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I am a new player on the PvE server and am attempting to buy a resource in a port that produces it. It is identified on the shop screen under "Allows production" but none currently appears. My understanding is that the production port will fill a contract immediately for 4 times the production value of 1 quantity of the resource. My question. Where do I find the production value? I've looked at at the trader tool on the map and it is not clear to me how this applies.
Babble posted a topic in SuggestionsThe 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
Urby posted a topic in SuggestionsAlright, I've done a quick search so sorry if I have missed a similar or exact suggestion. Having dipped my toes into PVP, Crafting and trading, I've been thinking about what could improve the current system in this play run economy. Ultimately with how harbors and player buildings work at the moment, most people are using daily teleports to move a fair amount of resources to their crafting hubs with relative amounts of safety. Most suggestions have at removing the ability to teleport with items in hulls and some extremes have pointed at removing the teleport feature completely, but lets face it, it's removal would be a big pain in the ass. With a player run economy the second issue with not being able to teleport goods safely, would be that smaller pop nations could ultimately be starved completely out of certain resources if they were heavily blockaded and harassed, right up to the point where they would no longer be able to properly fight back (More of an extreme event). Okay enough be blabbering on about next to nothing, lets get to what I have in mind. Other than different ports producing resources, make a good amount of ports (Non home ports) have some sort of built in specialty as well. Obviously this is just bare bones but lets take for example a Port which has a sawmill or something along those lines, make it so that any wood working done while inside this town will only cost half the labor hours (Or a small % Decrease if you will). You might have a Port which has an industrial furnace, the bonus which it provides might be that you might be able to make 2 bars of metal per coal or something along those lines. Okay, so now why would all this benefit the game? Well for traders/crafters. This would provide the possibility of saving some labor hours or using less mats while crafting, however at the cost of needing to transport the right materials to the town, during which you open yourself up to being attacked. This adds an element of risk and reward. And for Pirates (Both faction and enemy faction)? Well opportunity is opened up for rewarding raiding, finding players with actually full cargo holds will be a little less hit and miss. As a whole it would also make attacking certain opposing nation ports a little more tactical without completely removing a nations ability to produce goods. I suppose in all it would make things a little more dynamic. Anyway this is simply the skeleton of the idea I'm thinking of, once again apologies if this has already been suggested. Fell free to expand, flame or compliment below.