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Kidnap [Legendary]

PostPosted: Mon Sep 12, 2016 5:30 pm
by PhoenixKnight
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

Re: Human Trafficking [UnCommon]

PostPosted: Mon Sep 12, 2016 5:35 pm
by DezNutz
+1 but have a question.

Is that 1% reduction in influence across the board? So all players who hold influence in port will have a reduction of influence by 1%

Re: Human Trafficking [UnCommon]

PostPosted: Mon Sep 12, 2016 5:36 pm
by Shadowood
PhoenixKnight wrote:1% of target population are caught, smuggled and sold by slave traders.
Influence in port is reduced by 1%
You gain 10gc per person sold.
Turns:10


Tzogos has 400 million population. Using this as an example.

1% = 4,000,000
4,000,000 x 10gc = $40,000,000gc

This would need to be a Legendary Card at least. Unless my math is off.

Re: Human Trafficking [UnCommon]

PostPosted: Mon Sep 12, 2016 5:38 pm
by Shadowood
Or you can put a cap on it like Pouch of Gold.

"Hard Limit $2,000,000 gold coins"

Re: Human Trafficking [UnCommon]

PostPosted: Mon Sep 12, 2016 5:39 pm
by Haron
1% is usually at least 2M people. It could be as high as 20M. Giving a profit of 20M - 200M gc pr card. This is way too much for such a card, in my opinion.

Re: Human Trafficking [UnCommon]

PostPosted: Mon Sep 12, 2016 5:45 pm
by DezNutz
Shadowood wrote:
PhoenixKnight wrote:1% of target population are caught, smuggled and sold by slave traders.
Influence in port is reduced by 1%
You gain 10gc per person sold.
Turns:10


Tzogos has 400 million population. Using this as an example.

1% = 4,000,000
4,000,000 x 10gc = $40,000,000gc

This would need to be a Legendary Card at least. Unless my math is off.


He could adjust so of the 1% caught, only x percent (random between a set range) were sellable or survived until the auction.

Re: Human Trafficking [UnCommon]

PostPosted: Mon Sep 12, 2016 6:10 pm
by PhoenixKnight
DezNutz wrote:He could adjust so of the 1% caught, only x percent (random between a set range) were sellable or survived until the auction.


Adjusted.
How about now?

Re: Human Trafficking [Legendary]

PostPosted: Mon Sep 12, 2016 6:14 pm
by Haron
So now it's like "black death" plus you gain 5M.

I DO like the concept of slave trade. I just feel it needs... something else. Preferrably something that requires you to transport those slaves as "goods". I don't have a clear cut concept to suggest myself, though.

Re: Human Trafficking [Legendary]

PostPosted: Mon Sep 12, 2016 6:28 pm
by DezNutz
Still a +1 for me. The main idea is great. I disagree with it being Legendary. I think Rare fits better, especially since you placed a cap. It's also an excellent twist on Black Death, except that it doesn't kill off the population and the castor makes money.

Haron wrote:So now it's like "black death" plus you gain 5M.

Damn it, beat me to it.

Haron wrote:I DO like the concept of slave trade. I just feel it needs... something else. Preferrably something that requires you to transport those slaves as "goods". I don't have a clear cut concept to suggest myself, though.


I'm just spitballing here, so don't take this is a change that needs to be made to the card. I like the card as it is. Just running with Haron's thoughts:

Remove the cap. Population is reduced by 1%. The 1% are now slaves and are stored in the player's warehouse (based on available capacity). The remaining slaves of the 1% are "lost". Player must ship them to another port to sell. Sold at 10gc per slave.

Re: Human Trafficking [Legendary]

PostPosted: Mon Sep 12, 2016 6:39 pm
by Most Lee Harmless
I like the concept but would arrange it thus :

The card is legendary : it acts upon a nominated fleet at a nominated port : for the next 24 hours that fleet will travel back and forth to the port : it will have 'Treasure Fleet' status so no danger will be gained on port entry : it will sell cargo ( as normal) on arrival but will load with 'slaves' for its return leg : the fleet shall carry one slave per cargo space available : that slave will be sold for 10gc at the fleets next port of call : for each slave taken, the target port will lose one in population : for each slave sold, the receiving port will gain one in population.