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Should there be Voodoo for Plantations ?

PostPosted: Tue Dec 21, 2021 10:09 pm
by Stan Rogers
I have consistently maintained that more voodoo in the game would dilute the card market further with seldom used speciality cards.

I have re-evaluated my stance somewhat as I can see a place where plant voodoo would be helpful in many ways such as attack, defense, health/happiness, production and worker trade.

There is probably enough plant owners now or at least players with experience regarding plants that a meaningful poll can be brought forth I think.


How do you feel and why ?

Re: Should there be Voodoo for Plantations ?

PostPosted: Tue Dec 21, 2021 10:27 pm
by William one eye
Yes,

I think plants should be able to attack ships with danger in their port and
Ships should be able attack plants with danger at the port where they are docked.

And plants should be able to attack plants in the same port.

There should be cards that put danger on plants
Similar to ffg and hn.

Plants should gain danger if they stage an attack or are just poorly managed.

There should be damage cards you can cast that affect production

There should be boost cards you can cast that affect production.

Maybe cards that affect workers.

I would be in favor of possibly phasing out low use cards to implement some casting options that interact with plants.

Re: Should there be Voodoo for Plantations ?

PostPosted: Tue Dec 21, 2021 10:55 pm
by Argo
Yes.. One aspect I would like to see is to be able to ambush those immigrant fleets/ships arriving and hold them for ransom rather than just bump em off

.. Some negotiations ( voodoo flurry) required to retrieve them from would-be-abductor .. ('Kidnap Immigrants' curse - also could add danger to caster when cast - ?) I would like to be able to attack the crops and workshops in some way .. be it an act of God or pirate .. and also something that can only be cast if you wear the black ..

Re: Should there be Voodoo for Plantations ?

PostPosted: Tue Dec 21, 2021 11:06 pm
by DezNutz
I'd rather have a mechanic to attack/defend plantations than add new voodoo.

Re: Should there be Voodoo for Plantations ?

PostPosted: Tue Dec 21, 2021 11:44 pm
by Stan Rogers
DezNutz wrote:I'd rather have a mechanic to attack/defend plantations than add new voodoo.

That would be my preference as well with regard to attacking and defending.

There are many other pitfalls inserted within a plantation that does not come from the player base that mainly deal with worker efficiency and production that is hidden from the user/operator.

Re: Should there be Voodoo for Plantations ?

PostPosted: Tue Dec 21, 2021 11:53 pm
by William one eye
New port voodoo.

Curse name Dez Nutz
Select port.
Turns to cast 8 turns

Effect

Renders port permission page useless

Duration
24 hours

Re: Should there be Voodoo for Plantations ?

PostPosted: Wed Dec 22, 2021 2:28 am
by DezNutz
William one eye wrote:New port voodoo.

Curse name Dez Nutz
Select port.
Turns to cast 8 turns

Effect

Renders port permission page useless

Duration
24 hours


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Re: Should there be Voodoo for Plantations ?

PostPosted: Wed Dec 22, 2021 2:58 am
by sXs
Not at this time. If any of the proposed (and approved) suggestions relating to plantations ever get implemented, then yes voodoo would be valuable.

https://www.piratesglory.com/forums/viewtopic.php?f=34&t=4880

Plus port blockades, Port buildings-forts, Natural disasters..... etc..

Each one of those approved suggestions has a plantation tie-in that would benefit from voodoo.