4.2 -Starting Positions: Underlying Neutrals and Advanced UsageWe have defined
here the very basic use of
<positions> tag.
Now we are going to learn how to use the Starting Positions more in depth, but first, a few rules:
Rules:- Starting Positions are always divided evenly among the players.
- If you have more players than positions, then starting positions are ignored.
- When not assigned, a position is handed out as a standard region, so an eventual underlying neutral will apply.
- Only territories can be used as starting positions <components>
- There's no limit with the number of starting positions on a map.
- Starting Positions can contain different number of <components>
You should keep in mind the above rules when you use the starting positions or the map will work in a different way than how expected.
This chapter is for the comprehension of an advanced usage of Starting Positions, if you're looking instead for the basic use of this feature, please take a look
here.
Define the starting amount of troops with positions:We know that the default number of troops given on a territory is 3. There could be a case in which we want to give more than 3 troops on a territory that is coded as starting position.
To achieve this we need to use the
start="" identifier within the
<territory> tag placed into a
<position>Look at this example:
City Mogul is a map that tries to minimize the luck factor by creating inflation in the number of armies. Bonuses and neutrals are much higher than is usual on an average map. This in turn required the mapmaker to also increase the number of starting armies per player by using the
<positions> tag. This map also has starting positions with more than one territory.
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<!-- Starts -->
<positions>
<position>
<territory start="20">P4</territory>
<territory start="30">P2</territory>
</position>
<position>
<territory start="20">Y4</territory>
<territory start="30">Y2</territory>
</position>
<position>
<territory start="20">R4</territory>
<territory start="30">R6</territory>
</position>
<position>
<territory start="20">C1</territory>
<territory start="30">C4</territory>
</position>
<position>
<territory start="20">G5</territory>
<territory start="30">G4</territory>
</position>
<position>
<territory start="20">O6</territory>
<territory start="30">O7</territory>
</position>
<position>
<territory start="20">B5</territory>
<territory start="30">B3</territory>
</position>
<position>
<territory start="20">S4</territory>
<territory start="30">S2</territory>
</position>
</positions>
Limit the number of positions for each player:We said that starting positions are always divided evenly between players. But there's a way to have more control on the number of starting positions that are given out at the start.
If we want to control the maximum number of positions (NOTE:
not the number of components) that is given to each player, we can use the
max="" options into the
<positions> tag.
But look at this example for better understanding:
Kings Court map has 8 starting positions. And although games on this map will start with two positions for each player for 3- and 4-player games, the XML prevents 1v1 games from starting with 4 positions (8 divided by 2) by setting the maximum number of positions to 2.
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<positions max="2">
<position>
<territory start="2">Castle A</territory>
<territory start="1">Noble A</territory>
</position>
<position>
<territory start="2">Castle B</territory>
<territory start="1">Noble B</territory>
</position>
<position>
<territory start="2">Castle C</territory>
<territory start="1">Noble C</territory>
</position>
<position>
<territory start="2">Castle D</territory>
<territory start="1">Noble D</territory>
</position>
<position>
<territory start="2">Castle E</territory>
<territory start="1">Noble E</territory>
</position>
<position>
<territory start="2">Castle F</territory>
<territory start="1">Noble F</territory>
</position>
<position>
<territory start="2">Castle G</territory>
<territory start="1">Noble G</territory>
</position>
<position>
<territory start="2">Castle H</territory>
<territory start="1">Noble H</territory>
</position>
</positions>
Underlying Neutrals:After the starting positions have been divided among the players as evenly as possible, the components of the remaining positions are treated like standard regions and given out using the standard formula: (NumRegions / NumPlayers, where, in the case of a 1v1 game, NumPlayers is set to three, setting up the "neutral player" with at least as many territories as the actual players).
But if we do not want to put the remaindered territories into the starting drop we're able to do that using the
underlying neutralsAn underlying neutral is nothing more than a territory coded to start as a neutral one. If you don't know how to code a territory as neutral please read
here.
Instead, if you already know how to use neutrals, just let me explain the trick:
When the game starts, starting Positions are evaluated before the territory tags. So the game engine divides the number of starting positions evenly between the players.
For this example let us consider the case where there is a remainder. We said that remaindered territories are given out using the standard formula, so such territories are no longer seen as part of a starting position but rather just like normal
<territories> tags.
So before dividing them among the players, the game engine will check if some of them are coded as neutrals. If this is the case, the game will give the territories a neutral value instead of putting them into the starting pot. In fact neutrals have a priority on normal territories.
Confused? Let's use some code to show you that is not so hard to do!
The map
New World provides a good example of how to use the
<positions> tag to create a
Conquest map (a map in which all the territories start as neutral except for the starting players positions):
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<!-- Start Positions -->
<positions>
<position>
<territory>Britain</territory>
</position>
<position>
<territory>France</territory>
</position>
<position>
<territory>Holland</territory>
</position>
<position>
<territory>Spain</territory>
</position>
<position>
<territory>Portugal</territory>
</position>
<position>
<territory>Inuit Homeland</territory>
</position>
<position>
<territory>Comanche Homeland</territory>
</position>
<position>
<territory>Aztec Homeland</territory>
</position>
<position>
<territory>Mapuche Homeland</territory>
</position>
</positions>
Let's make it so that France is not assigned with starting positions and we don't want it to be given out as a normal territory due to the autodeploy bonus (+4)
We need just to add the
<neutral> tag into the territory:
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<!-- France -->
<territory>
<name>France</name>
<borders>
<border>French Landing Point</border>
</borders>
<bombardments>
<bombardment>French 1</bombardment>
<bombardment>French 2</bombardment>
<bombardment>French 3</bombardment>
</bombardments>
<coordinates>
<smallx>545</smallx>
<smally>167</smally>
<largex>637</largex>
<largey>191</largey>
</coordinates>
<neutral>10</neutral>
<bonus>4</bonus>
</territory>
Positions only for particular numbers of players:If we have a map in which numbers are perfect for, let say, 8 players but not for 3 players, we can decide to work on numbers using starting positions.
Obviously we need to use a system that has influence only on a specific number of player and not on the whole cases.
Do this is simple, we need just to code less positions than players. For games in which players are more than positions, those positions will be ignored.
But look at the example:
Thyseneal has starting positions, but only for games with 5 players or less. This is to prevent a player from unfairly getting a bonus right from the start.
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<positions>
<position>
<territory>Dalmus</territory> <!-- position A-1 -->
<territory>Arleus</territory> <!-- position A-2 -->
<territory>Illania</territory> <!-- position A-3 -->
<territory>Tuskaroja</territory> <!-- position A-4 -->
</position>
<position>
<territory>Caspiar</territory> <!-- position B-1 -->
<territory>Chunjaris</territory> <!-- position B-2 -->
<territory>Azuran</territory> <!-- position B-3 -->
<territory>Alus</territory> <!-- position B-4 -->
</position>
<position>
<territory>Tyross</territory> <!-- position C-1 -->
<territory>Theraland</territory> <!-- position C-2 -->
<territory>Chancella</territory> <!-- position C-3 -->
<territory>Cancallus Desert</territory> <!-- position C-4 -->
</position>
<position>
<territory>Cratica</territory> <!-- position D-1 -->
<territory>Sarle</territory> <!-- position D-2 -->
<territory>Jenua</territory> <!-- position D-3 -->
<territory>Iskul</territory> <!-- position D-4 -->
</position>
<position>
<territory>Solaria</territory> <!-- position E-1 -->
<territory>Itheria</territory> <!-- position E-2 -->
<territory>Morovia</territory> <!-- position E-3 -->
<territory>Narula</territory> <!-- position E-4 -->
</position>
</positions>