Edward Nygma wrote:Also, eventually could we get a 3rd kind of factory, so the options would be Auto-Assign, Don't capture, and Universal.
Universal factories don't change ownership, but still effect bonus. eh?
Auto-Assign is what exists now, right?
Don't capture is easily created by including the factory in the continent.
Universal could be useful. I could see using it for team play, and possibly to effect a negative bonus on an opponent's territory.
I think you could create all three with a "Assign bonus to Opponent (if they own it)" toggle.
M57 wrote:Yertle wrote:Is there gameplay reason for this or is it just a graphical reason?
I think there are game play reasons, though there might be workarounds. One could involve looking for a condition (like owning 3 of 5 prescribed territories before granting the factory.
It would effect gameplay in the scenario where there are multiple players... If a player is eliminated via factory capturing capital, then if the negative factories haven't occurred yet, then the % assimilation would include the territories not yet empty...
M57 wrote:Edward Nygma wrote:Also, eventually could we get a 3rd kind of factory, so the options would be Auto-Assign, Don't capture, and Universal.
Universal factories don't change ownership, but still effect bonus. eh?
Auto-Assign is what exists now, right?
Don't capture is easily created by including the factory in the continent.
Universal could be useful. I could see using it for team play, and possibly to effect a negative bonus on an opponent's territory.
I think you could create all three with a "Assign bonus to Opponent (if they own it)" toggle.
Auto-assign and Don't capture already exist. Universal would be nice. It could effect enemies and allies alike, for the better or worse.
Edward Nygma wrote:Auto-assign and Don't capture already exist. Universal would be nice. It could effect enemies and allies alike, for the better or worse.
Where is this? Must be a global setting.
Auto-assign has to be turned on, so if it's off, it's "don't capture" Universal is new.
So it's global -- you can't turn it on and off by territory.
I am satisfied with global, but I would be happy with a territory by territory basis, since it leaves more options. (though maybe more confusion)
At the moment I'm more concerned with negative factories happening before capital capture functions.
I agree that a way to order the factories is needed. I had thought this was done, but I never tested it.
Ordering of positive / negative territories - continents (and hence factories) are loaded in alphabetical order of the continent name, this is the only way to control this at present. Overall I don't think designers should be introducing a level of complexity to their board design that requires players to think about the ordering of continents in the bonus calculation unless this is intuitive by virtue of the way the gameplay works.
Re: Capital city actions taking place before elimination actions - I have fixed this, it will go out tomorrow am.
Re: Universal factory auto-assign rule - I have added to the feature request list.
Awesome tom!
Excellent.
I'm not sure if this question was previously asked and answered somewhere, so I'll ask it anyway:
What happens if a factory already has the max number of units on it at the start of a turn, and holding units in reserve is enabled? Do those units still get lost, do they go in the general reserve to be placed anywhere, or do they get saved until that territories unit count drops below the maximum?
My understanding is that territory maximum are respected by factories so the units have no where to go. That is, they are lost.
Yes, I think a very similar question was asked before, and Alpha's response echo's my understanding.
Interesting, but I guess in some ways that's easiest. Would be nice if those units could overflow into reserves, but I suppose that would get complicated.
Yes, the units are discarded.
With universal continents neutral territories should be affected, if that's possible. For example, if I have continent A that produces 1 unit with a universal factory in territory B, and neutral owns territory B, add 1 neutral unit to that territory.
Edward Nygma wrote:With universal continents neutral territories should be affected, if that's possible. For example, if I have continent A that produces 1 unit with a universal factory in territory B, and neutral owns territory B, add 1 neutral unit to that territory.
This seems artificial to me, Ed. It may have some bearing on your wonderfully evil programming schemes, but I don't see its relevance for normal play; in fact, just the opposite. I would suggest that, at least by default, factories do not produce for neutral inhabitants. Otherwise, I could argue for the obvious corollary that your factory should produce 1 unit no matter who owns it, including me.
It builds walls. Walls you can't control, but still function as blockers.
The idea of a universal factory that it does produce a unit, no matter who owns it, including me, or you, or, as I suggested, neutral.