El Draque wrote:El Draque wrote:I brought up something like this before, but this revision popped in my head so i figured i would bring it up. One way to add the "shipping" and or battle element to planation's is:
1. - you add warehouse instead of guard shack, but it does have security. (Later you can figure out how to raid plantation warehouses.)
2. - plantations in "home" ports with hideout gets straight GC for resources created.
3. - plantations not in "home" hideout ports get company script that is stored in warehouse instead of GC from that port.
4. - warehouse size determines how much company script can be stored before you stop generating them. (can be upgraded)
5. - theft is very real and decreases your revenue unless guards are added and maintained (like guard shack)
6. - Company Script must be shipped back to home port to be converted to GC. (later, maybe company store can be added to hideout for some sort of conversion boost, or something like that)
So, this model make you have to sail ships to convert your cash adding risk, also makes you have to check in to ensure warehouse isn't full, thus requiring shipping to keep revenue flowing.
Thoughts?
No input on this idea?
I don't quite see the big pic in your proposal. Can you have a w/h in a plant bldgs and in your regular port storage ?
Here's the thing... there may be a need or desire for some sort of way to attack a plantation but using the OLOD should be reserved for something related to warehousing.
If we need a plant damage card, let it be something else besides OLOD and reserve it for a better related curse down the road.
Right now, plant workers are bound to the port they trained in.
There is potential for some unique raids of plant workers that could be developed as there is potential market and especially suited for a pirate action.
For instance, If it was possible to steal workers, you can double load your ship hold and if you have a construction permit in a port, sell those workers for 15-20 gc each.
If the curse was under cover, the plant owner would have to watch the port to try to figure out who is stealing his workers and stop him. The curse could have a 12-24hr or 3 days active, what ever.
A plant could be damaged, a raider much richer and a defender watching to see who is stealing his workers.
Now here is the counter for the pirate.. He could end up stealing a bunch of sick unhappy workers who are novice and they not worth 3 gc's so a pirate has to do his homework as well to score a profitable heist