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Posted

Say I'm a low-level plantation owner. I have some plantations a bit off from the capital.

Not too close by to deal with the infernal competition, but close enough to sail my Trader Lynx in and out.

From time to time I might participate with the one warship I own in a battle or two.

I'm not in a clan, I care for more for the trade.

Now on comes an enemy nation and ruffle-stomps its way over my town.

What flag should I raise on my buildings? Or should I be forced to tear it all down and start anew?

Posted

"trade follows the flag" as they used to say. If you have to move, you have to move..... 

 

You can always keep your buildings and establish a new base, and hope your nation recaptures your port later.... then back to business....

  • Like 1
Posted

Depends...  are you a filthy Tory that should run out of town on a rail or a patriotic citizen contributing to the war effort with the plough instead of the gun.....?

 

:rolleyes:

  • Like 5
  • 3 weeks later...
Posted

I want to revisit this, because both holding land and raiding should be playstyles allowed within Independents/Pirates.

If we define the farmer (/ building owner) as part of the Town Council, then we have effectively closed the loop towards the Road of Independence.

You could question who forms the new Town Council. The Outlaw? Or the Farmer?

But it needs to have some entry point for the next step to happen.

Hethwill can join the raid after which the town becomes an independent town and anybody can put up a building to assert control. A Nation could even lose the raid, but by rebuilding the town reacquire it. Or Independents can take control and reinstate their precious Capital they lost earlier.

I see a story that can move on for all parties involved. :D

Posted

More economical to buy the materials you need and use your labor to craft ships and upgrades.

 

Farming and producing materials just drains labor and money for a very, very modest cost benefit.

Posted

I'll take that modest profit any day. :)

Finally you can harvest Tobacco for just $150/p 0.25/h for a profit of $600/p. That is $2400/h.

http://forum.game-labs.net/index.php?/topic/15026-pvp1-july-tobbies-tobacco-imperium/?p=279924http://forum.game-labs.net/index.php?/topic/15048-tobacco-trade-is-there-a-market/

So why, oh why, should I ever bother crafting for less than $2400/h?

There I gave away the end of the movie, the true labor price is $2400/h.

(Or not? :ph34r:)

Posted

didnt you insure your farm with Geico?

Geico, like most Farm Underwriters, has a "War, Riot and Civil Unrest" exclusion.  

So, the Gekko's Band of Scurrilous Scriveners will decline his sorry claim.

 ~HK~

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