<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid="
" border="0" alt="keith.gif" /> Hey all, I've been working on a trade mod and have come up with some ideas on how trade and ecconomic factors could play a more important (and sensible) role in POTC. Following is an outline of the concept, followed by a "wish list" of things beyond my technical skills at the moment if anyone wants to lend a hand with this, let me know what you think.
I really liked John's Gold, Silver, and Bricks ideas (can't seems to download the ftps though if someone could email me a copy of that mod to: godemperorflamingo@yahoo.com ) that would be cool. Have allotted the space for these but don't have the picts or info.
WHAT I'VE DONE AND/OR AM WORKING ON NOW:
1) Adding consciderable new trade items: Dyes, Corn, Hemp, Rope, Tools, Meat, Fish, Salt, Rice, and Rosewood plus I would like to include those in the above mentioned mod. Conscidering some new ones I'm not sure about and would like feedback on: Glassware, Tea, Settellers, Horses, fine, furnature, any any suggestions are more then welcome.
2) Making a cohearant ecconomy out of the random import/export mess:
a) Make islands and nations have some sense as to main production. A bit of specialization that will affect what they import/export and what is contraband. Islands that produce meat and fish will tend to import salt and corn (as feed), rope producers will import hemp, clothes produces will import cotton and dyes, rare wood producers will tend to produce multiple types and import tools, etc.
b) Contraband items will tend to be national and the major exports of their enemies as an attempt to curtail the ecconomic development of the compatition. For example the French will be the wine producers so that will tend to be contraband in English colonies, etc.
c) With trade more narrowly defined I can make import/export goods go to more spisific places. So if you want to be a merchant you need to plan-out good routes and take your relations into account, etc.
d) Certain items I've removed from Import/Export status and will be generic in price (based on availability) because they are mainly player consumables and of low trade value anyway: planks, sailcloth, wheat and rum. Any island with a port would be nessessity have these items in reasonable abundance anyhow or trade with them would break down. This also frees-up more then enough slots for my detailed ecconomy idea.
3) Added a new ship. I'm calling it a "Cruiser" now but hate the name and would apreciate any better ideas: It is an older battleship (type 2) that has been purchased surplus and heavily modified to act as a well-armed heavy trader. Gives up its 70 32lbrs for 50 24's, sacrificed much bracing (hull strength) for speed, maneuverability and greater caro space. I've reclassed it to "Class 2" to take into account it's not primarily a warship now though it's no light-weight either. This is proving ideal as both a heavy lone merchant that can look after itself and an ideal long range pirate vessel that can prowl for months at a time.
WHAT I NEED BUT CAN'T DO MYSELF (The afore mentioned "Wish List"):
1) Buildings. Farms and forests of player construction that produce spisific goods. i.e. an ebony forest, a planks forest, a sandel forest, a coffeee farm, a wheat farm, etc.
2) A warehouse. I've noticed some good new warehouse models in locations but how this should work is treat it like a ship (sort of like the fort) with say 20000 cargo space that can be used to transfer goods with ships and player buildings.
3) A generic "Smugling for the crown" mission that can be used for all governers (an alternate option from the repeditive "sink the pirate") where you are asked to bring contraband items into an enemy settlement. For example since the English ban French wine the French governer might ask you to smuggle wine to an English colony, etc. A pirate or smuggler boss might assign you to to this to any government.
4) If anyone likes doing reskins I would idealy love one for the "cruiser" mentioned above. (Based on Battleship2) replacing the brown and tan two-tone with black and red or something to help distinguish it and make it more pirate savy for those using it as such. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
" border="0" alt="par-ty.gif" />

I really liked John's Gold, Silver, and Bricks ideas (can't seems to download the ftps though if someone could email me a copy of that mod to: godemperorflamingo@yahoo.com ) that would be cool. Have allotted the space for these but don't have the picts or info.
WHAT I'VE DONE AND/OR AM WORKING ON NOW:
1) Adding consciderable new trade items: Dyes, Corn, Hemp, Rope, Tools, Meat, Fish, Salt, Rice, and Rosewood plus I would like to include those in the above mentioned mod. Conscidering some new ones I'm not sure about and would like feedback on: Glassware, Tea, Settellers, Horses, fine, furnature, any any suggestions are more then welcome.
2) Making a cohearant ecconomy out of the random import/export mess:
a) Make islands and nations have some sense as to main production. A bit of specialization that will affect what they import/export and what is contraband. Islands that produce meat and fish will tend to import salt and corn (as feed), rope producers will import hemp, clothes produces will import cotton and dyes, rare wood producers will tend to produce multiple types and import tools, etc.
b) Contraband items will tend to be national and the major exports of their enemies as an attempt to curtail the ecconomic development of the compatition. For example the French will be the wine producers so that will tend to be contraband in English colonies, etc.
c) With trade more narrowly defined I can make import/export goods go to more spisific places. So if you want to be a merchant you need to plan-out good routes and take your relations into account, etc.
d) Certain items I've removed from Import/Export status and will be generic in price (based on availability) because they are mainly player consumables and of low trade value anyway: planks, sailcloth, wheat and rum. Any island with a port would be nessessity have these items in reasonable abundance anyhow or trade with them would break down. This also frees-up more then enough slots for my detailed ecconomy idea.
3) Added a new ship. I'm calling it a "Cruiser" now but hate the name and would apreciate any better ideas: It is an older battleship (type 2) that has been purchased surplus and heavily modified to act as a well-armed heavy trader. Gives up its 70 32lbrs for 50 24's, sacrificed much bracing (hull strength) for speed, maneuverability and greater caro space. I've reclassed it to "Class 2" to take into account it's not primarily a warship now though it's no light-weight either. This is proving ideal as both a heavy lone merchant that can look after itself and an ideal long range pirate vessel that can prowl for months at a time.
WHAT I NEED BUT CAN'T DO MYSELF (The afore mentioned "Wish List"):
1) Buildings. Farms and forests of player construction that produce spisific goods. i.e. an ebony forest, a planks forest, a sandel forest, a coffeee farm, a wheat farm, etc.
2) A warehouse. I've noticed some good new warehouse models in locations but how this should work is treat it like a ship (sort of like the fort) with say 20000 cargo space that can be used to transfer goods with ships and player buildings.
3) A generic "Smugling for the crown" mission that can be used for all governers (an alternate option from the repeditive "sink the pirate") where you are asked to bring contraband items into an enemy settlement. For example since the English ban French wine the French governer might ask you to smuggle wine to an English colony, etc. A pirate or smuggler boss might assign you to to this to any government.
4) If anyone likes doing reskins I would idealy love one for the "cruiser" mentioned above. (Based on Battleship2) replacing the brown and tan two-tone with black and red or something to help distinguish it and make it more pirate savy for those using it as such. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
