Conspiracy Protection

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Re: [Review] Conspiracy Protection

Postby sXs » Thu Feb 14, 2019 7:41 pm

Stan this is why I am bringing it up now. I have started a proposal, but it is going to be huge in scope and will probably be an incremental approach. I would like to get it all down in a workable and structured format so I can easily refer back to ideas.
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Re: [Review] Conspiracy Protection

Postby Psychodad » Thu Feb 14, 2019 10:56 pm

After having a recent and decidedly unsuccessful experience as a port owner, I would like to see more options for protection as mentioned above. Currently the control of the port based solely on purchased influence is one dimensional way of controlling a port.

Would the proposed port protections (forts, cannons, etc) protect the population as well?
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Re: [Review] Conspiracy Protection

Postby sXs » Thu Feb 14, 2019 11:27 pm

We would need to change the whole population dynamic, which means reworking the citizen tax as well. I know CJ had said eventually population would be detemined by other factors when the tax rate was cut in half. I do not know where he is on that now.

I agree there needs to be more than a simple card cast for population growth/loss so yes it could be worked in.
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Re: [Review] Conspiracy Protection

Postby DezNutz » Thu May 23, 2019 12:11 am

Moving to discussion.
I'm only here for Game Development and Forum Moderation.

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Re: Conspiracy Protection

Postby Stan Rogers » Thu May 23, 2019 12:42 am

My stance remains as previously stated with the exception I now have wet dreams visualizing wind direction playing a major part in the success or failure of a port attack as well as using treasury funds to outfit ports with cannons and militia.
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Re: Conspiracy Protection

Postby Most Lee Harmless » Thu May 23, 2019 1:40 am

TMI.
-1 : Move to archive.
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