Voodoo can only be cast from a port that does not produce the required resource
So if to cast Hostile natives you need cotton and rum. You cannot cast from a port that produces cotton or a
port that produces rum, but if you have enough cotton and rum together in a different port, you can cast.
I can see this being a problem for defense. If you are mainly a non voodoo player and someone
casts a bunch of voodoo on you and you want to clear, what happens if you don't have the resouces.
This will also be a problem for new players that don't have the infrastructure to move the resources.
If this was implemented I would like to see some sort of allowance given to new players.
like no resources needed to cast under the x number of turns used.
I would also think a very good addition to this would be a resource indicator in the voodoo chest.
So if you highlight a curse it informs you how many of each resource it would require to cast every curse you
have on hand.
so If I have 20 purifies and I highlight purify, It says for example - casting 20 purify will require 2,000 food and 3,000 iron.
So that I make certain I have that in stock somewhere.
An alternate to this is my casting points suggestion.
I could also see a hybrid combination of the two being very effective.
Casting Points
viewtopic.php?f=4&t=4130- Spoiler: show
- This is designed to limit the profitability of pure witch doctor game play without having a significant effect on other play styles.
A player will earn points by naval activity.
In order to gain full voodoo casting access, players would have to put assets at risk by performing naval movement tasks.
The current turn system will function exactly as it does now.
To cast most types of voodoo, casting points as well as turns will be required
for example to cast a Fugitive from Justice
it would require 8 turns and 8 casting points to cast.
turn investment cards, in order to not make these cards to expensive
I suggest. they only require the casting points to use the card
and not for the investment.
for example to cast a call the kraken
it would require 3 turns and points.
then you would only need to invest turns.
Casting points-
New players earn 2 casting points per hour, until they have used 1000 casting points.
after that
Earned 1 per hour - up to 200
can buy double storage earns 1 per hour up to 400
can store maximum of 600 casting points
Note - at this point I am still suggesting players earn casting points over time.
alternately - if we were given more turns to work with, I would eliminate this.
Non Merchant players will need to use a fair amount of turns to earn casting points.
This is pretty restrictive for raiders.
Earning additional casting points
By battle -
earn 5 casting points per plunder win
earn 5 casting points per skirmish win
earn 15 casting points per ship capture
by trade
earn 1 casting points per every 2,500 crates delivered
earn 1 casting points per every 100s gold bar delivered
time spirals only affect turns
voodoo that does not require points to cast.
npc voodoo
pacifisim
coastal patrol
coastal piracy
aid voodoo
buried treasure
generosity