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designer_tutorials:tutorials:factories:territory_tracking_and_respawn

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Territory Tracking and Respawn

This tutorial lays out a combination of factory structures that work in tandem. First let's get an idea of what we're trying to build.

The object of the game is to be the last player with units in play. “In Play” refers to units within any territory marked 4 or 5 in the image above. Each player will start with 2 units in each grid, as shown above (4 and 5). When a unit is removed from the grid, it will respawn. You may only spawn one unit per turn in each grid.

Ok, so now we have our concept. How can we build it? First, let's set a few ground rules that allow all of this to function.

Every Territory has a maximum of 1 unit and can be abandoned to neutral immediately. I like to think of this as having a literal token on the board that you can move to adjacent locations. Dice are set to “Attacker always wins” (I prefer 1v0). Each player has a limited number of attacks. We'll also need a capital city for each player (T1).

Now, let's look at the board again. We have two grids that make up the play area. We have a capital city at T1. We have T2 and T3 that will track units for us in Grid 4, and T6 and T7 that will track units in Grid 5. T8 and T9 are spawn locations that allow us to attack back onto the board.

Let's start to get an idea of how we can track units in an area.

This is a little overwhelming, so let's break it down a bit, starting with T1.

This is the capital city. It allows you to be eliminated immediately, and can be included in a continent to guarantee that it only applies to a specific player.

It's going to start by doing something odd. It's going to attempt to autocapture T2 with a +1». We'll ignore that for now, and come back to it.

T2 exists as a True or False statement, or an On/Off switch. If T2 is player occupied, it is On, if it is neutral it is Off. T1 is trying to turn it on with the +1», but we're still not quite ready for that.

T4 is the grid in which we're trying to track units. If I own 2 T4 territories, then I should NOT respawn. If I own 1 or 0 T4 territories I should respawn.

Now, if I have 2 territories in grid 4, then I want to turn T2 OFF. If I have 1 territory in grid 4 I want to turn T2 ON. If I have 0 territories in grid 4, I want to turn T2 AND T3 on.

Now I have 3 states. 2 T4s = T2 OFF, T3 OFF. 1 T4s = T2 ON, T3 OFF. 0 T4s = T2 ON, T3 ON.

So T1 is trying to turn on T2 with +1», but we only want T2 on if we've lost units. So if we haven't lost units, we have to counter that +1 trying to turn T2 on, so it stays off.

So, if we have a unit in T4, we need to have it give -1» to T2 to counter the +1» from T1, so the net is 0, and T2 stays neutral. So Continent = T1 (If this player) + T4 (Owns a unit on grid 4) = -1» T2 (Keep T2 Of(f).

T1 +1» T2 «-1 (T4 + T1) = T2 stays off.

Now, if I lose all of my units in T4… I no longer have any -1» to prevent T1 from turning on T2… so it turns on.

Now that T2 is on, I know that I've lost units, and I can include T2 in a continent that respawns a unit on the board!

Note: T2 has a -1 to itself, so that once you do respawn, it reverts to its default OFF state.

Let's include T3.

T3 is pretty much identical to T2, but it tracks if there are 2 units, instead of 1.

In order to do this T1 gives +2» to T3. So unless it gets two separate -1» bonuses from two separate T4s, it will turn on.

designer_tutorials/tutorials/factories/territory_tracking_and_respawn.1579146067.txt.gz · Last modified: 2020/01/15 22:41 by Edward Nygma