Haron wrote:An inreasing number of players are running plantations across Avonmora, filling the acres in every port. Yet, while I think the idea that the players should produce the goods in Avonmora is a good one, I think plantations have some problems.
First, I think we can all agree that plantations can make a lot of gold. They can be a source of a very high income. However, unlike for trading, there is no risk associated with this high income. We need the connection between risk and income. The higher the income, the higher the risk should be. And this should be the case no matter how expensive it is to get that income. Even if the one time investment is very high, once that is made, there should be no such thing as a risk free, high source of income. In short: We need a way to attack plantations.
To make matters worse, it is even possible to run plantations without a single fleet. Sure, they need a small amount of goods to function, but that is only a very small amount, and it can be bought from others if needed. Unlike gold bars, goods produced at plantations can be sold at the port where they are produced, so one does not need lots of fleets to transport them to other ports. In fact, for players with max warehouse tycoon, One is actually able to buy goods at the port (using Western India cards) at a LOWER price than what one sells them for.
So. Plantations are introduced. Let's call it version 1.0. It is now established, and we can see that it needs to change. It is time to find out how plantations version 2.0 should work. And that version desperately needs to include some risk. Some way to attack plantations.
I agree 100% and made this point several times in Dev team conversations 6 months to a year ago. I think these things need to be addressed before any other upgrades/dev changes are done.
Risk must be brought into plantations and the risk must be equivalent to the size and profit potential of the plantation. The advent of the player's resources and workers markets has eliminated all risk.
Fertile lands card also comes into play. Nations gain no profit from the use of this card, so in some cases, a nation's income could only be the operating permission. In several cases, Fertile lands cast is much cheaper than rental rates. Also, Fertile Lands is good for 28 days while rental is 21 days.
I made a list of changes that would address each issue with plantations, The longer the developers wait to make changes the more outrage there will be at the changes that need to be made.
#1 Either elimination or a complete restructuring of Player resource and workers market. A simple fix would be you can not buy resources for your plantation in the port in which your plantation is located. If you have a plantation in Tzogos, you could buy all your resources in Tortuga but must transport them in via ship, same with workers. The issue comes in when you have plantations in several ports. The coding would be a nightmare.
#2 Plantation incomes could be made to be transportable. right now you simply sign in, bank your profits, restock resources and any workers you may need and then sign out. Why not require a plantations income be transported to your bank. This would bring realism into things and risk. It would open up the ability to raid profits.
#3 Nations income should not come solely from rental fees, it should be based on amount of acreage of each plantation.
#4 Direct threat risks that could be brought in..... natural disasters, worker revolts, plagues, swarm of locusts ......Raids.
I have several other ideas, but these were a few of the top things I think need to be addressed.
This is a PvP game, at least it was originally when I joined, now it has, more and more, become another "sim" game. Sign in, bank gold, maybe a few upgrades here and there, sign out.