Sugested Voodoo Cards for Wood, Iron, Tools, and Cotton

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.

Sugested Voodoo Cards for Wood, Iron, Tools, and Cotton

Postby Gamerader001 » Thu May 12, 2016 3:39 am

Tell me what you think about these voodoo cards as I came up with the idea from the voodoo cards Rum Festival, Potato Party, and Tobacco Gathering.

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Carpenders
Rare Card
Requires 8 Turns to Use
- Can only be used on ports that do not produce Wood
- Local Builders will gather at your wear-houses to buy all the wood they can for the construction of Structures and Ships
- You gain 15 Gold per create Sold

Iron Works
Rare Card
Requires 8 Turns to Use
- Can only be used on ports that do not produce Iron
- The Local Black Smiths will come to your wear-houses to buy all the Iron they can to construct swords, guns, and cannons
-You gain 20 Gold per create Sold

Handy Man
Rare Card
Requires 8 Turns to use
- Can only be used on ports that do not produce Tools
- Local Shops, Smiths, Carpenters, Builders, and Farmers will come to your wear-house to buy the Tools they need
- You gain 25 Gold per create Sold

Tailor
Rare Card
Requires 8 Turns to Use
- Can only be used on ports that do not produce Cotton
- The Local Tailors will come to your wear-house to buy Cotton they need to make clothing
- You gain 15 Gold per create Sold


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Thank you for taking your time to read this, I am not sure if someone else came up with an idea like this or its already in development but this is an ideal suggestion and would like to see what all you have to say and think.

Good Luck and have fun plundering the Seas of Avonmora
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Re: Sugested Voodoo Cards for Wood, Iron, Tools, and Cotton

Postby DezNutz » Thu May 12, 2016 4:02 am

Do you mean "Carpenters", or did you purposely spell it wrong?
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
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Re: Sugested Voodoo Cards for Wood, Iron, Tools, and Cotton

Postby Meliva » Thu May 12, 2016 4:16 am

I like this idea. +1 from me.
I'm a meanie head! Beware my Meanness :arr
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Re: Sugested Voodoo Cards for Wood, Iron, Tools, and Cotton

Postby Admiral Nelson » Thu May 12, 2016 6:59 am

This is to powerful to implement I feel.

It would be nice for profits, but just to powerful
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Re: Sugested Voodoo Cards for Wood, Iron, Tools, and Cotton

Postby Jim Hawkins » Thu May 12, 2016 7:07 am

We don,t need more cards. It would be nicer to see sawmills, cotton farms, ironworks etc as buildings in the hideout so that we can produce our own goods and not rely on the system to replenish every 3 days. This would give a more flexible pricing structure as it is with gold.

Then we are really trading

Jim
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Re: Sugested Voodoo Cards for Wood, Iron, Tools, and Cotton

Postby Admiral Nelson » Thu May 12, 2016 7:11 am

EdwardCollier wrote:We don,t need more cards. It would be nicer to see sawmills, cotton farms, ironworks etc as buildings in the hideout so that we can produce our own goods and not rely on the system to replenish every 3 days. This would give a more flexible pricing structure as it is with gold.

Then we are really trading

Jim


you have my picture,

or wait do I have yours?
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Re: Sugested Voodoo Cards for Wood, Iron, Tools, and Cotton

Postby Captain Jack » Thu May 12, 2016 9:45 am

EdwardCollier wrote:We don,t need more cards. It would be nicer to see sawmills, cotton farms, ironworks etc as buildings in the hideout so that we can produce our own goods and not rely on the system to replenish every 3 days. This would give a more flexible pricing structure as it is with gold.

Then we are really trading

Jim


I have to agree with Jim here.

First of all, Wood, Iron, Tools and Cotton are construction resources. They already are important for everyone.
Rum, Food and Tobacco, when the cards were implemented were a simple trading resource with no usage. Later, we added utility to them.

To be sincere, I do not want to rule out any possible such development in the future but as we are now, I do not think we need it. Behind every resource decision, we keep in our minds the port value. If we also make the 4 construction resources important for trading too, then these ports will become even more important than now. That's an imbalance.

I must add here that ports production has stopped for a long time now. The stocks are being replenished only by the user card Fertile Lands (which is also not generated any more). We did this as the warehouses of all ports reached eventually their maximum. The future of course belongs to the user buildings in hideouts which will produce the needed resources. Fishing was our first implementation of the series.
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Re: Sugested Voodoo Cards for Wood, Iron, Tools, and Cotton

Postby Psychodad » Thu May 12, 2016 1:50 pm

I agree as well. I enjoy what fishing has done for the game and look forward to other opportunities.
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Re: Sugested Voodoo Cards for Wood, Iron, Tools, and Cotton

Postby Gamerader001 » Thu May 12, 2016 9:54 pm

Captain Jack wrote:
EdwardCollier wrote:We don,t need more cards. It would be nicer to see sawmills, cotton farms, ironworks etc as buildings in the hideout so that we can produce our own goods and not rely on the system to replenish every 3 days. This would give a more flexible pricing structure as it is with gold.

Then we are really trading

Jim


I have to agree with Jim here.

First of all, Wood, Iron, Tools and Cotton are construction resources. They already are important for everyone.
Rum, Food and Tobacco, when the cards were implemented were a simple trading resource with no usage. Later, we added utility to them.

To be sincere, I do not want to rule out any possible such development in the future but as we are now, I do not think we need it. Behind every resource decision, we keep in our minds the port value. If we also make the 4 construction resources important for trading too, then these ports will become even more important than now. That's an imbalance.

I must add here that ports production has stopped for a long time now. The stocks are being replenished only by the user card Fertile Lands (which is also not generated any more). We did this as the warehouses of all ports reached eventually their maximum. The future of course belongs to the user buildings in hideouts which will produce the needed resources. Fishing was our first implementation of the series.


Alright, thanks for the feed back. It was a simple suggestion and I can now see the problems this can create
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