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Trading update patch - coming soon.

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Hello Captains

Here is the information on the trading update patch.

  • Every region will provide trading opportunities in unique resources specific to the region.
    • For example resources unique for the Hispaniola region will only be available in Hispaniola.
  • Trading prices will depend on distance from the source. The further from the destination you take the resource the bigger profit will be (even on the basic goods)
  • Local goods become important part of the economy. Trading hubs will provide more trading or crafting resources if supplied by local goods.
    • For example - bringing livestock from the nearby ports to the trading hub will help the port to produce more white oak. 
  • Common European goods will be introduced and will provide modestly profitable trading opportunities based on distance (horses, porcelain etc.)
  • Rare more expensive European goods will spawn as usual and will provide good profits at medium distances and great profits if you sell them at distance hubs.

The main difference with the old system are:

  • More immersion and realism in creation of the trade routes and triangular trades. You will be able to find a working trade route and exploit it for your advantage.
  • Resources will not feel random anymore - if you want a particular crafting good you can increase its output by supplying the port. Want pearls? - they are always in San Juan. 
  • Distance based pricing. No more extremely profitable 5 min routes. 
  • More influence on conquest. Hubs will matter more for taxes and control over resources.
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What about capitals? It especially hurts 3 "hardcore" nations as they don't have capitals and trading goods consumption is heavily based on capitals. Also, it makes trading in safe zones (due to capitals) very important.  Other ports are really minor, we do have Nassau, Santo Domingo and Puerto de Espana, but county capitals should be more important than they are atm. All ports need food, clothes, tools, supplies etc. Bigger cities/ports should just have higher consumption than the smaller ones.

Edited by Released Privateer
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i saw a update ,is this the patch from today?

 

Edited by Thonys

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5 minutes ago, Released Privateer said:

What about capitals? It especially hurts 3 "hardcore" nations as they don't have capitals and trading goods consumption is heavily based on capitals. Also, it makes trading in safe zones (due to capitals) very important.  Other ports are really minor, we do have Nassau, Santo Domingo and Puerto de Espana, but county capitals should be more important than they are atm. All ports need food, clothes, tools, supplies etc. Bigger cities/ports should just have higher consumption than the smaller ones.

Although I can agree that trading goods consumption should be reduced at capitals and other ports outside the safe zones made more important for goods consumption, I do not think it should be done for the sake of the 3 hardcore nations as this is part of the reason they are classed as hardcore. If we give the hardcore nations the same advantages of easier nations then they are no longer hardcore.

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4 minutes ago, Archaos said:

Although I can agree that trading goods consumption should be reduced at capitals and other ports outside the safe zones made more important for goods consumption, I do not think it should be done for the sake of the 3 hardcore nations as this is part of the reason they are classed as hardcore. If we give the hardcore nations the same advantages of easier nations then they are no longer hardcore.

No, we just use GB/Pirate/Swedish alts for trading. What would make us less hardcore if our ports actually mattered more in trading? We don't have safe zones and we don't have permanent ports, that what makes our nations hardcore. We still need to capture all the ports we want to use for trading, you have them permanently granted. I don't think that if we can't trade in our ports normally, we would be more/less hardcore. Prussians/Germans and lots of other minor organizations/countries were actively trading across the Caribbean. 

Edited by Released Privateer
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10 minutes ago, Released Privateer said:

What about capitals? It especially hurts 3 "hardcore" nations as they don't have capitals and trading goods consumption is heavily based on capitals. Also, it makes trading in safe zones (due to capitals) very important.  Other ports are really minor, we do have Nassau, Santo Domingo and Puerto de Espana, but county capitals should be more important than they are atm. All ports need food, clothes, tools, supplies etc. Bigger cities/ports should just have higher consumption than the smaller ones.

Hubs will act as capitals. Shroud will have some national goods too. Basically cities like San Juan will be providing resources on par with the national capitals. Which means impossible nations can just take a city and make it their own capital. 

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4 minutes ago, Released Privateer said:

We still need to capture all the ports we want to use for trading

Like other nations/clans do. Otherwise Swedes wouldn´t care about Santo Domingo or Puerto de Espana, and Brits wouldn´t care about Nassau....

So, go for it?

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45 minutes ago, Hawkwood said:

Like other nations/clans do. Otherwise Swedes wouldn´t care about Santo Domingo or Puerto de Espana, and Brits wouldn´t care about Nassau....

So, go for it?

But Swedes own Gustavia, Brits own KPR. These ports consume almost everything at maximum prices. I named Santo Domingo, Nassau and PdE as these are 3 only specific ports capturable, all others are minor, inferior. Prussia has many huge ports, 8-11k BR, county capitals, but they almost don't matter at all. Cap Francais? Puerto Plata? Grand Turk? I could name a few more...

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I would like to see that Reinforcement cities and it's capital will play a minor role regarding trading profit. 

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3 minutes ago, z4ys said:

I would like to see that Reinforcement cities and it's capital will play a minor role regarding trading profit. 

How does R-Cities play any role than minor in econ?

Beside capitals the others are not consuming any goods and drops garbage that you cant sell in Capital for a reasonable, if any, profit

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2 hours ago, admin said:

For example - bringing livestock from the nearby ports to the trading hub will help the port to produce more white oak. 

Will the supporting local goods be related?  

Should we expect livestock to help produce trees.

Livestock could result in; leather, glue or foods.   Is the livestock used to harvest white oak, or is the poop used for fertilizer?  Does the relationship of local goods matter?

Hopeful to see a trading patch.  Is there any idea of when it is scheduled?

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All changes are good and this looks like a good one.

Will Trade Missions be generated ?

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Looks good, happy to test.

I would like to suggest one more thing for this patch: you should double taxes inside reinforcement zone and triple taxes at the capital zone. You should be strongly encouraging people to leave reinforcement zones to do their trading, and focus National RvR efforts on getting access to capturable trading hubs.

What checks in inflation are you implementing at the same time? Any thoughts on the “scaling crew costs” suggestion I made as a Real sink? The increased capital and reinforcement taxes would go some way to accomplishing this as well... 

 

 

 

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Are the hubs ?

region capitals, or nearby islands from the main capital.

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16 minutes ago, Thonys said:

Are the hubs ?

region capitals, or nearby islands from the main capital.

I think the idea is that 'hubs' are wherever you want them to be depending upon the resource(s) that are sought after and how much that port is 'supplied' by players. Not sure what goods create more resources though and how exactly that will work. Why would bringing in 'livestock' produce more white oak?

I'm liking the sound of it though. These are the kinds of mechanics this game needs. Positive.

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1 hour ago, Wraith said:

Looks good, happy to test.

I would like to suggest one more thing for this patch: you should double taxes inside reinforcement zone and triple taxes at the capital zone.

+1 

This needs to happen. The explanation: "Taxes in zones are higher to pay for the maintenance of reinforcment ships.". Repairs, Rum and 5-7th rate ships should be excluded from this tax increase. Don't punish new players too much. @admin

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2 hours ago, Released Privateer said:

But Swedes own Gustavia, Brits own KPR. These ports consume almost everything at maximum prices. I named Santo Domingo, Nassau and PdE as these are 3 only specific ports capturable, all others are minor, inferior. Prussia has many huge ports, 8-11k BR, county capitals, but they almost don't matter at all. Cap Francais? Puerto Plata? Grand Turk? I could name a few more...

You are right. It makes sense though that those ports (CAPITALS) CONSUME trading goods. Me, playing GB, on the other hand,need to sail long time till i reach the port where i can buy goods, which can be sold in CAPITALS. This makes absolutely sense. Doing this 1-2 times in a week i have more than enough money for everything i need. Fair enough.

I think there was a post from @Gregory Rainsborough about this producing/consuming thing, and in my opinion ALL  REGION capitals should be able to CONSUME foreign trading goods, not only CAPITALS. This would also enforce players to leave reinforcement zones and establish their own trading routes.

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