User Tools

Site Tools


designer_tutorials:tutorials:factories:factories

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
designer_tutorials:tutorials:factories:factories [2013/08/16 13:19]
M57 [The Basics]
designer_tutorials:tutorials:factories:factories [2018/02/15 22:54] (current)
redshift [Factory Activation Chart]
Line 1: Line 1:
-====== Understanding Factories =======+====== Factories =======
  
 ===== The Basics ===== ===== The Basics =====
Line 11: Line 11:
 A Factory is created by first assigning it **members** just like a standard continent, but instead of giving bonus units to the player to place anywhere they want, __the factory places bonus units on the board at a pre-determined location__. Put another way, a factory is a continental bonus that doesn't let the player decide where the bonus units go. A Factory is created by first assigning it **members** just like a standard continent, but instead of giving bonus units to the player to place anywhere they want, __the factory places bonus units on the board at a pre-determined location__. Put another way, a factory is a continental bonus that doesn't let the player decide where the bonus units go.
  
-Key definitions:+Key terms:
  
 **Member** -- The territory or territories that must be held by the player in order for the factory to be called. Members are more commonly known as "continents." **Member** -- The territory or territories that must be held by the player in order for the factory to be called. Members are more commonly known as "continents."
  
 **Factory** -- The target of the allocated continental bonus. A factory can only be a single territory. **Factory** -- The target of the allocated continental bonus. A factory can only be a single territory.
-===== Making Factories More Powerful =====+===== Making The Factory More Powerful =====
  
 Normally, units would be put on the factory (the target territory) if the player already owns it (see: Standard Factory), but the WarGear Designer offers designers a powerful and versatile palette of factory types.  Normally, units would be put on the factory (the target territory) if the player already owns it (see: Standard Factory), but the WarGear Designer offers designers a powerful and versatile palette of factory types. 
Line 25: Line 25:
 **Disabled** -- The standard continental bonus that we all know and love - it puts units "in-hand," which players can place on the board anywhere they want.  **Disabled** -- The standard continental bonus that we all know and love - it puts units "in-hand," which players can place on the board anywhere they want. 
  
-**Standard Factory** -- Specifies where the bonus goes and adds the bonus units to the territory ONLY if the player owns the territory. Standard Factories check to see if you own the factory that is linked to the continent bonus. If you own the factory, the continent bonus is automatically placed in that location.+**Standard Factory** -- Specifies where the bonus goes and adds the bonus units to the territory ONLY if the player owns the territory. Standard Factories check to see if you own the factory that is linked to the continent bonus. If you own the factory, the continent bonus is automatically placed in that location. If Team Factory Production setting is ON, the units are also placed in the target territory if owned by a teammate.
  
  
-**AutoCapture Factory** -- Assigns the territory to the player and adds units. AutoCapture Factories ignore who owns the factory territory. No matter who owns it, ownership is transferred to the player who owns the continent at the beginning of their turn. If the player didn't hold that territory originally, units in that territory are reduced to 0, and the continent bonus is placed in that factory. +**AutoCapture Factory** -- Assigns the territory to the player and adds units. AutoCapture Factories ignore who owns the factory territory. No matter who owns it, ownership is transferred to the player who owns the continent at the beginning of their turn.
  
 **Universal Factory** -- Adds units to territory no matter who owns it. Ownership is retained by the original holder of the territory. All Universal Factories check to see who owns the factory, then places the continent bonus in that factory, and the player who owned the factory gets the bonus and retains ownership of that factory. **Universal Factory** -- Adds units to territory no matter who owns it. Ownership is retained by the original holder of the territory. All Universal Factories check to see who owns the factory, then places the continent bonus in that factory, and the player who owned the factory gets the bonus and retains ownership of that factory.
  
-**Universal Factory -N** -- As above, but adds units to territory ONLY if it is NOT occupied by Neutral+**Universal-N Factory** -- As above, but adds units to territory ONLY if it is NOT occupied by Neutral
  
-**Universal Factory +N** -- As above, but adds units to territory ONLY if it is occupied by Neutral+**Universal+N Factory** -- As above, but adds units to territory ONLY if it is occupied by Neutral
  
 +**AutoNeutral** -- Converts target territory to Neutral and adds further units as Neutrals
 +
 +**AutoNeutralReset** Converts target territory to Neutral, resets to zero units and then adds further units as Neutrals
 ==== Factory Activation Chart ==== ==== Factory Activation Chart ====
 |              ^  Player owns Factory    Someone else owns Factory                        ^  Neutral owns Factory                            ^ |              ^  Player owns Factory    Someone else owns Factory                        ^  Neutral owns Factory                            ^
 ^ Standard      Yes                    No                                                No                                              | ^ Standard      Yes                    No                                                No                                              |
-^ AutoCapture  |  Yes                    Yes - captures and reinitializes with 0 units     Yes - captures and reinitializes with 0 units   |+^ AutoCapture  |  Yes                    Yes    |  Yes  |
 ^ Universal    |  Yes                    |  Yes                                              Yes                                             | ^ Universal    |  Yes                    |  Yes                                              Yes                                             |
-^ Universal -N |  Yes                    Yes                                              |  No                                              | +^ Universal-N  |  Yes                    Yes                                              |  No                                              | 
-^ Universal +N |  No                    |  No                                                Yes                                             | +^ Universal+N  |  No                    |  No                                                Yes                                             | 
-^ AutoNeutral (//proposed//|  Yes - The territory turns neutral    |  Yes - The territory turns neutral                                      |  Duh - it's already neutral  |+^ AutoNeutral  |  Yes                   |  Yes   |  Yes  | 
 +^ AutoNeutralReset  |  Yes                    Yes    Yes  | 
 + 
 +Factories that change the ownership of the target territory (AutoCapture and AutoNeutral) execute in a loop in order of alphanumeric factory name. 
 + 
 +==== Caps ==== 
 + 
 +Factories have an optional unit cap setting. If the number of units on the factory equals or exceeds the specified cap, the factory will not produce any further units. 
 ==== But There's More - Negative Factories ==== ==== But There's More - Negative Factories ====
  
Line 59: Line 69:
   * A negative bonus has been assigned. If at the beginning of any player's turn, they hold the the members of the continent Trifecta, 2 units will be taken off the **factory** (Peru) no matter who owns it.   * A negative bonus has been assigned. If at the beginning of any player's turn, they hold the the members of the continent Trifecta, 2 units will be taken off the **factory** (Peru) no matter who owns it.
 ===== Harnessing the Power of Factories ===== ===== Harnessing the Power of Factories =====
 +
 +To truly harness the power of factories, you first have to understand how the game engine applies auto-capture effects, eliminations, and factory bonuses. Here is a plain-text description, written by tom, of how the game engine processes factories at the start of a player turn:
 +
 +
 +**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
designer_tutorials/tutorials/factories/factories.1376673597.txt.gz · Last modified: 2013/10/26 09:33 (external edit)