
Darkside007 wrote:Charlie has a city. Charlescomm is a side. Therefore, Charlie is not currently a Barbarian, and is not limited to his purse. That ends your theory right there.
There is no basis to say that a unit without a leadership bonus (like a caster) can't gain command of a city and pop warlords.
Also, is there any source for that purse restraint? I know in Diablo 2 it operates on a similar mechanic (purse = level x 10k until level 20, I think, where it jumps to 800k) but is there support for that mechanic in Erfworld?

DivineDragoonKain wrote:Also, I'm calling it now: Charlie was a kid who succeeded Sir William of Wonk, inheriting his massive fortress city that produced chocolate as its main source of schmuckers.

Telva wrote:DivineDragoonKain wrote:Also, I'm calling it now: Charlie was a kid who succeeded Sir William of Wonk, inheriting his massive fortress city that produced chocolate as its main source of schmuckers.
Paraphrasing Wanda "What is a Kid?"
Darkside007 wrote:Lord Kasavin wrote:I had a nice long response written up, then my internet connection fell for a couple hours. Sigh, I'll try to rewrite it...
1) I still think Erfworld cities are governed by a Civ 4 maintenance mechanic, meaning a cost paid by every city based on total number of cities, which means the upkeep cost per city gets much higher for each additional city. This could be in the form [constant]*[number of cities]^2, or something similar. At a certain point, adding another city would cost a side schmuckers, and any additional city beyond that would get very prohibitively expensive. This would explain a lot, not just the diminishing comment of this update. Like why no super sides have emerged, as would be inevitable in an actual wargame. Why royal sides would ever want to split off and form new sides. Why King Saline IV never ordered FAQ's cities rebuild after they were conquered by Stanley.
You have no Erfworld justification for this theory at all. Civ 4 may be a great game, but it doesn't have much to do with Erfworld.
I may as well suggest that there is a unique cap on decrypted because there's a cap on total skeletons one player can control in Warcraft 3.

Calemyr wrote:Actually, the purse question makes a lot of sense with an argument I made a while ago. Imagine, if you would, that grand ol' Charlie can make all the money he'd like in a round, but can't keep it from turn to turn. If that were the case, money should be a permanently fluid resource for him, and the only way to make use of it is to expand. Of course, on the other hand, the only way to fund the expansion is to make more more money in the next turn or see his archons starve and disband. In this situation, holding out for more money would be a viable tactic while not being in demand would be a crippling condition.
The main reason I favor the barbarian theory, though, is how much it explains about his behavior. The other erfworlders cannot fathom his methods or goals because the core of his faction is simply inconceivable to the erfworld mind. It's not against the rules, it's not impossible, but it's like Parson's Dwagon Donut strategy: it's so contrary to common sense that Vinnie was the only one to realize it before the numbers came in.
Of course, it's still a guess based on very little than an over active imagination and very little data.

Lord Kasavin wrote:1) I still think Erfworld cities are governed by a Civ 4 maintenance mechanic, meaning a cost paid by every city based on total number of cities, which means the upkeep cost per city gets much higher for each additional city. This could be in the form [constant]*[number of cities]^2, or something similar. At a certain point, adding another city would cost a side schmuckers, and any additional city beyond that would get very prohibitively expensive. This would explain a lot, not just the diminishing comment of this update. Like why no super sides have emerged, as would be inevitable in an actual wargame. Why royal sides would ever want to split off and form new sides. Why King Saline IV never ordered FAQ's cities rebuild after they were conquered by Stanley.


Tubal-Cain wrote:But a unit that hides or levels up enough could survive indefinitely. See: Wanda in FAQ.


DivineDragoonKain wrote:Parson probably didn't use anything to clean himself and instead had to wait for the next dawn to be fully cleansed. Urgh, uncomfortable.
Also, I'm calling it now: Charlie was a kid who succeeded Sir William of Wonk, inheriting his massive fortress city that produced chocolate as its main source of schmuckers.


jkosta wrote:[Charlie is a Unicorn] Oh, come on. Look where he lives. He built a city on Candy Mountain.



Speculation: Capitals might be able to do things that non-capitals can't do. Popping a royal heir, for instance - which would be a good reason in and of itself if the RCC2 is optimizing for maximum likelihood of a surviving royal line once the dust settles.Lamech wrote:In one update we remember the Jetstone princes talking about spinning off the captured Haggar into a differant side. That to me implies that two sides can be better than one huge side other wise it wouldn't make sense. Now "corruption" doesn't have to be huge, in alpha centuri I have often expanded with out limit. And when all the secret projects and orbital structures are acounted found I've found it makes no sense not too.
moose o death wrote:i'm still more inclined to believe charlie is a single erf unit, moneymancer barbarian perhaps with thinkamancy arkentool, occupying a city and needing constant inflow of upkeep to keep the side afloat. the purse would run dry very fast (purse = unitlevel x 1000) but it neatly ties up all the loose information in ways the others do not.
moose o death wrote: i feel the same way about the purse thing but it was apparantly explained in the OOTS forum before i started reading. i've never seen it personally. just have a good memory occasionally.
however we know a caster based city is possible IE. the magik kingdom. there is no known overlord to MK, the city runs on barbarian casters.
so it's entirely possible a caster can occupy a city. dollamancers and units with fabrication can repair the city. charlie can pop said units using the dish.
Lord Kasavin wrote:Like I stated earlier, I don't think you're on solid ground with a max purse size providing a rational explanation Charlie's behavior.
BLANDCorporatio wrote:What dismisses, IMHO, your arguments, is the complex thing that is Loyalty. In our world, which is also a wargame really, you don't have a "super" (as in, only) side, and never had. "Super-powers", sides more powerful than others, sure, and Erfworld has those too. (Arguably Jetstone > most anyone else).
And your last example, the preaching of Toolism for allies, is consistent with the simple interpretation that, as GK's territory increased, it is harder to defend and it is less useful to add another city to it. Also, fracturing what looks like a dangerous foe is always a good idea.

raphfrk wrote:Well, loyalty is the same kind of effect. In fact, that is arguably what corruption in civ games models. The leadership of "far away" cities is less loyal to the centre than nearby cities.
The main point is that doubling your cities doesn't make you twice as strong.
raphfrk wrote:This isn't technically true. In fact, as your territory expands, your border increases with the square-root of the number of cities. When you have a large empire, only the cities near the border need to be heavily defended (and your capital). The average defence per city actually drops.
That assumes a circular empire. If you drive in one direction, then you end up with a set of cities in a line and thus all cities are part of the border. This may be the case for GK, since all cities that were captured were part of a single drive. It might be worth trying to make the side more circular.


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