Unlikemost of the other trees on this list, sandalwood is not prized for its durability or hardness. It rates only a 1,690 pound-force on the Janka hardness scale. Sandalwood trees grow to about 33 feet tall. This is a partially parasitic tree that grows on the roots of other species of trees. You can find sandalwood trees on islands of the South Pacific and in Southeast Asia. Some farmers are now commercially growing sandalwood in Australia as well, which may help relieve some of the shortages and lower its price.
Cricket balls are still made from lignum vitae, when available, as are some tool handles, bearings, and mallet heads. However, its endangered status has forced many manufacturers to seek alternative options.
As the name suggests, purpleheart (Peltogyne purpurea) can have a greyish-purple or deep purple hue. It typically looks more gray or brown when first cut, but the color deepens and becomes more purple with exposure to UV light. Purpleheart is also known as Amaranth. This wood grows in Central and South America. These trees are most commonly found in the rainforests of Guyana, Brazil, and Suriname.
Bocote wood comes from a flowering plant that grows in Central America, South America, the West Indies, and Mexico. When first cut, this wood has a yellowish-brown hue, but this darkens with time. You can find Bocote with a variety of grains from neat straight lines to wild swirls.
Brazilian Rosewood (Dalbergia nigra) ranges from purple and red to dark brown in color. It may have unique streaks of yellow or other lighter hues. The grain features a distinctive spider webbing that adds to its beauty. This wood is durable and resistant to both insects and rot.
"The proof is in the pudding and these guys are the real deal. Amazing customer service, no compromises or short cuts, employees are efficient, and take pride in their work, and well worth the money. They reinvigorated our Teak furniture and Ipe deck in a couple days and I've never seen them look better. Their maintenance plan is a no-brainer moving forward as I have neglected these prized woods long enough. In a day and age where compromise and service is accepted, these guys buck the trend indefinitely."
This suggestion is part of a comprehensive review I have attempted on the Crafting and Economy currently in Naval Action. This part is where I address crafting woods. You can find my topics on Currencies and the Economy here, and my suggestion on Labour Hours here.
Currently most players barely craft any ships. Of course this has a lot to do with the impending wipes and release of the game, and that many players have a good amount of ships already stored up, enough to keep them probably till the next wipe. It also has to do with the (horrible) permit prices situation. But most of all, in my opinion, it has to do with how rare woods are now implemented and distributed in the game.
Even if you have access to a clan-mission for the wood type you need, 50k doubloons for 5k white oak is just an abysmal amount of grinding for what amounts to enough wood for barely a couple of first-rates. The clan missions have so far to my knowledge not caused a single conflict over access to rare wood forests. No ports attacked because they had a clan-mission. All they do is lock down what are essential crafting resources, behind a wall of grinding, as well as a restricting them to a subset of the game population with the restrictions that are placed on withdrawing rare woods (i.e. members and friends of a clan where the mission happens to spawn).
But there are exceptions to the clan-mission exclusivity. The rare woods are accessible to buy directly from the AI in some select few ports. You can even buy them on contracts, for reals. You can buy Live Oak (only) in San Augustin, White Oak (only) in Nouvelle Orleans, Teak in Bridgetown, and Mahogany in Santo Domingo to mention some.
The way that the map now has some very few ports that drop certain woods, and they can be bought on contracts, does not work for the simple reason that it HUGELY advantages alts. This system practically forces the usage of alts for the game to be even playable. This HAS to change.
I have 2 solutions in mind for how to make woods work. Neither is fully refined, but other solutions to replace the current system may be suggested by others. The most important thing is that the current system is completely scrapped.
Make sure that wood spawns, in the form either of ports selling the woods to the NPC-market or ports where forests can be built, are spread around the map so that each and every nation has all the important woods (live oak, white oak, teak, mahogany, caguairan, sabicu) available in ports within 1-2 regions from their capital.
This model would encourage trading and hauling between the wood-spawns and the clan/national capitals, in turn encouraging hunting of those traders. At the same time as it would give all players equal access to equal woods for crafting vessels. Making RvR more fair.
As previously brought up, I would shift the bottleneck in crafting from woods and permits, towards labour hours and labour contracts. But the amount of wood spawning, or possible to extract, depending on the approach, could be limited, creating the need to conquer more ports around the map with the same woods spawning in order to fully match demand with supply. If woods were extracted from buildings, we could be limited to 300 logs per day (and only one forest building per port per character), enough for a couple of frigates, but needing many days to make a 1st rate unless several people collaborated by all producing the same woods. Or if the logs were dropped in port the supply each day would be limited. Though I prefer the forest factory model over the port-drop approach which will be hugged by those able to set up the highest contracts.
Also, the price of the woods would distinguish different ship-builds from each other. The base price for extracting/buying live oak and white oak would be multiple times higher than extracting/buying mahogany.
4 or 5 ports on the East Coast of Florida would spawn Live Oak. Regardless of who owned each port, anyone would be able to go there, purchase all the Live Oak they could carry, and bring it back to wherever on the map they craft their ships. This would be possible because the port would always be stocked. The stock would either be literally infinite, or 50 000 logs would spawn each day after maintenance in each of the 4-5 ports. And it would be impossible to set contracts for the logs in those ports, so nobody could buy up all the stocks by contracts.
It would allow any player to go there and get Live Oak, and at the same time it would be a paradise for raiders and hunters patrolling the area looking for traders coming and leaving carrying Live Oak.
Clans would be organising convoys to go there and pick up enough stocks to last them for weeks, and even nations would organise hauling runs for non-clanned players to go together and collect their own supply of logs, as well as a supply of logs to sell in home harbours to those players unwilling to make the sail.
Likewise, there would be 4-5 ports, spread around for instance the Gulf of Mexico, where similarly White Oak would be available to anyone who would go there to pick it up and haul it home to their base.
And Teak, as the preeminent PvP-wood should be found pretty centrally, and be spread to both south AND north of Hispaniola, or alternatively be found in 2-4 clusters around the map, including the Bahamas.
There is a third solution: That rare woods forests are simply yet another expansion that can be applied to upgrade cities for a price. Say for instance that you can choose only one forest for each city, either Teak, white oak, live oak, mahogany, caguairan or sabicu. So to get all woods you have to upgrade six cities.
@The LoneWolf had a similar suggestion where all the woods are available in free ports and limited to, I believe, a 1000 ton block per day. No contracts, no bidding. Everybody can get it, but you have to travel for it. Prices could be scaled depending on wood value. This could also apply to copper/carta etc. Imagine the convoys!
I know your concern. However ANY game with an interactive economy "promotes" the use of alts by that standard. ANY system that promotes the interaction and collaboration of players will by default be possible to cheat by players willing to invest in alts. We simply cannot let this stop us. The proposal will make hoarding easy for big cooperative clans and/or players with alts, sure. But most importantly it makes things possible for the average and casual player. If some power-gamer with alts is swimming in crafting logs because he spends 4 hours a day hauling woods and trading resources, that doesn't hurt or affect the affect the average player who spends 2 hours in-game per night - as long as he has just enough woods himself to cover his needs.
This game has plenty of alts in part because at multiple times in the past we tweaked the game-mechanics so far into the hard-core extreme that the only way the game was playable was with alts. Some players left the game then, others gave in and bought alts in the hope to push through until things evened out for the better. I don't want that to be the state of the game still when the game is released. I want the game to be playable for all the average players in my clan, and others, with only a single account.
The second one will promote people siting in those ports with their alts, buying the 50.000 logs right after the maintenance. A quantity they could probably be affordable for them after making some long AFK trading routes.
No. That is why I said there should be 4-5 ports that drop each wood. That way hunters cannot simply camp just one single city to catch all traders going in and out. They have to cover multiple ports and multiple approaches. It also means that there will drop 200k-250k logs of each type each day. Even if somebody could manage to empty out one port every day for a week before running out of money, there would be 3-4 other ports where there would be guaranteed stocks of the woods.
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