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NorthernWolves posted a topic in Economy, Trading and CraftingCaptains, I had grand plans of completing this before full release of the game, but I simply do not have the time. What I do have is about 75% complete overall and is enough to give the developers some ideas and inspiration of how to flesh the game out, add some color and flavor without having to rework mechanics. The entire approach here is to: Add many more things to harvest and more things to craft, if you want to Nothing that would force a player with limited time to have to do in order to play the game. However those who do choose to put the time and effort into the deeper crafting can get some unique rewards and like this epic open world map deserves, some deeper age of sail immersion. Historical Resources: The concept here is one I proposed last year, but this one is further refined. There are two types of resources, the first type are: Resources that naturally exist and can be harvested in the Caribbean, North America and South America. Resources that are imported from Europe, India, Africa and elsewhere. These can only be purchased in ports of the nation that either produces it in their homeland or dominates the trade of that product by opening a building called Trade Office. This gives each nations some unique and valuable products that they can trade or use; no one will have a resources that gives it an advantage in battle however. https://docs.google.com/spreadsheets/d/1T384qrwqg0CWYGlZDJ0z1jP_n9bcTI6PWaSS6rnqfsQ/edit?usp=sharing A more detailed (but unfinished) proposal below here, this one has 2 tabs and in tab 1 you can see the depth of crafting that would be available. The major change here is the ability to craft items that are not related to shipbuilding. Huge profits would be made taking the time to create 'Estate Goods' for example and hauling them to a capital or regional port of your ally. Or one could make spars and sell them on contract across the Caribbean. One could specialize in the fur trade, etc. It's all about choices and immersion. https://docs.google.com/spreadsheets/d/1XomSxvgZ6e2GAg0ZvOjfM3TqZR94-1iGbMJbVODoU-I/edit?usp=sharing Wood: I have proposed adding 4 new types of wood, splitting Teak into 2 historical types and Oak into 5 historical types. Click the link and it will make sense. I spent a lot of time over the last year researching and read primarily papers from the 19th and early 20th century on shipbuilding woods from the 18th to early 19th century. I love researching and working with wood in real life. (Note: Compass wood is not a wood, this may surprise some of you, but others already know this. Compass is a cut from a natural curve in a tree. Not every tree can produce compass timber. Frames and knees and other crucial parts were made from naturally grown curves. All the oaks produce the most compass timber due to the way they grow. Pines and Firs not as much. The British suffered a compass crisis so bad that several 74s sat unfinished in the shipyards for want of it in the late 18th century. You simply cannot grow a forest of compass wood. This proposal has your forest 'buildings' producing compass cuts based on quality of forest you have (Prime, Good or Sparse), the level (1, 2 or 3) and the tree type. Low percent productions would be 5% (Sparse level 1 Fir), top percent would be 25% (Prime, Level 3 Oaks). This makes compass cut frames more valuable as they should be! No panic if you have no compass cuts, thanks to a British shipbuilder who helped the Royal Navy out in it's crisis, there is a way to make Laminated Frames. These are not as strong as naturally curved timbers, but will do in a pinch, but you should take penalties to your HP and Planking if using Laminated Frames) Main reasons for this wood proposal: More historical choices and customization to match your style, sailing and combat needs while staying within the limits of the attribute range that is currently set between Fir and Live Oak. More types of wood to make shipbuilding more detailed and immersive. We will be building decks, keels, spars etc. The labor hours can be adjusted with this proposal so that crafting a frigate takes just as many as it does now, or it can be adjusted to where it takes longer, the devs can adopt this without overhauling that part, or they can choose to overhaul that part, making ships more valuable, it is flexible. https://docs.google.com/spreadsheets/d/1HRg4q7yxLlViQ6Ua5TP7wtz-xEHd6EK6en-ILdb_OVQ/edit?usp=sharing A unfinished write up on the wood types: Accurate Resource Locations: This is largely unfinished, but you will see where I was going with it. It works with the concept adapted by the devs original vision of not needed to sail further than 3 ports away to find everything you need to build a ship. If they were to scrap that idea, then this system is ready to go too. Here is how: There are regional forest types and different levels/qualities of forests, mines, plantations, farms etc. The resources can exist as they are now and every forest or mine that is there now would be considered 'basic' or 'sparse'. Productions levels would be adjusted the minimum to serve only in the building of ships for new players or players who don't have a lot of time to sail, but not enough there to stockpile or sell for profit elsewhere. This system adds Prime Forests, Good Forests and Sparse Forest and each forest has three levels you can upgrade to. There would no longer be 'Live Oak Forests' or 'Oak Forests', but rather a region will have either Temperate Hardwood, Temperate Evergreen, Dry Tropical, Temperate Coastal or Tropical. It will make sense when you open the link. Example: A level 2 Prime Temperate Hardwood Forest will produce 200 Oak, 50 Pine, 50 Fir, 0 Live Oak and 75 Craft Wood (which represents Birch, Cherry, Walnut etc); A level 2 Prime Temperate Coastal Forest will produce 50 Oak, 0 White Oak, 200 Live Oak, 50 Pine, 20 Fir and 20 Craft Wood, and so on. Tropical Forests will produce a ton of Craft Wood, which when harvested there will represent exotic tropical woods of course (there are a lot of things they will be used for, not just furnishings in shipbuilding as you will see) A region may have Sparse Temperate Coastal Forest and Prime Temperate Evergreen Forest available for you to build, some regions would only have Dry Tropical at varying qualities, or Tropical and so on, etc, etc. Forest Types represent what is accessible inland from that port, not just along the coast. (Note: Teak does not grow in the region of the game and currently this proposal and it would render the historical resource aspect silly if it were to be available as it is now. So Rangoon Teak (the less valuable) would be available in many ports as an import from the 'European Traders' in enough quantities to build with. Malabar Teak would be available in British ports, again brought by 'European Traders' or by players who open a Trading Office to 'harvest' it. This overall makes Teak a more valuable item in the game. In one of the images down below you will see a Mine tree I made, and then in the crafting list sheet you will see how these new resources are used. This is one of the part that I needed more time to complete, but again it adds a lot of depth for the crafters and some new (and historically accurate) ways to get rich. https://docs.google.com/spreadsheets/d/1gi0S2lV-lTvZpCzDAP2G_6ZkQhDOyb-6xwWBlIi0qHs/edit?usp=sharing Resource Map (this is one of the major unfinished parts) and some other vegetation maps I used to work from. The work is in the link above, these images are just superficial. Deeper historical Shipbuilding with endless options for customizing The new wood types and this system will allow you to build a ship out of many different types of timber, but no combination would be stronger than Live Oak is now and no combination of timber would be faster than Fir is now. This adds nuance and flavor to what we have. With this system, the wood you choose for your frames and the wood you choose for your planking defines your speed, planking and HP. You may find you personally like using Cuban Mahogany frames and Pine for your planking for your Le Gros Ventre, or you may choose to build your Bellona with White Oak frames and Rangoon Teak planking. This sheet has 4 tabs, tab 1 shows the potential uses of each wood type, 2 shows the effect on planking, HP and speed of each wood type, 3 shows every combination of frames and planking and their effects and 4 is some charts showing the stats. Here's the cool thing about it, you can choose not to care about this and you can still make all your planks from Oak and pick your frame wood type now and play the game, this adds options for customization. Many of us get a lot of joy out of testing different types of wood and modules on ships and race them, experiment making mission specific setups etc, this system is a wet dream for many players. https://docs.google.com/spreadsheets/d/15vzY6NwiNPK2DPKdESM5WgLXTzFvJ8sZX_3d39WXtT8/edit?usp=sharing Other images that I used as information and other ideas for all of the above Port Consumption Ideas Lastly one of the ideas I had that I haven't had time to work on is for large ports to have basic needs that they can't supply themselves from the inland in theory. Grain, Sugar, Whale Oil, Turpentine etc, would have a minimum amount that needs to be brought to the port and sold to the AI every month. Any player in port could open a tab that shows how much more grain the port needs to meet it's minimum for that period. To work it would need AI trade fleets bringing a large portion of that every few days, thereby creating a meaningful incentive for players that prefer PVE to either attack or escort (work this into missions) . The rest would need to be brought by players, thus creating another way to make money and creating an attack/escort incentive for PVPers. Example: Charleston being a capital will buy any item you want to sell, national resources (like Dutch Laudanum or Russian Vodka) will always fetch top dollar, but it also has needs for the citizenry and labor force, like grain for example. Let's say it requires 150,000 grain each week; the AI traders bring 100,000, every ship that is captured by enemy players come off that amount. Players that bring a needed item can get good money for it, missions can be issued to players to protect trade fleets of grain etc. If the period ends and Charleston only has 110,000 grain delivered, it produces less of everything until the next period ends. Totals would not be cumulative. So everyone with a silver mine or Live Oak forest in Charleston would see lower production, but not enough to severely hurt you, just enough to make commerce raiding have meaning in the game. Also if all the basic needs of the port are met then all buildings would see a small boost for the period. If you made it this far, thank you for reading
The current system of crafting higher quality items or ships is very limited and unbalanced. All u need is to get your hands on loads of gold ore to convert it into a "crafing note". In combination with golde (ore) being a rare good, this ends up in a massive inflation for gold (ore) cause this resource is used for several purposes. So we arrive at the conclusion, that the current system must be changed. Therefor I want to point out two possible solutions: 1) Increase of labor time Instead of going with crafting notes, you might consider to just raise the labor time used to craft the item or ship by a specific factor. Here is an example Basic = 100h Common = 100h x 1,5 = 150h This system might work well, regarding the fact players will charge other players with wages for used labor hours. Anyway the downside of this solution combined with the current system is, that you cannot store enought labor time to actually build up an exeption SOL. 2) Increase of materials used The second option will be to just raise the materials, wich are used to build the imte or ship. This will have impact on resources and labor time, cause u need more materials to build. You can use a specific factor just like in the previous example. Lets get into the numbers using a "Copper Plating" as example. Basic = 50 Copper Ingots + 10 Iron ingots , Labor time to build the ingots = 60h Common = 75 Copper Ingots + 15 Iron ingots , Labor time to build the ingots = 90h This system will give the devs more possibilities of fine tuning items by altering the resources / materials need to build. It also gonna work well regarding a player driven economy, where u charge your customers the labor time used. Happy discussing - Cheers Brog