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i'm playing the demo so, obviously, have not bought the game. i want to like it and most of what i don't like has been said. i realize they'll patch/fix/tweak the retail game first but unless they release an updated demo later on i won't be buying the game. i'll read what you guys say about the improvements they make but i won't buy it unless i can get a taste of what they did by playing a re-release of the demo. some company's do this, some don't...we'll see.

anybody else out there playing the demo feel this way?
 
How about an "auto-flee" option for when you get attacked!?

It could give you odds of running away based on where you start in relation to enemies in the wind, and assuming your AI crew would just face away from them and SAIL! Not necessarily with the wind if that heads towards them!

You could also have a tickbox for dropping cargo if you thought you needed to.

I can see how there would be complications in doing it fairly with bigger fleets, but it gets a bit too regular sometimes (maybe it was just my game c.1650!).
 
Here are some things I would like to see:

Strategic Level:
-Enable the creation of a new fleet after a battle. This could be used to extract heavily damaged ships from a blockading squadron for repairs, make a new fleet of prize ships to be sailed back and sold, etc.
-Maybe enable notification of when a fleet has reached a port as an option. Just have a tick box in the fleet's menu or something that enables a little sound effect or something to let you know that they've arrived.

Tactical Level
-The attacking fleet should have the weather gauge 80-90% of the time. If you read descriptions of naval battles of that era, almost all of them began with the attacking fleet getting the weather gauge and THEN initiating their attack.
-It would be nice to CHOOSE what kind of formation your ships are in rather than have it randomly assigned. Failing that, it would be nice to designate the direction that your ships are facing before the action begins.
-AI should be fixed so that the captains not under direct command do their best to avoid colliding with friendly ships
-All AI should be tweaked to prevent them running aground

Thanks guys! Looking forward to see what you can do to improve this already good game!
 
i'm playing the demo so, obviously, have not bought the game. i want to like it and most of what i don't like has been said. i realize they'll patch/fix/tweak the retail game first but unless they release an updated demo later on i won't be buying the game. i'll read what you guys say about the improvements they make but i won't buy it unless i can get a taste of what they did by playing a re-release of the demo. some company's do this, some don't...we'll see.

anybody else out there playing the demo feel this way?

I am still playing around in the demo as I am one of the many unemployed due to the recession. I will be scraping together the money for the game and listening to what folks like about the patches.

However, to answer your question, no I do not need an updated demo to make up my mind. I already know that I enjoy the game. The longer loading time to get to 3d Port was not an issue to me, MMO playing so instance loading is not concern, the speed of the ships in combat is really not a concern as it is a game of sailing and speeding it up will probably just make it unrealistic but then again it may not. The rather simplistic trading engine is really not a concern either as I am sure it will be updated and more features added along the way. Even if it isn't made more 'hardcore' I would still enjoy it a a breather from other games I play.

I was looking at the gamersgate site earlier today and they have both Patrician and Port Royale 2 for $10 US each. I just might take those up just for the more detailed gameplay.

Not sure if any of you played the old Elite game, space trading, but the simplicity of the trading system does remind me a bit of it and I really enjoyed that game.

Albereth
 
I remember Railroad Tycoon, maybe some of you knows? There was a small list on right hand where you can watch your trains, name, speed, position between two stations and cargo.

OK, in result I wish a better owerview and display of my fleets that I can handle them better.

Fleetname, status (position, Autoroute, idle), destination, cargo
 
I was thinking about some form of pre-loading for the 3D scene ports, if possible. Just to speed up loading times if someone wants to use that view.

And I second MvonB proposals.

Oh... I did think of Elite, too. A simple game like that one managed to have a great legacy, yet it was simple and repetitive. Guess we're kind of a spoiled generation. Let's all blame Paradox and Ascaron etc. :)
 
Here goes quite a few of the things i'd like to see. Some are tweaks to the way things currently are, others are add ons. I'll separate them into the two categories accordingly. Some are "borrowed" from people in this thread, just to help reiterate and support what some others have stated.



Tweaks
1. An alert announcing when a Fleet has arrived at X port.
2. Allow Fleets to be named, and assign a small number value in one of the corners of the Fleet Captains pictures. This will help people keep track of their fleets better since Captains retire all to ofte.
3. Increase the amount of experience Captains get by running trade missions. Right now Captains gain a ton of experience from combat, but hardly any from sailing a thousand times across the known world.
4. Make the game Auto-save on Jan 1st of every year. Auto-saving at the point you enter a new port is in my opinion to often. Someone might need a little longer than that to rethink a mistake they made, I know I did and was extremely frustrated with the super often auto-save.
5. Please, for the love of god, put in the time compression buttons for fleet battles.
6. Add an auto-flee command to combat, allow players to choose their starting formation when entering fleet battles.
7. Put in an expected arrival date, or how long a certain fleet will take to reach an assigned end location. -OR- under the fleet commanders portrait put a real time clock that will count down the minutes and even seconds in 10 second intervals for when that fleet is expected to reach their end destination.
8. Make the Generic ports produce a port specific item or two that can be depended on for tbeing there for trade, though they would yield much lower profits than the MTI's still.


Add-ons

Here be Pirate's!
1. Add Pirate Utopia's, autonomous pirate organizations that have an elected leader. These Utopia's would work much the same as the East India Companies, but you would be able to buy their "loyalty" under the table, bribing them to attack certain nations. But, just as often they will take your money and do what they want, still even engaging your own fleets. Players should also be able to choose to play as them.
2. Put in new pirate ports, Barbary Coast ports (Porto Farina), and Libertatia would be nice choices. Libertatia might fall under another idea i'm about to introduce.
3. Pirates hailing from unknown/undiscovered ports, these pirates could become the most dangerous in the game, as you couldn't really wipe them out or "camp" them. They could pop up out of no where, hiding in a cove off the coast of Western Africa or Madagascar, or come out of a deep river from somewhere in Europe to engage near home.

Companies
1. Put in differences beyond just their name and their portrait in the diplomacy screen. The companies further away from India (northern europe and france right now) need some kind of advantage to help offset their longer travel time. It would be nice to see region/country specific ships.
2. Add in more companies! You all tinkered with putting Venice in (Evidence of this is all over the place by you all not removing several instances of Venice being in text files as a port), i'd like to see Venice, Thrace/Constantinople/Istanbul (Byzantine/Eastern Roman/Ottoman) for starters.

Ports
1. Change Ports size, making them smaller.
2. Add in more Ports.
3. Create MORE MTI's.
4. Create RANDOM Port creation points, this would be where there are random locations on the map (it's actually predetermined locations, but only a few of them will be able to be colonized depending on a random roll at the start o the game. When a company becomes large enough allow them to be able to discover random points that would be good for colonizing, and with enough time and money the port might turn into a place that that is invaluable to the company that helped found it.
5. Add more benefits to upgrading Trading Posts, make it to where lower end trading posts produce smaller amounts of everything, and higher ends up the amount produced exponentially. Also, cause ports with lower end trading posts to not produce as many items.
6. Investing in Generic Ports causes an MTI to be discovered, this one would tie both 5 and 3 together.





It's late, so i'm going to take off now, but i'm sure there are more things i'm missing, so i'll make another post later when I have more time to think about it.

-S
 
Here is my two cents :)

1. In ledger there shoud be added cargo in route so it be possible to more acuratly see your yearly profits. As of now it's almost totaly useless you usualy have to consider several years to judge acurately your profits.

2. Some way to control auto trade. Posible with small popup menu where you can for example force fleet to wait in port until there is certain minimum amount of cargo, or not to trade certain goods. Also when auto trade command is given game should ask what to do with cargo aboard to sell it or to deposit at port warehouse.

3. Add a indication of comparative fleet strength similar to port attack screen before you start auto-battle.

4. Make possible in auto-battle for ships to escape either as option or as chance based on comparative speeds of individual ships.

5. Bonuses or penalties for companies based on their home port location. For exampl portugese should have some heavy penalties since they can easily put blocade on all other companies directly from their home port.

6. This probably an idea for an expansion adding more trade ports and MTI adding far east and americas to be accessible in later part of the games. Make some towns have demand on certain MTI which brings profit comparible or even mor then home port allowing for a more complex trading patern. Such as was in RL when EITC would sell opium for silver, then use this silver to buy tea from china.
 
When you click a fleet, things that should be displayed:

- Direction it's heading, "Lisbon -> Bombay", arrow can change to "Lisbon <- Bombay" for the trip back home
- Estimated time of arrival in months
- Profit made in the last trip
 
I too am excited by the continuing support of the game. In all, Im enjoying it.

Theres a lot of good ideas already mentioned... though for me the combat speed isn't a problem, except in a long pursuit :)} I particularly agree with the comment on starting positions though I expect that is a compromise directly having to do with the lack of speed control :)} I also would like to see a multiplayer campaign.

My main quibbles, however, have been with the interface. The 2d port in the patch has helped.. thanks!!! But here's a few more ideas for you:

Hot Keys throughout would be great so that I could program in to my keyboard things like open fleet AND trading post(or a way to do that in game) Theres a little to much moving around and clicking for my liking. In the port I spend more time than I like moving my mouse up and down and up down. To enter port and sell your goods in an average fleet takes MANY mouse clicks and drags. A sell all or load all function would be nice. Also, a key to exit windows would be much appreciated.

Another useful shortcut way to navigate directly from port to port. The patch has helped mitigate the problem in that I don't have to wait as long to leave a port to go to strategic to go back to a port but it would still be better to not have to do it at all

For that matter I would love to be able to skip the port screen entirely for some basic queries and functions. It would be helpful if we could do things like repair all, or sell all, or split fleet or see the ports inventory from the strategic view.

Perhaps I micromanage more than the game intends and everybody just uses autotrade routes but the above would remove the annoyances for the way I'm playing and let me enjoy building my empire or push my competition out of business.

thanks for listening and keep up the good work

tom
 
Ok, so, like someone said above, as soon as i saw the video with those ships of the line on youtube i got addicted to this game. The basic idea is great and all, but the game simply doesnt offer enough content to keep me playing.

Its basically the same thing as if u compare Crusader Kings to HOI2. While CK is a great game, the amount of options and possibilities HOI2 gives is like 100X more, which is why most of the people (to my knowledge!) spend way more time playing HOI2.

EIC has many great ideas, but like i said, the amount of stuff u can do is very limited. Basically if any average player plays even 100 years of gameplay with anyone of the companies they will have no reason whatsoever to play the game again with some other company. Its the same thing over and over again.

Now, compare EIC to HOI and whats the first thing you notice? Sure EIC has that good looking 3D engine and all, but then again, HOI, which looks ancient and uses 2D sprites still offers 100X more gameplay options. Not to mention practically endless replayability.

IMHO instead of wasting ALOT of time and money on making those good looking 3D models of ships and ports, you guys should have spent at least a slight portion of that very same time on making more content.

Ill give u simple example. Ok, so you have great looking water, great looking ships, on which u probably spent months creating them, but at the same time you have RETARDED naval battle mechanics. Anyone who is over 6 years old, and had played games like Port Royal, or Age of Sails etc, will probably only play one EIC naval battle, and decide that they had enough and most likely either quit the game for good, or simply use auto resolve. See now? Spent all that effort on 3D modeling, and everything else that should have been created to offer exciting battles got left out.

The things that got me stop playing this game after less than 1 day:

1.) Stupid, pointless port loading. For gods sake, PLEASE give us option to do basic port stuff like trading or ship building from the strategic level, much the same way you build troops or buildings in Medieval Total War games. I spend 1/3 of my gameplay time looking at stupid loading screen, its beyond frustrating...

2.) Naval combat mechanics. I mentioned something about this above, to add here, i, as company owner should be able to decide how many cannon balls of each type i want to carry. I should be able promote captains to each individual ship, even if theyre in same convoy etc. This section of the game have so much potential for interesting content, that im not really sure how you managed not to put it in...

3.) Whats up with only 5 ships per convoy?!? Im pretty sure this engine of yours could handle way more. Like someone said, im not asking for 20+ ships in BATTLE, but i should be able to have more than 5 small ships in same convoy.

4.) The captain level progress system is done so badly that im speechless. I had captain that survived 20+ 5vs5 battles on auto resolve, and guess what, i got not a SINGLE level... Skill choice is pathetic, just look at any RPG game for inspiration, this is year 2009, even Diablo 2 had better skill progress system than EIC and it is ANCIENT!

All in all, great idea, good engine, bad finished product. Lacks content, not enough options to truly put this game on the same shelf as "Paradox games". From 0 - 10 i give EIC 4 - which is the number of hours i spent playing this game. If only it had HOI-like event system or something and a slightly better combat system id give it probably 8 or 9.
 
Better fleet management:

- Rearrange fleets, ability to drag and drop fleets changing their position on the list.
- Rename fleets, each fleet could have its own name which player could edit.
- Fleet budget, limiting how much a fleet can spend on buying goods.
- Rearrange ships inside a fleet, put slowest ships before faster ones so they start up front and can be effective line leaders (to prevent line leader being 3rd or 4th ship in the formation which ends up with lots of pointless movement)
 
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1.) Stupid, pointless port loading. For gods sake, PLEASE give us option to do basic port stuff like trading or ship building from the strategic level, much the same way you build troops or buildings in Medieval Total War games. I spend 1/3 of my gameplay time looking at stupid loading screen, its beyond frustrating...

There should be a tick box to disable 3D port in the options...
 
Thanks for starting this thread, I'm impressed with your presence here and willingness to brave the constructive criticism.

I don't have much to add to the list of great suggestions in this thread, because there is only one feature that will get me back to playing this game, and I'm not optimistic that it's coming: strategic co-op multiplayer. No one seems to be talking about the multiplayer, yet that was the main reason I bought this game, because the concept sounded so great and I looked forward to being able to play it with my wife. What a disappointment when I learned that your multiplayer was basically deathmatch tactical naval battles... that is so 1990's.

Anyway, I'd love to hear that you are considering offering a more rich multiplayer experience. The game concept deserves so much more than deathmatch tactical naval battles.

Thanks,
 
Here are a few things that would be nice:

- Ability to choose nation in battle mode in single player
- Ability to name Ships and perhaps fleets in campaign
- Camera Pan ability to go up or down but stay the same height (vertical panning)
- is there an interface hide option?

Thanks,
G
 
Here are a few things that would be nice:

- Ability to choose nation in battle mode in single player
- Ability to name Ships and perhaps fleets in campaign
- Camera Pan ability to go up or down but stay the same height (vertical panning)
- is there an interface hide option?

Thanks,
G

Davy - you can rename your ships when you've built them and move them from Dock to your fleet.
 
I'm also getting to be ridiculously addicted to the game, and surprised by it because of the simplicity, but sometimes that simplicity makes things great. Its awesome you guys directly add features from our feedback.

I 2nd the following suggestions made by others:

1. Make a new fleet (but you have to use current sailors, so there's a risk/reward to this) at the end of a battle...so like a prize crew.
2. Random ports popping up, that would be so cool!
3. More "sailing" captain skills that come from trading all year round.
4. Differentiate both the trading companies and the ships sailing idiosyncracies (sloops can go faster into the wind, frigates are monsters with the wind on the quarter, etc.)

My own suggestions:

1. A "total cargo" tab for the fleet, for quickly buying/selling everything you want instead of clicking from ship to ship to see the cargo, same with details and repairs/hiring.
2. A way of automating selling/buying in the warehouses. Sell tea till it goes down to x price. I like the idea of the economics using price elasticity, but its a little cumbersone now.
3. With above, allow ships to run autoroutes between your warehouses...that way the warehouse prices you set determine selling/buying (less so with buying), rather than manual or auto extremes.
4. The above would make warehouses WAY more valuable than they are now.

Thanks for listening!