Success!
Thanks guys
Sir Henry Morgan wrote:I agree with much that has been brought to bear here - and I see there is a balance problem; voodoo chest strategies vs. naval ship strategies.
Right now, it is possible to build up one's enterprise where a ship is not even necessary to operate in the game. One can buy and sell credits, voodoo cards and cast voodoo curses. Not a popular strategy, but doable.
As a seafaring game, voodoo cards need to work more toward the prime feature of the game - seafaring strategies and strategies that depend upon seafaring tactics. Right now, it is cast a card and it is done! If voodoo worked more to enhance the naval aspects rather than ports, populations, etc., it would work toward correcting this balance.
Take population, for example. Population can be added or subtracted by use of ships or voodoo, but it is quite evident that voodoo cards is the most efficient and effective means to increase or decrease as it is cast directly upon the port in question. Boom,in a matter of minutes, populations can explode. It has occurred and now Avonmora has a population boom.
However, if Transport Immigrants and Black Death were cast upon fleets or individuals rather than on ports? Transport Immigrants could add the number one could place on a ship, while Black Death would reduce the number one could place on a ship?
Take influence - Influence is currently purchased with gold coin, then enhanced with the hideout, but after a certain level, Charity Donations become the way to grow one's influence. Propaganda and Conspiracies reduce it all, just pick a port. Ships, fleets, trade have no influence upon this feature.
As all of has discovered, in order to see what is each port, one must either have a fleet in the port or a warehouse. Should this concept be carried over to voodoo curses as well?
For instance:
Official List of Demands. All a player has to do is throw 21 curses and hit 21 ports. What if a fleet was required to be in the port in question?
Antagonize: Just cast it - hits all ports. What if a fleet were required to be in each port for it to have a total affect?
An active fleet needs to be active to cast a voodoo curse, i.e., to tap the power of the sea. Leviathans, Disfavor - all curses should be sea related in a sea-faring game.
This reduces the power of voodoo and increase the importance of at least putting a hower in the fleet.
There is no "gallows feature" or "prison feature" in the game - I don't think it is too much to expect to be sidelined if you don't have any ships.