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designer_tutorials:tutorials:factories:starting_bonus_schematics [2017/03/28 23:53] redshift |
designer_tutorials:tutorials:factories:starting_bonus_schematics [2017/05/19 19:52] redshift [Extending the Bonus for Several Turns] |
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Note that, unlike the traditional way, these bonuses will stack with other ones, instead of replacing them. | Note that, unlike the traditional way, these bonuses will stack with other ones, instead of replacing them. | ||
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+ | To understand the tutorial properly, it is important to know the difference between game seat and setup seat, for they are not the same thing, though they can coincide in some situations. Game seat refers to the seating position a player has been given at the start of a game. For example, game seat #2 means the player in this seat is the 2nd to take the turn. Setup seat is a placeholder that can potentially be attributed to a player. When a player is allocated to a given setup seat number, he will own all territories with this seat, at the start of the game. A player can get game seat #3 and setup seat #8, for example. The only situation where game seat and setup seat have allways the same number, is when the board has game seating order locked to the setup seating order. | ||
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As the schematic shows, at the start of each player' | As the schematic shows, at the start of each player' | ||
- | In addition, the hidden territory self neutralises itself with an AutoNeutral factory and all his factories will be silent for the rest of the game. This method works for any // | + | In addition, the hidden territory self neutralises itself with an AutoNeutral factory and all his factories will be silent for the rest of the game. This method works for any // |
**For the sake of simplicity, in the following schematics, it will be assumed that each territory has at least one bonus giving factory and a self neutralising factory. | **For the sake of simplicity, in the following schematics, it will be assumed that each territory has at least one bonus giving factory and a self neutralising factory. | ||
** | ** | ||
- | ==== Extending the Bonus for Several Turns ==== | + | \\ |
+ | ===== Extending the Bonus for Several Turns ===== | ||
- | To extend the bonus for **//m+1//** turns, create **//m//** rows of territories similar to the first one - the only difference is that these territories are initially set to Neutral. | + | To extend the bonus to **//m+1//** turns, create **//m//** rows of territories similar to the first one - the only difference is that these territories are initially set to Neutral. |
Link the territories with AutoCapture factories, as shown in the schematic, and the rows will be sequentially activated for the set amount of turns. The bonus given by each row can be different if desired. | Link the territories with AutoCapture factories, as shown in the schematic, and the rows will be sequentially activated for the set amount of turns. The bonus given by each row can be different if desired. | ||
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===== Specific Bonus to Each Player ===== | ===== Specific Bonus to Each Player ===== | ||
- | \\ | + | |
==== Preset Allocation ==== | ==== Preset Allocation ==== | ||
- | If allocation is locked to seat order or to color, the designer can easily set a specific bonus to each player by simply setting the bonus value of the bonus giving factories | + | If allocation is locked to seat order or to color, the designer can easily set a specific bonus to each player by simply setting the bonus value of the bonus giving factories |
{{ : | {{ : | ||
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Usually, the designer wishes to give more bonus the later the player takes the turn. This is done to counter the early move advantage present in many boards. This schematic provides an integer bonus increment to each player the later his/her turn. | Usually, the designer wishes to give more bonus the later the player takes the turn. This is done to counter the early move advantage present in many boards. This schematic provides an integer bonus increment to each player the later his/her turn. | ||
- | {{ : | + | {{ : |
- | Each column, below the first row, has **//n//** territories set to Neutral, and can be thought as belonging to the seat allocated to the territory above it. During the 1st turn round, each seat will steal one territory, and therefore, a bonus giving factory, from each other seat, while resetting any territory already stolen from it. | + | Each column, below the first row, has **//n//** territories set to Neutral, and can be thought as belonging to the seat allocated to the territory above it. During the 1st turn round, each seat will steal one territory, and therefore, a bonus giving factory, from each other seat, while resetting any territory already stolen from it. The territories in the main diagonal do not need to exist. |
One can then realise, from the point of view of a given seat, the stolen territories from seats that have already taken their turn, will stay active for the next round, while the territories stolen from seats who are yet to take their turn will be neutralised. Thus, a position later in the turn order is equivalent to holding an additional territory, hence, an additional piece of the starting bonus - the size of this piece is the bonus value of the factory owned by each of these territories. Assuming all seats are taken, or in other words, that the game is being played with the maximum number of players allowed by the board, the 1st seat will receive no bonus and the last seat will receive **//a*n//** bonus, where **//a//** is the bonus value of the mentioned factories - it follows that **//a//** is the increment between seats. | One can then realise, from the point of view of a given seat, the stolen territories from seats that have already taken their turn, will stay active for the next round, while the territories stolen from seats who are yet to take their turn will be neutralised. Thus, a position later in the turn order is equivalent to holding an additional territory, hence, an additional piece of the starting bonus - the size of this piece is the bonus value of the factory owned by each of these territories. Assuming all seats are taken, or in other words, that the game is being played with the maximum number of players allowed by the board, the 1st seat will receive no bonus and the last seat will receive **//a*n//** bonus, where **//a//** is the bonus value of the mentioned factories - it follows that **//a//** is the increment between seats. | ||
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If not all seats are taken by players, then each active seat will steal an extra territory for each non-taken seat, and the bonus differences will remain the same. The total bonus will vary, however. | If not all seats are taken by players, then each active seat will steal an extra territory for each non-taken seat, and the bonus differences will remain the same. The total bonus will vary, however. | ||
- | Note that these bonuses are given in the 2nd round of turns and serve mainly to set a different bonus to each seat. If the designer wishes to have different absolute bonus values, he/she can complement them by factories outside of this scheme. As usual, in the first round, the territories in the first row can be used for hosting factories that give an equal bonus to all players, if desired. These territories can also host factories that capture an additional row of territories for complementing the bonus given in the 2nd round, just like presented in the **Extending the Bonus for Several Turns** section. | + | Note that these bonuses are given in the 2nd round of turns and serve mainly to set a different bonus to each seat. If the designer wishes to have different absolute bonus values, he/she can complement them by factories outside of this scheme. As usual, in the first round, the territories in the first row can be used for hosting factories that give an equal bonus to all players, if desired. These territories can also host factories that capture an additional row of territories for complementing the bonus given in the 2nd round, just like presented in the [[designer_tutorials: |
\\ | \\ | ||
- | In this variation of the above scheme, the seats also capture a territory from their own stash. The end result is that the total bonus is increased by **//a//** for all players. | + | In this variation of the above scheme, the seats also capture a territory from their own stash. The end result is that the total bonus is increased by **//a//** for all players. |
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+ | {{ : | ||
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+ | \\ | ||
+ | === Capping | ||
+ | |||
+ | For large boards, the designer usually wants the bonus to cap out at a certain limit so that the increased bonus for the players taking the later game seats do not go over the balancing act, that is, that they instead, | ||
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+ | One way to solve this problem, is to direct | ||
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+ | === Fixing Bonus Variation with Number of Players === | ||
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+ | As mentioned before, if the number of players in a given game is less than the maximum allowed by the board, each player | ||
- | {{ : | + | To make the bonus independent of the number of players, set the territories created in the //**Capping the Bonus**// section to Neutral |
+ | In the first turn, the newly created territories will be preloaded with part of the 2nd turn bonus. In the 2nd turn, the bonus giving factories from the incremental scheme will capture the territories and complete the bonus, making them usable for each player. | ||
+ | Notice that, for each less player on the board, the first part of the 2nd turn bonus will decrease by **//a//**, countering the extra stolen territory from the integer increment scheme. | ||
+ | *The factories where the owner and the target belong to the same seat, do not need to exist. | ||
+ |