The actions in this group are a mixed bag of manipulations. If they need to be in your game, then the need will be obvious, otherwise they are pretty much optional.
Any unit whose parts-max
is greater than the default of 1 is a
multi-part unit, and its hp denotes size rather than amount of damage.
Armies and fleets are two kinds of units which can be usefully defined
as multi-part.
Players will very often want to merge or detach parts of a multi-part
unit, and there is an action transfer-part
provided for that.
You can control the cost of the action by setting
acp-to-transfer-part
.
Side changing is like capturing, but players can only do it to units
that they control. The action is change-side
, and you enable by
setting acp-to-change-side
to 1 or more. This will also enable
side changing for units that cannot normally act.
Side changing is especially useful for alliances in multi-player games, so it should usually be enabled. On the other hand, it should not be too cheap; you should consider what side changing really means in the game's context.
For instance, even in the close British/American alliance during WWII, armies never actually changed sides; British ground units were always British, and American ground units always American. On the other hand, ships and bases could be traded back and forth with only a cost in time and expense.
In some games, it will be useful to have a notion of promotion
or upgrade for units. You can implement this by allowing players
to do a change-type
action.
You enable this via the acp-to-change-type
table.
Sometimes a player will want to get rid of a unit, perhaps because some type has been overproduced and is tying up valuable resources, or to prevent it from falling into enemy hands.
You can allow this by setting acp-to-disband
to 1 or more.
You can control the rate of disbanding with hp-per-disband
.
You may, for instance, want to allow the deliberate destruction
of large units, such as battleships, but you don't necessarily want
disbanding to be a convenient way of preventing their capture.
Setting hp-to-disband
so as to require several turns to
get rid of a unit will accomplish this.
The table supply-per-disband
will allow you to govern the
rate of recovery of the unit's supplies during the disbanding process.
It is also possible to make disbanding a way to recover materials
that were consumed in the construction of the unit, by using the
table recycleable-material
. Care should be taken that creation
and disbanding of units is not a convenient way to manufacture lots
of a material; players will use the loophole if it exists!
It should usually not be possible to disband something large like a city, otherwise a clever player might try to eliminate it as a strategic target, but most mobile units should be easily disbanded. This is especially helpful in an "construction spiral" game, where the winning player(s) can accumulate large numbers of useless units.