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Found 7 results

  1. The Nick's adventures

    Nick was born in France, in a carpenter's family. At 16 years old, his dad died and there was no one to take care of the family's company. Nick went to Brest to find a job in woodwork but maritime carpentry is different to house's carpentry. So he found a job in fishing, his skills allow him to work a little the wood on ships and to learn some tips. When he was 19 years old, a trader offers him a job on a little trader ship. Nick loves travels so he accepted this job as seaman and sometimes carpenter. After 2 years and some crossing, an ugly pirate ship attacked the trader ship. The pirates was very nasty so all the crew surrendered immediately! They captured a cooker and Nick for his skill in woodwork. The Pirate captain was very terrible, he smell the death and had no mercy. No one dared to say his name, all sailors called him Capt No One and said the whole crew was condemned by a curse. Nick sailed for 3 years with this captain and his crew, capturing some ships and fleeing the National's warships in Bahamas. A day, when they were docked in an island no far from Nassau, Nick had the idea to escape from this bad ship. He did it and sailed in a pinnace to Shroud Cay. In Shroud Cay, Nick found a job in carpentry but on land. After 2 months, Nick begun to be sick and understood it was the curse! He couldn't remain on land, he had nausea, land sickness and became more and more wicked and aggressive... He understood he would to sail for all his life for him and for his entourage so he bought a ship, a Trader Snow who needed some works to sail again. With his skill in woodwork, he repaired this ship, added some cannons, recruted some crew and began his pirate's career as Capt Nick the Cursed. Once the flag and a name for his ship choosen, The Wound, he retrieved a map and began his big travel around the Caribbean.
  2. Sections 1-8 here > http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/ Sections 9-10 here > http://forum.game-labs.net/index.php?/topic/12710-the-road-map-section-9-10/ Sections 11-12 here > http://forum.game-labs.net/index.php?/topic/12716-the-road-map-sections-11-12/ Sections 13-14 here > http://forum.game-labs.net/index.php?/topic/12747-the-road-map-sections-13-14/ Sections 15-18 here > http://forum.game-labs.net/index.php?/topic/12758-the-road-map-sections-15-18/ (Edit: Added this color to indicate something has already been covered in a previous post or it is not covered in detail in this post or is a recipe and is not super important to understanding the concepts..) (Edit: I noticed the numbering is screwed up under the resource section. If a formating translation issue from word to web. not super important.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Preface: The following is an extensive list of suggestions intended to take this beautiful game the devs have given us and help it realize its full potential. A roadmap if you will. I wouldn't expect for any of these changes to come quickly as some of them will take considerable scripting time and the dev team is doing this as a project of love, but having a road-map is always useful when trying to find your destination. I hope to be playing this game 5 years from now. The skeleton is there, but for that to be a reality some changes need to be made. I will attempt to detail some of the suggestions I have come across from others on the forums as well as myself below without getting too long winded but if there are any questions about any of the following please feel free to ask in thread or send me a PM. I will try to move in a logical fashion from introduction towards long term sustainability. This post is to spur discussion on game improvements and not intended to be a final decision on numbers or specifics. Warning: I may have gone a bit too far. ################################################################################### ################################################################################### Table of Contents 1.)Server Transfers 2.)Sailing Speed a.)Trade Currents 3.)Character Creation and Nation Select 4.)Start Ports upon Map Reset 5.)Conquest Admiralty Missions a.)Conquest Mission b.)Secondary Mission 6.)Diplomacy (National) a.)Mechanics (Admiralty) 1.)Allies and War 2.)Surprise Attacks 3.)Trade Agreements 4.)Raids 5.)Diplomatic Delegation 6.)Trade Mission 7.)Missionary b.)Mechanics (Player) 1.)Reinforcements 2.)Captured Officers c.)Levels d.)Increasing/ Decreasing National Diplomacy 7.)Standing/ Notoriety/ Diplomacy (Player) a.)Mechanics 1.)Traders 2.)Piracy 3.)Letter of Marquee 4.)Bounty Hunters 5.)Letter of Pardon 6.)Faction Change b.)Levels c.)Increasing / Decreasing Standing 8.)Admiralty / Pirate Cove and Admiralty Points a.)Missions b.)National Initiatives c.)Commissions 1.)Commission Officers 2.)Ships of the Line 3.)Outpost Certification d.)Goods and Services 1.)Ships 2.)Resource Bundles e.)Earning Admiralty Points 1.)Missions 2.)Turn ins 3.)Game-play 9.)Resources and Resource Distribution a.)Common b.)Uncommon c.)Rare d.)Nation Specific 1.)Dyes 2.)Goods e.)Resource distribution Overview f.)Types of Port 1.)Capital 2.)Regional Capital 3.)Alternate Starting port 4.)Mining 5.)Agricultural 6.)Homestead 7.)Forestry 8.)Free Towns g.)Specific port Distribution (Coming soon) 10.)Production and Manufacture Buildings a.)Production Buildings 1.)Logging 2.)Mining 3.)Plantation 4.)Hunting Lodge 5.)Fishery b.)Manufacturies 1.)Carpenter 2.)Lumber Mill 3.)Forge 4.)Refinery 5.)Provisioner 6.)Textile Mill 7.)Academy 11.)Seamen, Officers, and their Abilities a.)Recruits 1.)Recruitment Office 2.)Boarding Combat b.)Training 1.)Experience 2.)The Academy c.)Usage and Abilities 12.)Port Upgrades / Improvements a.)Production Improvements 1.)Timber Rafting 2.)Vein Exploration 3.)Irrigation 4.)Deadfall 5.)Fish Market 6.)Wood Working School 7.)Metal Working School 8.)Bazaar 9.)Port Granary 10.)Weaving School 11.)Recruitment Office 12.)Regional Capital Specialization Upgrade b.)Defensive Capabilities 1.)Local Militia 2.)Courthouse 3.)Standing Army 4.)Local Patrol 5.)Professional Patrol 6.)Simple Fort 7.)Advanced Fort 8.)Town Walls 9.)Citadel C.)Religious Buildings: 1.)Church 2.)Cathedral 3.)Holy Site 13.)Religion A.)Religions by Nation B.)Religions by port C.)Influencing a ports Religion D.)Religion and Unrest 14.)Port Unrest and Happiness A.)Mechanics B.)Raising / Lowering 1.)Raising Happiness 2.)Port Unrest Degradation Percentage Changes 3.)Raising Unrest C.)Levels: 15.)Port Battles A.)Capture Windows B.)Port Battle Mechanics (coming soon) 16.)Pirates and Piracy A.)Experience and Goods B.)Allies and War C.)Piracy D.)Standing Notoriety E.)Limitations F.)RvR 17.)Conquest(RvR) A.)Conquest Period B.)Conquest Victory 1.)Methods of Victory a.)Domination 2.)Attrition 3.)Anarchy C.)Conquest Rewards D.)Conquest Coins 18.)Cease Fire and Map reset 19.)Customization: A.)Sail design 1.)National Dyes. To the meat. ######################################################## ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 9.)Resources and Resource distribution: A.)Common Forestry Fir Teak Pine Mining Coal Stone Salt Iron AgriculturalHemp Grain HomesteadLivestock Fish (Common)(Grouper / Cod/ Bass/ Shrimp) Game (Common) (Racoon/ Beaver/ Fox/ Rabbit/ Skunk) B.)Uncommon Forestry Oak Lignum Compass Wood Red Wood Mining Silver Copper AgriculturalSugar Tobacco HomesteadFish (Uncommon)(Flounder/ Tuna/ Halibut) Game (Uncommon) (Otter / Jackel/ Marten) fruit (Banana, Coconut, Mango, Orange, Pineapple) C.)Rare Forestry Live Oak Mining GoldAgriculturalSilk Worm Cocoa Spices HomesteadFish(Rare)Clams/ Salmon/ Lobster) Game (Rare)(Gray Wolf/ Mink/ Bear) D.)Nation specific 1.)Dyes Saffron (Great Britain) Indigo (France) Barberry (Espana) Sassafras (United States) Concheal (Sverige) Woad (Dutch) Tumeric (Danmark) 2.)Goods Indian Tea (Great Britain) French Wine (France) Iberian Meat (Espana) American Cotton (U.S.) Swedish Iron (Sverige) Batavarian Spices (Dutch) Danish Beer (Danmark) E.)Resource Distribution Overview:Resources are dispersed geographically and by production output. Possible output in a day is limited to the number of available resources in a given port. Resource pool is linked to player production buildings in a port. The more players pulling the same resource the less there is to go around. The more resources a port produces the larger the pool to pull from. )Resource slots: Each port has a potential 2 resource slots which determine what is produced at a port. (Capitals, Regional Capitals, and Alternate Starting ports can have more) These slots determine what is produced in a port. )Common resources: Are found readily around the map in larger resource pool per port. Uncommon resources: Are found around the map less frequently and in smaller resource pools Rare resources: Are found more sparsely around the map and some are regional specific. National Specific resource: Are only produced in the nation’s capital or available to be produced via a port upgrade in a regional capital. F.)Types of ports: There are 9 different types of resource bearing ports evenly distributed around the map. Different types of ports can sustain up to different level ship yards. 1.)Capital: Each nation’s capital produces the same goods in the same amount per day that are available to be harvested via player production buildings. (8 total ports)(Not Capable of housing any level 3 production buildings)(Capable of housing a Level 3 shipyard.) 2000 coal 1500 fish (common) 2000 fir 2000 hemp 2000 iron 1500 Livestock 2000 pine 2000 stone block 250 Nation Specific Good 2.)Regional Capital: Each regional Capital produces a different National Dye depending on who controls the port. (I.E. French controlled regional capital produces Indigo) Regional Capitals Produce small amounts of many goods but can specialize in a particular good to increase that resources available pool 5 times.(Not capable of housing any level 3 production buildings)(Up to lvl 3 shipyard) 500 coal 500 grains 300 oak 200 lignum 200 red wood 200 gold 250 National Specific dye 3.)Alternate Start port: Each nation's alternate starting port produces the same thing. These ports are unique but capturable. They function in a similar fashion as Regional Capitals. If captured they continue to produce the starting nation's specific good. (I.E. France's alternate starting port is "Nouvelle Orleans" and it produces 250 French wine. If captured by the U.S. it continues to produce French wine. )(8 total ports)(ship yard lvl 3) 500 iron 500 livestock 500 Teak 300 coal 250 goal 250 spices 250 National Specific Good. 4.)Mining: Each capital has one mining port directly adjacent. The remaining mining ports are evenly distributed throughout the map. Mining ports are capturable. (45 total ports.)(Ship yard lvl 1/2) 5.)Agricultural: Each capital has one agricultural port directly adjacent. The remaining are evenly distributed throughout the map. These ports are caputrable. (45 total ports.)(Ship yard lvl 1/2) 6.)Homestead: These ports are evenly distributed throughout the map. These ports are capturable. (45 total)(Ship yard lvl 1) 8.)Forestry: These ports are evenly distributed throughout the map. These ports are capturable. (45 total)(Ship yard lvl 1) 9.)Free Towns: Free towns do not produce resources and can house up-to a level 2 ship yard. G.)Specific port distribution:(This is coming soon) This take extensive work to get right and i feel will be the main driving factor in RvR and long term sustainability and re-playability of this game. As such I am taking my time to try and perfect it. Look for a post in the future with details and pictures outlining resource distribution. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 10.)Production and Manufacture buildings: Every Player can have up to two structures per port. Each player can have 8 production buildings and 3 manufacturies in total. Structures require weekly maintenance to remain in working order. If the maintenance is not paid the structure will become shuttered and the player will need to pay $5,000 to get the building in working order again. Each player can specialize in one production skill or one manufacturing skill. To become a Specialist you must invest time, effort, and funds into that skill. There can only be one Specialist of each type operating in a given port. A specialist only receives their bonus benefits when operating in a port where they maintain a level 3 structure. If there is already another specialist of a given type in the port you are in you will not receive the bonus benefits of your specialization. Specialization benefits vary per structure. You cannot have more than one of the same type of structure in a given port. There can be a Maximum of 5 level 3 structures in a given port. A.)Production Buildings: Production buildings produce resources. The resources a building can produce in any given port are limited to the type of resources available in that port. You do not need to be in the same port as the production building to run the day’s production but you cannot harvest more than a days’ worth of production a day. The amount of goods your workers can store in the production building’s warehouse is determined by the level of the building. You do not need a warehouse or outpost in a port you wish to construct a production building. 1.)Logging: Logging buildings harvest the trees that grow in the port. There are 3 levels of logging buildings which affect the amount of wood a player can harvest a day. The “Master Jack” is the logging specialization. You can only become a “Master Jack” of one type of wood. To become a “Master Jack” you must harvest 500,000 logs of that type of wood, maintain a Level 3 production building in at least one port, and choose the “Master Jack of (X)” specialization. (X being the type of wood) The “Master Jack” specialization grants a 25% bonus output when all harvesting of that type of wood. a.)Level 1: $10,000 can harvest 50 wood per day. (Requires $500 per week maintenance fee or it will become shuttered.)(Can store 200 wood in the production building’s storage) b.)Level 2: an additional $40,000 can harvest 80 wood per day (requires $2,500 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1)(Can store 350 wood in the production building storage) c.)Level 3: Unlocked after Timber rafting port investment. An additional 80,000 can harvest 300 wood per day (requires $7,000 per week maintenance fee to remain level 3. If fee is not paid it is dropped to level 2)(Can Store 2000 wood in the production building storage) 2.)Mining: Mining Buildings harvest the ore that is found in the port. There are 3 levels of mining buildings which affect the amount of ore a player can harvest a day. The “Black Lung” is the Mining specialization. You can only get the “Black Lung” of one type of ore. To get the “Black Lung” you must harvest 500,000 ore of that type , maintain a Level 3 production building in at least one port, and choose the “Black Lung From (X)” specialization. (X being the type of ore) The “Black Lung” specialization grants a 25% bonus output when harvesting of that type of ore. a.)Level 1: $15,000 can harvest 50 ore per day. (Requires $550 per week maintenance fee or it will become shuttered.)(Can store 200 ore in the production building’s storage) b.)Level 2: an additional $45,000 can harvest 80 ore per day (requires $3,000 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1) )(Can store 350 ore in the production building storage) c.)Level 3: Unlocked after vein exploration port upgrade . An additional 85,000 can harvest 250 ore per day (requires $7,000 per week maintenance fee to remain level 3. If fee is not paid it is dropped to level 2) )(Can Store 1500 ore in the production building storage) 3.)Plantation: Plantation Buildings grow the crops that are found in the port. There are 3 levels of Plantations which effect the amount of crops a player can harvest a day. . The “Green Thumb” is the Plantation specialization. You can only get the “Green Thumb” of one type of crop. To get the “Green Thumb” you must harvest 500,000 crops of that type , maintain a Level 3 production building in at least one port, and choose the “Green Thumb For (X)” specialization. (X being the type of Crop) The “Green Thumb” specialization grants a 25% bonus output when harvesting of that type of Crop. a.)Level 1: $10,000 can harvest 50 crops per day. (Requires $1,000 per week maintenance fee or it will become shuttered.)(Can store 200 crops in the production building’s storage) b.)Level 2: an additional $40,000 can harvest 75 crops per day (requires $3,000 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1) )(Can store 300 crops in the production building storage) c.)Level 3: Unlocked after Irrigation port investment. An additional 80,000 can harvest 250 crops per day (requires $7,000 per week maintenance fee to remain level 3. If fee is not paid it is dropped to level 2)(Can store 1500 crops in storage) 4.)Hunting Lodge: Hunts the wildlife that are found in the port. There are 3 levels of Hunting lodge which effect the amount of game a player can harvest a day. The “Mountain Man” is the Hunting specialization. The “Mountain Man” is not game specific. To get the “Mountain Man” specialization you must Capture 500,000 animals of any type , maintain a Level 3 production building in at least one port, and choose the “Mountain Man” specialization. The “Mountain Man” specialization increases you chance of catching uncommon game 10% and rare game 5% on top of the level 3 structure bonus. a.)Level 1: $10,000 can hunt 10 animals per day(requires $750 a week maintenance or lodge becomes shuttered.)(Can Store 45 animals in storage)( 10% chance to catch uncommon game. 2% chance to catch rare game.) b.)Level 2: an additional $40,000 can hunt 50 animals per day (requires $3,000 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1)(20% Chance Uncommon game hunted)(5% chance to catch rare game) c.)Level 3: Unlocked after Deadfall port investment. An additional $80,000. Can hunt 130 animals per day. (requires $8,000 per week maintenance fee to remain level 3. If fee is not paid it is dropped to level 2)(30% chance of uncommon game)(10% chance of rare game)(Can store 950 animals) 5.)Fishery: Fishes local waters. There are 3 levels of Fishery which affect the amount of fish a player can harvest a day. The “Old man and the Sea” is the Fishing specialization. The “Old man and the Sea” is not fish specific. To get the “Old man and the Sea” specialization you must Capture 1,000,000 lbs of any type of fish , maintain a Level 3 production building in at least one port, and choose the “Old Man and the Sea” specialization. This specialization increases you chance of catching uncommon fish 10% and rare game 5% a.)Level 1: $10,000 can haul 100 lbs of fish per day. (requires $500 a week maintenance or Fishery becomes shuttered.)(Can Store 300 lbs of fish in storage)( 10% Chance to catch uncommon fish. 2% chance to catch rare fish.) b.)Level 2: an additional $40,000 can haul 250 lbs of fish per day (requires $3,000 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1)(20% uncommon fish caught)(5% chance rare fish are caught)(can store 950 lbs of fish) c.)Level 3: Only unlocked after Fish Market port investment. Additonal $80,000. Can Harvest 500 lbs of fish per day. (requires $8,500 per week maintenance fee to remain level 3. If fee is not paid it is dropped to level 2)(30% chance of uncommon fish)(10% chance of rare fish)(Can store 2,800 lbs of fish) B.)Manufacturies: Manfacturies turn raw materials into goods. Labor hours are tied to each structure and accumulate at accelerated real time. Every hour real time generates 4 labor hours per structure( a possible total of 96 labor hours per day). The hard cap on possible accumulated labor hours varies per structure. Manufacturies can only be built in ports that have an outpost and a warehouse. All goods produced are moved into the players’ warehouse 1.) Carpenter: Crafts various wood based goods. The “Artisan” is the Carpentry specialization. To become a “Artisan” you must gain 500,000 crafting xp from the Carpenter Manufactury , maintain a Level 3 production building in at least one port, and choose the “Artisan” specialization. The “Artisan” specialization grants a 20% to double your output when crafting an item. a.)Level 1: $10,000 (200 labor hour hard cap)(Requires $1000 to prevent being shuttered) b.)Level 2:Additional $40,000 (450 labor hour hard cap)(requires $2,000 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1) c.)Level 3:Unlocked after Woodworking school port investment. Additional $80,000. 15% increase in productivity.( requires $4,000 per week maintenance fee to remain level 3. If fee is not paid it is dropped to level 2)( (900 labor hour hard cap) d.)Recipes: Things produced at carpenter Barrels : Requires planks, Iron Ingots, Tar Cases: Requires Planks, Iron Ingots, Canvas Rolls Furnishing: Requires Red wood log, Gold ingot, Silver ingot Rigging Parts: Requires Pine Log Rudder Parts: Oak log, Iron Ingots Wooden Fittings: Fir log Lock: Requires Rope, nails, planks Officer’s Chest : Red Wood log, nails (Artisan Specialization) Various Ship Upgrades 2.)Lumber Mill: Mills logs into various crafting resources. . The “Yardmen” is the Lumber Mill Specialization. To become a “Yardmen” you must gain 500,000 crafting xp from the Lumber Mill , maintain a Level 3 production building in at least one port, and choose the “Yardmen” specialization. The “Yardmen” specialization grants a 20% to double your output when crafting an item. a.)Level 1: $10,000 (200 labor hour hard cap)(Requires $650 per week to prevent being shuttered) b.)Level 2: Additional $40,000 (450 labor hour hard cap) )( (requires $2,000 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1) c.)Level 3: Only available in ports with rivers. Unlocked after Woodworking school port investment. Additional $80,000. (Requires $5,000 a week or dropped to level 2)(15% increase in productivity.) (900 labor hour hard cap) d.)Recipes: Things produced at the Mill Blocks: Requires Lignum Vitae Log Fir Frame Parts: Requires Fir log Knees: Compass Wood Live Oak Frame Parts: Requires Live Oak log Oak Frame Parts: Requires Oak Log Planks: Requires Oak Log Patch Plank: Require Pine Log Teak Frame Parts: Requires Teak logs. Hull Patch Repair: Requires Patch Plank, Hemp (“Yardmen” Specialization) Various Ship Upgrades 3.)Forge: Forges ore into Metal. The “Blacksmith” is the Forge Specialization. To become a “Blacksmith” you must gain 500,000 crafting xp from the Forge , maintain a Level 3 production building in at least one port, and choose the “Blacksmith” specialization. The “Blacksmith” specialization grants a 15% chance to double your output when crafting an item. a.)Level 1: $10,000 (200 labor hour hard cap) )(Requires $650 per week to prevent being shuttered) b.)Level 2: Additional $40,000 (450 labor hour hard cap) )( (requires $3,000 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1) c.)Level 3: Unlocked after Metal working school port investment. Additional $80,000.. (900 labor hour hard cap) (Requires $5,000 a week or dropped to level 2)(10% increase in productivity.) (900 labor hour hard cap) d.)Recipes: Things produced at the Forge Copper Ingots: Copper ore, Coal Copper Coins: Copper Ingot, Coal Gold Ingots: Gold Ore, coal Gold Coins: Gold Ingots, coal Iron Ingots: Iron ore, Coal Iron fittings: Iron Ingots Silver Ingots: Silver ore, Coal Silver Coins: Silver Ingots. Coal Cannons: Require iron ingot, rope Precise Parts: Iron Ingots, Silver Ingots, Copper Ingots Nails: Iron Ingots Sextant: Iron Ingots (“The Blacksmith” Specialization) Various Ship Upgrades 4.)Refinery: Refines raw resources into goods. The “Fabricator” is the Refinery Specialization. To become a “Fabricator” you must gain 500,000 crafting xp from the Refinery , maintain a Level 3 production building in at least one port, and choose the “Fabricator” specialization. The “Fabricator” specialization grants a 15% chance to double your output when crafting an item. a.) Level 1: $10,000 (200 labor hour hard cap) )(Requires $700 per week to prevent being shuttered) b.)Level 2: Additional $40,000 (450 labor hour hard cap) )( (requires $2,500 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1) c.)Level 3: Unlocked after the Bazaar port investment. Additional $80,000. 10% increase in productivity. (900 labor hour hard cap) (Requires $5,000 a week or dropped to level 2) (900 labor hour hard cap) c.)Recipes: Things produced at the Refinery. Tar: Requires Fir logs Rum: Requires Barrel, Molasses Molasses: Requires Sugarcane Sugar Refined: Requires Sugarcane Salt Refined: Requires Salt Rock Game Meat: Requires Game Cured Hides: Requires Slaughtered Game Fur (Common): Requires Game (Common) Fur (unCommon): Requires Game (unCommon) Fur (Rare): Requires Game (Rare) Lamp Oil: Requires Whales Cheese: Requires Livestock Pearls: Requires Oysters (Requires “Fabricator” Specialization) Various Ship Upgrades 5.)Provisioner: Creates Provisions and provision bundles out of goods. The “Delicatessen” is the provisioner Specialization. To become a “Delicatessen” you must gain 500,000 crafting xp from the Provisioner , maintain a Level 3 production building in at least one port, and choose the “Delicatessen” specialization. The “Delicatessen” specialization grants a 15% chance to double your output when crafting an item. a.)Level 1: $10,000 (200 labor hour hard cap) )(Requires $650 per week to prevent being shuttered) b.)Level 2: Additional $40,000 (450 labor hour hard cap) )( (requires $3,000 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1) c.)Level 3: Unlocked after Port Grainary port investment is complete. Additional $80,000. 10% increase in productivity. (900 labor hour hard cap) d.)Recipes: Things produced at the Provisioner Ship’s Provision: Requires Livestock, salt, fish (common), Rum, Seamen Simple Provision: Requires Livestock, Salt, Fish (common), Rum, Fruit Greater Provision: Requires Livestock, Salt, Fish (common), Rum, Grain, Fruit, Game meat Town Provision: Requires Livestock, Salt, Fish (Common), Rum, Tobacco, Grain, Cheese, Fur (common) Officer Provision: Requires Game Meat, Spices, Sugar, Officer’s Uniform, Officer’s Chest, Fish (uncommon), Lamp Oil, Tobacco, Game meat, Fur (uncommon) Luxury Provision: Requires Fur (rare), (Dye), Pearls, , Lamp Oil, Silk, National Good, Cocoa, Spices (Requires “Delicatessen” Specialization) 5.)Textile Mill: Create textile goods from raw resources. The “Weaver” is the Textile Mill Specialization. To become a “Weaver” you must gain 500,000 crafting xp from the Textile Mill , maintain a Level 3 production building in at least one port, and choose the “Weaver” specialization. The “Weaver” specialization grants a 15% to double your output when crafting an item. a.)Level 1: $10,000 (200 labor hour hard cap) )(Requires $650 per week to prevent being shuttered) b.)Level 2: Additional $40,000 (450 labor hour hard cap) )( (requires $2,500 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1 c.)Level 3: Unlocked after Weaving school port investment. Additional $80,000. 15% increase in productivity. (900 labor hour hard cap) d.)Recipes: Things produced at the Textile Mill Canvas Rolls: Requires Hemp Rope: Requires Hemp Cables and Howsers: Requires Hemp, Iron Ignots Cordage and Oakum: Requires Hemp, Tar Marine Uniform: Requires Hemp, (dye) Officer’s Uniform: Requires Hemp, (Dye) Silk: Requires Silk Worm Sail Patch: Requires Hemp, Blocks (requires “Weaver Specialization”) Various Ship Upgrades 6.) Academy: Train Officers for service aboard players ships. The “Drill Instructor” is the Academy Specialization. To become a “Drill Instructor” you must gain 500,000 crafting xp from the Academy , maintain a Level 3 production building in at least one port, and choose the “Drill Instructor” specialization. The “Drill Instructor” specialization grants a 20% to skip a training level for underlings and a 10% to create an officer of a superior level during training. a.)Level 1: $30,000 (200 labor hour hard cap) )(Requires $3000 per week to prevent being shuttered) b.)Level 2: Additional $70,000 (450 labor hour hard cap) (requires $5000 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1 c.)Level 3: Unlocked after Recruitment Office port investment. Additional $80,000. (950 labor hour hard cap) (requires $9000 per week maintenance fee to remain level 2. If fee is not paid it is dropped to level 1) d.)Recipes: Things produced at the Academy Re-enlisted Officer: Requires Captured Officer of another nation. Recruit: Hand : Requires Recruit Landsman: Requires Hand Seaman: Requires Landsman, Simple Provision, RumMarines (Basic): Requires seaman, Iron Ingot, Cases, Simple Provision, low Grade Notes Marines (Common): Requires seaman, Iron Ingot, Cases, Simple Provision, Low Grade Notes Marines (Fine): Requires seaman, Iron Ingot, Cases, Simple Provision, Mid Grade Notes Carpenter (Basic): Seaman, Simple Provision, Patch Planks, Nails,Fish (common) low Grade Notes Carpenter (Common): Seaman, Simple Provision, Patch Planks, Nails, Fish (uncommon), Game meat, low Grade Notes Sailmaker (Basic): Seaman, Simple Provision, Sail Patch, (common) low Grade Notes SailMaker (Common): Seaman, Simple Provision, Sail patch, Fish (uncommon), Game meat, low Grade Notes Coxswain (Basic): Seaman, Simple Provision, Sextant, (common) low Grade Notes Coxswain (Common): Seaman, Simple Provision, Sextant, Fish (uncommon), Game meat, low Grade Notes Chaplin (Basic): Seaman, Simple Provision, oil lmap, (common) low Grade Notes Chaplin (Common): Seaman, Simple Provision, oil lamp, Fish (uncommon), Game meat, low Grade Notes Petty Officer: Requires Seaman, Simple Provision, Rum, Fish (common) Master at Arms: Requires Petty Officer, Simple Provision, Rum, Fish (uncommon) Marines (Master Craft): Requires Master At Arms, Iron Ingot, Cases, Simple Provision, Mid Grade Notes, Fish (uncommon) Marines (Exceptional): Requires Master at Arms, Iron Ingot, Cases, Simple Provision, Mid Grade Notes, Fish (uncommon), Your nation’s resource Gunnery Officer (Basic): Gunner’s Mate, Simple Provision, Officer’s Uniform, Fish (common) low Grade Notes Gunnery Officer (Common): Gunner’s Mate, Greater Provision, Officer’s Uniform, Fish (common), Game meat, low Grade Notes Gunnery Officer (Fine): Gunner’s Mate, Officer’s Provision, Fish (uncommon), Game meat, Mid Grade notes Gunnery Officer (Master Craft): Gunner’s Mate, Officer’s Provision, Fish (rare), Midgrade notes, Your Nation’s resource. Gunnery Officer (Exceptional): Gunner’s Mate, Officer’s Provision, Luxury Provision, Fish (rare) Mid Grade Notes, Your nations resource, two other nation’s resources. Sailing Master Officer (Basic): Master’s Mate, Simple Provision, Officer’s Uniform, Fish (common) low Grade Notes Sailing Master Officer (Common): Master’s Mate, Greater Provision, Officer’s Uniform, Fish (common), Game meat, low Grade Notes Sailing Master Officer (Fine): Master’s Mate, Officer’s Provision, Fish (uncommon), Game meat, Mid Grade notes Sailing Master Officer (Master Craft): Master’s Mate, Officer’s Provision, Fish (rare), Midgrade notes, Your Nation’s resource. Sailing Master Officer (Exceptional): Masters’s Mate, Officer’s Provision, Luxury Provision, Fish (rare) Mid Grade Notes, Your nations resource, two other nation’s resources. Surgeon (Basic): Surgeon’s Mate, Simple Provision, Officer’s Uniform, Fish (common) low Grade Notes Surgeon (Common): Surgeon’s Mate, Greater Provision, Officer’s Uniform, Fish (common), Game meat, low Grade Notes Surgeon (Fine): Surgeon’s Mate, Officer’s Provision, Fish (uncommon), Game meat, Mid Grade notes Surgeon (Master Craft): Surgeon’s Mate, Officer’s Provision, Fish (rare), Midgrade notes, Your Nation’s resource. Surgeon (Exceptional): Surgeon’s Mate, Officer’s Provision, Luxury Provision, Fish (rare) Mid Grade Notes, Your nations resource, two other nation’s resources. Purser (Basic): Purser’s Mate, Simple Provision, Officer’s Uniform, Fish (common) low Grade Notes Purser (Common): Purser’s Mate, Greater Provision, Officer’s Uniform, Fish (common), Game meat, low Grade Notes Purser (Fine): Purser’s Mate, Officer’s Provision, Fish (uncommon), Game meat, Mid Grade notes Purser (Master Craft): Purser’s Mate, Officer’s Provision, Fish (rare), Midgrade notes, Your Nation’s resource. Purser (Exceptional): Purser’s Mate, Officer’s Provision, Luxury Provision, Fish (rare) Mid Grade Notes, Your nations resource, two other nation’s resources. Carpenter (Fine): Carpenter’s mate, Greater Provision, Fish (uncommon), Game meat, Patch Planks, Nails, Mid Grade notes Carpenter (Master Craft): Carpenter’s mate, Officer’s Provision, Fish (rare), Patch Planks, Nails, Midgrade notes, Your Nation’s resource. Carpenter (Exceptional): Carpenter’s mate, Officer’s Provision, Luxury Provision, Fish (rare), Patch Planks, Nails, Mid Grade Notes, Your nations resource, two other nation’s resources. Carpenter (Fine): Sailmaker’s mate, Greater Provision, Fish (uncommon), Game meat, Sail Patch, Mid Grade notes Carpenter (Master Craft): Sailmaker’s mate, Officer’s Provision, Fish (rare), Sail patch, Midgrade notes, Your Nation’s resource. Carpenter (Exceptional): Sailmaker’s mate, Officer’s Provision, Luxury Provision, Fish (rare), Sail Patch, Mid Grade Notes, Your nations resource, two other nation’s resources. Coxswain (Fine):Coxswain’s mate, Greater Provision, Fish (uncommon), Game meat, Sextant, Mid Grade notes Carpenter (Master Craft): Coxswain’s mate, Officer’s Provision, Fish (rare), Sextant, Midgrade notes, Your Nation’s resource. Carpenter (Exceptional): Coxswain’s mate, Officer’s Provision, Luxury Provision, Fish (rare), Sextant, Mid Grade Notes, Your nations resource, two other nation’s resources. Gunner’s Mate: Requires Petty Officer, Simple Provision, Rum, Fish (uncommon) Master’s Mate: Requires Petty Officer, Simple Provision, Rum, Fish (uncommon) Surgeon’s Mate: Requires Petty Officer, Simple Provision, Rum, Fish (uncommon) Purser’s Mate: Requires Petty Officer, Simple Provision, Rum, Fish (uncommon) Carpenter’s mate: Requires Petty Officer, Simple Provision, Rum, Fish (uncommon) Sailmaker’s mate: Requires Petty Officer, Simple Provision, Rum, Fish (uncommon) Coxswain’s mate: Requires Petty Officer, Simple Provision, Rum, Fish (uncommon) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sections 1-8 here > http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/
  3. I have been working on a series of suggestions, or road map, for this game but it is taking me longer then i initially thought it would. Due to the development of new features I am rushing to put it out before its completed. As I continue working on it I'm sure i will make some revisions as the vision develops but i want to start getting it out there so the ideas can be discussed and considered by this awesome dev team. Today i will just releasing the preface and current table of contents to give you all an idea of what is in store. i will try to release or revise a section a day and leave links to the other sections and ultimately the entire document once its completed. If anyone wants to use their cool web development skills to make this a road map wiki or something that would be cool.(Yes this has taken me far to long) Enjoy. (Edit: I added the 1st 4 sections as they are by far the smallest and I dont see them changing much) (Edit: Section 5 added) (Edit: Section 6 added)(Prone to changes and advancements.) (Edit: Section 7 added)(Prone to changes and advancements.) (Edit: Section 8 added)(Prone to changes and advancements.) (Edit: added This Color to indicate what is not covered in detail from the table of contents in this post.) (Edit: section 9-10 here http://forum.game-labs.net/index.php?/topic/12710-the-road-map-section-9-10/) (Edit: Section 11-12 here http://forum.game-labs.net/index.php?/topic/12716-the-road-map-sections-11-12/) (Edit: Section 13-14 here http://forum.game-labs.net/index.php?/topic/12747-the-road-map-sections-13-14/ ) (Edit: Section 15-18 here http://forum.game-labs.net/index.php?/topic/12758-the-road-map-sections-15-18/ ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Preface: The following is an extensive list of suggestions intended to take this beautiful game the devs have given us and help it realize its full potential. A roadmap if you will. I wouldn't expect for any of these changes to come quickly as some of them will take considerable scripting time and the dev team is doing this as a project of love, but having a road-map is always useful when trying to find your destination. I hope to be playing this game 5 years from now. The skeleton is there, but for that to be a reality some changes need to be made. I will attempt to detail some of the suggestions I have come across from others on the forums as well as myself below without getting too long winded but if there are any questions about any of the following please feel free to ask in thread or send me a PM. I will try to move in a logical fashion from introduction towards long term sustainability. This post is to spur discussion on game improvements and not intended to be a final decision on numbers or specifics. Warning: I may have gone a bit too far. ################################################################################### ################################################################################### Table of Contents 1.)Server Transfers 2.)Sailing Speed a.)Trade Currents 3.)Character Creation and Nation Select 4.)Start Ports upon Map Reset 5.)Conquest Admiralty Missions a.)Conquest Mission b.)Secondary Mission 6.)Diplomacy (National) a.)Mechanics (Admiralty) 1.)Allies and War 2.)Surprise Attacks 3.)Trade Agreements 4.)Raids 5.)Diplomatic Delegation 6.)Trade Mission 7.)Missionary b.)Mechanics (Player) 1.)Reinforcements 2.)Captured Officers c.)Levels d.)Increasing/ Decreasing National Diplomacy 7.)Standing/ Notoriety/ Diplomacy (Player) a.)Mechanics 1.)Traders 2.)Piracy 3.)Letter of Marquee 4.)Bounty Hunters 5.)Letter of Pardon 6.)Faction Change b.)Levels c.)Increasing / Decreasing Standing 8.)Admiralty / Pirate Cove and Admiralty Points a.)Missions b.)National Initiatives c.)Commissions 1.)Commission Officers 2.)Ships of the Line 3.)Outpost Certification d.)Goods and Services 1.)Ships 2.)Resource Bundles e.)Earning Admiralty Points 1.)Missions 2.)Turn ins 3.)Game-play 9.)Resources and Resource Distribution a.)Common b.)Uncommon c.)Rare d.)Nation Specific 1.)Dyes 2.)Goods e.)Resource distribution Overview f.)Types of Port 1.)Capital 2.)Regional Capital 3.)Alternate Starting port 4.)Mining 5.)Agricultural 6.)Homestead 7.)Forestry 8.)Free Towns g.)Specific port Distribution (Coming soon) 10.)Production and Manufacture Buildings a.)Production Buildings 1.)Logging 2.)Mining 3.)Plantation 4.)Hunting Lodge 5.)Fishery b.)Manufacturies 1.)Carpenter 2.)Lumber Mill 3.)Forge 4.)Refinery 5.)Provisioner 6.)Textile Mill 7.)Academy 11.)Seamen, Officers, and their Abilities a.)Recruits 1.)Recruitment Office 2.)Boarding Combat b.)Training 1.)Experience 2.)The Academy c.)Usage and Abilities 12.)Port Upgrades / Improvements a.)Production Improvements 1.)Timber Rafting 2.)Vein Exploration 3.)Irrigation 4.)Deadfall 5.)Fish Market 6.)Wood Working School 7.)Metal Working School 8.)Bazaar 9.)Port Granary 10.)Weaving School 11.)Recruitment Office 12.)Regional Capital Specialization Upgrade b.)Defensive Capabilities 1.)Local Militia 2.)Courthouse 3.)Standing Army 4.)Local Patrol 5.)Professional Patrol 6.)Simple Fort 7.)Advanced Fort 8.)Town Walls 9.)Citadel C.)Religious Buildings: 1.)Church 2.)Cathedral 3.)Holy Site 13.)Culture A.)Culture by Nation B.)Culture by port C.)Influencing a ports Culture D.)Culture and Unrest 14.)Port Unrest and Happiness A.)Mechanics B.)Raising / Lowering 1.)Raising Happiness 2.)Port Unrest Degradation Percentage Changes 3.)Raising Unrest C.)Levels: 15.)Port Battles A.)Capture Windows B.)Port Battle Mechanics (coming soon) 16.)Pirates and Piracy A.)Experience and Goods B.)Allies and War C.)Piracy D.)Standing Notoriety E.)Limitations F.)RvR 17.)Conquest(RvR) A.)Conquest Period B.)Conquest Victory 1.)Methods of Victory a.)Domination 2.)Attrition 3.)Anarchy C.)Conquest Rewards D.)Conquest Coins 18.)Cease Fire and Map reset 19.)Customization: A.)Sail design 1.)National Dyes. To the meat. ############################################################################################################################ Stay tuned (Edit: added the first 4 sections. They are by far the smallest and i dont see them changing much.) ############################################################################################################################ 1.)Server Transfers: The initial rush from the steam launch has died and the steady player-base has leveled off. The players on less populated servers will eventually leave the game as those servers slowly die due to lack of players. Its time to bring us all under one roof. a.)Offer a free one time server transfer from PVP 2, 3 and PVE 1 to PVP1. - The transfer would include all outposts, ships, gold, and XP. - If you have an outpost in a port not controlled by your nation the goods contained within will be transferred to your nearest outpost. - If out have an outpost in a port not controlled by your nation you will be given credit for the outpost. -After leaving the free transfers open for a month PVP 3 should be shuttered or take off-line as till a time it is needed again. -PVP 2 and PVE can remain available if for some reason some players would like to play this game solo. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.)Open Waters sailing speed increase: The game map is large. The size is epic. Makes the game immersive. But also makes it lonely. If our server cap wasn't 2500 players I would suggest possibly leaving the speed in its current state, but since it is I believe it’s in our best interest to speed things up a bit. Via increased OS speed and trade currents. a.)Increase Open Water Top speed by 30% across the board - 20 knots becomes 26 knots - 15 knots becomes 19.5 knots - ect. b.) Add Trade currents that increase the multiplier 1.) Currents: increase factor to 70% of the former top speed Speed gradually increases to reach top speed if you stay in current 20 knots becomes 34 knots 15 knots becomes 25.5 knots C.)Trade current Locations Currents: 4 in total. Goal to reduce pain in long term tradea.)Atlantic: Begins a 10 minute south east of Wilmington Travels down along the coast far out at sea in a south easterly direction Ends 10 minutes north of Marsh Harbor b.)Lesser Antilles: Starts 10 minutes North of Rincon and 10 minutes East of GrandTurk Travels down the Antilles in a Easterly direction Ends 10 minutes north east of Island Harbor c.)Greater Antilles: Begins 10 minutes west of Aves Starts Travels west towards port royal Ends 10 mins north west of Barranquilla d.)Gulf Of Mexico: Starts 10 minutes east of Soto La Marina Travels in a north easterly arc Ends 10 minutes north west of Las Tortugas 2.)Currents start and end far enough away from ports as to not advantage any nation You only get benefit of current boost when you are in the current zone sailing the same direction as the current There is no negative debuff in speed for players sailing against the current. Roughly pictured here (https://drive.google.com/file/d/0B9mOinkVxfkQcWpWT2pkOGViX0k/view?usp=sharing ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4.)Starting Ports Upon Map resets: Each Nation has one Capital (unconquerable), and one alternate port (conquerable) from map start. Each player can select which of the two they wish to start at. These are the only two ports a nation starts with. (The alt port locations are open for discussion but the idea is to promote potential changes in spheres of control and early conflict at each map start. ) Great Britain: Capital- Port Royal Alt. - Saint George's United States: Capital- Charleston Alt.- Mobile Espana: Capital- Habana Alt. - Soto La Marina France: Capital- Fort-Royal Alt.- Nouvelle Orleans Verenigde Provinciën: Capital- Willemstad Alt.- Pitt’s Town Sverige: Capital- Gustavia Alt.- Manzanilla Danmark-Norge: Capital- Christiansted Alt.- Prinzapolka Pirate: Capital- Mortimer Town Alt.- La Tortuga ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 5.)Conquest Admiralty missions: Upon Map start every player is given two missions from their nations admiralty which become long and short term goals for the player to achieve during the maps duration. Conquest Mission- This mission cannot be canceled and the player will not be given a new mission upon completion. Everyone in the same nation gets the same conquest mission which is selected randomly by the admiralty. These missions are used to promote RVR and are directed randomly towards another nation. Example mission : (Attend 30 port battles against Great Britain and a total of 75 port battles overall within the conquest period) Upon Completion of the mission you are granted a large sum of Admiralty points(550) 2.Secondary Mission- This mission can be canceled, but the Admiralty will not issue a new mission for a week from cancellation. Every player gets a different secondary mission which is randomly selected by the admiralty These missions are used to promote PVP, Trade, Exploration, and Crafting Upon Completion of these missions the player is granted a smaller sum of Admiralty points(45) Once a mission is completed the admiralty will grant you a new mission at random from the pool. Example missions: - Sink 8 enemy players in PVP combat - Visit the ports of "La Ochilla","Great Corn", and "Bonacca" - Gain 3000 crafting XP. -Sell 300 oak log to X (another player of a different nation who gets the mission to purchase the oak) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6.)Diplomacy (National) Each admiralty maintains a diplomatic rating with all other nations and player actions such as port conquest and admiralty points effect this rating. A nations diplomatic level in regards to another effects some game mechanics and is particularly important for reinforcements, trade agreements, Surprise attacks, and Raids. A.)Mechanics Admiralty: 1.)Allies and War.Any given nation can have only one ally and two nations they are at war with at any given time. Once two nations fill that roll other nations will stop increasing or decreasing faction at the level before War or Allied respectively. (*Pirates can be at war with up to four nations but they cannot be allied with any*) 2.)Surprise Attack:(7,000 Admiralty Points)(National Only)(Nation Wide)(-350) Once the diplomatic level reaches a state of war with another nation the Surprise Attack option will be unlocked in a Nations Admiralty A Surprise Attack costs 7,000 Admiralty points Any player in the Nation can spend their Admiralty points towards a Surprise Attack but the player who contributed the most points gets to decide which port is attacked and when it will be launched. Only two Surprise Attacks may be waged against a given nation during a conquest period. A Surprise Attack is a port battle outside of that ports conquest window. A Surprise Attack cannot be waged against a Regional Capital or Alternate starting port. A Surprise Attack results in -350 Diplomatic points with the nation it was launched against 3.)Trade Agreement:(3,000 Admiralty Points)(National Only)(Nation Wide)(+130) Once the diplomatic level reaches allied with another nation the Trade Agreement option will be unlocked in a Nations Admiralty A Trade Agreement costs 3,000 Admiralty Points Any player can contribute Admiralty points towards a Trade Agreement with the allied nation. Once the Admiralty point threshold is reached the trade mission begins with that Allied nation. A Trade Agreement lasts for a two week duration and increases the available production pool in every Capital and Regional Capital controlled by both Allied nations. Each Capital receives a x1.5 bonus to their available production pool. (I.E. Your nations capital used to produce 1000 oak logs a day, now it produces 1500 oak logs a day) Each Regional Capital receives a x1.25 bonus to their production pool. (I.E. One of your nations regional Capitals used to produce 1000 oak logs a day , now it produces 1250 oak logs a day.) Only one Trade Agreement can be active with any nation at a time. There is a one week cool down between available Trade Agreements with a given nation. There is no limit to the number of Trade Agreements that can be conducted during a conquest period. A Trade Agreement results in +230 Diplomatic points with the nation the agreement is with. 4.)Raids:(7,000 Admiralty points)(Pirate Only)(Nation Wide)(-250) Once the diplomatic level reaches War with another nation the Raid option will be unlocked in the Pirate Cove. A Raid costs 7,000 Admiralty points. Any player can spend Admiralty points toward a Raid but the player who contributed the most points decides which port is Raided and when. Only two Raids may be waged against a given nation during a conquest period. A Raid is a port battle outside of the current conquest window. The battle does not have defensive towers, and victory does not determine who controls the port but the fate of the ports resources. Raids cannot be conducted against Capitals If the pirates win a Raid they are able to take up to half of all goods stored within that ports players warehouses from the port battle reward screen (weight permitting). I.E. the combined goods stored in the nations player warehouses at the time of the raid were 1000 oak, 3000 iron, 100 cotton. The raid reward screen has an available 500 oak, 1500 iron, and 50 cotton which the pirate players who participated in the winning Raid battle are able to take if the weight of goods is not greater then the weight available in their individual ships storage. The resources are taken evenly from the losing nation players' warehouses in that port so one player does not burden the brunt of a lost Raid. If the Pirates lose the Raid they are not granted any reward apart from the usual xp and gold earned during the battle. A Raid results in -250 diplomatic points with the nation which the raid was launched against win or lose. 5.)Diplomatic Delegation:(1000 Admiralty Points)(Nation Wide)(+300)/(-200) Any Player can spend Admiralty Points towards a Diplomatic Delegation with a Nation they wish to improve relations with. A Diplomatic Delegation costs 1000 admiralty points A Diplomatic Delegation can be launched at any Diplomacy level with any nation. When the 1000 point threshold is reached with a given nation the Admiralty launches a Diplomatic Delegation which sails from your nations Capital to the Capital of the nation which the Delegation is bringing goodwill. The Delegation is comprised of a heavily armed NPC fleet. (Think 2x 3rds, Frigates, Constitution, Surprise, etc.) and labeled as the nations delegation ("Great Britain Delegation") when viewed on the Open Sea. If the Delegation successfully reaches its destination, relations are improved 300 points. If the Delegation is intercepted and sunk the intercepting nation loses 200 points with the nation that launched the delegation but there is no change to relations with the nation intended to be receiving the delegation. Only one Delegation can be launched and active at a time from a given nation. Delegations have a 24 hour cool-down with a given nation. (I.E. you can't launch a delegation with the same nation more then once a day) There is no limit to the number of Delegations a nation can launch within a conquest period. 6.)Trade Mission:(35 Admiralty Points)(Player Based)(+35)(+75) Any Player can spend 35 Admiralty Points and $10,000 to receive a Trade Mission from the Admiralty for any nation which they wish to improve relations with. The Admiralty gives the player a large amount of goods (1000 Stone Block) to be delivered to the capital of the nation they wish to improve national relations with. The player must transport the goods to the Capital himself. If the player is sunk or the goods are not delivered in full the Trade Mission fails. A successful Trade Mission Grants +35 diplomatic relations with the nation which the mission was conducted. (I.E. U.S. player conducts trade mission with Sweden. U.S. nation diplomatic relations improve +35 with Sweden) A successful Trade Mission also grants the player who conducted the mission +75 individual standing relation points with the nation which the mission was conducted. (I.E. a U.S. player conducts trade mission with Sweden. U.S. player increases his standing with Sweden 75 points) A player can only have one active Trade Mission at a time. A Trade Mission can be conducted at any level of diplomatic relations 7.) Missionary: (55 Admiralty Points)(-35/+35) Any Player can spend 65 Admiralty Points to commission a Missionary from the Admiralty. A Missionary is sent to a specific port to spread your nations’ religion. A Missionary can be launched to any port regardless of current diplomatic relations The Missionary is comprised of a NPC fleet. (Think Frigate, Brig, and Traders Brig) and labeled as the nation’s religion missionary ("Catholic Missionary") when viewed on the Open Sea. The Missionary fleet sails from your nation’s capital to the port which it was assigned to spread religion. If the Missionary successfully reaches its destination, religion of that type is raised 150 points in that port. If the Port is already predominantly of the same religion diplomatic relations between the two nations improves 35 points If the port is predominantly another religion then diplomatic relations decline 35 points If the port is controlled by the nation sending the Missionary there is no diplomatic change regardless of predominant religion. If the Missionary is intercepted and sunk the intercepting nation loses 200 points with the nation that launched the Missionary but there is no change to relations with the nation intended to be receiving the Missionary. Only one Delegation can be launched and active at a time to a given port. Missionaries have a 2 hour cool down. A Missionary cannot be set to the same port more than 5 times in a 24 hour period. There is no limit to the number of Missionaries a nation can launch within a conquest period. B.)Mechanics Player 1.)Reinforcements: Players can or cannot reinforce battles depending on diplomatic relations. War(-3000 and below)- A player cannot reinforce a battle on the side of a nation their nation is currently at war with. A National can never reinforce a battle in the aid of a Pirate. A Pirate can only ever reinforce another Pirate Allied(3000 and up)- A player can reinforce a battle on the side of a nation their nation is currently Allied with for up to 3 and a half minutes. This increases the battle timer for allies by a minute and a half. 2.)Captured Officers: Players have a 20% chance to capture an officer in boarding combat. If a player defeats another player in boarding combat they have a 20% chance to capture one of the Officers in service of the losing captains ship. Officers cannot be captured from NPCs The Captured Officers can be sent to the Admiralty where they will be used in prisoner exchange. The Captured Officers can also be pressed into service by the player after a 48 hour non-usable breaking period where the officer is convinced to join your crew. Captured Officers pressed into service retain their original Nation's indication but can be used aboard your ship. If sent to the Admiralty for prisoner exchange diplomatic relations between the two nations improve (+15) and the players standing improves (+60) with the nation to which the officer is returned. C.)Levels: -5000 Max Negative Level Nations Relations can Reach -3000 War (Surprise Attacks/Raids) -2000 Animosity -1000 Weary 0 Neutral 1000 Indifferent 2000 Friendly 3000 Allied (Trade Agreements) 5000 Max Positive Level Nations Relations Can Reach D.)Increasing/ Decreasing National Diplomacy: 1.)Increasing: Trade Agreement (+230) Successful Diplomatic Delegation (+300) Trade Mission- (+35) Reinforce a battle in support of a nation against NPCs (+3) Reinforce a battle in support of a nation against Players(+8) Return Captured Officer (+15) Defeat a player in battle, (+10) to all Nations currently at war with the nation the player is a member of. .2)Decreasing: Surprise Attack- (-350) Raid- (-250) Intercept and sink a Diplomatic Delegation (-200) Attack a NPC of that nation (-3) Attack a player of a opposing nation (-8) Defeat a Player in battle, (-15) to that Nation and (-3)its Ally. Sink or Capture a player of a opposing nation 1st or 2nd rate outside of a Port Battle (-100) Purchase a Port Battle Flag against another nation (-40) Win a Port Battle against another nation (-15) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 7.) Standing/Notoriety/Diplomacy (Player) Each player maintains a public standing level with every other nation, and player actions such as other player and NPC kills effect the level. A Players standing with another nation is a separate scale then national diplomatic levels of nations. A players standing level with another nations changes some game mechanics and is particularly important to piracy, traders, privateers and those wishing to change faction. A.)Mechanics: 1.)Trader: players in high diplomatic standing will be granted access to buy and sell in other nations ports Any player trading in another nations port will be taxed 6% on goods purchased or sold. The tax is taken by the admiralty of the nation's port in which you are trading. At a high enough standing level the taxation is removed. 2.)Piracy: Pirates will be able to choose the nations flag which they would like to fly upon leaving port as long as they have the flag in their possession. Pirates will start out with only the national flag of the nation they chose to leave to become a pirate and will only be able to gain more flags by winning boarding combat against a player or NPC of that nation. Flags are treated as cargo and will be lost if the Pirate is sunk And will need to be recaptured in order to be used as a disguise. Non-tradeable. Non-Stackable When a Pirate is flying a nations flag he will appear as a member of that nation up to a given distance on the open sea depending on his Notoriety level A pirate maintaining a standing of -999 and above with France will appear as a French National to other members of France up to the distance of the attack radius while flying a French flag. A pirate maintaining a standing of -1999 and above with a nation can be identified as a pirate at just under half max visible range by that nations players. A pirate maintaining a standing of -2000 and above with a nation can be identified as a pirate at max distance by that nations players regardless of which flag he flys. A flag disguise will not change the visible name of the captain. (Pagan Pete sailing under a British flag is still Pagan Pete to anyone who is paying attention.) Real life notoriety trumps game mechanics. A Pirate maintaining standing of -999 or above and currently flying that nations flag can dock at that nations ports if the port does not have the (Courthouse) port upgrade. 3.)Letter of Marquee: Players maintaining a "Respectable" (1000) or above standing with another nation can purchase a letter of Marquee from that nation in order to increase their standing. Any Player who is deemed "Respectable" (including Pirate), can spend 15 admiralty points and $30,000 at another nations Capital in order to purchase a Letter of Marquee. The letter of Marquee is a mission to sink 5 players of a Nation other then the Nation the letter was purchased from. Upon completion of the mission, the Letter of Marquee expires and the player increases their standing with that nation by 95 points. A player can only have one Letter of Marquee active at any given time. There is no limit to the number of Letters of Marquee that can be purchased by a given player during a conquest period. 4.)Bounty Hunt: Any player can request a bounty hunt mission from their Admiralty at any time. A Bounty Hunt is a mission to sink any player who maintains a "Scourge" standing with your nation. A List of "Scourge" player names is provided to the captain who requested the bounty. A player can only have one Bounty Hunt mission active at once. There is a 24 hour cool down between a Bounty Hunt issuing and the next time a player can request one. At successful completion of the mission the player is rewarded with 50 Admiralty points and $30,000 The player also gets a +60 faction standing with any other nation who also had that player on their "Scourge" list. 5.)Letter of Pardon: Any player below "Respectable" standing with a nation can purchase a letter of Pardon with that nation. Any Player can Spend 1000 Admiralty points and $150,000 to purchase a Letter of Pardon from any Nation. A Letter of Pardon immediately increases a players standing with that nation by 1150 points up to but may not exceed level (1000 "Respectable" standing) A player at or above 1000 standing with a nation cannot purchase a Letter of Pardon with that nation. There is no limit to the Letters or Pardon a player can purchase. 6.)Faction Change:Those seeking to change faction can do so by achieving the Celebrated diplomacy level and completing the required missions. Once a player reaches celebrated with another nations Admiralty they unlock the option to begin the naturalization process. The naturalization process requires another 1000 diplomacy points which can only be earned via Admiralty missions for the nation which the player wishes to change to. Once the player has completed the naturalization process the Admiralty will grant them the option to change nations. Any outposts, production buildings, or ships in the players old nations ports are destroyed. (Free towns' outposts and goods contained within remain) The player begins at -1000 for his old nation. A player may only complete this process at most once per conquest period. This process is open to pirates as well as nationals. Once you switch nations via naturalization you are considered a member of that nation hence forth. B.)Levels Player Standing sits on a 7,000 point scale with (negative 4000) being the lowest possible and (3000) being the highest possible achievable standing level.-4000 Max possible negative standing. -3000 Scourge (Increased mention in Ships report Letters recovered from members of that nation. Targeted by Admiralty in Bounty Hunts.) -2000 Notorious (Players can identify pirates in disguise at max visible range) -1000 Noted (Players can identify pirates in disguise just under half visible range) 0 Neutral 1000 Respectable (Letters of Marquee become available for purchase) 2000 Certified (players granted access to nations ports at 6% taxation for transactions) 3000 Celebrated (players taxation is removed and access to Naturalization missions open) c.)Increasing/Decreasing Standing Level 1.)Increasing Standing: Trade Mission (+75) Letter of Marquee (+95) Bounty Hunt (+60 to any Nation that had player on "Scourge" list) Letter of Pardon (+1150) Reinforce a NPC battle on the side of the nation (+5) Reinforce a Player Battle on the side of the nation (+30) Return Captured officer (+60) Honor Terms of a Surrender (+10) to surrendering nations captain Service in Honor admiralty turn in (+45) 2.)Decreasing Standing: Piracy: Becoming a pirate immediately drops your standing with your former nation (-1000) Attack a NPC of that nation (-5) Attack a Player of that nation (-10) Reinforce a battle against a player member of that nation (-10) Reinforce a battle against a NPC of that nation (-3) Defeat in battle a player of that nation (-20) Capture an Officer (-30) Assist the defeat of a player in battle (-8) Attend a port-battle or Raid against that nation (-50) Force Enemy Player to submit to terms of surrender (-5) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 8.) Admiralty / Pirate Cove and Admiralty Points Each Nation has an Admiralty that is in charge of its Nation's influence in the region. It issues missions to its nation's captains, handles large scale conquest mechanics, the naturalization process, and much more. It is where a captain can spend the admiralty points it earns. Admiralty points are not trade-able to other players. They are in essence recognition from your nation for your deeds. (The devs can determine if it is a physical place in a nations capital or a menu accessible from any port.) A.)Missions 1.)Conquest Mission (Discussed in Section 5) 2.)Secondary Mission (Discussed in Section 5) 3.)Trade Mission (Discussed in Section 6,a) 4.)Letter of Marquee (Discussed in Section 7,a) 5.)Bounty Hunt (Discussed in Section 7,a) 6.)Naturalization Process (Discussed in Section 7,a) B.)National initiatives 1.)Surprise Attack (Discussed in Section 6,a) 2.)Raids (Discussed in Section 6,a) 3.)Trade Agreements (Discussed in Section 6,a) 4.)Diplomatic Delegation (Discussed in Section 6,a) C.)Commissions: 1.) Commission Officers: Each player can spend Admiralty points to commission officers Any player can Commission an officer from their nations Admiralty. 2.)Ships of the Line: Any player can spend Admiralty points to commission a ship of the line All 1st rate, 2nd rate, and Pirate Frigates now require a commission to craft. The commission is required in the crafting recipe in order to complete crafting The Commission is a crafting material not a complete ship. If a ship requiring a commission is captured the capturing player is able to fully sail the ship crew permitting. Any pirate rank 7 and above can purchase a Pirate Frigate Commission (400 Admiralty points) Any National rank 8 and above can purchase a 2nd rate Commission (750 Admiralty points) Any National rank 10 can purchase a 1st rate Commission (900 Admiralty points) 3.)Outpost Certification: Any player can Spend Admiralty points to Commission an outpost Commissioning an outpost does not replace the ability to purchase an outpost as is currently in game Commissioning the outpost gets increasingly expensive depending on how many outpost a player currently has. if its the players 1st outpost (15 Admiralty points) 2nd (40 Admiralty points) 3rd (90 Admiralty points) 4th (185 Admiralty points) 5th (295 Admiralty points) 6th (535 Admiralty points) 7th (780 Admiralty points) 8th (1000 Admiralty Points) D.)Goods and Services: 1.)Ships: Any player can spend Admiralty points to purchase specific Mastercraft level ships from their Admiralty. This Ships are bound to the player and cannot be traded or sold. They can be captured. a.)Traders Brig (55 Admiralty Points)(3 durability) b.)Lynx (70 Admiralty Points)(3 Durability) c.)Privateer (170 Admiralty Points)(3 Durability) d.)Pickle (220 Admiralty Points)(3 Durability) e.)Brig (280 Admiralty Points)(2 Durability) f.)Snow (330 Admiralty Points)(2 Durability) g.)Navy Brig (410 Admiralty Points)(2 Durability) h.)Niagara (520 Admiralty points)(2 Durability) i.)Cerberus (550 Admiralty Points)(2 Durability) j.)Surprise (630 Admiralty Points)(2 Durability) 2.)Resource Bundles: Any player can spend Admiralty points to purchase resource bundles. Which contain a random mixture of resources from the bundle type you selected. Resource bundles must be picked up at the nations capital. Resource bundles come in 3 sizes per type. a.)Forestry- Contains random mix of : Lignum, Compass wood, pine, fir, teak. 1.)Small (30 Admiralty points)- Weight contained 200 2.)Medium (60 Admiralty points)- Weight Contained 450 3.)Large (100 Admiralty points)- Weight Contained 850) b.)Construction- Contains random Mix of: Coal, hemp, oak, teak, stone. 1.)Small (35 Admiralty points)- 200 2.)Medium (70 Admiralty points)- 450 3.)Large (120 Admiralty Points)- 850 c.)Ore- Contains a random mix of : Copper, iron, coal, silver 1.)Small (40 Admiralty points)- 200 2.)Medium (80 Admiralty points)- 450 3.)Large (130 Admiralty points)- 800 d.)Provisions- Contains a random mix of : Livestock, Rum, fish, grains, fruit 1.)Small (25 Admiralty points)- Weight Contained 230 2.)Medium (50 Admiralty points)- Weight Contained 480 3.)Large (115 Admiralty points)- Weight Contained 1000 e.)Luxury- Contains a random mix of: silver, gold, spices, Live Oak 1.)Small (50 Admiralty points)-150 2.)Medium (100 Admiralty points)- 350 3.)Large (200 Admiralty points)- 750 f.)Textile- Contains a random mix of: Indigo, turmeric, saffron, barberry, concheal, sassafras,woad. 1.)Small (50 Admiralty points)- 65 2.)Medium (100 Admiralty points)- 85 3.)Large (200 Admiralty points)- 200 E.)Earning Admiralty points: 1.)Missions: Conquest Mission (+550 Admiralty points) Secondary Mission (+45 Admiralty points) Bounty Hunt (+50 Admiralty points) 2.)Turn ins: You can earn Admiralty points by sending things to the Admiralty Send to Admiralty; Captured NPC ships (+ 5 Admiralty Points) Send to Admiralty; Captured Player Ships (+25 Admiralty Points) Send to Admiralty; Recovered flags being used as a disguise from a pirate player. (+10 Admiralty points per flag)(Not Applicable to Pirates) Send to Admiralty; Captured or Recovered Captains for Prisoner exchange (+25 Admiralty points) 3.)Game-play: Sink another Nations player (+20 Admiralty Points) Allow another Nation's player to surrender to you (+10 Admiralty Assist the defeat of another player in a battle (+3 Admiralty Points) Attend a Port Battle / Raid (+35 Admiralty points) Win a Port Battle / Raid (+10 Admiralty points) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4. To the readers of this thread - understand that the ideas here are a user-maintained compilation of suggestions that have been made by users. This is not an official list of upcoming features, there have been no promises made that any of these features will make it into the game, and the ordering of the list below is not indicative of the importance of the features or when they will be worked on/implemented. The Developers and Moderation Staff are grateful to Babble for his hard work in compiling all of the great user suggestions that are made on the forums. Thanks! H. Darby Preface: The following is an extensive list of suggestions intended to take this beautiful game the devs have given us and help it realize its full potential. A roadmap if you will. I wouldn't expect for any of these changes to come quickly as some of them will take considerable scripting time and the dev team is doing this as a project of love, but having a road-map is always useful when trying to find your destination. I hope to be playing this game 5 years from now. The skeleton is there, but for that to be a reality some changes need to be made. I will attempt to detail some of the suggestions I have come across from others on the forums as well as myself below without getting too long winded but if there are any questions about any of the following please feel free to ask in thread or send me a PM. I will try to move in a logical fashion from introduction towards long term sustainability. This post is to spur discussion on game improvements and not intended to be a final decision on numbers or specifics. Warning: I may have gone a bit too far. ################################################################################ (Edit: Added this color to indicate something has already been covered in a previous post or it is not covered in detail in this post or is a recipe and is not super important to understanding the concepts..) section 1-8 > http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/ 9-10 > http://forum.game-labs.net/index.php?/topic/12710-the-road-map-section-9-10/ 11-12> http://forum.game-labs.net/index.php?/topic/12716-the-road-map-sections-11-12/ 15-18 > http://forum.game-labs.net/index.php?/topic/12758-the-road-map-sections-15-18/ ################################################################################ Table of Contents 1.)Server Transfers 2.)Sailing Speed a.)Trade Currents 3.)Character Creation and Nation Select 4.)Start Ports upon Map Reset 5.)Conquest Admiralty Missions a.)Conquest Mission b.)Secondary Mission 6.)Diplomacy (National) a.)Mechanics (Admiralty) 1.)Allies and War 2.)Surprise Attacks 3.)Trade Agreements 4.)Raids 5.)Diplomatic Delegation 6.)Trade Mission 7.)Missionary b.)Mechanics (Player) 1.)Reinforcements 2.)Captured Officers c.)Levels d.)Increasing/ Decreasing National Diplomacy 7.)Standing/ Notoriety/ Diplomacy (Player) a.)Mechanics 1.)Traders 2.)Piracy 3.)Letter of Marquee 4.)Bounty Hunters 5.)Letter of Pardon 6.)Faction Change b.)Levels c.)Increasing / Decreasing Standing 8.)Admiralty / Pirate Cove and Admiralty Points a.)Missions b.)National Initiatives c.)Commissions 1.)Commission Officers 2.)Ships of the Line 3.)Outpost Certification d.)Goods and Services 1.)Ships 2.)Resource Bundles e.)Earning Admiralty Points 1.)Missions 2.)Turn ins 3.)Game-play 9.)Resources and Resource Distribution a.)Common b.)Uncommon c.)Rare d.)Nation Specific 1.)Dyes 2.)Goods e.)Resource distribution Overview f.)Types of Port 1.)Capital 2.)Regional Capital 3.)Alternate Starting port 4.)Mining 5.)Agricultural 6.)Homestead 7.)Forestry 8.)Free Towns g.)Specific port Distribution (Coming soon) 10.)Production and Manufacture Buildings a.)Production Buildings 1.)Logging 2.)Mining 3.)Plantation 4.)Hunting Lodge 5.)Fishery b.)Manufacturies 1.)Carpenter 2.)Lumber Mill 3.)Forge 4.)Refinery 5.)Provisioner 6.)Textile Mill 7.)Academy 11.)Seamen, Officers, and their Abilities a.)Recruits 1.)Recruitment Office 2.)Boarding Combat b.)Training 1.)Experience 2.)The Academy c.)Usage and Abilities 12.)Port Upgrades / Improvements a.)Production Improvements 1.)Timber Rafting 2.)Vein Exploration 3.)Irrigation 4.)Deadfall 5.)Fish Market 6.)Wood Working School 7.)Metal Working School 8.)Bazaar 9.)Port Granary 10.)Weaving School 11.)Recruitment Office 12.)Regional Capital Specialization Upgrade b.)Defensive Capabilities 1.)Local Militia 2.)Courthouse 3.)Standing Army 4.)Local Patrol 5.)Professional Patrol 6.)Simple Fort 7.)Advanced Fort 8.)Town Walls 9.)Citadel C.)Religious Buildings: 1.)Church 2.)Cathedral 3.)Holy Site 13.)Culture A.)Culture by Nation B.)Culture by port C.)Influencing a ports Culture D.)Culture and Unrest 14.)Port Unrest and Happiness A.)Mechanics B.)Raising / Lowering 1.)Raising Happiness 2.)Port Unrest Degradation Percentage Changes 3.)Raising Unrest C.)Levels: 15.)Port Battles A.)Capture Windows B.)Port Battle Mechanics (coming soon) 16.)Pirates and Piracy A.)Experience and Goods B.)Allies and War C.)Piracy D.)Standing Notoriety E.)Limitations F.)RvR 17.)Conquest(RvR) A.)Conquest Period B.)Conquest Victory 1.)Methods of Victory a.)Domination 2.)Attrition 3.)Anarchy C.)Conquest Rewards D.)Conquest Coins 18.)Cease Fire and Map reset 19.)Customization: A.)Sail design 1.)National Dyes. To the meat. ############################################################################## 13.)Culture: Each Nation has a Culture. Culture can have an effect on unrest levels in a port, a ships capabilities, and national politics. A.)Culture by Port: Each port has a Culture meter for each of the 8 nations. Player actions and port geography affect a ports Culutre. Each meter has its own 4,000 point scale. Adding to one Culture's meter subtracts the same amount from the other Culturess meter’s in that port. At Conquest Period start all Neutral ports have 0/4,000 Culture for all Cultures When a port is captured it Gains 1000 Culture for the capturing Nation Every day a port remains in Control of that Nation it gets +20 to that Culture’s meter in that port. Capitals Culture is always the same and cannot change The Theater port upgrade adds +5 to the Predominate Culture in the port every day. The Museum port upgrade adds +10 to the predominate Culture in the port every day. The National Wonder port upgrade adds +40 to the predominate Culture in the port every day. Each port Emanates +5 of its Predominate Culture to any other ports within a 10 minute sail Capitals Emanate +20 Museum adds +5 the amount emanating from the port daily.(+10 total) National Wonder adds+5 to the amount emanating from the port and increases the range 10 minutes. (+15 total for 20 minutes in every direction) B.) Influencing a ports Culture: Missionary: (35 points)(Discussed in Section 6, A) Port Capture: 1000 (see Above) Trade: For every $500,000 in purchases or sales by another nation in that port that nations Culture gets a (+80) boost. This (+80) can only happen once every 16 hours D.)Culture and Unrest: If the ports majority Culture is something other than the Culture of the occupying nation then the rate of unrest Degradation is increased by the port’s Cultural buildings. Theater (-1%) Museum (-1.75%) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 14.)Port unrest and Contention: Each port maintains its own unrest/ Happiness level with the occupying nation and its citizenry. If the unrest gets out of control the port rises up against the controlling nation and the port reverts to a Neutral town. Unrest Level also affects some conquest and RVR mechanics. A.)Mechanics: Capture: When a port is captured the unrest level of its citizens towards the occupying nation starts at a given level and slowly declines unless the port and its populace are taken care of. Neutral port: Starts at 1000 Another Nations port : Starts at -1000 Uprising: If the contention level of a given port reaches -4000 the citizens rise up and over throw the occupying nation, reverting the port to a neutral port. Anarchy:(-3000) The port must be in this state or lower to be open to port conquest from another nation if that port has built the Citadel Upgrade. Insurrection: (-2000) The port must be in this state or lower to be open to port conquest if the port has built the Town Walls Upgrade Disgruntled: (-1000) The port must be in this state or lower to be open to port conquest if the Advanced Fort upgrade has been built in the port. Celebrated: (3000) All resource and manufactory buildings increase their output by 15% due to a happy workforce. B.)Raising / Lowering The ports population directly affects the baseline rate of unrest. The Level of unrest degradation starts at 1% and increases another 1% for every 5 production or manufactory buildings in the port with a max of 20% possible per day. The level of unrest Degradation cannot be below 1%. (Recruitment Office, Citadel, and Religious buildings can exceed max) Raising Happiness: Missions: Any player who is a member of the nation currently controlling a port can accept missions from the port to raise the unrest level slightly. These missions do not reward XP or Gold. Patrol waters for pirate. (+15 ) Etc. PVP: Sinking players in the port’s surrounding waters. (+100) Sinking Pirate Players in the port’s surrounding waters (+120) Luxury Provision: Any player from the current controlling nation can donate a Luxury Provision to the town to increase the unrest level (+75) Only one Luxury Provision can be donated every 2 hours. Port Upgrades One Time: Port Upgrades constructed in the port gives a one time (+) or (-) to unrest Timber Rafting (+85) Vein Exploration (+85) Irrigation (+85) Deadfall (+85) Fish Market (+85) Wood Working School (+120) Metal Working School (+120) Bazaar (+120) Port Granary (+120) Weaving School (+120) Local Patrol (+140) Professional Patrol (+230) Simple Fort (+120) Advanced Fort (+230) Town Walls (+500) Citadel (- 950)(Negative change) Port Unrest degradation Percentage changes: Several things can change the base rate at which unrest increases or decreases Recruitment Office (+1% rate of degradation) Standing Army (-3% Rate of degradation) Citadel (+3% Rate of Degradation) Local Militia (-1% Rate of Degradation) Courthouse (-2% Rate of Degradation) Theater ((+)(-)1% Rate of Degradation) Museum ((+)(-)1.75% Rate of Degradation) National Wonder (-2.5% Rate of Degradation) Raising Unrest: NPCs: Any player from an opposing nation can attack NPCs of that nation type in the surrounding waters to raise the unrest in the port. The amount of unrest raised is proportional to the BR of war ships by a ratio of 15% of the BR. Yacht, cutter, priv > -4.5 unrest raised in the nearby port Pickle > -6 Brig, Snow > -7.5 Navy Brig, Merc > -10.5 Ect. The amount of unrest raised for NPC trader ships is as follows Traders Lynx, cutter > 5 Traders Brig > -7 Traders Snow > -9 PVP: Sinking Players in the ports surrounding Waters (-110) Sinking Pirate Players outside pirate ports (-130) Missions: Once a port’s unrest level reaches (Disgruntled) unrest missions open for that port for players of other nations. (Pirates always have unrest missions available for all ports regardless of unrest level) Sink NPC near port (-17 unrest), (-25 unrest for pirates) Blockade: A Group of players can blockade a port to increase unrest A 6 player group can sit in the open waters outside of a port to begin a small blockade. After a period of 10 consecutive minutes in the waters surrounding a port the small blockade begins. Every 5 mins of a small blockade unrest is raised in the port 5 points. A Single blockade can add a maximum of 500 points of unrest. If any member of the blockade group leaves the ports surrounding waters the blockade ends. If the blockade group is attacked by another group of players the blockade ends. A small blockade cannot drop a ports unrest level below -2000(Insurrection). If this point is met the blockade ends or is ineffective. If two small blockade groups are active at the same time it becomes a large blockade. A Large blockade can exceed in reducing the -2000 (Insurrection) level to a maximum of -3000 (Anarchy) If any member of either group leaves is attacked or sunk the large blockade reverts to small blockades. Missionaries: Every Missionary of a religion that is different than the port’s current predominate Culture lowers the unrest in the port –(45) Example Port: Mobile: 7 players are based there with a total of 13 production buildings The unrest level is currently 3450 (Celebrated) The unrest has a daily degradation of 3%. (1% base + 2% for production buildings) At the end of the day the unrest level goes from 3450 to 3346 ((3450 – (3450 * 0.03))= 3346 At the end of day 2 the unrest level goes from 3345 to 3245 ((3345 – (3345 * 0.03)= 3245 7 more players move into Mobile and construct production buildings making the total production buildings 27 The unrest daily degradation of 3% is now 6% (1% base + 5% for production) At the end of the day the unrest level goes from 3245 to 3050 ((3245- (3245 * 0.06))= 3050 The players don’t like the increased unrest so they decide to Hire the standing Army upgrade. The unrest daily Degradation of 6% is now 3% (1% base + 5% for production – 3% for the standing army) C.)Levels: The Unrest/ Contention level sits on a 8,000 point scale with negative 4000 being the lowest possible and 4000 being the highest possible achievable unrest level. -4000 (Uprising) Reverts to Neutral port -3000 (Anarchy) Freely open to port conquest -2000 (Insurrection) Open acts against occupation -1000 (Disgruntled) Unhappy with current state 0 (Neutral) 1000 (Content) All is well 2000 (Pleased) Citizens are quite happy with state 3000(Celebrated) Production output increased 15% 4000(Worshiped) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ section 1-8 > http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/ 9-10 > http://forum.game-labs.net/index.php?/topic/12710-the-road-map-section-9-10/ 11-12> http://forum.game-labs.net/index.php?/topic/12716-the-road-map-sections-11-12/
  5. Preface: The following is an extensive list of suggestions intended to take this beautiful game the devs have given us and help it realize its full potential. A roadmap if you will. I wouldn't expect for any of these changes to come quickly as some of them will take considerable scripting time and the dev team is doing this as a project of love, but having a road-map is always useful when trying to find your destination. I hope to be playing this game 5 years from now. The skeleton is there, but for that to be a reality some changes need to be made. I will attempt to detail some of the suggestions I have come across from others on the forums as well as myself below without getting too long winded but if there are any questions about any of the following please feel free to ask in thread or send me a PM. I will try to move in a logical fashion from introduction towards long term sustainability. This post is to spur discussion on game improvements and not intended to be a final decision on numbers or specifics. Warning: I may have gone a bit too far. ################################################################################ (Edit: Added this color to indicate something has already been covered in a previous post or it is not covered in detail in this post or is a recipe and is not super important to understanding the concepts..) section 1-8 > http://forum.game-la...le-of-contents/ 9-10 > http://forum.game-la...p-section-9-10/ 11-12> http://forum.game-la...sections-11-12/ 13-14 http://forum.game-labs.net/index.php?/topic/12747-the-road-map-sections-13-14/ ################################################################################ Table of Contents 1.)Server Transfers 2.)Sailing Speed a.)Trade Currents 3.)Character Creation and Nation Select 4.)Start Ports upon Map Reset 5.)Conquest Admiralty Missions a.)Conquest Mission b.)Secondary Mission 6.)Diplomacy (National) a.)Mechanics (Admiralty) 1.)Allies and War 2.)Surprise Attacks 3.)Trade Agreements 4.)Raids 5.)Diplomatic Delegation 6.)Trade Mission 7.)Missionary b.)Mechanics (Player) 1.)Reinforcements 2.)Captured Officers c.)Levels d.)Increasing/ Decreasing National Diplomacy 7.)Standing/ Notoriety/ Diplomacy (Player) a.)Mechanics 1.)Traders 2.)Piracy 3.)Letter of Marquee 4.)Bounty Hunters 5.)Letter of Pardon 6.)Faction Change b.)Levels c.)Increasing / Decreasing Standing 8.)Admiralty / Pirate Cove and Admiralty Points a.)Missions b.)National Initiatives c.)Commissions 1.)Commission Officers 2.)Ships of the Line 3.)Outpost Certification d.)Goods and Services 1.)Ships 2.)Resource Bundles e.)Earning Admiralty Points 1.)Missions 2.)Turn ins 3.)Game-play 9.)Resources and Resource Distribution a.)Common b.)Uncommon c.)Rare d.)Nation Specific 1.)Dyes 2.)Goods e.)Resource distribution Overview f.)Types of Port 1.)Capital 2.)Regional Capital 3.)Alternate Starting port 4.)Mining 5.)Agricultural 6.)Homestead 7.)Forestry 8.)Free Towns g.)Specific port Distribution (Coming soon) 10.)Production and Manufacture Buildings a.)Production Buildings 1.)Logging 2.)Mining 3.)Plantation 4.)Hunting Lodge 5.)Fishery b.)Manufacturies 1.)Carpenter 2.)Lumber Mill 3.)Forge 4.)Refinery 5.)Provisioner 6.)Textile Mill 7.)Academy 11.)Seamen, Officers, and their Abilities a.)Recruits 1.)Recruitment Office 2.)Boarding Combat b.)Training 1.)Experience 2.)The Academy c.)Usage and Abilities 12.)Port Upgrades / Improvements a.)Production Improvements 1.)Timber Rafting 2.)Vein Exploration 3.)Irrigation 4.)Deadfall 5.)Fish Market 6.)Wood Working School 7.)Metal Working School 8.)Bazaar 9.)Port Granary 10.)Weaving School 11.)Recruitment Office 12.)Regional Capital Specialization Upgrade b.)Defensive Capabilities 1.)Local Militia 2.)Courthouse 3.)Standing Army 4.)Local Patrol 5.)Professional Patrol 6.)Simple Fort 7.)Advanced Fort 8.)Town Walls 9.)Citadel C.)Religious Buildings: 1.)Church 2.)Cathedral 3.)Holy Site 13.)Religion A.)Religions by Nation B.)Religions by port C.)Influencing a ports Religion D.)Religion and Unrest 14.)Port Unrest and Happiness A.)Mechanics B.)Raising / Lowering 1.)Raising Happiness 2.)Port Unrest Degradation Percentage Changes 3.)Raising Unrest C.)Levels: 15.)Port Battles A.)Capture Windows B.)Port Battle Mechanics (coming soon) 16.)Pirates and Piracy A.)Experience and Goods B.)Allies and War C.)Piracy D.)Standing Notoriety E.)Limitations F.)RvR 17.)Conquest(RvR) A.)Conquest Period B.)Conquest Victory 1.)Methods of Victory a.)Domination 2.)Attrition 3.)Anarchy C.)Conquest Rewards D.)Conquest Coins 18.)Cease Fire and Map reset 19.)Customization: A.)Sail design 1.)National Dyes. To the meat. ############################################################################## 15.)Port Battles A.)Capture windows: 1.)Neutral ports and Alternate starting ports: At map start each neutral port starts with 1 of 3 possible 8 hour capture windows. (1-8, 9-16, 17-24). Every 7 days if not captured they rotate to the next windows. (1-8 moves to 9-16.) Ect. 2.)Captured ports : Once a port is captured the person who purchased the flag sets the 8 hour window. This is now the permanent 8 hour capture window. a.)Shortening the capture window: There are several ways to shorten the port capture window. i.)Simple Fort: Building the simple fort upgrade in a port shortens the capture window 2 hours off the front of the window. (I.E. 1-8 become 3-8) ii.)Advanced Fort: Building the advanced fort upgrade in a port shortens the capture window 3 hours off the front of the window. (I.E. 1-8 becomes 4-8) iii.)Town Walls: Building the Town Walls upgrade in a port shortens the capture window by an additional hour on top of either the simple or advanced fort. (I.E. 4-8 for advanced fort + 1 = 5-8) iiii.)Citadel: Building the Citadel upgrade in a port shortens the capture window to two hours. (I.E. 7-8) 3.)Captured ports reverting to neutral: If at any point a previously captured port reverts to neutral (via unrest or piracy) then it returns to the rotating 8 hour window model based off the current ports capture window end hour. a.)Example: Mobile is captured by the French and they set the capture window to 10-17. They build an advanced fort moving the window to 13-17. After a few weeks they decide Mobile is too far away to care about and stop paying attention to the port. Unrest drops to -4000 the populace over throws the French rule and the port becomes neutral again. Since the Capture window set by the French was 13-17 the new neutral port’s capture window is 10-17 for the next 7 days. After those 7 days it moves to 18-1. And so on. Until captured again by another faction. B.)Port Battle Mechanics: (This section needs some work and is important to get right for the RvR to function properly. I am withholding it until a time where I feel its more complete. For the time being our current game play will suffice.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 16.)Pirates and Piracy This is a touchy subject with much heated debate on every side of the argument with differing opinions on what role they should play if any at all. I firmly believe pirates need to play a major role in this game in order for it to be a fully functioning sandbox. However I think that role should be more anarchy then nation building. Below I will summarize some of the changes highlighted earlier in the document as well as expand the changes of pirate mechanics further. Experience and Goods: (Section 3) Pirates receive 50% XP against NPCs Pirates receive 130% XP against Players Pirates receive normal amount of goods from NPC traders Pirates receive 150% goods from player traders. (to promote piracy) Allies and War: (Section 6) Pirates can have no Allies. Pirates Can be at war with up to 4 nations Raids Piracy (disguise): (Section 7, a) National Flags Standing Notoriety The entirety of Section 7) Docking at national ports Limitations on Crafting Ships: Pirates can only Craft up to the Pirate Frigate Pirates are only faction that can craft Pirate Frigate Pirate Frigate Requires a commission from their Admiralty in order to craft Pirate Frigate needs some buffing/ tweaking in order to fill the correct role Fairly Fast, Fairly Maneuverable Say 14.2 top speed 3.3 turn rate Stern Chasers 48 total guns 310 crew 700 /2830 / 286/ 3220 Pirate Sol. Glassy cannon. Fast enough to catch most boats but not great in a line fight Pirates can sail anything they capture from nationals. (Crew provided) RvR: Port Conquest: Pirates can only capture and hold a total of 14 ports at a time (Including their capital and alternate starting port)(These ports are labeled strongholds) After the pirates have 14 ports captured they can continue conquering ports in port battles but they do not hold them long: Ports captured after the (14) limit start with a -2000 unrest level and accelerated unrest degradation. They can build production and manufactory buildings in the port but they cannot build or repair port upgrades. With a -2000 unrest rating, (17%) unrest degradation, and no way to please the populace the port reverts back to a neutral port 8 days after the port is captured. If at any point any of the Pirates (14 Stronghold) controlled ports does not have a Warehouse built there by a pirate player, any pirate player can choose to abandon the port. A message is flashed on the pirate nations’ players’ screens saying the port is being abandoned At next server maintenance, if no warehouses have been built in that port, the port enters abandoning mode. Unrest Degradation locks at 30% and cannot be influenced by player actions When the ports unrest level reaches -4000 the port reverts to neutral If at any point during the abandoning process a pirate builds a warehouse in the port the abandoning process ends and the port reverts to its previous level of unrest degradation. Conquest Victory: Pirates win a conquest period by promoting piracy and anarchy After the pirates own their 14 (strongholds) every port they capture via Port battle reverts to neutral after 8 days. To win a conquest victory the object of the pirate faction is to over throw the oppression of European rule and free a majority of the regions ports. At map start a 50 countdown begins. At the end of the 50 days the server takes a tally of nation controlled ports V.S. neutral ports. If the score for neutral ports is higher than any given nation’s score then the pirates win the conquest period. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 17.)Conquest (RvR) A.)Conquest Period: Is the duration of gameplay before the scores of each nation are tallied the map is reset if a faction does not win prior to this. The Conquest Period is 150 days barring victory by other method such as Domination, Attrition, or Anarchy. B.)Conquest Victory: There are several way for a faction to win a conquest period. 1.)Domination: There are a total of 361 ports on the map. 8 Capitals and 33 free ports. That Leaves 320 capturable ports. Each basic port(225 total) is worth 1 point. Each Luxury Port(42 total) is worth 2 points. Each Regional Capital (45 total) is worth 3 points. Each Nation’s Alternate starting point(8) is worth 4 points. That gives up a possible 476 points if a nation controlled all capturable ports on the map. At map start a 50 day countdown timer starts. At the end of the 50 days the server takes a tally of nation controlled ports. If at the end of the 50 period any Nation has 210 points or more total from controlling ports they have won a domination victory. a.)At the end of every 14 days following the 50 day timer the tallies are rescored to determine a domination Victory. This allows for 8 possible chances at a Domination Victory before the conquest period ends. (150 days.) 2.)Attrition: If no Nation wins via domination during the conquest period then the port control tallies are scored at the end of the conquest period (150 days.) The Nation with the most points wins the war of Attrition. (Pirates cannot win the war of Attrition.) 3.)Anarchy: If at the end of the 50 countdown timer, or at any point when the scores are tallied after, no Nation has at least 68 points then the Pirates win the conquest victory via the anarchy of over throwing the European rule. a.) 476 possible points for ports / 7 nations = 68. C.)Conquest Rewards: (The rewards for conquest can be developed further but these will do now as a place holder.) 1.)Domination Victory: Every player of the Winning nation gets 3 Conquest coins. 2.)Attrition victory: Every player of the Winning Nation gets 2 Conquest coins. In the event of a tie each player in the nations that tie get 1 conquest coin. 3.)Anarchy: Every Member of the Pirate nation gets 3 Conquest coins. D.)Conquest coins: Can be traded in at the Admiralty for 750 Admiralty points each. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 18.)Cease Fire and Map Reset: If at any point during the conquest period a faction wins the map enters cease fire. Every Nation is locked with the current ports they control for 3 days. No ports are capturable. No flags can be purchased. PVP rewards are doubled. At the end of the 3 day cease fire the Map is reset and all ports except Capitals and Alternate starting ports are set to neutral and another conquest period begins.
  6. Sections 1-8 here > http://forum.game-la...le-of-contents/ Sections 9-10 here > http://forum.game-labs.net/index.php?/topic/12710-the-road-map-section-9-10/ Sections 13-14 here > http://forum.game-labs.net/index.php?/topic/12747-the-road-map-sections-13-14/ Sections 15-18 here > http://forum.game-labs.net/index.php?/topic/12758-the-road-map-sections-15-18/ (Edit: Added this color to indicate something has already been covered in a previous post or it is not covered in detail in this post or is a recipe and is not super important to understanding the concepts..) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Preface: The following is an extensive list of suggestions intended to take this beautiful game the devs have given us and help it realize its full potential. A roadmap if you will. I wouldn't expect for any of these changes to come quickly as some of them will take considerable scripting time and the dev team is doing this as a project of love, but having a road-map is always useful when trying to find your destination. I hope to be playing this game 5 years from now. The skeleton is there, but for that to be a reality some changes need to be made. I will attempt to detail some of the suggestions I have come across from others on the forums as well as myself below without getting too long winded but if there are any questions about any of the following please feel free to ask in thread or send me a PM. I will try to move in a logical fashion from introduction towards long term sustainability. This post is to spur discussion on game improvements and not intended to be a final decision on numbers or specifics. Warning: I may have gone a bit too far. ################################################################################### ################################################################################### Table of Contents 1.)Server Transfers 2.)Sailing Speed a.)Trade Currents 3.)Character Creation and Nation Select 4.)Start Ports upon Map Reset 5.)Conquest Admiralty Missions a.)Conquest Mission b.)Secondary Mission 6.)Diplomacy (National) a.)Mechanics (Admiralty) 1.)Allies and War 2.)Surprise Attacks 3.)Trade Agreements 4.)Raids 5.)Diplomatic Delegation 6.)Trade Mission 7.)Missionary b.)Mechanics (Player) 1.)Reinforcements 2.)Captured Officers c.)Levels d.)Increasing/ Decreasing National Diplomacy 7.)Standing/ Notoriety/ Diplomacy (Player) a.)Mechanics 1.)Traders 2.)Piracy 3.)Letter of Marquee 4.)Bounty Hunters 5.)Letter of Pardon 6.)Faction Change b.)Levels c.)Increasing / Decreasing Standing 8.)Admiralty / Pirate Cove and Admiralty Points a.)Missions b.)National Initiatives c.)Commissions 1.)Commission Officers 2.)Ships of the Line 3.)Outpost Certification d.)Goods and Services 1.)Ships 2.)Resource Bundles e.)Earning Admiralty Points 1.)Missions 2.)Turn ins 3.)Game-play 9.)Resources and Resource Distribution a.)Common b.)Uncommon c.)Rare d.)Nation Specific 1.)Dyes 2.)Goods e.)Resource distribution Overview f.)Types of Port 1.)Capital 2.)Regional Capital 3.)Alternate Starting port 4.)Mining 5.)Agricultural 6.)Homestead 7.)Forestry 8.)Free Towns g.)Specific port Distribution (Coming soon) 10.)Production and Manufacture Buildings a.)Production Buildings 1.)Logging 2.)Mining 3.)Plantation 4.)Hunting Lodge 5.)Fishery b.)Manufacturies 1.)Carpenter 2.)Lumber Mill 3.)Forge 4.)Refinery 5.)Provisioner 6.)Textile Mill 7.)Academy 11.)Seamen, Officers, and their Abilities a.)Recruits 1.)Recruitment Office 2.)Boarding Combat b.)Training 1.)Experience 2.)The Academy c.)Usage and Abilities 12.)Port Upgrades / Improvements a.)Production Improvements 1.)Timber Rafting 2.)Vein Exploration 3.)Irrigation 4.)Deadfall 5.)Fish Market 6.)Wood Working School 7.)Metal Working School 8.)Bazaar 9.)Port Granary 10.)Weaving School 11.)Recruitment Office 12.)Regional Capital Specialization Upgrade b.)Defensive Capabilities 1.)Local Militia 2.)Courthouse 3.)Standing Army 4.)Local Patrol 5.)Professional Patrol 6.)Simple Fort 7.)Advanced Fort 8.)Town Walls 9.)Citadel C.)Religious Buildings: 1.)Church 2.)Cathedral 3.)Holy Site 13.)Culture A.)Culture by Nation B.)Culture by port C.)Influencing a ports Culture D.)Culture and Unrest 14.)Port Unrest and Happiness A.)Mechanics B.)Raising / Lowering 1.)Raising Happiness 2.)Port Unrest Degradation Percentage Changes 3.)Raising Unrest C.)Levels: 15.)Port Battles A.)Capture Windows B.)Port Battle Mechanics (coming soon) 16.)Pirates and Piracy A.)Experience and Goods B.)Allies and War C.)Piracy D.)Standing Notoriety E.)Limitations F.)RvR 17.)Conquest(RvR) A.)Conquest Period B.)Conquest Victory 1.)Methods of Victory a.)Domination 2.)Attrition 3.)Anarchy C.)Conquest Rewards D.)Conquest Coins 18.)Cease Fire and Map reset 19.)Customization: A.)Sail design 1.)National Dyes. To the meat. ############################################################################## 11.)Seamen, Officers and their Abilities: Depending on the crafting level of your ship you will have a different number of available officer slots. You can choose which officer or officers you would like to work on a given ship. Some officers are permanent due to their specialization with that type of ship once assigned. Others can be moved from one ship to another as you see fit. A.)Recruits: There are two ways to get recruits to be trained at an Academy. Recruitment Office: Once the Recruitment office upgrade has been created in a port any player with an Academy Level 3 can pull recruits from the available pool. The size of the recruitment pool is directly proportionate to the number of player warehouses currently in that port. There are 5 available recruits per warehouse per day in the available recruit pool. No player can pull more than 20% of the available pool a day. Recruits cost nothing to pull out of the recruitment pool Boarding Combat: Any player can capture recruits during boarding combat with another ship. These captured recruits are treated as cargo and will not join the captain’s crew until they have gone through the Academy. The captured recruits are placed in the players cargo until they return to port where they can be sent to the players own academy, added to the ports available recruit pool, or kept aboard the ship to learn from experience. 5% of the sailors left alive on an enemy ship after a boarding victory with an NPC are deemed worthy of training and can be taken as recruits aboard a players ship. 50% of sailors left alive on an enemy ship after a boarding victory with a player are deemed worthy of training and can be taken as recruits aboard the players ship. B.)Training: There are two ways to train recruits to make them productive. Experience: Recruits captured during boarding combat will eventually learn from experience if kept aboard the same vessel long enough. If removed from the vessel they were captured with they will lose the ability to be trained from experience and then must instead be sent to an Academy for training. (Docking and switching boats is permitted as long as the recruits never leave the initial vessel) If the captured recruits remain on the same boat through successful battles they gain experience. Recruit to hand 5 defeats of ant NPC (sink or Board) (Assists do not count) 1 defeat of a player (sink, board, or Assist) Hand to landsmen 10 defeats of an NPC (sink or board) (Assists do not count) 4 defeats of a player (Sink, board, or assist) Landsmen to Seamen 25 defeats of NPS (sink or board) 3 Defeats of a player (sink or board)(Assists do not count) The Academy: Any Recruit or ship abandoning hand, landsmen, or seamen can be trained further at the Academy Labor hours required to train to next tier and bonus offered Recruit to hand : (10 labor hours) Hand to Landsmen: (25 labor hours) Landsmen to Seamen: (45 Labor hours) 10 x Seamen to Marines (Basic): (60 labor hours) 15 x Seamen to Marines (common): (65 labor hours) 30 x Seamen to Marines (Fine): (80 labor hours) Etc. C.)Usage and Abilities: Each ship will have a different number of officer slots based on its quality. Any Officer can be put in any slot. Officers do not stack. Their benefits common-exceptional are as follows Carpenter: Repairs greater % of hull when repair is used in battle: (1%, 2%,3%,4%,5%) SailMaker: Repairs greater % of sails when repair used in battle: (0.5%,1%,2%,3%,4%) Coxswain: Gives a location radius on open sea map: (50 min radius, 40 minute,30 minute, 20 min, 10 min) Chaplin: Gives boost to moral in boarding combat: (blah blah) Gunnery Officer: Increase the reload rate for all guns (0.5%, 1%,2%,3%,4%) Sailing Master: Increase rate at which sails go up and down and manual sail turning: (0.5%, 1.0%,2%,3%,4%,5%) Surgeon: Recover a Percentage of your lost crew after a battle: (5%,10%,15%,20%,25%) Purser: Gain a larger percentage of gold from wining battles (1%,3%,5%,9%,15%) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 12.)Port Upgrades / Improvements: Every port has various upgrades a nation can invest in order to improve its production output or defensive capabilities. Improvement construction is managed by the port itself and any player can contribute towards its completion. Improvements require resources specific to the upgrades players which to build as well as time and money. A.)Production Improvements: Production buildings can be constructed in any port which meets the requirements of a given improvement. 1.)Timber Rafting: The Timber Rafting port upgrade constructs a series of channels within the port infrastructure which allow players to utilize the water ways for the transportation of logs harvested in the port. This allows the player to harvest more wood per day. This upgrade can only be built in ports with rivers. This upgrade unlocks Level 3 Logging resource production buildings in the port. a.)This upgrade requires 2250 stone block, 1500 hemp, 800 fir log, 500 copper ingots, 400 cured hides, 350 Rope, 250 rum, 150 Lignum logs, 50 locks, 50 Admiralty points and $250,000 in order to complete construction. b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed. c.)Construction must take a minimum of 48 hours real time from first donation to the project until the project is completed. d.)Upgrade is shuttered if port is captured and can be re-opened by any controlling nation for $30,000 2.)Vein Exploration: The Vein Exploration port upgrade hires mining experts from Europe to visit the port to properly explore the vein and plan further mining efforts. After their research period is complete the Level 3 mining building is unlocked in the port. a.)This upgrade requires 1500 grain, 50 pine logs, 900 livestock, 600 rope, 500 salt, 400 sugar, 350 Planks, 250 tobacco, 150 Lamp Oil, 50 admiralty points, and $300,000 in order to complete the exploration. b.)Exploration begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed. c.)Exploration must take a minimum of 60 hours real time from first donation to the project until the project is completed. d.)Upgrade and its knowledge are lost if the port is captured 3.)Irrigation: Irrigation upgrade hires workers to irrigate the ports farming lands and allows for better farming land utilization. Unlocks the Level 3 Plantation building. a.)This upgrade requires 1500 Rope, 500 Rum, 1000 iron ingot, 1500 Grain, 300 fruit, 100 tobacco, 3 Simple Provision, 50 admiralty points, and $250,000 b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed. c.)Construction must take a minimum of 65 hours real time from first donation to the project until the project is completed. d.)Upgrades fall into disrepair if port is captured and can be repaired by any controlling nation for $35,000 4.)Deadfall: The Deadfall port investment hires expert trappers to come to the port and teach proper tracking, trapping, and the deadfall technique. When their instruction is complete the Level 3 Hunting Lodge is unlocked a.)This upgrade requires 1000 Tobacco, 15 pine log, 600 rope, 250 Molasses, 500 Game (Common), 250 Game (uncommon), 50 Game(rare), 1 simple provision, 40 admiralty points, and $150,000 b.)Instruction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed. c.)Instruction must take a minimum of 115 hours real time from first donation to the project until the project is completed. d.)Upgrade and its knowledge are lost if the port is captured. 5.)Fish Market: The Fish Market port investment constructs a Fish market in the town square where fishermen can come sell their goods in mass. When the fish market port investment is complete the Level 3 Fishery production building is unlocked a.)This upgrade requires 1500 Teak log, 50 pine log, 1250 Fish (Common),500 Compass wood, 300 Canvas rolls, 65 barrels, 100 nails, 50 admiralty points, and $250,000 b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed. c.)Construction must take a minimum of 65 hours real time from first donation to the project until the project is completed. d.)Upgrades fall into disrepair if port is captured and can be repaired by any controlling nation for $40,000 6.)Wood Working School: The wood working school port investment constructs a school in the port that specializes in teaching students the ins and outs of working with wood. This creates a more skilled work force in the town and unlocks the Level 3 carpenter manufacutry upon completion. Also unlocks the Level 3 Lumber mill manfacutry if the school is built in a port that has a river. a.)This upgrade requires 3500 Teak log, 2000 pine log, 2200 fir log, 1050oak log, 600 live oak log, 250 red wood , 500 compass wood , 350 planks, 30 Knees, 15 cases, 15 Greater Provision, ,500 nails, 10 lamp oil, 1 Carpenter (Fine), 70 admiralty points, and $350,000 b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed c.)Construction must take a minimum of 82 hours real time from first donation to the project until the project is completed d.)Upgrades fall into disrepair if port is captured and can be repaired by any controlling nation for $60,000 7.)Metal Working School: The metal working school port investment constructs a school in the port that specializes in teaching students the ins and outs of working with metal. This creates a more skilled work force in the town and unlocks the Level 3 forge manufacutry upon completion. a.)This upgrade requires 1500 Teak log, 100 pine log,500 fir log, 250 Silver ingots , 500 copper ingots, 150 Gold ingots, 350 planks, 30 Knees, 15 cases, 15 Greater Provision, , 500 nails, 10 lamp oil, 1 Coxswain (fine), 70 admiralty points, and $300,000 b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed c.)Construction must take a minimum of 82 hours real time from first donation to the project until the project is completed d.)Upgrades fall into disrepair if port is captured and can be repaired by any controlling nation for $75,000 8.)Bazaar: The Bazaar port investment constructs a market for the Refiners to sell their goods en mass. When the Bazaar market construction is completed the Level 3 Refinery building is unlocked a.)This upgrade requires 1500 Teak log, 200 pine log, 50 planks, 60 barrels,10 cases, 200 cheese,10 pearls, 200 sugar refined, 200 salt refined, 250 fur (common), 50 fur (uncommon), 150 Canvas rolls, 100 nails, 60 admiralty points, and $250,000 b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed c.)Construction must take a minimum of 75 hours real time from first donation to the project until the project is completed d.)Upgrades fall into disrepair if port is captured and can be repaired by any controlling nation for $45,000 9.)Port Granary: The port granary investment builds a granary silo in the port capable of storing far more grain for longer. After the completion of the granary the Level 3 Provisioner manufactory is unlocked a.)This upgrade requires 2000 pine log, 1700 fir log, 4000 grain, 75 planks, 15 knees, 250 nails,50 rum, 2 lamp oil, 150 Canvas rolls, 5 greater provisions, 1 Purser’s mate, 60 admiralty points, and $250,000 b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed c.)Construction must take a minimum of 75 hours real time from first donation to the project until the project is completed d.)Upgrades fall into disrepair if port is captured and can be repaired by any controlling nation for $60,000 10.)Weaving School: The weaving school port investment constructs a school in the port that specializes in teaching students the ins and outs of working with texttiles. This creates a more skilled work force in the town and unlocks the Level 3 textile mill upon completion a.)This upgrade requires 1500 Teak log, 500 fir log, 200 pine log, 350 rope , 50 copper ingots, 650 canvas rolls, 350 planks, 30 Knees, 15 cases, 15 Greater Provision, , 500 nails, 10 silk rolls, 1 Sailing Master (fine), 70 admiralty points, and $300,000 b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed c.)Construction must take a minimum of 82 hours real time from first donation to the project until the project is completed d.)Upgrades fall into disrepair if port is captured and can be repaired by any controlling nation for $60,000 11.)Recruitment Office: The recruitment office upgrade constructs a building in the ports’ town square with the intent of recruiting sailors from the population for marine and officer training. The recruitment office completion unlocks the Level 3 Academy manufactory a.)This upgrade requires 1200 fir log, 1200 teak log, 50 pine, 50 planks, 30 knees, 10 cases, 500 nails, 10 lamp oil, 5 simple provision, 2 town provision, 10 officer uniforms, 50 marine uniforms, 50 cured hides, 2 petty officers, 1 master at arms, 100 Admiralty points , and $400,000 b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed c.)Construction must take a minimum of 125 hours real time from first donation to the project until the project is completed d.)Upgrade is completely lost if port is captured 12.)Regional Capital Specialization Upgrade: Due to the nature of the crowded population in regional capitals room is limited for resource production. All Regional Capitals initially have the same small resource pool quantities for several goods but the players who own an outpost at the regional capital can vote to specialize in one particular good and increase that’s resources available pool 5 times a.)Each player with an outpost can vote for which resource they want the port to specialize in b.)Every 7 days the port tally’s the votes and switches to that production specialization for the next 7 day period. A player can only vote once per period c.)Every vote for a specialization other than the ports current one requires $5000 and 10 admiralty points with the vote to pay for the required reworking d.)Whichever specialization the players vote for gets its resource pool increase 5 times i.)I.E. coal 500 > 2500 e.)The Specialization changes go into effect after the next server maintenance window B.)Defensive Capabilities: Defensive capabilities can be invested in at any port which meets the requirements of a given improvement. 1.)Local Militia: The local Militia reduces the rate at which unrest increases if a town is not properly provisioned by 1%. The local militia is paid a weekly wage from taxes on the buying and selling off goods in the port. a.)This upgrade requires 5 simple provision, 10 landmen,60 admiralty points and $30,000 b.)There is no time constraint for creating the local militia c.)Upgrade is destroy if port is captured 2.)Courthouse: The courthouse upgrade constructs a building in the port which is used by the citizenry in legal proceedings. The courthouse upgrade reduces the rate at which unrest increases if a town is not properly provisioned by 1%. Prevents disguised pirates maintaining a high enough standing with your nation from entering the port a.)This upgrade requires. 500 teak log, 300 fir log, 50 pine log, 5 cases, 1 greater provision, 1 silk, 30 nails, 20 stone block, 2 rope, 1 Purser’s Mate, 90 admiralty points and $65,000 b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed c.)Construction must take a minimum of 40 hours real time from first donation to the project until the project is completed d.)Upgrade is shuttered if port is captured. Can be reopened by any controlling nation for $30,000 3.)Standing Army: The standing army upgrade stations a regiment of your nations army in the port to dissuade insurrection or invasion. The standing army upgrade reduces the rate at which unrest increases if a town is not properly provisioned by 3%. The standing army also helps garrison the fort if attacked. The standing army requires a weekly maintenance fee. If not paid the standing army leaves the port a.)This upgrade requires 55 greater provisions, 5 officer provision, 10 Marines (basic), 35 Marine Uniform, 5 Officer’s Uniform, 30 rum, 300 iron ingot, 10 petty officers, 160 admiralty points and $250,000 b.)The standing army requires a weekly fee of 2 Greater provisions and $20,000 to maintain beginning as soon as donations required to enlist the army are finished c.)Enlistment of the Standing army begins at the first donation and its benefits are realized once the final donation is contributed d.)Enlistment must take a minimum of 55 hours real time from first donation to the project until the project is completed e.)Upgrade is destroyed if port is captured 4.)Local Patrol: The local patrol hires local captains to patrol the ports surrounding waters and be on call to reinforce any engagements in the immediately surrounding waters. The local patrol makes calling reinforcements available for players who are attacked in the surrounding waters patrolled by the local fleet. The local fleet requires weekly maintenance or the captains return to other professions a.)This upgrade requires 15 player crafted lynx, 8 player crafted cutters, 5 player crafted Privateer, 5 player crafted Brigs, 10 ship provisions, 35 Seamen, 85 admiralty points and $200,000 b.)The Local Patrol requires a weekly fee of 2 ship provisions and $20,000 to maintain beginning as soon as donations required to enlist the local patrol are finished c.)Enlistment of the Local Patrol begins at the first donation and its benefits are realized once the final donation is contributed d.)Enlistment must take a minimum of 72 hours real time from first donation to the project until the project is completed e.)The local patrol is only available in engagements in the waters 4 minutes in any direction from the port f.)Upgrade is destroyed if port is captured 5.)Professional Patrol: The professional patrol hires fulltime professional captains to patrol the ports surrounding waters and be on call to reinforce any engagements in the immediately surrounding waters. The local patrol makes calling reinforcements available for players who are attacked in the surrounding waters patrolled by the local fleet. The local fleet requires weekly maintenance or the captains return to other professions a.)This upgrade is only available in Capitals, Regional Capitals, and Alternate nation starting ports b.)This upgrade requires 15 player crafted lynx, 8 player crafted Brigs, 10 player crafted Privateer, 5 player crafted Snows, 2 player crafted surprises, 25 ship provisions, 200 rum, 150 seamen, 190 admiralty points, and $250,000 c.)The Professional Patrol requires a weekly fee of 5 ship provisions and $50,000 to maintain beginning as soon as donations required to enlist the local patrol are finished d.)Enlistment of the Professional Patrol begins at the first donation and its benefits are realized once the final donation is contributed e.)Enlistment must take a minimum of 125 hours real time from first donation to the project until the project is completed f.)The local patrol is only available in engagements in the waters 5:30 minutes in any direction from the port g.)Upgrade is destroyed if port is captured 6.)Simple Fort: Provides the addition of two AI towers with 6x 9lb guns each for defensive support during port battles. Also reduces the available port attack window by 2 hours a.)Upgrade requires 5 greater provision, 1 officer provision, 1000 oak log, 1500 fir log, 500 pine log, 30 knees, 15 cases, 15 barrels, 550 nails, 12 cannons, 30 cured hide, 15 oil lamp, 65 rum, 10 marine uniforms, 2 officer uniforms, 3 Carpenter (Fine), 2 Gunnery Officer (Common), 2 gunner’s mates, 230 admiralty points, and $300,000 b.)Construction begins once the final donation is contributed c.)Construction takes 125 hours real time from last required donation to the project until the project is completed d.)Upgrade is completely destroyed if port is captured 7.)Advanced Fort: Provides the addition of 3 AI towers with 10x18lb guns each, for defensive support during port battles. Reduces the available port attack window by 3 hours. Requires unrest level 1 to attack a port containing the advanced fort a.)Upgrade requires 15 Greater Provision, 5 Officer provision, 1500 oak log, 3000 fir log, 250 pine log, 1500 stone block, 60 knees, 30 cannons, 40 canvas rolls, 50 iron ingots, 30 marine uniforms, 10 marines (common), 1 carpenter (common), 5 master at arms, 1 surgeon (basic), 3 gunner’s mates, 1 Gunnery Officer (master Craft), 285 admiralty points, and $375,000 b.)Construction begins once the final donation is contributed c.)Construction takes 145 hours real time from last required donation to the project until the project is completed d.)Upgrade is completely destroyed if port is captured 8.)Town Walls: Requires Advanced fort to be constructed in the port. Reduces the Available port attack window by an additional hour. Requires unrest level 2 to attack a port surrounded by town walls a.)Upgrade requires 3000 live oak logs, 1400 oak log, 1750 pine logs, 2150 fir logs, 3000 stone block, 35 Town provisions, 3000 nails, 200 copper ingots, 150 silver ingots, 50 Gold ingots, 20 canvas rolls, 10 cheese, 5 fur rare, 50 recruits, 5 carpenter’s mates, 3 Carpenter (basic), 1 Carpenter (Exceptional), 2 Surgeon (common), 4 Surgeon’s mates, 350 Admiralty points, and $500,000 b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed c.)Construction must take a minimum of 340 hours real time from first donation to the project until the project is completed d.)The upgrade goes into disrepair if the port is captured. Any controlling nation has to rebuild the Advanced Fort and then spend $200,000 to completely repair the walls 9.)Citadel: The Citadel turns the port into a heavily fortified militaristic town. The Citadel can only be constructed in Regional Capitals and Nation’s alternate starting ports. The Citadel Requires the town wall and standing army upgrades be already in the port before construction begins. The Citadel reduces the production of all resources and goods by 20%. The Citadel makes a port immune to Surprise attacks and Raids. The Citadel gives the port a 2 hour capture window. The port must be at unrest level 3 to attack if for port battle a.)Upgrade requires 4000 live oak logs, 1700 oak log, 2750 pine logs, 2150 fir logs, 5500 stone block, 125 Town provisions, 35 officer provisions, 4000 nails, 250 copper ingots, 350 silver ingots, 500 Gold ingots, 60 cannons,60 canvas rolls, 250 recruits, 15 carpenter’s mates, 5 Carpenter (Fine), 2 Carpenter (Exceptional), 2 Surgeon (fine), 8 Surgeon’s mates, 15 Petty Officers, 30 Gunner’s mates, 2 Gunnery Officers (master Craft), 1 Purser (Exceptional), 3 Purser’s Mates, 1 Coxswain (Exceptional), 25 Marines (fine), 450 Admiralty points, and $750,000 b.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed c.)Construction must take a minimum of 510 hours real time from first donation to the project until the project is completed d.)The upgrade goes into disrepair if the port is captured. Any controlling nation has to rebuild the Advanced Fort, then repair the town walls, then spend $400,000 to completely repair the Citadel C.)Religious Buildings: 1.)Church: The Church is built in the port to allow for religious gatherings. The church contributes to the religious output of the town and effects the rate of unrest a.)If the port’s predominate religion is the same as its nation’s capital then the church reduces unrest degradation 1% b.)If the port’s predominant religion is different than the nation’s capital then the church increases the unrest degradation rate 1% c.)This upgrade requires 1000 Teak log, 750 pine log, 200 fir log, 50oak log, 25 red wood , 50 compass wood , 30 Silver Ingots, 5 Gold Ingots, 35 planks, 3 Knees, 5 cases, 1 Simple Provision, ,50 nails, 2 lamp oil, 35 admiralty points, 1 Chaplin (Basic), and $150,000 d.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed e.)Construction must take a minimum of 40 hours real time from first donation to the project until the project is completed. f.)Upgrades fall into disrepair if port is captured and can be repaired by any controlling nation for $60,000 2.)Cathedral: The Cathedral replaces the church and is built in the port to allow for large religious gatherings. The cathedral contributes to the religious output of the town and affects the rate of unrest a.)If the port’s predominate religion is the same as its nation’s capital then the cathedral reduces unrest degradation 1.75% b.)If the port’s predominant religion is different than the nation’s capital then the cathedral increases the unrest degradation rate 1.75% c.)This upgrade requires 3000 Teak log, 1750 pine log, 2000 fir log, 250oak log, 425 red wood , 350 compass wood ,300 rope, 75 planks, 33 Knees, 250 Silver ingots, 160 Gold ingots, 15 cases, 1 Greater Provision, ,500 nails, 12 lamp oil, 50 Fur (uncommon),70 admiralty points, 2 Chaplin (Common) and $350,000 d.)Construction begins when the first material is donated to the project and ends once all materials have been donated and the required time has elapsed e.)Construction must take a minimum of 65 hours real time from first donation to the project until the project is completed f.)Upgrades fall into disrepair if port is captured and can be repaired by any controlling nation for $85,000 3.)Holy Site: The Holy Site replaces the cathedral and is built in the port to allow for religious Pilgrimages. The Holy Site drastically contributes to the religious output of the town and affects the rate of unrest a.)The Holy site reduces the Rate of Degradation -2.5%(Cannot Exceed Max) b.)There can only be one Holy Site in a Nation at a given time c.)This upgrade requires 6000 Stone Block, 3000 Live Oak Log, 2750 pine log,2300 Gold Ingots, 3500 Silver ingots,300 Silk, 1000 National Dye, 600 Rope , 250 planks, 425 red wood , 350 compass wood , 75 planks, 50 fur (Rare), 30 pearls, 33 Knees, 15 cases, 5 Luxury Provision, ,2500 nails, 150 lamp oil, 360 admiralty points, 4 Chaplin (fine) and $450,000 d.)Construction begins when the Last material is donated to the project e.)Construction takes 240 hours real time from Last donation to the project until the project is completed f.)Holy site is completely destroyed if port is captured ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  7. The following is a bit of an extension and revision of the list of suggestions i provided earlier entitled "The Roadmap". I will link those posts at the bottom of this one for any interested. The following would fall mostly in section 9, resource distribution. The goal is to give the players a reason to want to capture ports, sail around the map, and do more then just sit in their own corners grinding fleets. Map download linked here. https://drive.google.com/open?id=0B9mOinkVxfkQZ1B1Q1dVUWlSZEE It is rather large so i suggest starting the download while you continue reading and opening it when its complete to get a better idea of what I'm proposing. I will not be touching on pirate mechanics as it is a hot button issue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I Will try to break how this will work down as logically as possible into sections but in order to get the economy functioning adequately it is difficult to not get detailed. I will break this post into 3 parts and keep it short as possible. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I will start with : 1.)Resource distribution. I took an incredible map created by a member of our community, whose name i cannot remember at the moment, and redistributed the games resources (added a few) around the map evenly. I classified the resources into 3 tiers: Common (needed for basic ship crafting), Uncommon (needed for higher tier ship crafting), and Rare (Some luxury goods for trade and some resources needed for high end ship crafting.)I also reduced the number of Regional Capitals and Free towns to better suit the in game lifestyle. You will see all resources are distributed evenly throughout the map giving no faction an advantage. This is the same for free towns and Regional Capitals. Specific resources: (and number of ports that produce the good.) Common: Fir x 14 Teak x 14 Pine x 14 Coal x 14 Stone x 14 Salt x 14 Iron x 14 Hemp x 14 Grain x 14 Livestock x 14 Game x 14 Fish x 13 Uncommon: Oak x 11 Redwood x 11 Silver x 11 Copper x 11 Sugar x 11 Tobacco x 11 Fruit x 11 Lignum x 10 Compass wood x 10 Rare: Live Oak x 10 Gold x 10 Silk x 8 Cocoa x 8 Spices x 8 Nation specific Goods: Indian Tea (Great Britain) x 1 French Wine (France) x 1 Iberian Meat (Espana) x 1 American Cotton (U.S.) x 1 Swedish Iron (Sverige) x 1 Batavarian Spices (Dutch) x 1 Danish Beer (Danmark) x 1 Nation Specific Dyes: Saffron (Great Britain) Indigo (France) Barberry (Espana) Sassafras (United States) Concheal (Sverige) Woad (Dutch) Tumeric (Danmark) Each port produces only one resource except for each nations capital. Due to the capital being so crowded it can only support level 1 production buildings. (Exception is the shipyard which can be up to level 3.) The capital: produces : coal, oak, salt, grain, stone lignum, copper its nation nation good Regional capitals: Produce whichever dye is related to to the controlling nation. Regional capitals can support up to a level 3 shipyard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.) The economy: A.)Markets There are no longer markets for trade in every port. Capitals, Regional Capitals, and Free towns are now the only market bearing port types. Capitals and Regional capitals are linked to the Europe for some trade aspects. Free towns are player to player trade only. The player can either yell in local port chat that they are selling goods and trade the old fashion way or they can ship the goods to a market bearing port for trade. Only Capitals and Regional Capitals now consume raw resources. (Other ports can consume provision and luxury bundles but that is covered in other sections of "The Roadmap") Every 2 hours the local demand for a given resource in a capital and regional capital increases by a specific amount adding to the over all pool of demand for the resource locally.(A capital will buy 159 fir logs locally every 2 hours or 1908 a day with a max 3 day cap of local demand at 5724) Each port will buy a given resource that is in demand at a set price until the local demand is satisfied. Any goods sold to the port beyond the local demand can be sold to the European Traders at reduced profit. Contracts will work as they always have. Example: Capitals consume 159 fir log every 2 hours . A level 1 fir logging camp produces 1 fir log per 24 Bullion invested. You can sell 159 fir logs to the capital to satisfy local demand at 45 Bullion a log. The European Trader will buy your remaining stock for 30 Bullion a log You can always list goods at a higher price and sell them to players. You can buy goods from the European Traders at 3 times the local port consumption rate. I.E. 135 per fir log. I have calculated the consumption rates for both Capitals and Regional Capitals as well as production, and sales costs for all resources based on rarity, necessity for crafting , and other factors.. I will list this mostly boring information at the very bottom for those interested. Free Towns are not linked to the European Traders and do not consumer resources. Any goods bought or sold will be strictly player to player at whatever price they set. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B.)Currency and Banking: The in game currency is now Bullion. Bullion is now a good that can be stored in warehouses, shipped in boats, and and transferred from bank to bank. Capitals, Regional Capitals, and Free Towns all have banks. You can spend any Bullion you currently posses at any port for repairs or to purchase things such as warehouses and outposts. Your production buildings are linked to your Nation's Capital bank account and draw from it for costs related to harvesting goods. National Banks The Banks in Capitals and Regional Capitals owned by your nation are independent but connected. For Example: You can have 200,000 in the Bank at your capital and another 50,000 at a Regional Capital for a total of 250,000 in wealth. If you are in the regional capital your spending power is 50,000 unless you transfer more funds to your Regional Capital Account from your Capital account. There is no limit to the amount of money you can store at any given National bank. You can transfer money between any National Bank freely but are charged a 5% administration fee and the transfers take 2 hours to verify the transfer. You can Transfer money from any National Bank to a a Free Town bank or vice versa but you are charged a 15% transfer fee and the transfer takes 3 hours to verify. You can withdraw your Bullion for free from any National bank you are currently in as a good if : You have an outpost in that port to store it in or You have a boat large enough to haul the Bullion Depositing money in any National Bank in a port you are currently docked in is free. Free Town Banks: The Banks in Free Towns are not connected to one another and stand as independent institutions. Free town banks are smaller and can only house up to 800,000 in an account for any player at any given time. They don't trust the stability of other Free town banks and will not accept transfers of money to and from other Free Town banks. They trust the stability of the Nations far more and are willing to accept transfers with increased administrative costs. You can transfer money from any National Bank to any Free Town bank or vice versa at a 15% transfer fee with 3 hour transfer verification time. You can withdraw your Bullion for free from any Free Town Bank you are currently in as a good if : You have an outpost in that port to store it in or You have a boat large enough to haul the Bullion Depositing money in any Free Town bank in a port you are currently docked in is free. Bank Notes: Any player can be issued a bank Note from any bank that stores some of its Bullion which they can keep on their person. (I.E. does not need to be shipped as a good and is not lost if sunk.) Bank notes come in 4 set sizes. 5k, 15k, 30k, and 50k. In order to be issued a bank note from a given bank you must have at least funds equal to that of the bank note you are being issued. (I.E. I have 37,000 Bullion stored in the Bank of La Tortue so i can be issued a 30k bank note from that bank.) You can only have one bank note on you at a given time. Bank notes can be used to repair you ships or purchase repairs in any port and the cost is deducted from your note. You can redeem your bank note for Bullion at any other bank then the one issuing it with: a 5% fee from National to National a 15% fee from Nation to Free port or vice versa a 15% fee from Free town to free town. Or to the bank that issued it for free. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.)Sailing Speed: Since the new resource distribution and banking mechanics will require more sailing form the player a propose we increase the max open world speed by 30%. With a max speed cap of 26 knots. Some think this will ruin the immersion and imagine ships flying around the map but i think it will do the opposite by drawing more players out into the world to sail around for a reason without bogging them down with work like hours to do simple tasks such as sailing. I present the following examples as of the proposed speed increase. For the following i will be using http://burningsail.com/which is an excellent community built navigation aid that very accurately represents the time to sail between two points at a given speed. Considering 20 knots is near current max open world speed I will use this as the start of our example and a 30% increase i propose as the new max speed of 26 knots. I will set a start and ending destination at various distances and give examples of time to sail currently and time to sail after proposed speed increase. I will do this at max current speed and max proposed speed as well as at a very good current speed of 15 knots to the increased speed of 19.5. Please consider this is maintaining that speed for the entire duration despite open world wind shifts and such. In other words these times will increase even more in the real world. Tumbado to Mantua: 20 knots 14 minutes game time (current max speed) 26 knots 11 minutes game time (new proposed max.) 15 knots 18 minutes (Good current speed.) 19 knots 14 minutes (Good new proposed speed.) Tumbado to Las Tortugas: 20 knots 25 minutes 26 knots 19 minutes 15 knots 33 minutes 19 knots 26 minutes Tumbado to Santa Rosa: 20 knots 50 minutes 26 knots 39 minutes 15 knots 67 minutes 19 knots 53 minutes All of these voyages are in the same region yet are extremely time consuming for the player. How often do you set sail and go afk or alt+tab to do something else. This is not immersive. Its the opposite. How often do you sail around for an hour or so looking for some pvp only to find some lone navy brig which of course you attack out of bordem. The Navy brig crys he is being ganked or out gunned out numbered and hes right. But no one wants to play a game for 3 hours a night and do nothing but wait for people to sail around. The increased sail speeds do not break immersion and lead to to fleets flying around the map. It will lead to more people on the OS shipping goods for the economy, trading in far off ports, and more frequent pvp with less pain from sailing distances. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part 2 coming tomorrow will include: Regional capitals and their child ports. Uncommon and Rare fishing instances. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Other Sections of the un-revised "Roadmap" (Section 1-8 here : http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/) (Edit: section 9-10 here http://forum.game-la...-section-9-10/) (Edit: Section 11-12 here http://forum.game-la...ections-11-12/) (Edit: Section 13-14 here http://forum.game-la...sections-13-14/ ) (Edit: Section 15-18 here http://forum.game-la...sections-15-18/ ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Boring Econ Specifics I promised earlier in the post. Feel free to skip or ignore if not interesting to you. You will notice all goods make a 20% profit from production cost to sale to European trader and an additional 50% profit if the resource is sold to fill the local port consumption. All number can be tweaked. The goal was to set a standard profit on goods in a regulated market based on rarity of said good. Edit: i noticed that the formatting of excel did not transfer very well for the pricing information if anyone is interested i can make the excel documents available for download. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Super cool map download link again > https://drive.google.com/open?id=0B9mOinkVxfkQZ1B1Q1dVUWlSZEE
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