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Subject: Farms & Raids - ideas for expansions rss

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Gurps Melendor
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1. Farms
When you do a port action, you can build a farm wasting some amount of Gold, 5 maybe. There can be only one farm in each port. You have to choose what cargo the farm will produce. The demand tolken of the city can never be the same of the farm, raffle another one. At the beginner of your turn, put a farm tolken in your farm, at the maximum of 6. If the limit of 6 is achieved, you get a Glory Point. Whenever you do a port action, you can remove any numbers of tolkens from your farm and take free cargo of that type. When you get a bound, all of your farms of that nation will be destroyed. If you lose your Capitan, all of farms you be destroyed.

2. Raid
In the beginner of the game, distribute randomly the cities stats. All city will have a value for: Seamanship (Artillery); Leadership; Citizens*; Cargo (Warehouse); Masts (Moral); Crew (Soldiers); and Cannons. If the last Citizens die, the combat doesn’t end and the attacker takes another bound.
You can do a Raid action in any sea space with the exception of the Carribena Sea. That means that you attack the city in your space. In the combat, treat a city as a ship, but it always shoots and if the attacker chooses flees, the battle always ends. In the case of Plundering: the attacker gets one Glory Point; remove the demand tolken and the merchant tolken; and, if there is a farm, it will be destroy (the attacker can take that cargo too). Only replace the demand tolken in two situations: a player sells something in that city; a fourth city loses their DT, in that case, the raider chooses one of the three other cities to receive a random tolken. Cities without DTs don’t give Glory Points and have no Cargo.
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