Krennson wrote:so... the KING of transylvito can't fly, but his warlords CAN. that's.... very interesting.
I wonder what the game-logic of something like that is? are all royals members of the same root 'tribe', and thus incapable of flying, unlike some sort of subordinate translyvitan tribe that pops 'noble' or 'common' warlords?
I wish we knew more about tribes... most of the erfwiki entries about 'human' tribes seems to be speculation that isn't backed up in the comic text evidence. I'm still not convinced that 'human' tribes as such actually exist.
It doesn't have to be connected to tribes at all, or especially complicated. Level 2 Gobwin Knob cities, for instance, get a choice of spidews or warlords or the two level 1 choices. (Book 2 text update 2.) And Heirs seem to be capitol-only. So regular warlords and Heirs almost have to be separate production choices, despite both producing warlords in the broad sense. Flight could be a standard special for regular Transylvito warlords, but not for Heirs. Stranger things have happened in strategy games, especially if there's any random element to side composition and abilities.
Or it could be tied to level for Transylvito as Glome suggests, but I don't see that as being necessary. Big Al is a potential complication, but he could just be a non-Transylvito type warlord popped in a city Transylvito had captured whole, not razed and rebuilt, then stuck in as a city governor to make him useful.
Back to tribes, you're right, we don't know much. I don't think human tribes are the same thing as natural allies tribes at all. My current guess is they're something Rob originally meant to use more, but the story and the implied ruleset have gone in a different direction. If there is a master plan still waiting to be revealed, it might have something to do with the type of city a unit is popped in (i.e., Gobwin Knob or Carpudlia or Transylvito base cities, even if they've been captured),
or the tribe of the city governor where there is one. Not enough info tho.