Is there any way to make a universal factory that discriminates between player owned and neutral?
Factories should not impact neutral territories. Is there any good reason why this shouldn't be the case?
I'm making a pretty simple game that uses factories (I'm not "programming" with them) and in dev games once the neutrals start to pile up with units, attacking them becomes a poor tactical decision.
I think I agree with you. I don't know if anyone has made maps that depend on the neutral contents getting the factory bonus, but it seems like it would be more useful the other way. Max flexibility of course would be another option to set.
I could see an interesting map made with the current rules. Imagine a territory with a max of 5 units, and a universal factory of +5 on it, it could be a regenerating wall. I think you could even kind of make it to be a neutral wall by having abandon an option, and making it a -6 continent, so players would want to abandon it.
There probably needs to be a new Rule for this. Alternatively I could just disable factory placement on Neutrals if it wouldn't affect any existing board designs.
Thanks Tom. The only person that I can think of who might have an issue with it is Ed (for programming reasons). If you decide on a new option in the pull-down, that would gives us the following choices:
I don't know what else to call it .."Discriminate Universal"? That isn't really clear.
"Universal - Players"
or maybe have 'Universal', mean no neutrals, and have 'Universal w/Neutral'.
Sounds good to me.