"Must Own" seems intuitive. What would be the point of owning a factory that doesn't produce anything?
Now I could see where "Must Own" might mean that the factory won't produce for a teammate.
Yes I can do that.
"Must Own" is obvious as you said, good for standard use of a factory, is part of the continent.
"Automatic Capture" would be useful for the situation where you have captured the continent that turns on a factory, but not the factory (think away from the terminology of a factory). So instead of losing those units, you now gain control of the "factory" territory where units are to be produced with the bonus units connected to that factory. There are more uses for this than in the standard use, but they are more abstract. Nygma has a board where this feature would be useful (there is a lengthy workaround on that board).
I just thought of this, but this feature would also provide a work around for the capture a territory to end the game (one of the requested features). I will have to create a board to show this work around, but that will have to wait for another day.
As per other thread -
New rule added for 'Auto Assign Factories'. If set to 'On' then if a player owns the continent that the factory belongs to but does not own the factory then the factory will be automatically assigned to the player.
What happens if the territory has a cap? Would this prevent the factory from placing the units, or can factories exceed unit caps?
This probably doesn't belong here, but it's related to a board I'm making with factories... would it be possible to make a negative territory bonus? e.g. -1/3 territories? I'm working on a style of gameplay that prefers you keep a player character, i.e. 1 territory, so I would like to encourage not spreading by placing a negative territory bonus... is this reasonable?
Factories respect unit caps - excess units are discarded.
Negative unit bonuses are on the feature request list.
Can factories be negative currently?
Edward Nygma wrote:Can factories be negative currently?
That's what it looks like (the option seems to be there).
Does it respect the minimum of 1 per territory? What happens if you get a continent of 0 with a factory, will it become yours with 0 units?
If abandon is on, can a factory reduce a territory to empty?
Edward Nygma wrote:If abandon is on, can a factory reduce a territory to empty?
Yes. So it will revert to neutral either immediately or at the end of the players turn.
Edward Nygma wrote:Does it respect the minimum of 1 per territory? What happens if you get a continent of 0 with a factory, will it become yours with 0 units?
It does respect the minimums of 1/0 per territory. I'm not sure what the other question means, can you clarify?
If I take a continent that is +0 and linked to a factory that is player owned by an opponent with 100 units in it. What happens? (assuming abandon is on and territories revert to neutral immediately)?
And what happens in the same situation with abandon off.
It does seem to be a strange feature ..that the taking of a continent reverts/converts the ownership of a territory somewhere else on the board regardless of how many neutral/opponents units are on it. I don't doubt that designers will find a use for it, but I'm not coming up with one off the top of my head. Maybe if the target territory is also a capital, then you could use continental ownership as the criteria for victory, but there are other ways to do that.
It creates a time system. You can set a chain of continents that include territories A, A+B, A+B+C, etc. that don't have borders, just factories that take the next one, so each turn you take 1 more territory. This is used in my King of the Hill test, where if you hold the hill for 5 turns you win.
I also have an idea for a construction option, where, say, at the top is a space shuttle with 5 parts, and on the board are locations where you can acquire parts. If you take a part, it automatically places it on the space shuttle, and if you control all of the space shuttle, which is only reachable by factories, then you gain a new factory that is everybody's capital city on the moon. Call it Space Race. Make it 2 shuttles and you can sabotage the other person's shuttle by ransacking their part factory.
Currently factories do not eliminate players when they capture capitals.
If the capture of a capital is pre-defined as a function of a player's elimination, it would be..right?
I agree they should be, but according to a test I just did, it does not.