Missions about Population

Any game related discussion can take place here. Examples: Discuss about how bad the merchant rates have been lately, how rich you have became by following this specific strategy which now needs to stop etc etc

Missions about Population

Postby Gatsby » Sun Apr 27, 2014 1:12 pm

There should be other ways in exterminating or raising a port population other than using voodoo cards.

For exterminating, I suggest that bombarding the port to kill some of its population. But, doing so, increases the players' hostility in the nation that's controlling/governing the port. Also this is the reason why players needs to build up the port to gain influence. Bombarding also increases the danger rating of the fleet so that the Marquees of the nation should be able to defend the port or counter the bombardment.

For raising the port population, ships can also transfer citizens from one port to another by the same amount as their cargo. 1:1 ratio I guess.

Opening the link will do you no harm. ;)

http://s2.piratesglory.com/promo.php?id=38872
User avatar
Gatsby
 
Posts: 1
Joined: Sun Jan 26, 2014 4:13 pm

Re: Missions about Population

Postby Ciel Phantomhive » Tue Apr 29, 2014 2:53 pm

It's a trap :D That was close
Ship transfer citizens idea sounds like human trafficking to me :lol: .. And it'll be unfair to nation port whose citizens are transfered because citizens contribute tax, you know. There'll be transport war between nations and the nation whose players have a lot of trade fleets obviously will dominate (I'm reffering to Capt. Da Vinci and Capt. D). Imagine 1000 ships of (for example) Barbados spread over Avonmora and take them to their ports. They'll be richer and deplete other countries' source of wealth. And the main idea of population control cards usage in missions is to make people buy them. If your idea of bombardment is implemented nobody's going to use the cards. Better lose gold from plunder because of DR than cost a lot of credits to accumulate them from auction or buy packs. It's a bless they're still Common cards.
"No, I won't abandon hate. If I do, nothing would be left of me."
Ciel Phantomhive
 
Posts: 166
Joined: Fri Nov 08, 2013 12:51 pm

Re: Missions about Population

Postby Painmaster » Mon Jun 02, 2014 1:12 pm

Raid, pillage and plunder!
+1
In the beginning, the world was created. This has widely been regarded as a bad move.
User avatar
Painmaster
 
Posts: 311
Joined: Wed Apr 02, 2014 12:58 am

Re: Missions about Population

Postby Emm » Tue Apr 12, 2016 3:26 am

I clicked it thinking it was something else good thing is that the link does not actually do anything but annoy you.
Emm
 
Posts: 2
Joined: Sat Mar 19, 2016 2:43 am

Re: Missions about Population

Postby PhoenixKnight » Tue Apr 12, 2016 1:12 pm

We are pirates! So may be label it Slave trading?
Phoenix Knight
Dragon of the desert and the two seas
User avatar
PhoenixKnight
 
Posts: 1318
Joined: Sat Feb 09, 2013 9:27 pm

Re: Missions about Population

Postby Captain Jack » Tue Apr 12, 2016 2:13 pm

Nice idea. It needs more input but this is something among our own ambitions as well and deserves more attention.
User avatar
Captain Jack
Project Coordinator
 
Posts: 4042
Joined: Tue Feb 08, 2011 1:12 am
Location: Pania

Re: Missions about Population

Postby PFH » Fri May 17, 2019 3:41 pm

Not sure if this could be still relevant with current metrics, but so far am voting to discussion.

Need to think this one over longer.
Evil Teddy Bear :P
User avatar
PFH
 
Posts: 3249
Joined: Mon Apr 24, 2017 1:48 pm

Re: [Review] Missions about Population

Postby Sir Henry Morgan » Fri May 17, 2019 5:09 pm

As we already can move population via ships, one can take from one port and deliver to another, and of course, plantation.

This said, the process is slow, given the massive populations in ports.

The bombardment of a plantation or port is a natural addition.

This would naturally lead to forts, blockades, etc., which at the moment would only affect trade.

+1
User avatar
Sir Henry Morgan
 
Posts: 600
Joined: Wed Apr 11, 2012 4:55 am

Re: [Review] Missions about Population

Postby Dejanira » Fri May 17, 2019 6:33 pm

Using warships against a port may open the path to more interesting port wars indeed.

+1 to the general idea, could be explored better.
Stay tuned on Radio Image Bermuda!
.
Are you a new player? Contact me in game and I'll cast a helping voodoo. Consider this like a sort of "tutorial mission".
User avatar
Dejanira
 
Posts: 956
Joined: Sun Apr 05, 2015 12:17 pm

Re: [Review] Missions about Population

Postby Edwardteach » Fri May 17, 2019 7:33 pm

+1
Definitely, I think it should be possible to attack a port with warships, as well as with voodoo. I also think that the port should be able to defend itself and attack unwanted fleets in its harbor if desired. Diplomatic relations with the country that holds the port should also factor in. Fleets from nations at war with the port's nation could be attacked automatically (maybe like once an hour). This could be from NPC fleets, or....
Here is a really new idea. Why can't ports build fortifications? The port could have a screen (the same way a hideout has) and build things like ramparts, cannon turrets, powder magazine, musketeer barracks, cannon foundry, etc. These improvements could be funded by the nation that controls the port or the Governor.
User avatar
Edwardteach
PR Administrator
 
Posts: 83
Joined: Wed Dec 14, 2016 7:17 am

Next

Return to General Discussion