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ports, new ports, and coastal towns.

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one grain of grain
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ports, new ports, and coastal towns.

Post by one grain of grain on Sun Nov 18, 2012 1:55 am

Hi All.
Just need some advice for a newbie on ports.

1. does a coastal town have a port as a given in the game ?
2. If no to the above, To build a port in a coastal town what is the cost & yearly upkeep and do I need to order a "Port" or "New Port".
3. What is the difference between a "Port" and "New Port"
4. Can a port be upgraded and by which Academy.

Cheers.
One Grain.
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Ardagor
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Re: ports, new ports, and coastal towns.

Post by Ardagor on Sun Nov 18, 2012 10:01 am

Hi there

1) No, some start the game with a port, some do not and some ports are to shallow to allow certain ship types to enter. Ask your advisors about it.

2) A port cost 80,000 guineas and take 4 months, the port area will be enlarged if there already is a port there. Again ask your advisors if it is necessary and you can call it port or new port I suppose, no real difference.

3) Nothing

4) No Academy is needed, rules page 13, top of page list what is required.

Yours

Ardagor
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one grain of grain
Baron
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Re: ports, new ports, and coastal towns.

Post by one grain of grain on Sun Nov 18, 2012 11:11 am

Hi.
Thanks Ardagor, Thought I was going mad ! I knew I had read something about ports, turns out it was in rule set 5 which I was
given when I signed up, I then discarded them when version 7 rules arrived. Which has no mention of ports in them.
Once you mentioned the page number I realized it must have been in the old version.

Cheers.

one Grain.

Guest
Guest

Re: ports, new ports, and coastal towns.

Post by Guest on Sun Nov 18, 2012 12:00 pm

Welcome to the game.

Not much to add to Ardagor's comprehensive answer. Your asset list should inform you which buildings are currently present in named towns. Another good source of information is the Gazetteer, or from some entries on the Agema Wiki. If the town is not named, but is large then it is more likely to already have buildings even if it doesn't appear on your asset list, so that is a question for your advisers.

If you want to really expand a port to boost trade, then you can build ...
- a new port (cost 80,000), wharves and anchorages only.
- a ship repair yard (cost 5,000) to help merchants to repair their ships.
- a barge yard (10,000) if your port is at the mouth of a river system and you would like to expand trade up the river.
- a warehouse (cost 10,000) for merchants to store their goods.
- a lighthouse (cost 10,000) so ships can navigate round the tricky harbour entrance.
- a shipyard (cost 30,000) to build dredgers to keep the port from silting up.
- a tavern (cost 5,000) to look after your traders.
- a gaol (cost 20,000) to look after your traders once they've been in the tavern.
- a town watch (cost 6,000) to look after the town once the traders have escaped from the gaol.

And because you've spent so much it would be a good idea to provide defences for the port, so
- a modern fortress with moat (cost 60,000)
- 100FC (cost 20,000)
- a garrison of around 5F, with appropriately distinctive uniforms in the latest French fashions.

I find it is best to build up large, natural ports than try to improve small harbours.

You may think all of the above is overkill, but I've found that boosting trade through building up your towns does help stimulate other investment and increase your trade returns.

For a naval port you might also like a shipyard plus various factories producing ropes, sails, naval stores.

If the town is huge then you might also like a theatre, cathedral, hospital, etc.

It is one of the strengths of the game that you can go into as much detail and build as many buildings as you like to create your game world. Academies tend to be needed to make new technological developments or for training specialist recruits rather than simply to expand capacity.

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MarkTurner26
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Re: ports, new ports, and coastal towns.

Post by MarkTurner26 on Sun Nov 18, 2012 1:46 pm

This is really useful as sometimes I struggle with what to build to improve my towns and cities, especially ports, top piece of advice RKL....

The Real Louis of France wrote:
Welcome to the game.

Not much to add to Ardagor's comprehensive answer. Your asset list should inform you which buildings are currently present in named towns. Another good source of information is the Gazetteer, or from some entries on the Agema Wiki. If the town is not named, but is large then it is more likely to already have buildings even if it doesn't appear on your asset list, so that is a question for your advisers.

If you want to really expand a port to boost trade, then you can build ...
- a new port (cost 80,000), wharves and anchorages only.
- a ship repair yard (cost 5,000) to help merchants to repair their ships.
- a barge yard (10,000) if your port is at the mouth of a river system and you would like to expand trade up the river.
- a warehouse (cost 10,000) for merchants to store their goods.
- a lighthouse (cost 10,000) so ships can navigate round the tricky harbour entrance.
- a shipyard (cost 30,000) to build dredgers to keep the port from silting up.
- a tavern (cost 5,000) to look after your traders.
- a gaol (cost 20,000) to look after your traders once they've been in the tavern.
- a town watch (cost 6,000) to look after the town once the traders have escaped from the gaol.

And because you've spent so much it would be a good idea to provide defences for the port, so
- a modern fortress with moat (cost 60,000)
- 100FC (cost 20,000)
- a garrison of around 5F, with appropriately distinctive uniforms in the latest French fashions.

I find it is best to build up large, natural ports than try to improve small harbours.

You may think all of the above is overkill, but I've found that boosting trade through building up your towns does help stimulate other investment and increase your trade returns.

For a naval port you might also like a shipyard plus various factories producing ropes, sails, naval stores.

If the town is huge then you might also like a theatre, cathedral, hospital, etc.

It is one of the strengths of the game that you can go into as much detail and build as many buildings as you like to create your game world. Academies tend to be needed to make new technological developments or for training specialist recruits rather than simply to expand capacity.


Guest
Guest

Re: ports, new ports, and coastal towns.

Post by Guest on Sun Nov 18, 2012 1:58 pm

Thanks Mark, I do try to be helpful!

The forum is a good place to ask these kinds of questions as there are many players with a great deal of experience.

Enjoy.
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Jason
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Re: ports, new ports, and coastal towns.

Post by Jason on Sun Nov 18, 2012 2:24 pm

The only thing I could add is do think about having a couple of cruisers also for anti-smuggling patrols...those naughty drunken merchants seem to suffer from amnesia when it comes to paying their taxes Wink
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one grain of grain
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Re: ports, new ports, and coastal towns.

Post by one grain of grain on Sun Nov 18, 2012 5:07 pm

Thanks for the replies everyone helped out a lot.
nice list thanks Duke.

cheers.

One Grain.

Stuart Bailey
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Re: ports, new ports, and coastal towns.

Post by Stuart Bailey on Tue Nov 20, 2012 11:44 pm

Jason wrote:The only thing I could add is do think about having a couple of cruisers also for anti-smuggling patrols...those naughty drunken merchants seem to suffer from amnesia when it comes to paying their taxes Wink

Of course the other way of building up a port is declare it a "freeport" forget the custom house and build an exchange and lots of brothels instead. pirat

Well it worked for Port Royal and Henry Morgan plus several North African Ports.
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Jason
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Re: ports, new ports, and coastal towns.

Post by Jason on Wed Nov 21, 2012 6:32 pm

Stuart Bailey wrote:
Jason wrote:The only thing I could add is do think about having a couple of cruisers also for anti-smuggling patrols...those naughty drunken merchants seem to suffer from amnesia when it comes to paying their taxes Wink

Of course the other way of building up a port is declare it a "freeport" forget the custom house and build an exchange and lots of brothels instead. pirat

Well it worked for Port Royal and Henry Morgan plus several North African Ports.

Oh you pirates tongue next you'll be saying put Captain Jack Sparrow in charge drunken

Stuart Bailey
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Re: ports, new ports, and coastal towns.

Post by Stuart Bailey on Sat Nov 24, 2012 1:35 pm


It does not have to be Captain Jack any free spirited capitalist who understands trade and what sailors really need (ie Shipyards & brothels) can do a better job at building up a port and its trade than the Manchu Tax Men and their opposite numbers in France, Spain etc.

At the end of the day its a balance between trade & tax on foriegners income.
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Jason
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Re: ports, new ports, and coastal towns.

Post by Jason on Sat Nov 24, 2012 5:06 pm

Just invest in a sexual health clinic too Wink
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Jason
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Re: ports, new ports, and coastal towns.

Post by Jason on Sat Nov 24, 2012 5:42 pm

And how dare you insult Mahcu tax men whose fairness and sense of justice is renowned throughout the world and in all games, if you fall foul of them then clearly it is you, miserable barbarian, who is at fault...
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Regor
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Re: ports, new ports, and coastal towns.

Post by Regor on Wed Dec 12, 2012 5:42 pm

Dont know how I missed this but thank you all - I'll try this out!

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Re: ports, new ports, and coastal towns.

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