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Showing results for tags 'rvr conquest economy trading crafting'.
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I would like to see us being able to define a role of a captured port, once it was conquered. Since most ports, do not have any particular role in the game, but dropping and consuming trading goods,(although consuming ports are mostly rare), changing the purpose of captured port, might make many ports more valuable, and maybe increase the RvR efforts. At this early morning , i have only 3 possible ideas, each of those roles/functions/purposes would give a port a certain role, after being captured. If the readers have more ideas, feel free to add those. 1. Naval base= X% discount on each level when making a shipyard, X% possibility for an additional permanent slot/s when crafting a ship, free repairs and crew replenishment, X% more AI ships with PLANKING and TRIM in market, X% less LH needed crafting a ship, additional fort can/could be added/crafted(Would like to see that in game) Costs per day---200 000 Gold. 2. Trading port= Ability to increase or decrease the amount of trading goods in that port by X%, ability of choosing which trading goods(british,dutch,french,etc...) OR CRAFTED goods, CAN BE imported, ability to INCREASE OR DECREASE demand AND supply of imported and exported goods. X% discount on BUYING trading goods in port X, for clan members, X% of surcharge for selling imported goods in a port, for clan members. Costs per day--500 000 Gold 3. Manufacturing port= less LH needed for ALL crafted goods/materials,cannons by X% in that port, X% discount on each new building in the port, X% additional resources when crafting resources, X% discount on all crafted goods selling to clan members/friendly clans, X% surcharge on all crafted goods selling to non-clan players, X% discount expanding warehouse. Costs per day--100 000 Gold Some might say, to much PvE, honestly i don`t even know if this would work..Needed to get rid of this idea. Hopefully @admin and many others may read it. Thanks.