You enable creation of new units by setting acp-to-create
to 1 or more.
The location of the newly created unit will depend on both the
types involved and how the interface works, since both create-in
and create-at
actions are available.
For instance, the new unit immediately takes up space,
so if creating unit is already full, then the interface
should have issued a create-at
action to put the
new unit outside the creator but still stacked in the same cell.
If this is still too restrictive, and you want to allow players
to create units in nearby cells, you can set create-range
to values higher than the default of 0.
In order to represent the material costs of creation,
you can set a minimum requirement, via material-to-create
,
and an amount to be consumed, via consumption-on-creation
.
You could think of material-to-create
as representing
catalysts or work force, while consumption-on-creation
is the raw material that becomes part of the new unit.
Finally, you can set the supply-on-creation
to have
new material created and given to the new unit.
This is useful for abstract materials (such as "enthusiasm")
that are somehow ubiquitous. You should be careful with this
one, because if the new material is transferrable between units,
then players could collect a stockpile of the material by
creating units, stealing their supply, and never finishing them.