I think everyone hit the nail on the head.
The expansions of the map and ports would be great addition, but there is no security of these ports. Some people build massive fleets and trade, some sit on 5 fleets and cast voodoo, if someone were so inclined, they could jump in buy voodoo and take a port without even hoisting a single sail, and that is very unsettling to those who are in this game long term and work diligently to build.
Ports should be the hardest thing to win and there needs to be an aspect that gives time. Maybe a way to offset the insecurity would be the need to blockade before a port can be taken. I think it was deez or shadow who were championing it a while ago (forgive me if im wrong). In my mind it would go like this.
1. Ports can stash resources as reserves - The amount of resources determines how long the port can last based on population. This will give time to "save" the port, vrs. who can click the fastest at 7:59 pm. Allies can be called to attack the ships, the nation can have time to bring its own fleets to bare, etc. (only allies can attack aggressors with nation and in return, attacking allies can beef up lines - gives reason for diplomacy)
2. In order to "take a port" you must have enough ships in port - to last through the resources and attacks, the invading nation or person must have the army to do so or how could they invade to begin with? As ships try to break the blockade, you either reinforce your numbers or risk loss. (new card idea (greedy managers - for (x) gold, will give you current state of reserves - will show to nation when cast)
3. Every hour "x" amount of invading ships get "x" damage from defending cannon. New port voodoo can be made (sabotage, tea party, etc) Invading force will also need the ships for daily resupply. When specific supply is not met for "x" time, loyalty timer starts, gets below 50% and blockade fails.
3. Once the port reserves are lost, and no treaty signed, you start loosing population and have the option to raise the public buildings or plantation extra acreage your nation invested in before loosing the port.
4. At this point a port loyalty timer starts, and once it gets below 50%, if no treaty have been made, you loose the port or have to pay a ransom, what ever the final outcome the attacker was looking for.
Another idea to lessen fears
1. Armadas - The ability to amass, for a fee, groups of fleets, from those countrymen who offer, into an armada to hunt down an put the hurt on a fleet that wronged the nation.
I think the issue is people joke that its not traders glory, but its also not voodoo glory, so we need to find a better balance to get some people fighting in the water more and force others to invest in ships.
Shadow brings up that no one wants to do sea battles, and he is right, its almost not worth it. People spend a lot of time and resources building things that can be taken near instantly with a few voodoo. If we force people to have to have fleets on top of voodoo, we might find more sea battles and less insecurity and a much more balanced game.
I spend more real money than some but far less than others, but I always felt that voodoo should give an advantage to what you have, to mels point, you don't even need to have a ship to rule the seas if you control the voodoo.