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Showing results for tags 'contracts'.
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In Mortimer and probably most capitals, the price of Rum is very high. This is because players place buy contracts for the rum that drops in the port, and then sell it for many times the buy price. This tactic is harmful to new players, as they end up paying nearly 300 reals per rum, or are forced to go without. Established players can craft their own rum, and often do, so it is only the new players that are being hurt by this. Yet, it is often the established players who are placing the buy contracts, looking to make a few reals at the expense of the new players of their own nation. I p
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One thing that has bothered me for a long time is the lack of immersive life and meaningful activity in the OW. What I'm going to propose is something that will hopefully make even those "dead" NPC traders interesting to OW hunters, and at the same time something that may appeal to the aspiring merchant mogul. Traders all know the bore of sailing for a long time in the admittedly rather dull OW of Naval Action, and OW hunters all know how unsatisfactory it is to capture NPC traders even if they carry valuables, simply because it has no impact on enemy players, therefore I propose h
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THE PROBLEM: One of the structural problems in the current economy appears to be the constraint the Euro Trader mechanic places on the growth of a nominally healthy contract market. Changes to the ET have been previously mentioned by @admin in the context of adjusting taxation: In order of priority the ET mechanic ought to be addressed first. At the present the ET places an effective boundary to price rises in core commodities used to craft ships and cannons. As the as the price of a contract to sell approaches 4x production costs the length of time to complete the contract i
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To mimic catastrophic change of authority upon a colony, I suggest that a Port goes under the following when it is conquered. 1. all ships being sold in the port are removed from the lists. They are not "stolen", they simply removed. Original owner can retrieve them. Kind of a "ship impounded" situation. 2. all Contracts are automatically removed from the lists with correspondent partial item quantities being "fulfilled". Example, a contract for 1000 Bananas that is yet at 300 out of 1000 will be removed from the lists and the contractor will be informed his contract has been partial
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- rvr
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One of the issues we have now is that ports are useless - once you capture a port, you proffit of it for 1-2 days, until alts which sat there change nation. A solution to this issue, and a few others, is for a clan to have monopoly for buying part of resources from the port. Example shown below: In this case, smuggler of every nation can bid for 250 resources daily, Prussians can bid for 750 (their 500 plus 250 that smugglers can access), and clan can bid for 1k (their 250, plus 500 of prussia and 250 of smugglers). This will create different prices for nation, clan and s
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- meaningful ports
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Spotted this quoted elsewhere and what follows is a possible partial explanation and at least a partial solution. I am not a zero-risk player but I started on PvE. I am a long-term Civilization player and I rather blundered into NA while looking for something more interesting than Sid Meyer's Pirates. I've never done anything even remotely similar to NA or online multiplayer. The US nation on PvE was a place to sort out the game mechanics. But there is structural obstacle in the economy that frankly contributes to boredom on PvE. It affects the Caribbean server as well, but les
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I just tried to place a contract, and even though the price showed were for 1 upgrade I automatically placed a contract for 10 upgrades (and ofc were deducted the asking price x10).. As the richest man on the server, this isn't an issue but it will stiffle the economy for all smaller players..
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Hello all! So i wanted to suggest an idea for Naval Action in which a player (Merchant/Trader Intended) could hire some muscle to help protect them when transporting their ships or goods. Now that the game mechanics have changed and that we cannot teleport with items in our cargohold it is now required that players physically transport these items to where they wish to craft or sell them. Goal: To provide a Job/Contract type system in which players can be hired at a cost to escort the player issuing the contract. The Idea: 1.) The Player wishing to start the contract (Merchant/Trade
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Hello people. I was discussed about labor contracts last ago and i'm "broken". Broken is too big word because it's just game, but when i check market i see only contracts for 800k+ each for 500 labor that me cancer. But i have idea - simply system on change market and prices. For now if you want sell labor hours, you must contact with player and trade with him 4 or more times. This takes too much time and you never know with who you trading. What is it about this system? Player for example, I want sell labor hours. I open bookmark for example new "ExChange" and i changing my la
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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.
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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 econo
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Hi All Ive had a bit of a search and couldnt find anyone suggesting this idea in the suggestions thread. Now we have a basic clan warehouse setup i was wondering if somewhere along the line a clan dockyard would be a viable option? It ties i to the clan warehouse where the stewards and shipwrights could allocate materials towards ships requested in clan by members, would be much more organisation and they could be stored and picked up by the member requested in the clan dockyard once the order is complete, take out the having to be online at the same time to exchange the ship, gold or goods
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I've been exploring for a while but am interesting in trying out some trading. Questions: 1) Links to some references, guides or tutorials. 2) Can I use a sell contract at any port? Or only those where I have an outpost? (And the resources in a warehouse) 3) Can I use a buy contract at any port? Thanks for any other tips or help you may provide.
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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 cr