These new Factory types operate as follows:
Fantastic! Thanks.
Question..
Is there a hierarchical system for how conflicting ownership issues are dealt with?
For instance, say 3 continents point to the same factory.
AutoCapture +1
AutoNeutral +2
AutoNeutralReset +3
Does one trump the others, or would it matter if they had AlphaNumeric names that have them fire in the above order?
Factories which change the ownership of the target territory (AutoCapture and AutoNeutral) these execute in a loop in order of alphanumeric factory name.
tom wrote:Factories which change the ownership of the target territory (AutoCapture and AutoNeutral) these execute in a loop in order of alphanumeric factory name.
Very Nice! I was hoping that would be the case.
..added to Wiki
Here's an older post that I wrote which describes the Factory firing order:
Here's a summary of the workflow. Firstly, factory bonus assignments happen before the player's turn actually starts inside the function which works out how many bonus units they get (due to continents / number of territories occupied).
1. Loop through all continents
For each continent check to see whether the player owns the continent.
If the player owns the continent, check to see whether this continent has a factory. If it does, add it to the list of factory bonuses.
Now check to see if the player owns the factory territory, if they don't and the factory is an auto-assign type (AutoCapture, AutoNeutral) then add this territory to the list of territories to auto-assign to the player / neutral.
If continent does not have a factory then add the continent bonus to the player's reserves.
2. Loop through list of territories to auto-assign to the player / neutral
Update ownership of territory
Check to see if this results in an elimination of a player by capturing their final capital, if so process capital elimination
Check to see whether this resulted in the player being eliminated
3. Loop through the list of factory bonuses
Check the bonus will not exceed territory maxes / mins and apply change to board state
Check for abandonment of territory (if this was a negative factory) and abandon is on
Check to see if this abandonment resulted in the player being eliminated
Check to see if this abandonment resulted in a player's last capital being destroyed
tom wrote:Here's an older post that I wrote which describes the Factory firing order:
Here's a summary of the workflow. Firstly, factory bonus assignments happen before the player's turn actually starts inside the function which works out how many bonus units they get (due to continents / number of territories occupied).
1. Loop through all continents
Now check to see if the player owns the factory territory, if they don't and the factory is an auto-assign type (AutoCapture, AutoNeutral) then add this territory to the list of territories to auto-assign to the player / neutral.2. Loop through list of territories to auto-assign to the player / neutral
Update ownership of territory
Hey Tom,
I still have a question regarding the firing order. After the continents are looped through and confirmed, for the "auto-assign" types, do they auto assign alphanumerically by one type before the other or by the name as defined by the boards designer? For instance if the auto-assign factories were:
auto-capture factory name a
auto-neutral factory name b
auto-capture factory name c
auto-neutral factory name d
auto-capture factory name e
auto-neutral factory name f,
Will they fire off alphanumerically by the "type" first and do auto-capture before auto-neutral like:
auto-capture a,c and e before auto-neutral b,d and f
Or, does the designer have the responsibility/ability to control the order alphanumerically via the factory name only:
a,b,c,d,e then f?
Thanks,
Erick
In this case it will fire off a,b,c,d,e,f - it's controlled by the name only.
Any non-autocapture / autoneutral factories would follow.
Thanks for the clarification!