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Found 6 results

  1. John Jacob Astor

    Buying port produced resources

    I am a new player on the PvE server and am attempting to buy a resource in a port that produces it. It is identified on the shop screen under "Allows production" but none currently appears. My understanding is that the production port will fill a contract immediately for 4 times the production value of 1 quantity of the resource. My question. Where do I find the production value? I've looked at at the trader tool on the map and it is not clear to me how this applies.
  2. Guenwhyvar

    Show the Port Settings in Shop

    When you enter a port and open the "SHOP" you see to the right of the shop-window what this port produces and what it consumes. Wouldn't it be a good idea if a few lines were added here to show the settings of the clan who owns the port like "40% Discount on Crafting" and "40% Bonus on Production"?
  3. Sunleader

    Economy and Trade Routes

    Currently the Economy is mostly Dead. And worse alot of Ports are entirely meaningless. Trade barely Exists as well. We need a Jumpstart and we need a Baseline. EVERY Port should Consume Goods and EVERY Port should Produce Goods. Not only Basic Raw Materials but even Items. This Production and Consumption can be Limited to make sure that Players run the Economy in the Big Picture. The advanced Production should be listed as Ressources as well. For Example. Our Port has Iron Mines, Silver Mines and a Workshop. So he Produces Iron Ore and Silver Ore He also Consumes Iron Ore and Silver Ore as well as Coal Due to which he also Produces Iron Ingots and Silver Ingots Ports would be bigger or smaller. A Port that has a Shipyard for example would consume vast amounts if Ship Materials but also Produce a Number of Ships every day. While another Port would have only ressource deposits and no industry. Hence not much Consumption but due to this a much higher production of the base Goods it has. This would get the Game Economy Running again and give people places to fight for as well as establish certain trade routes where players can get a profit
  4. Add 5 more production slots to the existing slots. The economy is now changed to be completely player generated and having 5 production buildings are not enough for me to craft the materials I need for my ships. The system is now forcing players to play in clans for better coordination of resources generation and leave the casuals out. It is easy for me to add 5 production buildings and collect from them, but then I cannot craft ships. I craft ships and cannons, I only have 3 production slots left, whereas I need 10 different kind of resources to craft ships, without paying an arm and leg on the market for materials. The economy is rapidly slowed down and I wish to have more options to my disposal than limiting my efforts and force me to participate in a clan (which is really demanding).
  5. When producing Tobacco out of upgraded buildings, the discount doesn't work. I'm not sure whether it also affects other buildings as I'm kind off focusing on Tobacco at the moment. Note that when stores get high the box becomes too small. I'll write that one up as an UI bug to be resolved later.
  6. Neptoone

    Production Bonuses

    It could be very interesting and historically accurate that the countries with less ports would get a 20% or 10% bonus to their resources productions. Despite of unequal distribution of resources the access to ship building resources was warranted by the colonies in Europe so it could help balance the fights a little bit more for certain countries that are running out of ports.
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