Kidnap [Legendary]

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

Re: Kidnap [Legendary]

Postby Haron » Sun Feb 05, 2017 3:27 pm

John Avery wrote:Seems to be favoring those with a large amount of ships...

How about, for those with few ships and fighting vessels you can 'kill' port population 10 gold coins per citizen?..


Some legendary cards will primarily be for those with lots of ships. Like it is with ordinary cards. Other cards will be particularly good AGAINST people with lots of ships. We will try to find a balance in the legendary deck of cards, so there are cards for several types of players and purposes.
The T'zak Ryn offers Naval Combat Solutions for the Quality Conscious Customer
User avatar
Haron
Forum Rambler
 
Posts: 1926
Joined: Tue Mar 29, 2016 10:04 am

Re: Kidnap [Legendary]

Postby Captain dungeness » Sun Feb 05, 2017 3:31 pm

Casting on a port is very interesting. ESPECIALLY because then the voodoo would be visible to the port's nation. I could see this causing some large battles between the port owners and large traders operating there!
User avatar
Captain dungeness
 
Posts: 626
Joined: Mon Feb 28, 2011 3:43 am

Re: Kidnap [Legendary]

Postby Mugiwara » Sun Feb 19, 2017 11:08 pm

PhoenixKnight wrote:Target Nation
1% of target population are caught, smuggled and sold by slave traders.
Nation Influence in port is reduced by 1%
You gain 1gc per person sold.
Cap: 5 Million gc
Turns:10
Alternative

Specify fleet and a port, then for 24 hours, it will kidnap and sell from the population at 100 gc per person


%1 pop and %1 influence not a big deal to harm your enemies but gc steal it is.
Still you can decrease %1 influence for each cast on a nation's port. But;

If you want to harm nation than Instead of %1 pop, make it port targeted and 24 hours duration. During that time each slave transfer will steal 2,5 gc(2 immigrate for each crate spot like usual migration which means 5gc for each cargo spot transaction) from port's owner nation's treasury.

i can organize two cast for same nation's two ports. and i can easily ruin my target nation's treasury. i will carry pop between two port of same nation each will take gold from their treasury but wont add same amount to their treasury. after 24 hours no pop changes but double treasury loses.

Thats why in my opinion it needs some restrictions like 1 voodoo active per nation's port at a given time.

Im suggesting 5 gc per crate space to make this is usable for war purposes and harm your rivals instead of an alternative trade to party cards.

Also %20 of income can be added to the trader's nation's treasury. which means 4 gc profit for trader 1 gc for nation's treasury it will help nations to keep their treasury balance at high due to this voodoo usage.

500 identical 4 lmm 1 howker fleet can steal 16.2m gold from treasury.(its not easy to organize 500 fleet for such an event its not for profit its for harm your enemy)

This voodoo suggestion's purpose should be harm nations pops, influence but mostly treasury. Because focusing on pops, influence and profits not unique, you have BD, Conspiracy and Party cards for those purposes combine all of them and voila. You can get more with existing cards.

Ths suggestion's unique part is stealing gold from treasury. We should focus on that part instead of other purposes.


Mugiwara...
User avatar
Mugiwara
 
Posts: 637
Joined: Fri Dec 16, 2016 10:20 am

Previous

Return to Voodoo Card Suggestions