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Why  not  introduce a HISTORICAL CLOCK for NAVAL ACTION  ¿?

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Why  not  introduce a HISTORICAL CLOCK for NAVAL ACTION  ¿?

List of the Wars in Europe and America from 1730 to 1815:

1.       War of the Polish Succession (1733-1738): This conflict arose from a dispute over the succession to the Polish throne and involved various European powers, including France, Austria, and Russia.


2.       War of Jenkins' Ear (1739-1748😞 This conflict primarily took place between Britain and Spain, sparked by the alleged mistreatment of a British sailor, Robert Jenkins, by the Spanish. It expanded into a wider conflict known as the War of Austrian Succession.



3.       Seven Years' War (1756-1763): This major conflict involved most of the great European powers of the time, including Britain, France, Austria, and Prussia. It began as a colonial struggle between Britain and France but eventually spread to Europe, Asia, Africa, and the Americas.


4.       American Revolutionary War (1775-1783): This war was fought between Great Britain and thirteen American colonies that had declared themselves the independent United States of America. It resulted in American independence and the formation of the United States.


5.       French Revolutionary Wars (1792-1802): This series of conflicts involved France and several European powers, including Austria, Prussia, and Britain. They were sparked by the French Revolution and ultimately led to the rise of Napoleon Bonaparte.


6.       Napoleonic Wars (1803-1815): These wars were fought between France and a coalition of European powers led by Britain. They marked the height of Napoleon Bonaparte's power and encompassed numerous campaigns and battles across Europe.


7.       War of 1812 (1812-1815): This conflict was fought between the United States and Great Britain. It was primarily motivated by trade disputes, impressment of American sailors, and British support for Native American tribes resisting American expansion. The war ended with the Treaty of Ghent.



From 1730 to 1815.

From 1730 to 1815, it spans 85 years... if we divide this period into 24 months (wipe time), the game could have a historical calendar of approximately 84 years divided by 24 months... (which equals 7 years per month). This means that each month of real-time in the game would represent 7 years of history. (“7 times” x 24 real months, equals= 84 historical years). Every 2 years real time, for example; 2023 to 2025, (will be) a general wipe could take place, and the game would start again, new in the historical year of 1730 Th.

This would provide the possibility of having the following real-historical periods of peace:

These are the periods of peace with their respective durations in years between the wars mentioned from 1730 to 1815:_

Historical:  -39 peace (  for 84-39 =  45 years in war )

8-year peace, between wars (1730-1738)

6-year peace, between the War of Jenkins' Ear and the Seven Years' War (1749-1755)

10-year peace, between the Seven Years' War and the American Revolutionary War (1764-1774)

14-year peace, between the American Revolutionary War and the French Revolutionary Wars (1784-1798)

1-year peace, between the French Revolutionary Wars and the Napoleonic Wars (1802-1803).


This historical clock would have the following proposed objectives or advantages:


In peacetime, prices are stable: During periods of peace, the prices of goods and resources remain relatively stable. This provides a predictable economic environment for players, allowing them to plan their trading and resource management strategies without sudden price fluctuations.


Dynamic pricing during war: During wartime, the game developers (DEVs) have the ability to vary prices or even remove certain products from the market due to the impacts of war. This adds a realistic element to the game, as conflicts can disrupt supply chains, increase demand for certain goods, or create scarcity of resources.


Realistic consequences of war: The historical clock allows for a realistic representation of the consequences of war. Players will experience the effects of conflicts, such as disruptions in trade routes, changes in availability of resources, and shifts in economic dynamics. This adds depth and immersion to the gameplay, reflecting the historical realities of war.


Strategy and adaptation: Players will need to adapt their gameplay strategies and tactics based on the historical context and the ongoing state of peace or war. They must be mindful of the economic and political implications of their decisions, and plan accordingly to thrive in different periods of the game.


Overall, the historical clock with its objectives aims to provide a dynamic and immersive experience for players, reflecting the impact of war on economies and offering strategic challenges and opportunities throughout different historical periods.


Other advantages of implementing a historical clock in Naval Action would include:

Famous "hero" characters “such as Nelson or Blas de Lezo”.

It would also make more sense for safe navigation zones to be larger during times of peace and possibly eliminated during certain periods of war.

Additionally, historical periods could provide territorial advantages (rewards of cities, ships, or entire regions given to victorious or defeated factions based on historical criteria set by the DEVs).

 These and other delicate measures would be announced or planned by the historical clock, creating new scenarios such as recreating “European Historical Naval Battles”,( 6 battles in two years-2024-2025)  altering the course of history.

All this provide players a new logical sequence of events that they might encounter in the game, giving purpose to mantein their ships ports and material, by preparations during peacetime. Perhaps there could also be a more balanced system for battles during times of peace. When a battle occurs during peacetime, it would only increase tension for the next war, and this system would not exclude any battles during peacetime (although they may be less rewarded compared to the same battle during wartime).


These ideas are not very difficult to implement; they are improvements that barely modify the game dynamics (a clock, some stops, different rewards in each period). Similar measures exist in other games and provide a more historical and realistic sense to the game, following a historical script that is readily available in any historical Wikipedia. Making people learn and revitalizing the game in this way... Thank you very much.

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