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The Road Map (Section 9-10)

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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.)

 

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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.

 

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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.

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9.)Resources and Resource distribution:

 

A.)Common

  1. Forestry
    • Fir
    • Teak
    • Pine
  2. Mining
  • Coal
  • Stone
  • Salt
  • Iron
  1. Agricultural
  • Hemp
  • Grain
  1. Homestead
  • Livestock
  • Fish (Common)(Grouper / Cod/ Bass/ Shrimp)
  • Game (Common) (Racoon/ Beaver/ Fox/ Rabbit/ Skunk)

B.)Uncommon

  1. Forestry
    • Oak
    • Lignum
    • Compass Wood
    • Red Wood
  2. Mining
  • Silver
  • Copper
  1. Agricultural
  • Sugar
  • Tobacco
  1. Homestead
  • Fish (Uncommon)(Flounder/ Tuna/ Halibut)
  • Game (Uncommon) (Otter / Jackel/ Marten)
  • fruit (Banana, Coconut, Mango, Orange, Pineapple)

C.)Rare

  1. Forestry
    • Live Oak
  2. Mining
  • Gold
  1. Agricultural
  • Silk Worm
  • Cocoa
  • Spices
  1. Homestead
  • Fish(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.

  1.  )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.
  2. )Common resources: Are found readily around the map in larger resource pool per port.
  3. Uncommon resources: Are found around the map less frequently and in smaller resource pools
  4. Rare resources: Are found more sparsely around the map and some are regional specific.
  5. 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.

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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, Rum
    • Marines (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/

Edited by Babble

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Very awesome Babble! I saw that you didn't have actual trading and financial yet in the already extensive catalog/roadmap you made. I made some suggestion about it here: http://forum.game-labs.net/index.php?/topic/13491-trading-banking-and-the-european-markets-an-18th-century-look-at-it/?p=247268

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Very awesome Babble! I saw that you didn't have actual trading and financial yet in the already extensive catalog/roadmap you made. I made some suggestion about it here: http://forum.game-labs.net/index.php?/topic/13491-trading-banking-and-the-european-markets-an-18th-century-look-at-it/?p=247268

Nice ill check it out.  yeah ive been working on resource distribution and financials currently.  might incorporate some of you suggestions.

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Mods:

Can we clean up some of these stickies? Like half the forum's front pages are stickies that are over a year old. Clutter, yo.

Maybe just make ONE sticky that is a "master index of important threads" and put links to important information in the top post of that sticky?

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