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Showing results for tags 'regional bonuses'.
Been thinking lately about how much I dislike the current system, regional trims and their importance on the map. I didn't really like the fine wood system either, but it seems now we're as much of a slave to the fine woods as we are to compass wood. Seems like not much has changed. I'd like to propose a new system that I've been brewing on for a while. Apologize in advance if I pulled a Melania Trump and borrow some ideas from people, not sure if these are honestly my own or stuff I've seen proposed over the months. Total Removal of Regional Crafting Areas - Remove region bonuses and turn them into region-specific materials. - Crafting can now be done in any port, as long as materials are there. - An example of region specific mats. Strong Hull Bonus - requires "Southern Live Oak". "Southern Live Oak" can be found in various ports from Savannah to the Texas areas, making it more historically accurate. Strong Rigging Bonus - requires "Habana Hemp". Found in of course multiple regions near the Habana area. You guys get the right idea. - Capital ports in that region will start selling limited quantities of resources connected throughout the empire. If you have one of the 7 or 8 southern live oak regions will start appearing in your capital via AI traders. Of course setting up farms or plantations will yield the best results. Crafting Contracts - Player Contracts for various ships can now be placed in capitals or free ports. Example - Place a contract for an Exceptional Stong Hull Live Oak Build Strength Connie. This contact is visible in all "allied" ports and to fulfill a Connie need to be sailed teleported in. Contract fulfilled, crafter earns money and maybe some XP. Contracts can be placed for various ships and Mods. Contracts are visible on some sort of bulletin system seen in every port within the alliance or free port. - AI Ship Contracts. The AI will place various contracts for the green ships that you typically purchase at random in various ports. Players fulfill contracts and replenish the stock of ships getting money and additional XP. Not all ships will be player constructed, but to replenish supplies quicker than say once a week ships will need to be made. Player accepts the contract, has x amount of days to deliver and sails or tows in ship. Cannons & Sails - Introduce some sort of cannon specialties. IE flintlocks, touchhole fire, sighted cannons...you get the idea. Introduce some sort of cannon specialization to the officer perks and cannons made this way are more powerful or more accurate, but maybe very expensive. - Similar idea with the sails. Introduce player crafted sails that have more downforce or whatever. More durability. Use an officer perk to give specialties. Permanent Crafting Officer - Get rid of the officer for crafting related duties. Some something similar but call it a foreman or shipwright. Crafter must choose whether or not to make frigates, line ships, traders AND/OR specialize in cannons, sails, mods. You get the idea. Officer is then permanent and can only be replaced via crafting XP or something similar. You have to craft x amount of frigates to reach frigate specialization and once that is reached you can build region build trims. Something like that. Just some rough stuff I was working on. Thoughts?