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Port Economic Model

PostPosted: Mon Feb 18, 2019 8:07 pm
by The Lamb
I posted this today on another longer thread, but wanted to make my own to get some feedback

Greeting Ladies and Gents, I had a few thoughts for port control.
Law of diminishing returns:
A. Best Returns : Your inputs, (a) produce the most results (in this cash tax revenue)
B. Diminishing returns : Each added input after, (a+b) leads to diminishing returns (in this case tax revenue)
C. Negative returns : Each added input after, ((a+b)+c) actually decreases output (in this case tax reserves)

What does this mean in terms of ports? It has to do with total ports controlled.
As a nation, its easy to control one port. It may still be easy to control 2 ports, but the more ports you control the more resources (portions of your tax revenue) it takes to keep the population under control (in the form of guards, social programs, name your expense) as you get further from your power center or circle of influence.

What does this mean? As a baseline, You have three economic layers.
A. Bet Returns - Port 1 = 100% Tax revenue (great for small and single port nations)
- Port 2 = 66% Tax revenue (Still great for small to medium sized nations)
B. Diminishing returns - Port 3 = 33% Tax revenue (Medium to large nations, still show a profit)
- Port 4 = 0% tax revenue (only the largest nations would want to have 4 or more ports, as income only comes from production)
C. Negative Returns - Port 5 and further sees 33% + 33% costs for every extra port after 5. (With so few ports, it should not make sense for any nation to see this amount)

The second part of this is the developers secrets. The cost multiplier, base on ACTIVE members of a country. The fewer ACTIVE people in a country, more the cost to control any given port, the more ACTIVE people in a country the less cost. You start with the base with one port always being 100%, and from there you take the base and then increase or decrease the % of tax withheld for "upkeep" based on total number of ACTIVE members.

This will allow the best returns diminishing returns and Negative returns to slide with ACTIVE country populations. A country of 1 would never be able to hold 5 ports as the second port alone may cost money just to control, where a country of 50 could more efficiently manage 4 or more ports since they have so many active members and the negative return may start at 6 ports.

Pirates get one profitable port, sorry, still needs to be time frame realistic. This would have a very positive effect on the number of port holding nations and player activity and recruiting.

Feniks was right, at the moment voodoo is all that determines port control, we need more realism this isn't witch doctor glory economics of controlling ports might be what is needed.

Re: Port Economic Model

PostPosted: Mon Feb 18, 2019 8:26 pm
by The Lamb
A crude example:
Every Country's Base rates tax revenue from ports (production revenue is left alone)
1 port - 100%
2 Ports - 66%
3 Ports - 33%
4 Ports - 0%
5 Ports - -33%
6 ports - -66%

First, the first port is always 100%.

Then, lets say we set the number of active members to satisfy (un-change) the formula at 11 members. This means at 11 ACTIVE members the above model holds true but the modifier is set at 5 people per nation. What this means is for every 5 people in that nation the profitability slides 33%. The real modifier would be a development secret.

Example 1: This means a nation of ACTIVE 1 person:
1 port = 100%
2 Ports = (((11-1)/5) *33%) = 66% deduction. So the base of 66%- 66% = no tax revenue and it goes negative after that, so it does not make economic sense as one person nation to hold more that one port.

Example 2: This means a nation of 21 ACTIVE people
1 port = 100%
2 ports = (((21-11)/5)*33%) = 66% increase. So the base of 66% + 66% = 2nd port at 100%
3 ports = (((21-11)/5)*33%) = 66% increase. So the base of 33% + 66% = 3rd port at 99%
4 ports = (((21-11)/5)*33%) = 66% increase. So the base of 0% + 66% = 4th port at 66%
In this example it make economic sense for this large nation to control more ports if they wish.

Remember this is just for Tax Revenues

Re: Port Economic Model

PostPosted: Mon Feb 18, 2019 10:44 pm
by Shadowood
It is my goal to control the map very soon. Next week actually.

All ports will be under my rule. Are you saying that I will have to pay to hold them once I conquer them all? That seems like that shouldn't be a thing.

Am I missing something.

PS. Prepare to bow down.

Re: Port Economic Model

PostPosted: Tue Feb 19, 2019 12:20 am
by sXs
Hmmmmmm seems there has been a run on tinfoil in the markets of Hannes........

Re: Port Economic Model

PostPosted: Tue Feb 19, 2019 12:25 am
by The Lamb
I KNEW IT! :) :respect :respect :respect

Was just looking for a way to ration out ports based on country population in hope to see more nation flags and offer more inclusion for others trying to get a start in the game.

Re: Port Economic Model

PostPosted: Tue Feb 19, 2019 12:32 am
by Shadowood
I understand your point. However I 100% disagree with you.

Holding a port is not easy. Let alone multiple ports.

The current player base does not support 21 different nations on the map let alone 8 even. That is why we have nations with multiple ports. Something that will remain in place (IMO) for some time. These perennial powers may get bored soon and try to take an additional port soon but seems unlikely.

I would focus current suggestions to sea fairing ones. Let’s get more ships on the water. More fun, more players.

Re: Port Economic Model

PostPosted: Tue Feb 19, 2019 12:48 am
by The Lamb
I agree with you that the active player base is small, but its not that small. Certainly the player base can support more than we have. You may not believe it, but we have some ports that average less than 2 active people per port... lol crazy right? :D

I would just love to see there be a strategy to taking ports vrs who has the most voodoo. Just think it would make it more fun for everyone.

Re: Port Economic Model

PostPosted: Tue Feb 19, 2019 12:50 am
by Shadowood
El Draque wrote:I agree with you that the active player base is small, but its not that small. Certainly the player base can support more than we have. You may not believe it, but we have some ports that average less than 2 active people per port... lol crazy right? :D

I would just love to see there be a strategy to taking ports vrs who has the most voodoo. Just think it would make it more fun for everyone.


Agreed but this is where Forts and Blockades come in. Tie taking over a port in with ships. Not gold and voodoo

Re: Port Economic Model

PostPosted: Tue Feb 19, 2019 12:51 am
by The Lamb
That would be a blast too!!!!!

Re: Port Economic Model

PostPosted: Tue Feb 19, 2019 1:22 am
by William one eye
Shadowood wrote:It is my goal to control the map very soon. Next week actually.

All ports will be under my rule. Are you saying that I will have to pay to hold them once I conquer them all? That seems like that shouldn't be a thing.

Am I missing something.

PS. Prepare to bow down.



21 Albanian ports?

I think this would be a missappropreation of fantasy draft donations.