by Kaed » Sun Feb 21, 2010 3:46 am
I have expanded on the City rules. Upon looking through the archives, there have been some changes too to what Level of city can build what.
On Cities
Each side begins with one city - a Level 1 capital city. A Level 1 city has no walls - any can enter or exit, though must still fight through the garrison. A city takes up 7 hexes - the center one, and each adjacent hex. The surrounding hexes gain Walls eventually. All later cities produced by the side pop the same types of units, regardless of terrain. Captured cities produce the units of their original side. The Overlord is the only unit possessed at the beginning of the game, and he pops as a Level 1 Warlord with either Defense or Attack stats maxed (at 8) and 4 extra HP (14).
A stack containing an Overlord or Warlord that is situated on a free Hex can designate it as a Resource Point. This can take 1 or more turns to complete (during which the warlord must remain on the hex), depending on the terrain type:
Farm - A plains, grassland, or otherwise normal hex with no special qualities takes 2 turns to set up, and becomes a Farm. Farms provide +150 Schmuckers a turn to the city. This can be raised by 50% by a warlord or Overlord overseeing it.
Lumbermill - A forest hex requires 4 (light forest) or 6 (heavy forest) to set up, and becomes a Lumbermill. A Lumbermill provides +350 Schmuckers a turn and lasts 10 turns (light forest) or 15 turns (heavy forest). After that, the hex is deforested, and becomes a plains. The Overlord may then choose to abandon the Lumbermill. If he does not, the hex defaults to a Farm. As with Farms, a +50% production bonus may be gained by Warlord overseeing.
Mine - A mountain or volcano hex requires 8 turns to set up, and becomes a Mine. A mine provides +500 Schmuckers per turn, and can also apply a 50% bonus from being overseen by a Warlord. Additionally, there is a 15% chance every 10 turns that a mine is active (starting with the first) that a Gem Node will be struck. When this happens, the Mine produces an additional +500 Shmuckers for the next 5 turns (this additional Shmucker bonus is not subject to the overseer bonus). A volcano hex has instead a 20% chance of striking a Gem Node every 10 turns.
Wharf - A water tile may be converted into a Wharf, but the process requires the Warlord to enter the water tile, thus requiring a unit with both Mount and Aquatic in order to even create it. This process takes 3 turns. A Wharf produces +200 Shmuckers a turn.
A City may only support 3 Resource Points per Level, and all of them must be within the citys Zone of Control. The Zone of Control of a city is 1 Hex per level outward from the hexes of a city. Thus, a Level 1 city can only create Resource Points from just outside what will later become its Walls. At Level 2, any hex one hex beyond may become a Resource Point, and so on.
The capital city (and all level 1 cities) begins the game with no walls - anyone can enter a Level 1 city unhindered save by the Garrison. In addition, Level 1 cities possess only a Courtyard zone and Palace. Note that while there is no Tower zone in a Level 1 city, the Airspace zone still exists in every city. A city must have a Dungeon zone, however, to possess Tunnel zones. They cannot produce Warlords.
A new city zone can be created for 7,500 Schmuckers, and it pops as a level 1 city. It can be upgraded immediately if sufficient funds at at hand. Cities do not have a 'combined treasury' and each one stores their own funds. The assistance of a Moneymancer is required to transfer Schmuckers between cities and thus instantly upgrade a new city.
A Level 1 City has the ability to produce:
600 Schmuckers per turn
-Infantry, Stabber Class (x2). 1 turn, upkeep 30 each. (Stabbers have higher offensive ability than defensive. They are a strike force, and move slightly faster than Pikers - HP 6, Attack 4, defense 2, Move 4)
-Infantry, Piker Class (x2). 1 turn, pops as garrison unit. Upkeep 20 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 30. (Pikers have a higher defense and slightly lower move than Stabbers when not garrison - HP 8, Attack 3, Defense 4, Move 3)
-Infantry, Archer Class (x1) - 1 turn, pops as garrison unit. Upkeep 30 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 40. (Archers, obviously, can fire at long range, targeting any unit within the same hex. They have a move speed comparable to Pikers - HP 6, Attack 6, Defense 1, Move 3, Special - Archery)
-OR- (Level 1 Cities can produce either archers or scout units)
-Scout-Class unit (x1) - 1 turn, 30 upkeep. (Scouts have a reasonably high move , and may possess the Flight ability - HP 4, Attack 1, Defense 1, Move 8(with flight) or 6 (without flight). Their combat, defense, and HP are negligible. They possess natural Thinkamancy and may relay information to their Overlord or a Warlord. In the absence of a Thinkamancer, this has a functional maximum range of 6 (if the scout possesses Flight) or 8 (without flight) hexes. The type of scout unit is chosen at the beginning of the game, and cannot be changed.)
- Special Unit A and B (x1) - 2 turns, 40-50 upkeep (This is where the players are free to excercise some creativity. Special units A and B can be more powerful, tougher, or faster than basic infantry by about 6 total points (into HP, defense, offense, or move) each. This is done from a base template of HP 6, Attack 3, Defense 3, Move 3. Simple specials (but only one), such as Mount, may be given to these two units at the cost of 2 points. Starting HP can be increased at a rate of 1.5 per point, but half points do not show up, so you must spend them in sets of 2 for it to have full use. This is subject to moderation and approval, of course)
-OR- (Level 1 Cities can produce either SU A/B or SU C)
-Special Unit C (x1) - 3-4 turns, 70-80 Upkeep. (This is where the players are free to excercise some creativity. An alternative to producing two kinds of slightly stronger special units, the side may instead start with 1 kind of considerably stronger unit. This unit will most likely be a Heavy-type. This one has 12 points to apply to the base template, and in addition to everything available to A/B, can purchase more complex specials, such as Fabrication or "Burrowing" (like spidews, which can enter tunnels despite being Heavy units) or Fast (+8 Move) for 3-4 points. But again, only 1 special can be purchased for a Special Unit C, with the sole exception of Mount, which can be a second special - though it still costs 2 points.)
Level 2 City:
Raising a city from Level 1 to Level 2 requires 5000 Schmuckers. This upgrade provides a city with Walls, and grants the Tower Zone. Optionally, if the city is on a Mountain hex, a Dungeon and Tunnel zone may be added. Walls prevent non-flying units from entering the Courtyard Zone without first breaching it or the gate, and allow stacks of units to be placed atop them. Units stationed on a wall may attack if they have the Archery ability, but a wall or gate that is occupied by units cannot be breached unless there is one stack or less present. This means that a fully manned wall must first be mostly cleared off before it can be attacked directly. All walls and the gate in a Level 2 city have 100 HP and can hold up to two unit stacks per walled hex, but may only be attacked by units with the Siege ability.
A Level 2 City can produce:
1200 Shmuckers per turn.
-Infantry, Stabber Class (x4). 1 turn, upkeep 30 each. (same as in Level 1 City, only more can be produced in a turn)
-Infantry, Piker Class (x4). 1 turn, pops as garrison unit. Upkeep 20 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 30.
-Infantry, Archer Class (x2) - 1 turn, pops as garrison unit. Upkeep 30 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 40.
-Scout-Class unit (x2) - 1 turn, 30 upkeep.
(Level 2 Cities gain the type of unit that you previously did not chose to be able to build between these two choices)
-Special Unit A and B (x1) - 1 turn, 40-50 upkeep
-Special Unit C (x1) - 2 turns, 70-80 Upkeep.
(Level 2 Cities gain the the ability to build the unit choice you chose not to build during Level 1, and they produce faster. Alternatively, if you picked SU C during Level 1, you may pick another single C-type unit instead of the A/B choice. The reverse is not really applicable because managing 4 different weaker Special Unit types in one capital is difficult and gives too broad a range of possible Specials.)
-Infantry, Knight-Class (x1) - 10 Turns, 120 upkeep. (A Knight-Class infantry pops the Rider ability unless they are Heavy. Normally, any Non-Heavy unit may ride a Unit with the Mount ability, but suffers a -4 penalty to combat while mounted. The Rider ability negates this. When creating a Knight-Class unit, they start with base stats of 10 HP, Attack 4, Defense 4, Speed 5, and have 12 points in which they can spend on stats or a special for 4 points. Heavy Knight-Class infantry are allowed to pick a second special, due to being unable to have the Rider ability. This second ability costs only 2 points.)
-Warlord (x1) - 10 turns, Upkeep 100 +50 per level above 1. (Warlords are a necessary unit for any side to have, for without them units cannot be directed by anyone but the Overlord. Warlords begin their life popped at Level 1 - HP 10, Attack 4+1d4, Defense 4+1d4, Move 5, Special - Leadership 1. There is a 5% chance that a Warlord will naturally pop with the Dance-fighting ability. There is also a 1 in (1+6^X, X = number of casters) chance that a Warlord will pop as a random caster. Casters begin life as Level 1 too - HP 6, Attack 3, Defense 3, Special - Caster (Discipline). Infantry can be promoted to Warlord for 10,000 Schmuckers, but only in a city of level 3 or higher.
Level 3 City.
Raising a city from Level 2 to Level 3 requires 15,000 Schmuckers. The Walls raise to 150 HP, and can man up to 3 stacks per hex. Additionally, Infantry can now be Promoted to a Warlord for 10,000 Schmuckers. The side can now support a Chief Warlord - A warlord must be promoted to Chief Warlord, a process that costs 20,000 Schmuckers. Chief Warlords provide 30% of their Leadership bonus to all units on their side, and 50% their bonus to all units in the same hex - Cities function as one hex for the purpose of this bonus. They also receive +2 to their overall Leadership bonus. Each side can only have 1 Chief Warlord at a time.
A level 3 City can open a Portal to the Magic Kingdom in their Capital city. This requires at least one caster and 10,000 Schmuckers. It can be placed in the Dungeon, Courtyard, or Tower, and cannot be moved after that.
A Level 3 City can produce:
3000 Shmuckers per turn.
-Infantry, Stabber Class (x6). 1 turn, upkeep 30 each.
-Infantry, Piker Class (x6). 1 turn, pops as garrison unit. Upkeep 20 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 30.
-Infantry, Archer Class (x3) - 1 turn, pops as garrison unit. Upkeep 30 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 40.
-Scout-Class unit (x3) - 1 turn, 30 upkeep.
(Level 2 Cities gain the type of unit that you previously did not chose to be able to build between these two choices)
-Infantry, Knight-Class (x1) - 8 Turns, 120 upkeep.
-Special Unit A and B (x2) - 1 turn, 40-50 upkeep
-Special Unit C (x1) - 1 turns, 70-80 Upkeep.
(Level 3 increase the production speed of your Special Units A, B, and C to their maximum.)
-Special Unit D (x1) - 15 Turns - 200-350 Upkeep (Special Unit D is a new unit type only producible in cities of Level 3 or above. This unit is closer to a tank than anything else in Erfworld - Powerful, tough, and deadly. This unit can change the tide of battle from a single stack of them. This unit begins with the following template - HP 15, Attack 6, Defense 6, Speed 12. It has 24 points in which to spend on stats or Specials. Unlike the other Special Units, there is no cap on what number of Specials can be added to the unit, and they come with a price of 2. Additionally, these SU may spend points on low-level forms of Caster disciplines and Leadership/Dance Fighting, or breath weapons, at 4-6 points each (subject to moderation, other possibilities may exist for creative players).
Attaching these more potent abilities carries a special price though - Popping a unit that has more than 2 of them total causes it to randomly pick one from the available Specials, then have a 20% cumlative less chance upon levelling of getting another random choice from those specials.
One example of this mechanic is the Archon - The archon unit has spent all 24 of its points on High-level specials - Limited forms of Foolamancy, Shockamancy, Dollamancy, Thinkamancy, along with Leadership and Dance-Fighting. Upon popping it gains 1 random choice from those abilities, and then at level 2 it has an 80% chance of getting a another, 60% chance at level 3, and so on. It is possible for an Archon at level 6 to have only the ability it popped with, and it will never get another.
On the other side of the coin are Dwagons. Dwagons possess only 2 high-level specials - Breath Weapon and Very Fast (+15 Move) which they all pop with unfailingly. They also have the Mount and Flight specials, for 2 each, which leaves them with at most 12 points to put into other abilities, making the different colors of Dwagons that all have special characteristics. A side that picks Dwagon as its D-class Special Unit may only choose one color. For the purpose of this game, it will be assumed that the Arkenhammer is what allows Gobwin Knob to pop all the colors.
A side may also choose not to spend all 24 points on the D-class unit, which reduces its upkeep and pop speed, negotiable with moderator.)
-Warlord (x1) - 10 turns, Upkeep 100 +50 per level above 1. (Warlord production never speeds up in the absence of a Turnamancer.)
Royal Heir (x1) - 60 Turns, Upkeep 500 + 50 per level. (Royal Heirs pop as a warlord, but without the chance to become a caster, and the additional special Heir Designate. If the Overlord is killed an an Heir still lives, he becomes the new Overlord. There is also an increased chance, 20%, that an Heir will pop with Dance-Fighting. A warlord may be promoted to Heir Designate, but it costs 25,000 Schmuckers, and must be performed in a capital city of at least Level 4. Each side may only have 1 Heir Designate at a time.)
City Level 4
Raising a city from Level 3 to Level 4 requires 30,000 Schmuckers. Not much is new with this level of city, except that the walls increase to 200 HP and can hold up to 4 stacks per hex on them. Additionally, a level 4 Capital (and only a capital) may promote a warlord to Heir Designate, for 25,000 Shmuckers.
A Level 4 City can produce:
6000 Shmuckers per turn.
-Infantry, Stabber Class (x8). 1 turn, upkeep 30 each.
-Infantry, Piker Class (x8). 1 turn, pops as garrison unit. Upkeep 20 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 30.
-Infantry, Archer Class (x4) - 1 turn, pops as garrison unit. Upkeep 30 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 40.
-Scout-Class unit (x4) - 1 turn, 30 upkeep.
-Infantry, Knight-Class (x1) - 6 Turns, 120 upkeep.
-Special Unit A and B (x3) - 2 turns, 40-50 upkeep
-Special Unit C (x2) - 1 turns, 70-80 Upkeep.
-Special Unit D (x1) - 12 Turns - 200-350 Upkeep
-Warlord (x1) - 10 turns, Upkeep 100 +50 per level above 1.
Royal Heir (x1) - 60 Turns, Upkeep 500 + 50 per level. (Royal Heir production never speed ups up in the absence of a Turnamancer.)
City Level 5
Raising a city from Level 4 to Level 5 requires 50,000 Schmuckers. Nothing new can be built in this city, and the the walls increase to 250 HP and can hold up to 5 stacks per hex on them. This level of city also gains a massive production boost to infantry.
A Level 3 City can produce:
10,000 Shmuckers per turn.
-Infantry, Stabber Class (x12). 1 turn, upkeep 30 each.
-Infantry, Piker Class (x12). 1 turn, pops as garrison unit. Upkeep 20 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 30.
-Infantry, Archer Class (x6) - 1 turn, pops as garrison unit. Upkeep 30 each, can be promoted to normal unit for 50 Schmuckers, but upkeep raises to 40.
-Scout-Class unit (x6) - 1 turn, 30 upkeep.
-Infantry, Knight-Class (x1) - 4 Turns, 120 upkeep.
-Special Unit A and B (x3) - 2 turns, 40-50 upkeep
-Special Unit C (x2) - 1 turns, 70-80 Upkeep.
(Level 3 increase the production speed of your Special Units A, B, and C to their maximum.)
-Special Unit D (x1) - 10 Turns - 200-350 Upkeep
-Warlord (x1) - 10 turns, Upkeep 100 +50 per level above 1.
Royal Heir (x1) - 60 Turns, Upkeep 500 + 50 per level. (Royal Heir production never speed ups up in the absence of a Turnamancer.)
Last edited by
Kaed on Sun Feb 21, 2010 11:57 pm, edited 1 time in total.