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You could perhaps even do away with all the random capture points as result of predictable winds making several points little to obnoxious, instead permitting capture of port after demolition of fort which anchors attackers so that they don't always start upwind, and successful defense so long as fort isn't taking damage. You could perhaps even make the whole thing zen by requiring that certain amount of damage is produced against the fort depending on enemy fleet size as apposed to defending fleet size (by cannon poundage), which means you don't need to go as clan somewhere just because you have to and be there for that same reason- in a clan. In small enough port (that is small winds) you could probably could disturb first rate enough that he would fail. It sure enough could still lead to attackers trolling defenders, but I trust you could come up with some math that would ensure that theres equalibrium with variables like firepower involved and such. In addition instead of hostility system you could require that fort is rebuilt requiring resources proportionate to amount of pounds of cast iron demolition took, requiring that there's also a fleet of indymans somewhere nearby lest defenders chose to regroup and kill of defenders with indyman having to travel through battle instance towards the port. I suppose that with supplies required to solidate capture of fort trolling defenders becomes less so practical but a timer could still be required unless you want to let defenders build up the fort again to which only requires that you check back in every so often in case some lonewolf did decide that he would both destroy the fort and bring the supplies to actually capture the fort. Either way necessity to escort a trade vessel requires frigates either in screening fleet/convoy or in actual port battle instances. Reference to sailing physics and winds come from first several sentences of this post.