Hey guys, on the ship in harbor thing - I actually noticed it and used it very successfully in a backstab attempt. Using pointers I suddenly blockaded 2/3 of my former ally’s harbors, making his resource advantage useless as I have already leveled his border towns by the time his reinforcements got to my ships.
If the harbors can be moved, I would really prefer it carries a cost. Right now, manuvering ships the extra 2-3 turns so your harbor is strategically placed can have huge consequences 10 turns down the line. The strategic importance of controlling your frontier harbors and denying the enemy the use of theirs is very interesting in the game.
That said, it would be nice. Just reduce or decrease the effectiveness of former strategic considerations.
I would also like to be able to boot unwanted buccaneers.
I wish there’s a blockader-style unit that can prevent production. This can be used to start shutting down a player with huge cities which you can’t afford to seige down yet. This forces them to shift production to ships to kick yours out.
I wish there’s somekind of defense oriented-buccaneer. Either a stack defense buccaneer, or some kind of aggro-buccaneer (like grappler but “grappled” ships must attack the aggroing ship if they are able) or automatic defense buccaneer.
Also, more interesting terrain would be interesting, if not necessary. Reefs that block movement and do something extra? (double nearby resources? double fish resource? gives gold directly?)
Ranged attack buccaneer? Less of a wish list and more of a theorizing.
An undo-submit and/or undo-sale or undo action button would be great!
Maybe ability to combine ships into a single larger ship? Would that be broken, as you can build a bunch of ships, upgrade them all, then combine them? Perhaps it’ll cost resources to combine them? What about the buccaneers? Eh, don’t like this as much now that I’m thinking about it more, but I’ll still throw it out there.
NPC towns with high health players can fight over? They can automatically use resources to upgrade it’s defenses (mostly health, so the winning player don’t get an obscene armor-town).
Some buccaneers seem very powerful. Others… not so much. Instead of nerfing the powerful ones, maybe buff the less powerful ones? I often find games are too fast for the resource buccaneers to do much good, although once I did keep getting dippers on my Ship of Doom so enemy slavers nab it instead of my bouncer.
“healing” or “armor” boosting buccaneers seem cool. Especially if they incentivize large fleets over tall ships a little bit more. Maybe, to make it less like just armor, it allows you to spend gold on a second health boost in a turn? So 1st health boost is 8 wood, second health boost is 16 or 32 or 25 or w/e gold?