 100k acres max (this is also the current max expansion for plantations) and Aiora will be around 250k-300k (we will need to actually measure each vicinity). For islands with more than 1 port, we will have borders (traditional at first, able to be contested later).
Locations in both port and vicinity of port will be able to be utilized by the players with buildings. Right now, we only have plantations but sooner we will have more. We will also visualize them. There will be two types of visualization that will also affect the ownership. The first type are the plantation acres. There will be a set place for plantations at each vicinity where you will not be able to build anything else than plantations. At such locations,the current plantation system will be retained.
At the rest areas (other vicinity acres and port acres) we will use visual ownership and you will need to OWN the acres (renting will be possible but ownership will be required). Ownership will help in organizing the lots in a realistic way, just like irl.
3.Lots of Space
Just like I analyzed above, all non-plantation areas will be called lots and they will be counted in acres.
Initial lots ownership will be divided 30% to controlling nation (all the port center and the port docks) and the rest 70% will open at an auction. 21 auctions will be held, one at each day.
Lots will be owned by three different entities:
-The port
-The countries
-The players
The port lots will be managed by the port controlling nation. The controlling nation will be able to buy/sell more acres to use for various port buildings.
The various countries will be able to purchase acres and create lots in both own and foreign ports/vicinity. Such lots will be managed by the council (buying/sell).
Finally, the players will also be granted such ability.
To understand the necessity of lots for each type of owner, let's see some use cases:
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Example:
The controlling nation of Aiora, Tokelau, wants to create a library. The library is a public building and only one can be built at each port. Libraries increase taxes. Aiora has 2.1B citizens and to facilitate all of them, it needs a grand library of X acres (let's say 100.000). So, building a 40k acres library will grant you 50% more tax income. However, 40k acres is like a awful big place so TK officials decide to build a 4k acres library which will instead grant them 5% more tax income.
To build the library, the port needs to own 4k acres, all in one square lot, as the library building is a square one. If a lot does this big does not exist, they will need to buy it from players/other countries so they can end up with a lot of 4k acres. Once they have it (the location for library is unimportant, it is not a palace or castle or a tower) they will be able to start the construction of the building.
*Buildings will be final. Some might allow expansions. Not all though.
*Municipal Buildings will be inherited by new controlling nations
Lots will be TAXED based on ownership type.
a)Port lots will enjoy 0 tax.
b)Lots owned by players and countries will pay a daily tax (by bank accounts and treasuries respectively) as set by the port governor (there will be a maximum allowed limit).
Taxes on lots will use the same political situation penalties as used in NPC taxes during Ruler/Port transitions. However, a governor will be able to change taxes only with a Rightful King in place.
PART 2: Features that can follow Port Buildings
These are mostly sea related in contrary to part 1 features which are land related.
Once we have a real map, we will be able to use routes. Which means that you will be able to see the exact sea routes of ships and why not,change them. Right now, there is no such need for viewing routes as they are pretty much the same. Which ultimately would end up into cranking up all your vessels at one spot, the same spot every time. However, there is a good plan to change this for good.
1.Anchorages
The first option we need to add are anchorages. We will add several anchorages at the map which you will need to also choose when creating a route or plotting a travel. Anchorages will be used when you are scanning for targets in either plunder or skirmish pages. They will also change the route of ships so not all ships will now have the same route.
2.New Trade Route tool
With the introduction of Anchorages we will also replace the current tool of creating trade routes. The new tool will make trade routes selection WITH anchorages an EASIER and FASTER procedure than the current one (without anchorages).
3.The wind
We will have winds blowing from all directions that will not be the same across Avonmora. We will divide Avonmora waters in areas and each area will have its own wind. Wind will affect the weather and ship speed. Above all, it will affect battles.
4.The weather
The weather will again be local, just like the winds. Both the wind and the weather will be random at first but later on some control will be allowed with voodoo. The weather will affect ship speed only at extreme cases (like hurricane). Weather will mostly be a chance for sinking or losing crew or morale.
ATTENTION: Core features may change
Before the above can happen, we need to consider some core features of the game. Travel times will be affected by both anchorages and wind/weather. Besides, we need a better navigation formula than the current one which is false when calculating diagonical movement. These will need perhaps to reconsider how danger works, especially on port arrival. The greatest concern is tat the current system piles up ships which all start their journey on the same time (once they have accumulated 2 danger points, they all wait for the hour to pass).
This is not only unrealistic and difficult to reason but it also creates a lot of gameplay and server issues. Therefore, perhaps this feature will be the reason to dump the danger on port arrival system and in the same time remove the danger removal of 1 point per hour. In this way, danger will no longer relate to port travelling and will unlock routes forever. The very fact that only newcomers end up making this mistake is a red flag regardless.
This also means however that we might need to tweak the travel times to last a little longer than now. This will allow us to retain similar experience in terms of trade planning
Finally, this will also open the way for more tools for hunting ships. Danger system will be of course retained with voodoo cards adding danger just like now. However, we can enrich it with further options. Since we will have routes, a whole new chapter will open in how to make fleets targetable. Options like "track", "stalk","shadow","scan" etc can be added to fleets that want to be on the offensive. Such option scan be discussed separately. Let's not forget the option to also create unlimited number of anchorages on every sea acre and then allow other ships to scan these acres. If you find a fleet there, you could either add a danger point to the found fleet or create a contest between the two fleets, based on speed/experience of the masters involved. The contest would determine IF a battle begins. The ideas are endless.
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Since it is a discussion,feel free to address any issue that catches your eye. There is a long distance ahead for the ideas above. I am mainly interested for the Part 1 on a priority. The Part 2 will most probably be difficult to design as it deals with warfare. However it can be very rewarding if it ends up well.
All in all, the ideas above bring 2 major elements alongside:
1)Location -> We all know how important location is.
2)Wind -> It can affect both trade and warfare and provide the extra edge we need at some stall situations.