(Rare) Charity Work

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Re: (Rare) Charity Work

Postby PhoenixKnight » Sun Sep 11, 2016 3:39 pm

It would be more interesting to have a human trafficking/ slave trading. 200 years ago and older, it used to be one of the biggest trades
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Re: (Rare) Charity Work

Postby Bmw » Sun Sep 11, 2016 3:40 pm

btw this is a suggestion by a player that is well know for ad suggestions
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Re: (Rare) Charity Work

Postby DezNutz » Sun Sep 11, 2016 3:43 pm

PhoenixKnight wrote:It would be more interesting to have a human trafficking/ slave trading. 200 years ago and older, it used to be one of the biggest trades

Only if Grimrock Litless/Guluere is the first to be sold at auction.
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Re: (Rare) Charity Work

Postby Admiral Nelson » Sun Sep 11, 2016 3:44 pm

Do not be silly, DezNuts..

The owner would have to pay the person to take Guluere as a slave.
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Re: (Rare) Charity Work

Postby Grimrock Litless » Sun Sep 11, 2016 3:47 pm

DezNutz wrote:
PhoenixKnight wrote:It would be more interesting to have a human trafficking/ slave trading. 200 years ago and older, it used to be one of the biggest trades

Only if Grimrock Litless/Guluere is the first to be sold at auction.


Wait, what.
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Re: (Rare) Charity Work

Postby Grimrock Litless » Sun Sep 11, 2016 3:52 pm

Malachi Constant wrote:2% of 1 million. 20k influence lost for 16k population?


I put it rare, and since some people have like billion million of voodoo (Sarcasm) having 2% means that one would need to cast a lot, but having it 80% makes it worth it (Maybe).
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Re: (Rare) Charity Work

Postby Malachi Constant » Sun Sep 11, 2016 4:07 pm

Grimrock Litless wrote:
Malachi Constant wrote:2% of 1 million. 20k influence lost for 16k population?


I put it rare, and since some people have like billion million of voodoo (Sarcasm) having 2% means that one would need to cast a lot, but having it 80% makes it worth it (Maybe).


It would have to be common as is. The loss and gain don't match. I do find the concept interesting but the values need to alter dramatically.

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8 turns
100k influence per 2 turns invested in Port A draw citizens from Port B equal to influence lost
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Re: (Rare) Charity Work

Postby Stan Rogers » Sun Sep 11, 2016 4:17 pm

Rather than voodoo, I would like to see the ability to load citizens into a ship and physically relocate them. Citizens could be removed from ports in accordance to how many citizens you can recruit from port of choice.
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Re: (Rare) Charity Work

Postby Haron » Sun Sep 11, 2016 4:28 pm

Interesting concept, Stan. Please elaborate!
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Re: (Rare) Charity Work

Postby Grimrock Litless » Sun Sep 11, 2016 4:43 pm

Malachi Constant wrote:
Grimrock Litless wrote:
Malachi Constant wrote:2% of 1 million. 20k influence lost for 16k population?


I put it rare, and since some people have like billion million of voodoo (Sarcasm) having 2% means that one would need to cast a lot, but having it 80% makes it worth it (Maybe).


It would have to be common as is. The loss and gain don't match. I do find the concept interesting but the values need to alter dramatically.

Political Capital
8 turns
100k influence per 2 turns invested in Port A draw citizens from Port B equal to influence lost


That would be, op.
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