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Found 7 results

  1. The game is of course a wargame and the battles and fighting are at the moment the most important part. However i think that that a lot of people would like to see both the economic side and the port handling side be improved so that the game can also cater to people who do not want to fight continuously or like me lack the skills of fighting 1v1. I want to explain the things that I would like to see for ports and this is just my personal opinion. I do believe that the interface of the ports and the management system of the ports should be increased. Also i would like to see that a clan leader who is now responsible for the port, can delegate this responsibilty to a port administrator (call it whatever you want probably per nation there are some fancy titles) This administrator would then be responsible for the running of the port and at the moment that isnt really a lot because there are not so any things that you can actually do with a port therefor i would like to suggest some options that could be implemented and that would stimulate also a bit the trade between ports. The administrator would have access to the port warehouse a bit like a clan leader would have access to the clan warehouse. This would be used for storing the goods that you would need for running the port and its defenses. Like a normal warehouse this can be expanded to store more goods and a different variety of goods. Later will become clear what types of goods i am thinking about and why it would be important to have these goods always in the warehouse. This would not be like your own warehouse where goods are stored but this would be more for storing the goods that are consumed every day. Forts are probably one of the main features of a port. A well defended port is harder to take and every port should start with 2 basic round towers that are next to the town. The administrator would then be able to add additional forts on places he believes are suitable for the defenses of the port. I would like to see it like with a shipyard that you will have to upgrade the forts that you build. Fort level 1: Basic round fort as we know it right now. To build it you will need to have stone, oak, muskets, provisions, iron, canons and a certain amount of gold. This fort could be placed anywhere on the map but depending on the location this can be upgraded to a bigger fort. Fort would also have to be maintained every day and would require a certain amount of the materials that are used for building it as well as gold for daily maintenance. Also after a port battle the damage would have to be repaired a bit in the same way that we have to repair our ships after a battle. This would also be necessary for the larger forts that follow but of course the bigger the fort the higher the maintenance. Fort level 2: This would be the basic suare fort like we know it now. This would only be available if you have allready a round fort in place and could only be placed on certain areas of the map to account for the underground etc etc. I would limit the amount to 2 forts of this type per port to avoid a port being cluttered by forts. Fort level 3: This would be the highest upgrade and i would call it a bastion. These would the upgrade for the level 2 fort and there could only be 1 of these forts per harbour. The places where these forts could be built should be limited due to there extended size. the most important change for these forts would be heavier guns and also mortars to defend the harbour. It would be important for the administrator to always keep the resources available to maintain the forts because if certain resources are not the there the fort will start to decay. This will be shown in the port battle as a damaged fort allready and therefor will take less hits before being destroyed. Same thing would go if the administrator does not repair the forts after a port battle they would still be damaged. Forts should only count as 300 points maximum in a port battle, no matter how many are destroyed, this to avoid too much emphasis being put on destroying only the forts and not fighting a battle with ships. The BR of a port battle should also depend on the size of the forts there are. A shollow water port with only 2 square forts should only get like 750 BR where a deep water port with 4 round forts, a square fort and a bastion would be 9600 BR or more, and maybe with other multipliers like county capital to go to 11000 BR. The prices for the maintenance should be set high enough that only the most valuable ports or the ports that a clan really wants to keep out of a strategic perspective, would have the biggest forts. A useless port would then also show up on the map as useless due to its BR. Trade should also be steered by the administrator and a bit more then it is now. instead of the random dropping of goods per port the administrator should be able to attract traders or trading companies from different nations. He can then choose for instance to have a dutch trading company of level 1, 2 or 3 in his port and the highest level would then drop the rare dutch goods like Grietje van Dijk. I am just giving an example. However if the dutch trading company does not make enough money of course they will not come with the rare resources and they will not drop. This would stimulate the trade between different ports. Of course having a trader in your harbour would also mean that he needs to be supplied with certain goods which would increase the import and export of a harbour. Natural resources that drop in a port can of course not be changed by the administrator, or only in a way that it is now. the benefits of an extended harbour management system would be increased trade, less gold in rotation, other gameplay options, port battles would be more important, important ports would be harder to take not like at the moment where ports are constantly flipped and changing hands. It would also give the nations an option for a long time investment in a port and would make the loss of one of those ports really hurt.
  2. Hey Captains, I'm very new to this game but I have already learned that crafting ships is a time consuming and expensive process, however, with it's own bonuses. I haven't yet researched this topic on different places since I am almost sure that I will find the best and most updated info on the Forums. Could any of you, let me know a good Guide on the whole process of building ships and crafting and what would I need to get to have a decent start to learn the basics of these two to avoid possible stepping stones since the lack of time as I can not grind all day (perhaps you can't too)? 1. What ships should I be focusing on building first to get started and grow fast, regardless of the market cost and expenses (I care to get more XP than income in my current situation)? 2. Is it worth breaking up a ship and what happens when I do so? 3. Any tips or important things to know will be much appreciated. Many thanks in advance, HMS Victory, May the wind be with you.
  3. Hi, Most Gold and Silver resources looted from ships and Shipwrecks are often in the form of Coins. Also, cannons drop as loot, often not the caliber of gun you want or need. Therefore i suggest the following: Reverse Engineering for some items. This should be the case for Silver Coins and Gold Coins, that could be re melted into Ingots. Also for Cannons, since they could be taken apart and have the barrels melted down and recast again as ingots to be used in Cannons of a different caliber. As we can break down ships, i find it makes sense to be able to do the same with other materials that can be reworked into a previous state. This would help with the Gold and Silver being scarce, and being essential to building ships. @admin So perhaps, a break-down button for certain materials, which refund x % of the resources used to make them. Remelting Iron, Silver or Gold does not really lose that much material in the process, so the percentage could be fairly high, say 75-80% of the original required resources. Remelting 100 Silver coins would then return some 70-80 ish Silver Ingots. Since you need to work a forge to to this kind of work, perhaps coupled with a operation cost of Coal? I suggest the same Coal cost as the casting of these Ingots. It would give the Silver Coins and Gold Coins a second purpose, next to being used in Refits and such.
  4. I wish, just like we can with modules and ships, that we could break up cannons to get resources back. I'm literally rolling hundreds of mediums cannons that no one wants, and I would LOVE to break them up and make them longs. or SOMETHING that I can do to "upgrade" them to longs. Anyone else feel the same?
  5. So, I planned to move my outposts around a bit so when no one else was on I could do some trader raiding. It was a little frustrating using the in game map to see where the gold, silver, and copper producing ports were so I took a screen shot of the map and created my own. Thought I would share it even though it is not very useful. Yellow means gold, white is silver, and brown is copper.
  6. Hey all, quick suggestion - We should be able to craft directly from our clan warehouse (in whatever port it's actually based in). The clunky manual splitting and moving of mats and sub-mats for even the simplest crafts can be a bit tedious and now that we have a shared storage, we should be able to use resources directly from it. Hark! I hear you say, but people will just waste our precious resources! Not really, anyone has access anyway and could withdraw, so this would also be a good time to implement restrictions (who may deposit/withdraw/craft from inventory).
  7. I heard some people complaining that it's not fair that richer players can buy off all the resources that are produced by one port. Well, one solution to that problem (if it is considered a problem) is to allow Buying Contracts only in ports where you have a warehouse. Since Warehouses are somewhat limited, and it's risky to set one up in every port, it would mean that Resources would mostly go to the storages, and then it would not be so much a matter of money, but about who is there first, or more frequently. Crafters could still for example put up Buying Contracts in the port where they craft, and give new players an incentive for making money in a way that is actually meaningful for their nation.
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