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samba_liten

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About samba_liten

  • Birthday 07/18/1980

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  1. At the start of the campaign I'd love to have the option to have nations start with their historical fleet. What they build from there...I don't know.
  2. I'd also like to see coast defence ships, mine layers, mine sweepers and gun boats. Oh, and auxiliary cruisers and other raiders, as well as various armed merchantmen, and the Q ships.
  3. Just wanted to chip in to say that I agree about the timers. I'd love to fight battles without timers!
  4. My 2p on the clan thing. I have no interest in joining a clan, and would resent the game forcing me to do so. Creating my own clan is fine (I've already done so, just for fun), but that seems pointless for most people.
  5. Since i keep adding stuff at random times, from now on the new additions will be highlighted in green in the two posts containing my ideas.
  6. One more: Related to the above, relevant illnesses, such as scurvy, should be modeled, along with preventives, such as vitamin c rich fruits.
  7. The first post is becoming rather long, so I've decided to add some more points here, in a new post. This post will deal with the economy, the way I'd like to see it work. Master list of goods Primary Secondary Master list of buildings Building Upgrades When first constructed a building is level 1. To construct a building costs money. On construction of certain buildings, the owner is required to specify the desired output. The owner can change the desired output when desired after construction. A newly constructed building is empty, and won't produce anything until the required resources are provided. A level 1 building consumes (for example)10 units of each required primary resource per 24 hours of real time, and the same quantity of secondary resources per week of real time. To upgrade a building to level 2 requires a new investment of money. A level 2 building consumes (for example) 20 units of each required resource per 24 hours of real time, and the same quantity of secondary resources per week of real time. To upgrade a building to level 3 requires a new investment of money. A level 3 building consumes (for example) 60 units of each required resource per 24 hours of real time, and the same quantity of secondary resources per week of real time. I'll deal with the economy of each region in turn, from north to south, starting with: North Carolina South Carolina Construct-able Buildings: Tobacco plantation consumes: indentured labor, wagons, provisions, tools, leather, clothing, wood (any type) produces: tobacco Cotton plantation consumes: indentured labor, wagons, provisions, clothing produces: cotton Farm consumes: indentured labor, settlers, wagons, provisions, tools, clothing produces: provisions Livestock herd consumes: labor, wagons, horses produces: cattle wainwright consumes: labor, wood (any type), tools, leather, produces: wagons shipwright consumes: labor, tools produces: ships as per the crafting system stone quarry (stone block mine renamed) consumes: indentured labor, wagons, provisions, clothing, tools produces: stone blocks hemp plantation consumes: indentured labor, wagons, provisions, clothing, tools produces: hemp pine wood forest consumes: indentured labor, wagons, provisions, clothing, tools produces: pine logs + small proportion of compass wood American trader consumes: labor, provisions, wagons, horses produces: Beaver skin, indentured labor, settlers Fir wood forest consumes: indentured labor, wagons, provisions, clothing, tools produces: fir logs + small proportion of compass wood Live oak forest consumes: indentured labor, wagons, provisions, clothing, tools produces: live oak logs + small proportion of compass wood Oak wood forest consumes: indentured labor, wagons, provisions, clothing, tools produces: oak logs + small proportion of compass wood Butcher consumes: cattle, labor, wagons, tools produces: hides, provisions Tanner consumes: labor, wagons, tools, hides produces: leather Tailor consumes: labor, wagons, tools, leather, cotton produces: clothing, uniforms Carpenter consumes: labor, wagons, tools, produces: Blacksmith consumes: labor, wagons, tools, iron ore, coal or wood (any type) produces: tools, cold steel weapons Foundry consumes: labor, wagons, tools, iron ore, coal produces: cannon as per the crafting system Bank consumes: educated labor produces: allows the owner to lend his money and set interest rates Sail maker consumes: labor, wagons, tools, cotton or linen or flax produces: sails of different quality, depending on materials consumed Garrison consumes: uniforms, muskets, cold steel weapons, provisions produces: soldiers, the total number of which present in a port determines the total number of attacking soldiers needed to capture the port. Georgia WIP! More to come!
  8. Players should be able to send trading ships on runs under ai control, to help keep important ports supplied. If a ship is lost under ai control it is destroyed. Goods transported this way would be sold to the shop in the target port, or delivered to the player's warehouse, depending on the player's choice when setting up the trade run. It should also be possible to ship owned goods from a warehouse in this way. More than one player should be able to join their ai ships together, creating convoys that sail together. It should also be possible to define the route taken by a convoy, and to drop off ships at ports passed. One more added.
  9. added one more idea: Players should be able to set up contracts offering loans of all kinds of money which would be repaid with interest determined by the lender.
  10. Reason being I got fed up with the game shortly after posting and didn't play until just now, which reminded me of how good the game could (have been?) be.
  11. I will (have by the time you read this) edit that point for clarity. You may well disagree with me still, but at least we will be disagreeing about the same thing.
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