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The Road Map (Sections 11-12)

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Babble    197

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..)

 

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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.)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.

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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.

  1. 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
  1. 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.

  1. Experience: Recruits captured during boarding combat will eventually learn from experience if kept aboard the same vessel long enough.
  1. 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)
  2. If the captured recruits remain on the same boat through successful battles they gain experience.
  1. Recruit to hand
    1. 5 defeats of ant NPC (sink or Board) (Assists do not count)
    2. 1 defeat of a player (sink, board,  or Assist)
  2. Hand to landsmen
    1. 10 defeats of an NPC (sink or board) (Assists do not count)
    2. 4 defeats of a player (Sink, board, or assist)
  3. Landsmen to Seamen
    1. 25 defeats of NPS (sink or board)
    2. 3 Defeats of a player (sink or board)(Assists do not count)
  1. The Academy: Any Recruit or ship abandoning hand, landsmen, or seamen can be trained further at the Academy
  1. 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

  1. Carpenter:  Repairs greater % of hull when repair is used in battle: (1%, 2%,3%,4%,5%)
  2. SailMaker: Repairs greater % of sails when repair used in battle: (0.5%,1%,2%,3%,4%)
  3. Coxswain: Gives a location radius on open sea map: (50 min radius, 40 minute,30 minute, 20 min, 10 min)
  4. Chaplin: Gives boost to moral in boarding combat: (blah blah)
  5. Gunnery Officer: Increase the reload rate for all guns (0.5%, 1%,2%,3%,4%)
  6. Sailing Master: Increase rate at which sails go up and down and manual sail turning: (0.5%, 1.0%,2%,3%,4%,5%)
  7. Surgeon: Recover a Percentage of your lost crew after a battle: (5%,10%,15%,20%,25%)
  8. Purser: Gain a larger percentage of gold from wining battles (1%,3%,5%,9%,15%)

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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

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Edited by Babble

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Quineloe    1,135

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

 

 

Wait, what is it now? a road map, ie stuff the devs have confirmed to be part of the game, or a list of suggestions? 

I'd like to know before I spend my entire evening reading that.

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Babble    197

Suggestions.  It would be nice to have a road map so the devs know where they are going with game development.  I am attempting to offer one.

 

 

 

 

TLDR:  If reading long things scares you then you're probably not the target audience because having a roadmap for a game this dynamic of a sandbox game is going to need to be long.

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Quineloe    1,135

 

 

 

TLDR:  If reading long things scares you then you're probably not the target audience because having a roadmap for a game this dynamic of a sandbox game is going to need to be long.

 

 

Reading something irrelevant because you wrote together the last 50 pages of the suggestions forum into a giant megapost is a waste of time.

if the devs haven't confirmed any of this to actually be part of the game, then this is not a roadmap.

 

Please refrain from calling it that, you are spreading disinformation that way.

Edited by Quineloe

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Babble    197

Reading something irrelevant because you wrote together the last 50 pages of the suggestions forum into a giant megapost is a waste of time.

if the devs haven't confirmed any of this to actually be part of the game, then this is not a roadmap.

 

Please refrain from calling it that, you are spreading disinformation that way.

The very first thing i wrote was this is a list of suggestions.

 

If posting a proposed list of suggestions is not a thing people do on the games forums then you can go ahead an remove 90% of the posts.

 

Again this type of thing is clearly not written with yourself as the intended audience.

 

Since you dont care to read or contribute to the conversation feel free to ignore it entirely.

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Fromitz    0

I'm with Quineloe on this one. I thought at first that this was something by the devs because of "road map" in the title. While what you've written is certainly comprehensive, it's not necessarily anything the devs have planned or are currently working on, which is what the term "road map" implies.

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