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Found 90 results

  1. Okay, so I've seen quite a couple of posts regarding this issue in other threads that was a bit of topic and thought it would be good to open a discussion about this. The issue at hand is AI: Quality of AI ships. Should they be capturable or not? How do they influence the economy? How do they influence prices of player built ships? How can AI be used to promote PVP and PVE? 1: I would like to mention a couple of my own suggestions regarding this: First of, I would love it if they would remove the whole durability system! The durability system is currently "sinking" (pun intended) the game. I know the game is called "Naval ACTION" but there is soooo much more that could be done in order to attract other players as well. Coming back to the durability system: The durability system promotes throw-away ships, If people get onto their last durability, they are not scared of losing the ship completely. A single dura ship is useless. No mods are being used on a single dura ship either. Now by removing the the system completely, a real loss will be felt by losing a ship. By losing a ship, that nation will be weakened considerably, even more so with a 3rd, 2nd or 1st rate. This will simulate true attrition, and it will give the game much more depth than port battles only. I do agree that removing the dura system will cause some problems. For one, modules will become a hardly ever used item because at the moment modules are more valuable than ships even, which indicates a BIG problem already. To counter this, maybe all modules could be craftable, or modules should be more readily available in the shop, whether player or AI produced. 2: What is the current goal or mission of the AI except for wandering aimlessly around the open world following their brainless zombie captains? I think AI should play a MUCH bigger role in the game! If AI are implemented correctly, it can promote both PVP and PVE, it can also add much more depth in the game, and give all the players the sense of playing a major role in the overall war effort whether they prefer PVE ot PVP. How can that be achieved? Give each nation a starting fleet of x number of warships, x number of traders, and x number of smugglers. The balance can be seen and followed by any player (by interacting with the admiralty) and STOP this random spawns of AI all over the map which floods the market with all kinds of BS ships. Let the players manage the AI fleet, AI ships should be an asset to the Nation's fleet, let players protect them, Let traders do REAL trader missions and being escorted by available warships, let the AI commanders be dynamic and gain rank and the ability to crew bigger ships just as players does. Let players build ships, put them on the market at a certain price and if the ship does not get sold to another player after the expiration time, the admiralty buys the ship at a price determined by the admiralty, this price could be a fixed price, or it could be dynamic depending on the current fleet size, ship quality etc. Then this admiralty bought ship would be put into that Nation's service, running real trade routes, protecting harbors, escorting traders, whatever. And all of these ships should be capturable by any enemy trader or AI fleet, which will put that ship into service or kept by a player should he wish to. Ofcourse crew should also play a massive role in order to prevent players spawning AI ships to flood the OW. 3: AI behavior should get a serious look at in order for this to work. AI traders should always attempt to run when engaged except when a cutter engages a Gross Ventre for example. Trade routes could be setup (historical or not) which AI traders would prefer, and AI warships will engage enemy trading and enemy warships, burning capturing and sinking each other, which could be strongly influenced by any present players. AI warships could patrol coastal waters around friendly ports engaging any enemy on sight, player or AI.(This will prevent ganking) To conclude, I think the AI could and should be utilized to add allot of depth to the game, to help the war effort, to influence the economy (maybe not completely, but to an extensive degree) to add much more to the game for players who are not solely interested in port battles alone, and even to influence PVP encounters. Please feel free to discuss and criticize.
  2. I just put up a sell contract for Tobacco at $749/p in a consuming port that was not overstocked. While I could still sell directly for $750, the sell contract did not get full-filled. This looks like a bug to me.
  3. In principal there is currently little wrong with the AI. Yes, it has a silly buy and sell policy, but still these are valid. Take the compass wood case for example. As long as stores are below 25000 the AI places a bid of $1500 for 1250 units. The UI and implementation however do not reflect this at all. And you subsequently see the lottery ticket system. (It also retains the $1 bid for some reason. Another bug.) Combine that with the bug that sell contracts do not interact with AI and you have a broken system. http://forum.game-labs.net/index.php?/topic/15169-sell-contract-does-not-interact-with-port/ Another point where the AI is lacking/failing, it "cheats". It can bring goods to the market way below prices that are attainable by a player driven economy. It can outproduce and outconsume players. While we have a combat AI that is made to be "equal" to us, we have an economic AI that is not. So the goal should be to get a challenging economic AI that does not cheat. However there are also some roles of the AI to take into account: Bootstrap the economy. Provide a money faucet. Provide a money sink. One of the money sinks is grey ships. Here it also very apparent that the AI cheats. AI ships should be sold at a realistic price, so players can actually compete. This however will probably make grey ships too expensive. Maybe we can start with making AI build ships, 1 dura greys as opposed to 5? Or let players choose between 1 and 5. We should also make it so any dura ship can be put into a contract. Another one is the crew replacement. Is the price too high? No, as long as players can compete against the AI, the price can be anything. Both are probably insufficient to serve as the ultimate money sink, so there is likely more to come. I also want to keep money faucets/sinks as something to address later. As for the money faucet aspect, this is the consumption happening around the map. It should be tuned based on the amount of gold in the game, nothing else. It could however be tied to nations. But definetely not by players wanting a faucet. As a next step, I'll see if I can a clean calculation of a grey Constitution as to highlight the AI pricing and propose tweaks.
  4. Previous discussion is at http://forum.game-labs.net/index.php?/topic/11063-max-amount-of-contracts/ As of 9.65 resource buildings have been added, which changes the picture and arguments presented in that topic. http://forum.game-labs.net/index.php?/topic/11791-patch-965-crew-and-resource-production/ I can name at least two reasons for this to change: To come to price equilibrium as fast as possible it should be possible for any player to perform any role in the market. Be it seller, buyer or market maker. To encourage open market trading. More can be found by reading up on how open markets function in real life, but I don't want to overextend just yet. For this to be achievable the maximum number of contracts needs to go. Please present cases where this would be a problem.
  5. Liebe Gemeinde, ich hatte gerade mit dem ehrenwerten Wilson eine Debatte über die Frage, warum ich in letzter Zeit immer wieder davon schreibe, dass die Wirtschaft in Naval Action gerade den Bach runter geht. Hier noch einmal für die Öffentlichkeit eine Zusammenstellung der Faktoren, die aus meiner Sicht in Kombination dazu führen. Ich hoffe dass die Developer das System bald wieder reparieren und gerade nur nochmal massiv testen, bevor bald ein Wipe kommt oder so.... Also erstmal zur leichten Kost gucken wir uns an. Eine schöne Erläuterung der klassischen Problematik der Geldentwertung in MMOs. Wir haben mehrere Effekte die zusammenspielen und in Kombination das Wirtschaftssystem in Naval Action momentan gegen die Wand fahren: 1. Durch die Reduzierung von XP Kosten sind plötzlich große Zahlen Spieler in einen höheren Rang gewechselt --> starke Steigerung der Nachfrage nach Schiffen (ich will meine Pavel! Jetzt! Sofort!) 2. Durch die Abschaffung der Kapermechanik für 3rd Rates ist die Nachfrage nach Port Battle Schiffen ebenfalls gestiegen und wird weiter steigen wenn Kriege starke Verluste bringen. --> Nachfragesteigerung 3. Durch die Normalisierung der NPC Port Preise für Rohstoffe können Spieler jetzt unbegrenzte Mengen an Roshtoffen für garantierte Preise an Verbraucherhäfen verkaufen. Damit entziehen einige wenige aber sehr aktive "Trader" dem System Rohstoffe für den Schiffbau weil der Verkauf an NPC Ports diese ja vernichtet. --> Preissteigerung von Rohstoffen auf mindestens den in Verbraucherhäfen angebotenen garantierten Fixpreis (z.B. 1.500 Gold pro Compass Wood oder 223 für Eisen) 4. Gleichzeitig Betreiben viele Spieler auch noch Produktionsgebäude, um aus knappen Labour Hours wertloses (komme ich gleich drauf) Gold zu erwirtschaften --> Verknappung der Resource Labour Hours 5. Bislang war die einzige Möglichkeit, labour hours zu "erwirtschaften" das Zerlegen von gekaperten Schiffen (in Schiffskomponenten, in denen ja labour hours drinstecken). Das gibt es jetzt nur noch für AI Trader, aber keiner kann mehr 3rd Rates in Missionen kapern um da large carriages rauszubekommen. --> weitere Verknappung der Resources Labour hours. Das wirkt sich alles schonmal negativ auf die Preise aus (was ich so von den Piraten höre, waren bei dort die Preise für Schiffe aber schon vorher abartig, vielleicht bekommen die den Effekt deshalb nicht ganz so stark mit wie wir bei den Holländern mit bislang moderaten Schiffpreisen?) Die Punkte oben sind also ist also die klassischen Faktoren einer Mangelwirtschaft. Und jetzt kommt auch noch Inflation dazu: 1. Missionen und Port Battles werfen kranke Mengen an Gold ab. Die Schweden sind aus Port Battles im Krieg mit uns Holländern regelmäßig mit ca. 300k-500k Gold pro Spieler rausgekommen. 2. Kaperst Du eine Victory in einer Mission bekommst Du 200k-300k ZUSÄTZLICH zu Deinen ohnehin schon zu großen Einnahmen aus den Missionen 3. Mit den fixen und garantierten Preisen von verbrauchenden Häfen können Spieler über Produktionsgebäude 1000 Gold pro Compass Wood erwirtschaften. Ich hab keine Ahnung, wieviele Einheiten 5x Lvl Compass Gebäude pro Tag maximal generieren können, aber wir haben mit 1000 theoretisch erwirtschaftbarem Gold pro labour hour schonmal einen neuen kranken Wert einer Labour Hour erreicht, weil alle anderen wirtschaftlichen labour hour Aktivitäten ja weniger Profit bringen als 5x Compass Wood Gebäude zu betreiben. Wer kann mir sagen, was 5x Compass Wood Buildings lvl 3 pro Tag produzieren und wieviele Labour hours man zum "ernten" dieser Menge benötigt? Dank schonmal im Voraus für die Info. 4. Durch die XP-Senkung für Spielerränge können mehr Spieler jetzt höherrangige Schiffe segeln und höhere Missionen im PvE machen --> NOCH mehr Einnahmen aus Kills und Assists von Victories und Santissimas in fleet orders auf dem Server. Der starren und durch labour hours begrenzten Schiffbauökonomie werden also neben der gesteigerten Nachfrage auch noch unbegrenzte Geldmengen zugeführt. Wenn ein Spieler 500k Gold pro Stunde erwirtschaften kann, wie hoch soll ich denn den Preis für eine Victoriy oder Santissima ansetzen, in der ja 7 Manntage Labour Hours drinstecken + bis zu 35 Medium Crafting Notes von exceptional upgrades? 10 Millionen? 20 Millionen? Ich habe in feinster DDR Manier schon mit dem Hoarding von Rohstoffen begonnen - ich kaufe in NPC Häfen mit dem nunmehr wertlosen Gold ALLE Rohstoffe auf, an die ich meine Hände legen kann. 10.000 Iron in meinem Warehouse sind 1.5 Millionen Gold - also drei Fleet Missions für einen PvE Spieler. Das ist nicht verhältnismäßig, wenn man bedenkt wieviel Zeit man aufwendet um die 10.000 Eisen ranzukarren ... Ich hoffe, meine Ausführungen sind verständlich - Gegenargumente? Feedback? Vielleicht kann auch jemand mal erklären, warum die Devs die dynamischen Preise in NPC Häfen abgestellt haben? Es war die Reden von "exploits abschaffen" aber aus meiner Sicht hat das Abschalten der dynamischen Preise der Gesamtwirtschaft eigentlich nur geschadet? Was habe ich übersehen? Gruß, Hugo van Grojt Eigner der Schiffswerft "Hugo Republic Shipyards", Willemstad
  6. First I want t o start by saying I think the Dev's have created an awesome naval combat simulator. The graphics and controls are incredible. Problem is that once you get past that portion, the game, well it gets very stale, very quickly. This game is not for the weak at heart as sailing is slow and requires a time commitment that not all gamers are willing to invest. Combat is loads of fun, but also very time consuming and unless you really enjoy PVE can at times be difficult to find. So what else is there? Crafting? Fun... ok maybe a little but even that gets dull quickly, especially when acquiring the goods is easy albeit time consuming (again). So again I ask what else could make the game fun and exciting? I was trying to figure out an idea I could pass along to the Dev's as I really enjoy this game and have seen a dramatic drop in online players just in the short period I have been playing. Then this happened today. I was reading a game chat where people were discussing a new peace treaty and arguing about clan decisions and how they are made, and surprisingly enough there was a ton of disunity in the chat. I wondered what could bring these people together as a nation???? Well what brings people together now as nations? Economy and general defense are the two main driving goals of any nation. Without these two things there would be no nations. So I went back and I read some history of the Caribbean's and the wars fought there and guess what I discovered... they were all fought over wealth!!!! So to create a simulated world war game without having a reason to go to war kind of gets dull as there is nothing to gain by winning/losing. And a lot of time invested for the few battles that you may encounter in an evening of playing. I believe what the game needs is a living breathing economy to match the world the Dev's have created. What if everything in the game had a price tag? And I mean everything not resources for crafting but everything. PLAYER ECONOMY: *You could start with crews and upkeep for ships. In real world you pay for your employees or they quit right? You upkeep your car or it quits right? So incorporate this into the game. You want a Victory fine but it has a cost per month attached to it hence you better make money or it gets repossessed. *You want buildings great but you will have to pay taxes to the crown. *Want to build a new ship wonderful but you have to buy a permit (more taxes) to do so. WORLD ECONOMY: *the crown needs taxes and trade to survive. Make these things dependent for the success of any nation. More nation money larger AI fleets, better port defenses, increase/decrease of cost of goods in the ports. Ports =taxes so now we have a reason to attack/defend ports based on there tax/cash return. AI trade fleets should be the lifeblood of trade and should have a monthly national cost tagged to them. If your nation has no money no AI fleets to bring in goods. So now we have a reason to protect our trade fleets, not use them as a means for collecting resources. It also gives players good reason to attack other nations AI fleets as it will have a damaging effect on that nations economy. Just some thoughts I had to keep the game alive and growing. Giving people something to strive for as a nation will bring the kind of players I believe Naval Action deserves.
  7. Very simple suggestion: I think we should be allowed more contracts above the current limit of 5. I think the player economy would be more vibrant if we don't stifle the commerce between players by having a cap on trading contracts. I also think the game needs more gold sinks so... I think each contract should have a progressively higher "contract fee". Players can have lots of contracts but, eventually, they will become too expensive to maintain as the cost for contracts goes up. Inflation is very important to address. I know this game is alpha but this is the best time to handle economic changes and get inflation under control. Inflation is a major factor in new player retention.
  8. I do not know if this is already suggested, I could not find any posts. Good day to you captains, I think we should have two national channels, one economy channel (trading etc.) and one for warfare (pb, spotting etc.) The server really needs this to stop the everyday drama that is the national chat, pvp and pve whining about not helping eachother and everything just turns into a salty flaming fest. With two seperate channels there will no longer be players screaming like they're on a market selling their goods through warfare commands and such. - Hornigold
  9. Hello, so recently started playing a little as I have finished my exams ect now, woo! So when I logged on the first time the other day, Since maybe February, I was delighted to see that my rank had increased! and I could potentially sail a larger ship. I was so excited it was amazing! Then I hit up the marketplace to see what the Dutch Shipwright's had been up too, and of course hoping to find a shiny new toy to play with...... I was massively disappointed to find that there were only a sprinkling a 4th rates and above, and those that are available are being sold for crazy money! I mean, near 2million for a fine 4th rate! really!?!? When the exceptional trinco's are being sold for max, 5-600k. So yea I don't know, I have been away for a good few months so I guess things have changed! Just find it odd that the step up in price gap is so large! Anyone want to fill me in as to why this may be the case please feel free! I know there are clans, guilds ect and that they will produce ships for their own as a priority ect and port battles and all that goodness but the open market is just crazy. Still yet to sail the Bellona, the only ship that I really want, and I guess as close as I thought I was im actually rather far away! Sorry if this comes across like a rant, its not my intent to cause a stir! im just a little... gutted I guess that I have to wait on for a rate. but hey ho, sails up and on we go
  10. The following is a bit of an extension and revision of the list of suggestions i provided earlier entitled "The Roadmap". I will link those posts at the bottom of this one for any interested. The following would fall mostly in section 9, resource distribution. The goal is to give the players a reason to want to capture ports, sail around the map, and do more then just sit in their own corners grinding fleets. Map download linked here. https://drive.google.com/open?id=0B9mOinkVxfkQZ1B1Q1dVUWlSZEE It is rather large so i suggest starting the download while you continue reading and opening it when its complete to get a better idea of what I'm proposing. I will not be touching on pirate mechanics as it is a hot button issue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I Will try to break how this will work down as logically as possible into sections but in order to get the economy functioning adequately it is difficult to not get detailed. I will break this post into 3 parts and keep it short as possible. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I will start with : 1.)Resource distribution. I took an incredible map created by a member of our community, whose name i cannot remember at the moment, and redistributed the games resources (added a few) around the map evenly. I classified the resources into 3 tiers: Common (needed for basic ship crafting), Uncommon (needed for higher tier ship crafting), and Rare (Some luxury goods for trade and some resources needed for high end ship crafting.)I also reduced the number of Regional Capitals and Free towns to better suit the in game lifestyle. You will see all resources are distributed evenly throughout the map giving no faction an advantage. This is the same for free towns and Regional Capitals. Specific resources: (and number of ports that produce the good.) Common: Fir x 14 Teak x 14 Pine x 14 Coal x 14 Stone x 14 Salt x 14 Iron x 14 Hemp x 14 Grain x 14 Livestock x 14 Game x 14 Fish x 13 Uncommon: Oak x 11 Redwood x 11 Silver x 11 Copper x 11 Sugar x 11 Tobacco x 11 Fruit x 11 Lignum x 10 Compass wood x 10 Rare: Live Oak x 10 Gold x 10 Silk x 8 Cocoa x 8 Spices x 8 Nation specific Goods: Indian Tea (Great Britain) x 1 French Wine (France) x 1 Iberian Meat (Espana) x 1 American Cotton (U.S.) x 1 Swedish Iron (Sverige) x 1 Batavarian Spices (Dutch) x 1 Danish Beer (Danmark) x 1 Nation Specific Dyes: Saffron (Great Britain) Indigo (France) Barberry (Espana) Sassafras (United States) Concheal (Sverige) Woad (Dutch) Tumeric (Danmark) Each port produces only one resource except for each nations capital. Due to the capital being so crowded it can only support level 1 production buildings. (Exception is the shipyard which can be up to level 3.) The capital: produces : coal, oak, salt, grain, stone lignum, copper its nation nation good Regional capitals: Produce whichever dye is related to to the controlling nation. Regional capitals can support up to a level 3 shipyard. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2.) The economy: A.)Markets There are no longer markets for trade in every port. Capitals, Regional Capitals, and Free towns are now the only market bearing port types. Capitals and Regional capitals are linked to the Europe for some trade aspects. Free towns are player to player trade only. The player can either yell in local port chat that they are selling goods and trade the old fashion way or they can ship the goods to a market bearing port for trade. Only Capitals and Regional Capitals now consume raw resources. (Other ports can consume provision and luxury bundles but that is covered in other sections of "The Roadmap") Every 2 hours the local demand for a given resource in a capital and regional capital increases by a specific amount adding to the over all pool of demand for the resource locally.(A capital will buy 159 fir logs locally every 2 hours or 1908 a day with a max 3 day cap of local demand at 5724) Each port will buy a given resource that is in demand at a set price until the local demand is satisfied. Any goods sold to the port beyond the local demand can be sold to the European Traders at reduced profit. Contracts will work as they always have. Example: Capitals consume 159 fir log every 2 hours . A level 1 fir logging camp produces 1 fir log per 24 Bullion invested. You can sell 159 fir logs to the capital to satisfy local demand at 45 Bullion a log. The European Trader will buy your remaining stock for 30 Bullion a log You can always list goods at a higher price and sell them to players. You can buy goods from the European Traders at 3 times the local port consumption rate. I.E. 135 per fir log. I have calculated the consumption rates for both Capitals and Regional Capitals as well as production, and sales costs for all resources based on rarity, necessity for crafting , and other factors.. I will list this mostly boring information at the very bottom for those interested. Free Towns are not linked to the European Traders and do not consumer resources. Any goods bought or sold will be strictly player to player at whatever price they set. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B.)Currency and Banking: The in game currency is now Bullion. Bullion is now a good that can be stored in warehouses, shipped in boats, and and transferred from bank to bank. Capitals, Regional Capitals, and Free Towns all have banks. You can spend any Bullion you currently posses at any port for repairs or to purchase things such as warehouses and outposts. Your production buildings are linked to your Nation's Capital bank account and draw from it for costs related to harvesting goods. National Banks The Banks in Capitals and Regional Capitals owned by your nation are independent but connected. For Example: You can have 200,000 in the Bank at your capital and another 50,000 at a Regional Capital for a total of 250,000 in wealth. If you are in the regional capital your spending power is 50,000 unless you transfer more funds to your Regional Capital Account from your Capital account. There is no limit to the amount of money you can store at any given National bank. You can transfer money between any National Bank freely but are charged a 5% administration fee and the transfers take 2 hours to verify the transfer. You can Transfer money from any National Bank to a a Free Town bank or vice versa but you are charged a 15% transfer fee and the transfer takes 3 hours to verify. You can withdraw your Bullion for free from any National bank you are currently in as a good if : You have an outpost in that port to store it in or You have a boat large enough to haul the Bullion Depositing money in any National Bank in a port you are currently docked in is free. Free Town Banks: The Banks in Free Towns are not connected to one another and stand as independent institutions. Free town banks are smaller and can only house up to 800,000 in an account for any player at any given time. They don't trust the stability of other Free town banks and will not accept transfers of money to and from other Free Town banks. They trust the stability of the Nations far more and are willing to accept transfers with increased administrative costs. You can transfer money from any National Bank to any Free Town bank or vice versa at a 15% transfer fee with 3 hour transfer verification time. You can withdraw your Bullion for free from any Free Town Bank you are currently in as a good if : You have an outpost in that port to store it in or You have a boat large enough to haul the Bullion Depositing money in any Free Town bank in a port you are currently docked in is free. Bank Notes: Any player can be issued a bank Note from any bank that stores some of its Bullion which they can keep on their person. (I.E. does not need to be shipped as a good and is not lost if sunk.) Bank notes come in 4 set sizes. 5k, 15k, 30k, and 50k. In order to be issued a bank note from a given bank you must have at least funds equal to that of the bank note you are being issued. (I.E. I have 37,000 Bullion stored in the Bank of La Tortue so i can be issued a 30k bank note from that bank.) You can only have one bank note on you at a given time. Bank notes can be used to repair you ships or purchase repairs in any port and the cost is deducted from your note. You can redeem your bank note for Bullion at any other bank then the one issuing it with: a 5% fee from National to National a 15% fee from Nation to Free port or vice versa a 15% fee from Free town to free town. Or to the bank that issued it for free. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3.)Sailing Speed: Since the new resource distribution and banking mechanics will require more sailing form the player a propose we increase the max open world speed by 30%. With a max speed cap of 26 knots. Some think this will ruin the immersion and imagine ships flying around the map but i think it will do the opposite by drawing more players out into the world to sail around for a reason without bogging them down with work like hours to do simple tasks such as sailing. I present the following examples as of the proposed speed increase. For the following i will be using http://burningsail.com/which is an excellent community built navigation aid that very accurately represents the time to sail between two points at a given speed. Considering 20 knots is near current max open world speed I will use this as the start of our example and a 30% increase i propose as the new max speed of 26 knots. I will set a start and ending destination at various distances and give examples of time to sail currently and time to sail after proposed speed increase. I will do this at max current speed and max proposed speed as well as at a very good current speed of 15 knots to the increased speed of 19.5. Please consider this is maintaining that speed for the entire duration despite open world wind shifts and such. In other words these times will increase even more in the real world. Tumbado to Mantua: 20 knots 14 minutes game time (current max speed) 26 knots 11 minutes game time (new proposed max.) 15 knots 18 minutes (Good current speed.) 19 knots 14 minutes (Good new proposed speed.) Tumbado to Las Tortugas: 20 knots 25 minutes 26 knots 19 minutes 15 knots 33 minutes 19 knots 26 minutes Tumbado to Santa Rosa: 20 knots 50 minutes 26 knots 39 minutes 15 knots 67 minutes 19 knots 53 minutes All of these voyages are in the same region yet are extremely time consuming for the player. How often do you set sail and go afk or alt+tab to do something else. This is not immersive. Its the opposite. How often do you sail around for an hour or so looking for some pvp only to find some lone navy brig which of course you attack out of bordem. The Navy brig crys he is being ganked or out gunned out numbered and hes right. But no one wants to play a game for 3 hours a night and do nothing but wait for people to sail around. The increased sail speeds do not break immersion and lead to to fleets flying around the map. It will lead to more people on the OS shipping goods for the economy, trading in far off ports, and more frequent pvp with less pain from sailing distances. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part 2 coming tomorrow will include: Regional capitals and their child ports. Uncommon and Rare fishing instances. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Other Sections of the un-revised "Roadmap" (Section 1-8 here : http://forum.game-labs.net/index.php?/topic/12696-the-road-map-table-of-contents/) (Edit: section 9-10 here http://forum.game-la...-section-9-10/) (Edit: Section 11-12 here http://forum.game-la...ections-11-12/) (Edit: Section 13-14 here http://forum.game-la...sections-13-14/ ) (Edit: Section 15-18 here http://forum.game-la...sections-15-18/ ) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Boring Econ Specifics I promised earlier in the post. Feel free to skip or ignore if not interesting to you. You will notice all goods make a 20% profit from production cost to sale to European trader and an additional 50% profit if the resource is sold to fill the local port consumption. All number can be tweaked. The goal was to set a standard profit on goods in a regulated market based on rarity of said good. Edit: i noticed that the formatting of excel did not transfer very well for the pricing information if anyone is interested i can make the excel documents available for download. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Super cool map download link again > https://drive.google.com/open?id=0B9mOinkVxfkQZ1B1Q1dVUWlSZEE
  11. I like to see the port production and consumption increasing and decreasing by themselves, depending on the trading and movement of goods. I suggest a new model must be put in place. When there is a shortage of a certain resource in a producing port, the production rate must increase with 1-3% each day, but if there is an abundance, the production rate can be decreased with 3-7%. Thus the prices will increase and fall accordingly. The prices must be the main force for determine the increase/decrease in the production of the goods in the port. On the consumption side it will be a bit different. The more goods is dropped at the consuming port, the higher the consumption must become, but the prices must fall. This will help ports consuming all the resources, but at the same time, not make the incentive for players to trade with that particular port due the price drops. Thus in the following process, the port will begin to reduce its consumption and prices will increase and then players will start trading with the respective port. We can look about 3-7% increase in consumption, but 1-2% decrease in the consumption rate. Prices must fluctuate accordingly. With the new addition of production buildings, the economy is accelerated, but the same rules still applies. Production buildings in its current state is only beneficial for crafters, but people still can collect the resources and sell it on the market if they can find a profitable port to do so.
  12. I think we should use low level notes at all levels of crafting. At high levels of crafting, all notes should be used. low level ships require low grade mid level ships require mid grade and low grade high level ships require high grade mid grade and low grade for example, upgrade could use 1 high note, 2 mid notes, and 3 low notes. a santisima could use 4 high notes, 3 mid notes, and 2 low notes. I think it would be a great way to give new players a meaningful way to earn money and contribute to the economy in a meaningful way. This could help a lot of people get over the initial economic hump, help them break into crafting, and encourage player retention.
  13. The game's economy needs to allow for more transactions between strangers (via the market). Currently, this isn't allowed to happen with the restrictive 5 contract limit. I am not certain why there is such a clamp-down on contracts. It isn't a true economy when participants are allotted a limited number of transactions. In the short-term, I would suggest opening the gate on sale contracts. Supplying the economy would be helped by allowing this. When I am not worried about prioritizing contracts per the profit margin, I can spread out my profit motive over a wider set of products. Meaning I (and others) won't only be placing high profit items up for sale contracts and there will be a lot more items up for sale.
  14. To whom it may concern, following the recent changes brought by Patch 9.7, the board of directors of Hugo Republic Shipyards has univocally decided to change the company policy on pricing as follows. All ship crafters working for the glory of the United Provinces are hereby invited to participate in and make use of the business model. Licensed ship crafters and component manufacturers will be listed here, if their ingame application is approved by the Willemstad Crafters Guild. The new attractive pricing model is intended to provide an additional incentive for citizens to contribute to the national ship building effort. 1. Terms of Procurement Hugo Republic Shipyards (HRS) hereby offers to purchase any resources (if needed) for the same buying price that is currently offered by the NPC at all consumption ports in the United Provinces. Hugo Republic Shipyards (HRS) hereby offers to pay the salary of 50 Gold per labour hour to any dock worker or manufacturing shop. Hugo Republic Shipyards (HRS) stipulates the following fixed prices for the procurement and sale of low, mid and high grade crafting notes : 20.000 Gold for each low grade note 40.000 Gold for each mid grade note 80.000 Gold for each high grade note The resulting prices at which Hugo Republic Shipyards will buy and sell any ship components can be found in this nifty COMPONENT TRADING CALCULATOR (offline copies possible) 2. Terms of Sale Based on the guaranteed prices for ship components, HRS and licensed shipwrights approved by the Willemstad Crafters Guild will guarantee the selling prices for ships as can be found in the DUTCH SHIP PRICING SPREADSHEET The new ship prices will take effect on the day of our Lord, April the 20th, 1716. The profit margin for any HRS ship sales shall be 50 Gold for every labour hour invested in the crafting of a vessel, but shall be roughly equivalent to 10 percent of the crafted ship's total value. The remaining 90 percent of the ship cost account for salaries graciously paid to those supportive component manufacturers that make our enterprise successful. As such, every Dutch citizen is encouraged to manufacture ship components and sell those to the licensed crafters at the guaranteed prices. 3. Ship Orders Any interested Party is invited to apply for a crafting slot for any shiptype at the Willemstad Docks using this APPLICATION FORM (courtesy of Konali). 4. Licensed Ship Crafters and Component Manufacturers (in alphabetical order by last name) coolkiller, Lord Commodore, Arctic Nova, Odin87NL, Lytse Pier, Surathani, Jester Tull, Max van der Velde, Hugo van Grojt These terms and conditions shall be subject to change if the economic situation in the Greater Caribbean or the United Provinces should change. The corresponding documents shall be updated accordingly. Sincerely Yours, Hugo van Grojt Proprietor of Hugo Republic Shipyards
  15. I noticed a brief mention of whaling in another thread somewhere, and searched the forum but didn't find anything. Do you think whaling would be a good option to have for economy players? This last fall I found an old gem of a book entitled "The Story of Yankee Whaling" at a yard sale. Apparently it was popular during the NA time and potentially very profitable but high risk. It gives examples of whaling ships, and details the equipment a whaling vessel required including the row boats for chasing, harpoons, spear-like cutting implements for cutting them up, huge vats for boiling the oil (in Master and Commander when the Surprise is posing as a whaler, they create smoke to imitate smoke from oil vats). And lots and lots and lots and LOTS of barrels. Some very cool examples of scrimshaw with whale teeth and bones. (Fun fact: whalemen called ships carrying a woman "hen frigates") Apparently whalers could also be sealers... but I don't know if seal clubbing should be an upgradeable crew skill :/ then again, not as hot button a topic as women's rights or slavery, both of which I've seen discussed rather passionately on these forums so far. I'd like to share an excerpt from "The Story of Yankee Whaling", a journal entry from a mate on the whaling ship "Gazelle" regarding the captain's wife: "'Capt.'s wife got sick and so we made all sail for home. I wish she would have a sick time every day if that would only hurry us. She is the meanest, most hoggish and greediest female that ever existed. Her looks is despised by everyone on board and the whistle of a gale of wind through the rigging is much more musical than . . . her voice.'"
  16. Hello, a couple of questions we as a clan were wondering about. First about contraband ships, in what way do they corrupt a nations economy, and if not will the do this in the future ? Contrabands stands for illegal goods, if now you capture a contraband i contains a variable amount of goods with are not illegal, will this change in the future, and if not how do you see these goods as contrabands goods ? Than a question about goods in a harbor, when entering a harbor and you go to the store to buy ore sell resources, you can also see what a port produces and consumes at a daily basis, but not all goods that it consumes or produces can't be bought ore sold there, why is this? Sorry if these questions where already asked end answered to, if so a link would be nice, thanks in advance
  17. All we know how long labour hours restore. so i have a little sugestion: instead of fixed 42lh per hour make it 4% of max lh per hour. first: it benefits those who craft and uping crafting level (those who sells you ships), second you know that your lh fully restored in 25 hours instead of calculating when this mirracle happens. and the third: it benefits player created economy, cause more ships can be crafted in the same time (you were dreaming bout players sail crafted ships not taken\captured from npcs if i'm not mistakening). dont be shy, write what you think about this
  18. I've done a good amount of searching but not answered my question yet: Do NPC traders actually affect the economy of the ports they spawn near, and trade between? For example, let's say a port consumes X amount of a good per day. If it was possible to prevent any NPC traders from reaching said port, and no human player characters delivered any of said good, would the port's supply of the consumed good eventually reach zero? Conversely, if the port produces Y amount of a good per day and all NPC traders were prevented from reaching the port to carry off the goods, would they build up over time (assuming no human player interaction)? This is my general understanding of how the system works, but at the same time, I see that nearly as soon as I sink or capture a NPC trader, another one spawns to take its place. This makes me question whether or not I've actually "done" anything of note for the economy. I understand that all of this - the economy, trade, crafting - is in very early alpha and this is not a criticism at all, it's purely a question about how the mechanics are working in-game as of right now.
  19. A little while ago, the developers posted a discussion regarding economic and production buildings. At the end, they hinted at a possible economic/resource mechanic that could be considered to further flesh out the in-game economy: Semi-randomly generated resource deposits around the map is a great idea, and for a number of reasons, but I think the concept could be pushed even further. The initial concept is this: ports would fulfill the role of centers of refining resources and manufacturing goods. Some ports could have raw material deposits connected to them and allow some resource extraction to unlimited numbers of player. However for the most part, the role of resource extraction would be filled by Resource Deposits found scattered around the open world. Here is the suggested system: Open World Resource Deposits- raw materials deposits such as metals and woods would be scattered throughout the world, meaning that players would have to go out and extract and transport these raw materials from their deposits to the player's place of refinement and manufacturing. There are a couple aspects that should be considered when going out and "setting up shop" on resource deposits. Cost of Setting up shop- proper planning is needed before extracting raw materials. When a deposit is found, the player that discovers has the option of "setting up shop". The player will need to pay in order to set up the logistics needed for the operation. When setting up shop, the initial down price covers everything: a dock, a (small) warehouse, and a resource extraction building (let's say an iron mine). The deposit will then act as an impromptu port: the player can dock and make minor repairs, use the small warehouse, etc. Cost of extraction- The player will then need to pay every time the operation is used. So every time the player clicks "Mine Iron Ore" there will be an amount of gold and labor to pay. Transportation of Resources- After the raw materials have been extracted, they will need to be transported to the player's manufacturing port. This could be done one of three ways. The player personally transports the materials in their own vessel. The player hires a trader NPC which will act as a fleet following the player. The player can set up a trade route which NPC traders will routinely transport goods even when the player is not at the port. Escorts can hired to be attached to these traders. This is the most expensive up-front cost, as the player will need to hire both the trader and any escorts, however the payoff will be the ability to go off and play while the NPCs do the hauling for you. The player can order the trade route to stop or alter the trade route when the player is docked at any port. Ownership- The first player that sets up shop at (not the first player to discover) a deposit will claim it for their nation. Any other nation that wishes to take over a deposit will have to pay to do so, and then pay the gold needed to then set up their own operation. Varying Size- These deposits could vary in size which would dictate two aspects Amount of resources- if these deposits were made to be finite then the size of the deposit would obviously reflect the amount of raw materials available for extraction. A "small" ore vein would have perhaps only a few hundred of units of iron ore to be possibly extracted, whereas a "rich" vein could have upwards of 100,000 units. How many players could set up shop- a small vein would have room/slots for one or two players to set up shop, whereas a "rich" vein could have 100 (these are rough random numbers being used just to get a point across). Operation Size- When setting up shop, players can decide how big their individual operation can be. The larger the operation, the higher the cost of setting up shop. For example, while a "small" iron vein may be able to facilitate 2 players, one player could come along and set up an operation that utilizes the whole mine, thus taking up both player slots. This investment would be much larger would be the one for simply setting up a one-player operation. The question is how badly do you want that resource, and more importantly, how much are you really willing to pay for it. Clan/Company Operations- Clan leaders or officers who have permission to do so can use clan funds to open up clan-owned operations on resource deposits. However, unlike operation size, clan operations simply reserve slots for other clan members. Gold is payed to reserve slots for a brief period of time. If the reservation expires, the slot will become open and the gold invested in the reservation will be lost. This is beneficial as the clan funds will be used to facilitate the logistics stated earlier, so all clan members have to do is pick a slot and pay for material extraction and transportation; basically, the clan pays for the Docks, a shared clan warehouse, and mine. Under this system, clan members can only occupy one slot; they cannot have a larger operation size. Finite Deposits- As stated earlier, what if the resource deposits were finite? After the vein was depleted, it was done. You demolish your operation (with possibly a small return on investment) and you have to go out and find a new one. This would mean that there would be no clan or player that has that one sweet spot forever. Once a deposit is depleted, another one is generated somewhere else, meaning that though you missed out before, you have a chance of finding the new one. This does bring up an issue of how and where resources should generate either: Randomly- deposits are generated completely randomly across the map. Semi-Regionally- Each region (say Bahamas, Antilles, Mexico) will all have every resource available in each region. So the Bahamas will always have a deposit of all metals: iron, gold, copper, etc. Regionally- Resources will be generated regionally, meaning that some resources would only be found in certain areas of the map. For example, the Northeastern U.S. may be (on of) the best place(s) to grow tobacco, whereas Mexico or South America would have the most gold ore deposits. I believe this would be the best option as it would make each region specialize in certain resources and hopefully facilitate and encourage cross-map trade. This is only an initial brainstorm, but I believe this type of system could be beneficial in a number of ways: Ideally, large clan and national entities would be more focused on claiming, mining, and fighting over larger deposits, allowing for smaller scale players to work in relative peace without the threat of a big-bad zerg of a clan coming to take their small operation. The cost of setting up shop and facilitating extraction and transportation would not be worth it for such a small profit. Please tell me what you think or how it could be better. ~Cheers
  20. Ok, this is going to be a rant segment on the drop rates. Prior to my latest shenanigans I have made plenty of ships including 10x Snows. Now I'm grinding to get a Merc BP so here I am crafting up a storm making Snows and selling them (see Pics below for evidence), but I'll be buggered if I can get a Merc BP to drop. In the last 8 days I have crafted and sold 10x Snows, 1x Cerb and 1x Crafting Note and in the process have acquired 2x crafting notes, but where has all the Merc BPs gone? Why is the drop rate so god damned low? I can craft Frigates if I want (lvl 25) but all I am trying to do is get a Merc BP to put a few on the market at reasonable prices, is it so much to ask? /end rant If anyone is wondering on the high sale rate, I build quality ships and price them low so they are affordable for new captains. Can I suggest to the Admins/Devs to please increase the % chance drop rate as someone crafts more and more of one type of ship? How expensive is it going to get when I get sick of this and start grinding Frigates for a Trinc BP?
  21. Hey all, Hear me out. I strongly believe that if XP was secondary to personal wealth as the main factor to overcome in this game, it would have a wildly positive impact on gameplay and improve/solve so many aspects which are currently an issue. A few examples if wealth was the limiting factor to better ships and equipment: 1. Boarding and capture would be much more appealing than simply damaging/sinking other ships. This is much more akin to actual practices in this time period, and is much more exciting in general than the same old "all fights end in total destruction" practice which is currently par for the course. 2. Sea lanes would become much more active, as merchanting would become even more important. More merchants means more pirates and privateers, meaning more battles and excitement as players seek to capture cargo bound to be more valuable than NPCs. 3. The elimination of an XP grind for better ships/equipment makes the game much more appealing to new players. XP can definitely still play a factor in crew skill and etc, but if the only thing limiting players shipwise is simply their own personal wealth and purchasing power, the motivation to go out and either start merchanting or boarding+capturing becomes much greater. These are just a few of the positive affects of changing from an XP-centric game to an Economy-centric game. If anyone knows of any more (or of any drawbacks - it's good to discuss all possibilities), please speak up!
  22. The "crafting grind" creates artificial, short term pressure for resources. You needed more iron and more wood and more coal because you wanted to build those ships to level up with, which you promptly threw into the garbage because you didn't really need those ships -- you just needed the XP. How many tons of iron did you waste on ships that nobody will ever sail? Eventually you (and everyone else) finishes leveling and stops grinding ships. You only build what you need now, throwing the economy back out of whack. The old "iron crisis" was not enough iron to grind XP with. The new "iron crisis" is the glut of iron now that nobody needs to grind XP. Do we really need "crafting levels" or "crafting XP"? What purpose does it serve? (You might ask, "Do we really need XP at all then, for anything?" But that is a story for another thread. This thread is about crafting.) What if you could simply build anything? What's the downside? A new player logs in and can instantly build an Exceptional 1st Rate. He still needs the materials for it and maybe some method of obtaining that blueprint but lack of XP doesn't stop him from making it. He still needs an actual use for it, like the levels to effectively sail it himself or a buyer, but he can make one. Demand for things like iron should stay somewhat predictable. The more ships (and the bigger the ships) that people lose, the more iron will be needed but it won't massively inflate and massively deflate based on some latest Steam sale and new swarm of people grinding crafting levels. It seems to me that requiring crafters to level up creates economic balance problems and doesn't accomplish anything.
  23. The question is simple, and i imagine the answer is too. Does fulfilling port consummation raise its prodcution? Thank you for taking the time to read my post and maybe answer my question.
  24. The last couple of patches introduced serveral production increases for a couple of materials. Balancing a dynamic economy is always a lot of work, especially if the players shall have impact in definining the prices. Instead of having to adjust the amount of production of several goods in the world manually every time people cry about a resource shortage, I would suggest, to implement a self regulating system to do so. If there is a shortage of a certain resource (either global or local), the economy would adjust on a smaller timescale by changing the prices (this is already implemented) and on a larger timescale by increasing the production facilities. The only thing that needs to be done is, to check for a certain harbour, if in the last couple of days the goods of a certain type have been sold out always. Then it would increase the production capacity slightly (maybe start with 10% per day). Also, if one good is not sold out, the production capacity should stagnate or decrease. This solution would scale slightly with the demand, also scales with the numbers of players but still lets opportunities open for traders to make profit from margins and resource shortages. Note: This is just a temporary fix for the resource complaints, I think a much more elaborated simulation model for the economy would greatly increase the whole game, but that needs some more thoughts. It should be created with the goal, that it is stable (self balancing), adaptive (regarding to player numbers) and fun.
  25. It is clear that the current economic model is not sustainable at current levels, and is not scalable in order to sustain a healthy server population. So with a dash of history, a dram of economics, and a pinch of "it's a game" here is a brief outline of what should be considered: The first Triangle consists of the tenets: 1. Crafting and Trading need to be two separate streams of goods and gold. 2. Trading should be NPC/Dev controlled, but influenced by player actions 3. Crafting should be player controlled and influenced and further encourage "interaction" between players The second Triangle is Trade: 1. Raw Goods: Basic Wood, Exotic Woods, Basic Metal, Precious Metal, Gemstone, Hides, Fish, Meat, Grain, Fruit, Vegetable, Sugar, Coffee, Cacao, Cotton 2. Processed Goods; Textiles, Molasses, Cheese, Leather, Furniture, Dried Tobacco, Treasure Goods, Town Goods, Fur 3. Luxury Goods: Fine Clothing, Fine Cheeses, Jewelry, Sweets, Alcohol, Fine Furniture The basics of the above is that ports would be regionalized, with each region having a Capital Port, the Capital Port gets all incoming Luxury Goods from "the rest of the world", they demand some combination of raw and processed goods, which would correlate to the Luxury Goods they are importing. All other ports should have some non-historical mix and match of Raw Goods and Processed Goods i.e. a port which produces gemstones and/or precious metal would not be a Treasure Goods port too, the idea is to encourage trade between at least three ports in order for all three to "be satisfied". The closer a port is to the Regional Capital the less likely it will have the high demand goods for its imports. To further entice the above stimulus for trading, Free Ports would have neither inherent supply or demand of any product, they would have a "Bazaar" where players can list goods at that port provided they have an outpost. Outposts in general would need a general tweak, more later... NPC's would only carry Trade Goods, and they would travel a Triangle rather than meandering about like they do now. Whether it is trade ships trading, or warships protecting the trade lanes. The ports of call just need to make some sense... The above would allow the Devs to set up trading routes with combinations of intra and inter regional. For any region specific items, which may get "locked out" by invading nations, the Free Ports would offer an avenue of trade between nations without having to resort to actual "smuggling". The price of a good could be determined by supply and demand, with both having an amount and a time function. The time function would make a port which has reached max supply slowly tick off price until something sells, and then begin the creep upwards as stock is depleted, for demand when goods on hand reach zero, price slowly ticks upwards until the port buys something, at which point it creeps downwards as the market is sated. The numbers here need to reflect the cargo holds of the trader class vessels, it should require a concerted effort to "control" a regional market and almost impossible multiple regions by the same group of people. Price deviation needs to be much more tolerate, elasticity being fairly rigid for the first 50-70% of supply and the last 30-50% of demand. As a tradeoff, have price move in 1000 unit lots, due to the supply and demand numbers increasing quite a bit. The third Triangle is Crafting: 1. Raw Goods: No longer does a port "make" items, rather they would have inherent goods which can be produced at that port. No port may have more than two types of items (wood, ore, fiber). Players would need an outpost at the port and then "invest" in a production of a specific good available at that port. This would produce Tier 0 items. The Devs would set the baseline levels of cost both in gold and hours for these items, the players can modify this by "investing" crafting points and gold. (More in a bit) ***Yes this is pretty much straight from PotBS, but it makes production scalable based upon players and their choices, which is necessary for a healthy economy in the long run, also no sink mechanic to these items, if there is a shortage, the players have the opportunity to "fix" it*** 2. Processed Goods: This would be the Tier 1 items, combining one or more Tier 0 items to make, can be made anywhere not tied to port items. Tier 1 items should be more efficient to ship than Tier 0 items (so if it takes 2 Iron Ore and 2 Coal to make an Iron Ingot, the ingot would weigh as much as 2 or 3 units) 3. Finished Goods: This would be Tier 2 items, can be made anywhere, not tied to port items. Tier 2 items should be more efficient to ship then Tier 1 items. The above would then be able to be combined to produce ships and upgrades. Either require an outpost to be done, shipbuilding would need an additional qualifier of ship type to harbour type. The base cost of outposts needs to be changed so that shallow water ports cost half as much as deep water ports (maybe even less). Fifth rates and less can be made in any port, Fourth rates and better only in Deep Water Ports Crafting Points: For every crafting level, a player would get a crafting point. These points can be used to grant the right to purchase and Improvement Voucher (IV's). IV's invested in production facilities either decrease cost or increase output, whichever is easier for the Devs, thereby making production more efficient. IV's can also be invested in manufacturing specialities, ie woodworking, casting, weaving, manufacture, or ship building which would decrease the number of hours required to perform the combination of goods, thus making production more efficient. IV's "cost" would increase using cumulative costs, so if it is 1 point and 1,000 gold for the first IV, the second IV costs 3 points and 3,000 gold, the third IV costs 6 points and 6,000 gold and so on. For crafting there needs to be a direct relation between labor hours and crafting experience, nothing should ever net below 1 XP/Hour expended. This will make crafting equitable for the dedicated or casual crafter, use 1,000 hours making 1,000 one hour items or four 250 hour items, either way would get at least 1,000 xp. The net result will be players will need to interact with at least two different ports, be great if any Craft Good flagged the player NO TELEPORT, AI ATTACKABLE on PvE servers, and couldn't be delivered (or drastically increase delivery cost both in gold and time, 24 real hour minimum). Players will have to sail goods from port to port which if lost will not only hurt the player and their faction, but help the victors.
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