
DezNutz wrote:Ship Trait Bonus (Increases Chance for a second trait) (Flagship would need to be in the port ship is built)
Plantation Bonus ( Increases Production or Acts as a Guard House or Shortens improvement Time) (FS would need to be in plantation port)
Trade Route Bonus (+1 gc on resources sold at port by trade routes) (FS would have to be in the port)
Noffin wrote:DezNutz wrote:Ship Trait Bonus (Increases Chance for a second trait) (Flagship would need to be in the port ship is built)
Plantation Bonus ( Increases Production or Acts as a Guard House or Shortens improvement Time) (FS would need to be in plantation port)
Trade Route Bonus (+1 gc on resources sold at port by trade routes) (FS would have to be in the port)
I understand trying to give traders a bonus with a flagship but this really should not be how its done. Flagship sitting in a port just to get a bonus really does not make any sense. Why build a ship if you are forced to just park it? This is still why I think techs would be the better way to go especially since we have an abundance of gold bars in all the ports. The buffs or traits of the flagship should follow itself around and not be tied down to a port otherwise why not just build statues if you want something in a port.
Feniks wrote:Gain some lose some = zero. Unless I am not understanding
Pirates gain some lose some
Everyone else gains some......
DezNutz wrote:Feniks wrote:Gain some lose some = zero. Unless I am not understanding
Pirates gain some lose some
Everyone else gains some......
IF a pirate doesn't set that bonus, they lose nothing. The diminish is from a trader to pirate standpoint. If a trader has a flag ship with certain bonuses and becomes a pirate, some of those bonuses are now diminished, but they gain others.
You need to look at the suggestion from all sides and more than just, this doesn't benefit pirates, more loss for pirates, etc.
Noffin wrote:DezNutz wrote:Ship Trait Bonus (Increases Chance for a second trait) (Flagship would need to be in the port ship is built)
Plantation Bonus ( Increases Production or Acts as a Guard House or Shortens improvement Time) (FS would need to be in plantation port)
Trade Route Bonus (+1 gc on resources sold at port by trade routes) (FS would have to be in the port)
I understand trying to give traders a bonus with a flagship but this really should not be how its done. Flagship sitting in a port just to get a bonus really does not make any sense. Why build a ship if you are forced to just park it? This is still why I think techs would be the better way to go especially since we have an abundance of gold bars in all the ports. The buffs or traits of the flagship should follow itself around and not be tied down to a port otherwise why not just build statues if you want something in a port.
Feniks wrote:DezNutz wrote:Feniks wrote:Gain some lose some = zero. Unless I am not understanding
Pirates gain some lose some
Everyone else gains some......
IF a pirate doesn't set that bonus, they lose nothing. The diminish is from a trader to pirate standpoint. If a trader has a flag ship with certain bonuses and becomes a pirate, some of those bonuses are now diminished, but they gain others.
You need to look at the suggestion from all sides and more than just, this doesn't benefit pirates, more loss for pirates, etc.
I am .... see my previous post. Plantation owners get a daily constant bonus which in some cases could be millions... simply for parking their flagship in a port?
DezNutz wrote:
To conduct battle you have to sit parked in a port. You can't battle while traveling. And the buff moves with the ship. You move it away from the port, the bonus stops working for that port plantation. If you are in a port that doesn't have a plantation and you have the bonus, you gain nothing.