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Governor and raiding tie-ins


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As very little information is becoming public regarding the long awaited raiding, I thought I'd put forward a suggestion aided at adding much needed depth.

This suggestion is based around the belief that raiding will be a redo of the old flag conquest system. Raids to be launched from the nations capital etc.

Governors 

Every nation has the ability to set governors to an already established region (established by ownership of last least 3weeks by any nation). The ability to govern any regional capital is purchased by a single player (old Lord protector system under new name) for a large sum of money and goods (eg 150-200million), this would require a player to gain backers (clan/council mates etc) to purchase a governors title from the regions capital. The server would announce the title purchase and a 6hr countdown would start. The wannabe governor must then sail in a Indiaman (only ship able to hold the weight of supply etc) to his new holdings. 

The new governor can only use his nations ports to hide from incoming attack. Allied ports do not give access.

The new governor must be protected to the new national outpost.

Any successfull governors who reach there holdings give 25% hostility reduction to his port/region. 

Regions next to his holdings give +15% hostility generation. 

National ports with a governor grant raiding flags to be purchased there, admiralty key shop. 

If governor is defeated in battle region goes back to original status. 

Having a governor taking part in a port battle gives his team the gold hammocks bonus as a reward (module not requires to gain bonus)

Governor is only available for top rank players, and the title only lasts for 6 weeks.

If port Is lost the winning side each player gains 25million as a battle reward plus normal rewards. 

Governor also receives 5% of goods traded in his port (approx silver value)

How I'd see this used for national purposes is to allow teleport to outposts controlled by a governor alongside the capital. 

The cost of using multiple governors would scale with the size of the nation (over 50 ports x2 cost, under 20 ports 1/3 cost, 21-49 ports costs normal amount shown above) Any nations using multiple governors at the same time increases cost etc.

Pirates work in same way but get to use free ports at the cost of 50million, Any free-port occupied by a pirate governor. Stops nationals from porting in. Pirates would need to escorts the governor in. Pirate governor would last for two weeks only!

Edited by monk33y
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Update** 

The governor of a port would gain the ability to allow pirates to purchase raiding flags against a single at war nation. In doing this the governor looses the tax rate for the week this is active and the cost of raiding for his nation doubles.

(brit governor allows the pirates to launch raids Against the French for one week, the pirates still have to get the goods back to a pirate port or free port with pirate governor. The brits are punished by receiving less from raids started in this port and the cost of raiding doubles)

More updates to come

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Update #2 **

Any port with an active governor control grants a 25% labour cost reduction to all activities taken place within area of control.

(for example labour contract generation labour and cost is reduced by 25%)

The region capital with governor control grants his/her nation a 10% increase of value of goods sold.

Update #3 **

Server generated mission to remove governors from office, using bounty and bonuses for capturing a region with a governor etc.

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