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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.

These 3 territories are the basis for a tracking system. We'll make it a bit more complex later, but let's start here.

T2 functions as an On/Off switch. It's either occupied or empty, 1 or 0, On or Off, True or False.

When T2 is ON, it can be included in a continent that says “If the conditions indicated by T2 are True, then this continent becomes active.”

In our case, we want T2 to turn on when the player does NOT own T4. In order to do that we have to have the switch turn to ON, but if the player DOES own T4, then turn it back off.

T1, the player's capital, operates as a single-territory continent with a +1 autocapture factory(») with T2 as its target. This attempts to turn T2 from 0 to 1, or On.

To offset this, we need to make T4 a -1 autocapture factory (») from T4 to T2. Since T4 is accessible by multiple players, we need to include the player capital in this continent, so T4 + T1 -1» T2.

Now T2 is the target of 2 separate factories, +1 from the capital, and -1 from T4, so the bonuses cancel each other out, and T2 stays Off, neutral, with 0 units.

If you do NOT own territory T4, you no longer get the -1» to T2, and as a result, the net bonus is +1 from T1, which grants ownership of T2.

Now:

If a player owns T4:

(T1) +1» T2 «-1 (T4+T1) = Off

If the player does Not own T4,

(T1) +1» T2 = On

That means that ownership of T2 only occurs at the beginning of a turn in which the player does not own T4.

If you create a grid of territories that all have the T4 structure of (T1 + T4a) -1» T2, (T1 + T4b) -1» T2… then T2 will only turn on when the player no longer owns ANY territories in the grid.

Before we do anything with T2, let's expand this tracking system to track 2 units at once.

Now we've added T3 to track a second unit.

First we must consider that if we are tracking 2 units at a time, then

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.1579222103.txt.gz · Last modified: 2020/01/16 19:48 by Edward Nygma