New Trade Goods

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Re: New Trade Goods

Postby Dejanira » Tue Jul 04, 2017 1:24 pm

For the sake of a roleplaying game, lets include torture then.
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Re: New Trade Goods

Postby Dejanira » Tue Jul 04, 2017 1:25 pm

(by the way, a roleplaying game is Dungeons & Dragons, Pirates Glory would better fall into the definition of real time strategic game)
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Re: New Trade Goods

Postby Most Lee Harmless » Tue Jul 04, 2017 2:24 pm

Dejanira wrote:For the sake of a roleplaying game, lets include torture then.



There is torture in this game : its called 'suggestions for new voodoo cards' and causes much pain and distress to the innocent reader...
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Re: New Trade Goods

Postby Most Lee Harmless » Tue Jul 04, 2017 2:33 pm

DezNutz wrote:I agree with Danik and SHM. It wasn't illegal back then.

HOWEVER you run into the moral dilemma of current times. Opium was openly traded back then, but in today's society is considered an illegal substance. The same can be applied to slavery a common trade during the time period for the game, but in modern times is not acceptable. Do you add them for historical accuracy even though in modern culture they are frowned upon and potentially face a backlash by players that don't want to see that in the game.

IMHO, if we are going to open the game up to additional trading, it should be manufactured goods.


I think we could create a class of goods called 'Contraband' : its exact nature dont need quantifying as, naturally, the first rule of Contraband is we dont talk about it....

Anyway, so, one can pick-up varying amounts of 'Contraband' in a port and whisk it away to another port and gain some decent profit on it, much like Gold Bars.. however, the profit is from dodging the taxes so each transaction will create hostility with the port owners where it is sold. The selling port dont care so no hostility is gained there. Run enough contraband and you will soon be rather hostile with the nations involved and thus risk becoming a major nation mission target.

Once more port options are in place, nations may recruit customs officers to seize contraband. It can be chance based but % chance of discovery increases with hostility gained and falls with hostility decline. So, run the occasional cargo and you will probably avoid siezures : be a major player and the spotlight will fall on you and siezures will increase. But lack of cargos will increase prices, (as with GB), and encourage more trips : there is the smugglers gamble.
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Re: New Trade Goods

Postby DezNutz » Tue Jul 04, 2017 3:29 pm

I can get behind that. Smuggling was a common occurrence and the game wouldn't necessarily need to dictate what the contraband actually is, just that it is contraband.
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Re: New Trade Goods

Postby Mack » Tue Jul 04, 2017 4:25 pm

If someone gets offended by some game because there is a drug name or idea of slavery in it, they are probably full of themselves, and need to loosen up its a friggin game..

I support gun control so i think we should get cannons off the game it offends my ideas.. also im sober now, so we should turn rum into koolaid so im not offended wtf
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Re: New Trade Goods

Postby Most Lee Harmless » Tue Jul 04, 2017 5:25 pm

There are a lot of aspects of daily life in that era that many would not feel comfortable being portrayed in the game. Its a game, its purpose is to entertain, not recreate every sad or tawdry element of the period.
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Re: New Trade Goods

Postby Dejanira » Tue Jul 04, 2017 6:14 pm

Danik wrote:There is torture in this game : its called 'suggestions for new voodoo cards' and causes much pain and distress to the innocent reader...

:D
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Re: New Trade Goods

Postby PFH » Wed Aug 15, 2018 1:30 pm

Bump.

Now with plantations we could set up different types of “drug” plants and such, like cannabis, scopolamine (made from powdered seeds of the Borrachero plant), opium poppy, coca, and psilocybin mushrooms. This could be used on the workers of the plantations or be sold to the market for a market price. Any port can produce it however some places more efficiently than others based on soil. Some of these could affect worker happiness or extend health life. Maybe even make them less hungry to extend work time.
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Re: New Trade Goods

Postby DezNutz » Wed Aug 15, 2018 1:40 pm

Clockwork wrote:Bump.

Now with plantations we could set up different types of “drug” plants and such, like cannabis, scopolamine (made from powdered seeds of the Borrachero plant), opium poppy, coca, and psilocybin mushrooms. This could be used on the workers of the plantations or be sold to the market for a market price. Any port can produce it however some places more efficiently than others based on soil. Some of these could affect worker happiness or extend health life. Maybe even make them less hungry to extend work time.


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