Post by TreeCo on Jun 24, 2021 19:55:02 GMT
Maritime Industry
Itβs quite lengthy (although not too complicated - mainly lots of diagrams), so get comfortable
Contents:
- Buildings / products produced or retailed + description of retail and research systems
- List of first stage materials and ships
- Sample building image
- Diagrams of inputs
- Estimated costs
- Pros and cons
- Possible effects
- Industry statement
Buildings
Input production:
End production:
Retail:
Ideas for the harbour:
Research:
*We know we werenβt supposed to feed into mining, but just included a few to diversify inputs, can be replaced if not feasible.
Estimated prices (based on current numbers and market and rounding up to somewhat account for labour - all new products self produced)
Just for reference, can be easily adjusted as much as needed, and will probably differ based on demand and specified wages
- Fishing boat ~ $7,600
- Yacht ~ $47,000
- Motorboat ~ $25,000
- Research ship ~ $700,000
- Cruise ship ~ $1,200,000
- Aircraft carrier ~ $3,000,000
- Aquatic research ~$250 (just a guess of aquatic lab wages, although producing would be around 200 for fish (depending on abundance), and maybe a bit cheaper with whales (depending on price of ship / quality)
Pros / cons
Possible effects:
- Would probably raise plank demand / price - numbers still unclear, since not sure how much would be too much, possible pros are making the wood industry more profitable, and another reason to research planks
- Would raise sand / silicon demand - production is extremely fast, but it would be a pretty big part in this industry, so not sure if weβd have to change it around a bit
- Could add some more GOβs and more GO diversity (although they would have to be the really big ones, since a lvl 10 port order is already like 30m)
- More of a goal than an effect, but we wanted to make an industry with a wider range of products and prices, as well as different retail systems, to allow smaller and larger companies both to be a part of the same industry - rental aspect is more feasible for smaller companies, while retail would be geared more towards larger companies.
If there are others that we didnβt catch (which there most likely are) let us know! Give your honest opinion! No hard feelings if you didnβt like it, we had a lot of fun coming up with new systems and ideas; all comments / suggestions would be greatly appreciated!
Personal opinion: After playing the game for a while and exploring different industries and setups, I started to struggle in trying to have fun and grow at the same time - donβt get me wrong, itβs really a great game, but I just think it would be nice to open up another industry with unique aspects like AS, so there are more ways to compete and enjoy.
Industry statement: Our goal is to make an industry that is versatile and diverse, incorporating different relaxed and competitive aspects for another way to have fun, as well as to diversify the options for the players that aim to compete for the top.
Thank you!
~ TreeCo and Demyam
Google docs version (easier to follow): docs.google.com/document/d/1Al9EJhDMIC1Q0IlIjV5HU1NQyPDMGwVhuFP_cWUTCQE/edit?usp=sharing
Overview:
An idea for a new industry that incorporates existing and new proposed products together into a complex pipeline to make different types of ships, introducing new types of retail and a complex research system, as well as 10 new buildings, including one abundance building, and 37 new products, including 6 ships.
Overview:
An idea for a new industry that incorporates existing and new proposed products together into a complex pipeline to make different types of ships, introducing new types of retail and a complex research system, as well as 10 new buildings, including one abundance building, and 37 new products, including 6 ships.
Itβs quite lengthy (although not too complicated - mainly lots of diagrams), so get comfortable
Contents:
- Buildings / products produced or retailed + description of retail and research systems
- List of first stage materials and ships
- Sample building image
- Diagrams of inputs
- Estimated costs
- Pros and cons
- Possible effects
- Industry statement
Buildings
Input production:
- Lagoon (abundance building) β basic inputs
- Fish β used for aquatic research, can also be retailed in grocery store (possibly)
- Silver ore β used for metal
- Coral β can be refined into boat fuel
*I think our own abundance building would add a cool aspect to the industry, and I was just thinking of making it into metal since we're not allowed to use steel and aluminum because of mining, and also to add another input that can be used, so the cost of the ship isn't relying too much on glass composite - we would also be able to use a lot, since it's not an existing product, so we can ramp up the demand however much we need to, which would also help with making the larger ships
- Weaving mill β mainly for lower end ship producers (besides cabin - for cruise ship
- Rope
- Canvas
- Sail
- Mast
- Oar
- Net
- Cabin
- Ocean factory β more advanced products - for higher end ships and some direct inputs
- Glass panels
- Navigation
- Post
- Cruise deck
- Research framework
- Metal decking
- Marine workshop β direct inputs to both lower and higher end ships
-
- Wooden decking
- Basic hull
- Fiberglass hull
- Compound hull
End production:
- Shipyard β Building that produces rec vessels
- Fishing boat, Yacht, Motorboat
- Naval Factory β Produces the higher end ships
- Cruise ship, Aircraft carrier, Research ship
Retail:
- Harbour β Boat rental - only for smaller, recreational vessels (fishing boat, yacht, motorboat)
Ideas for the harbour:
- Kind of like an SO, but the search time is only 20 minutes, and the rental goes for 8 hours. We can make the rates so that it's worth it with higher quality products. For example - an offer comes up for a yacht for 4k + 16%/q - If the wages for the harbour (including admin) are 300 per hour (the wages would have to go up by that set amount every level, so thereβs some increased expenses since we would be getting the boats back), for a q0 that would be around 2.6k in wages and 1.4k profit, so $175 proft/hr. With a q5, that would still be 2.6k in wages, but 4.6k in profit, so around $575 profit/hr, so a good option for smaller companies to work their way into the industry and invest in research over time to increase profits in this area. There would be one more order per level, although all orders would only have one boat.
At level 3, the building unlocks an option to queue rentals, up to 6 at a time per order slot (equivalent to around 48 hours). A level 3 building would have 3 order slots, and each one would have to be run separately. The person would enter how many they would like to queue (for example 3) and then click βsearchβ. The 3 rental orders would come up after the combined search times, or 60 min (3 x 20 min per order) and the person would choose which ones to accept / reject. The rental would then run for the combined rental time, or 24 hours (3 x 8 hours per - assuming none were rejected).
- The second proposed system: when building the rental building, as well as normal construction materials, a few types of boats would also be input, worth much more than the construction cost, and each building upgrade would mean more boats input. The user would then, to use this retail building, select a certain boat, enter a quantity (up to but no further than the amount of that type of boat input while building) and set a rental price. As with normal retail, the rental will have a certain demand, and the time taken for the boats to be rented (and so the wages paid) will depend on the demand, the price, the quantity and the average quality of the boats.
- A third system idea: A system with modelled demand, like the other retail systems you assign a few boats of a certain type (up to but not over a limit which depends on the level of the building), and each day the quality decreases by about 1/7th, the minimum quality being q1. It would be most profitable (depending on demand) to replace the boats at q1.5 q2.5. For example, you could get a set of q3 yachts, and set them running each day for 10 days, then replace them, and you don't get the replaced boats back.
- Port β Has an option to βSearch for Contractsβ, which takes 70 hours, and comes back with somewhat large orders, like mini GOβs (For example, say 3m or so worth of goods - decided by a list of set reference prices for each ship, which would have to add up to a total of around 3m - which goes up by that same amount every level - so 30m at lvl 10), and has smaller margins but still pretty high profit. Like with AS, the order would have to be fulfilled or rejected, as well as a similar sort of quality bonus The demand system would also be similar to AS so it doesnβt conflict with the other retail system (rental).
Research:
- Dock β 2nd stage research building, has a βvoyageβ option for research ships, which takes 23 hours, and comes back with 10 whales. Each building upgrade allows one more ship to go out at a time. There is also a chance of the ship sinking based on quality (q0 - 50%, q1 - 25%, q2 - 12.5%...) , like ASR, losing the ship and getting no whales.
- Aquatic Laboratory β Research production building, where the fish and whales can be used for research (20 fish = 1 x research, and 1 whale = 400 x research). Produces at a higher rate, since a lvl 10 dock could get 100 whales in a day (assuming none sinking) - which would be worth 40k research.
Other buildings in production chain:
- Plantation β Jute
- Refinery β Glass fibers, Boat fuel
- Factory β Composite glass, metal
- Propulsion factory β Boat engine, Propeller
Products
Rec vessels
Ships
*Separate inputs, like OB and SS unique to BFR, inputs for only aircraft carrier, to make it more complex to make
The sep idea is just there, we can remove it if it'll interfere with AS too much
Inputs
*Just hypothetical numbers (since Patrik is best at those), but each one represents the amount needed for the next (8 fabric for 1 canvas, 5 canvas for 1 sail)
- Plantation β Jute
- Refinery β Glass fibers, Boat fuel
- Factory β Composite glass, metal
- Propulsion factory β Boat engine, Propeller
Products
Rec vessels
Ships
*Separate inputs, like OB and SS unique to BFR, inputs for only aircraft carrier, to make it more complex to make
The sep idea is just there, we can remove it if it'll interfere with AS too much
Inputs
*Just hypothetical numbers (since Patrik is best at those), but each one represents the amount needed for the next (8 fabric for 1 canvas, 5 canvas for 1 sail)
*We know we werenβt supposed to feed into mining, but just included a few to diversify inputs, can be replaced if not feasible.
Estimated prices (based on current numbers and market and rounding up to somewhat account for labour - all new products self produced)
Just for reference, can be easily adjusted as much as needed, and will probably differ based on demand and specified wages
- Fishing boat ~ $7,600
- Yacht ~ $47,000
- Motorboat ~ $25,000
- Research ship ~ $700,000
- Cruise ship ~ $1,200,000
- Aircraft carrier ~ $3,000,000
- Aquatic research ~$250 (just a guess of aquatic lab wages, although producing would be around 200 for fish (depending on abundance), and maybe a bit cheaper with whales (depending on price of ship / quality)
Pros / cons
Possible effects:
- Would probably raise plank demand / price - numbers still unclear, since not sure how much would be too much, possible pros are making the wood industry more profitable, and another reason to research planks
- Would raise sand / silicon demand - production is extremely fast, but it would be a pretty big part in this industry, so not sure if weβd have to change it around a bit
- Could add some more GOβs and more GO diversity (although they would have to be the really big ones, since a lvl 10 port order is already like 30m)
- More of a goal than an effect, but we wanted to make an industry with a wider range of products and prices, as well as different retail systems, to allow smaller and larger companies both to be a part of the same industry - rental aspect is more feasible for smaller companies, while retail would be geared more towards larger companies.
If there are others that we didnβt catch (which there most likely are) let us know! Give your honest opinion! No hard feelings if you didnβt like it, we had a lot of fun coming up with new systems and ideas; all comments / suggestions would be greatly appreciated!
Personal opinion: After playing the game for a while and exploring different industries and setups, I started to struggle in trying to have fun and grow at the same time - donβt get me wrong, itβs really a great game, but I just think it would be nice to open up another industry with unique aspects like AS, so there are more ways to compete and enjoy.
Industry statement: Our goal is to make an industry that is versatile and diverse, incorporating different relaxed and competitive aspects for another way to have fun, as well as to diversify the options for the players that aim to compete for the top.
Thank you!
~ TreeCo and Demyam