Unfortunately, Erfworld seems designed to make victory impossible. Even 50 cities is too many, and even in just this one pack of sides (FAQ, GK, Unaroyal, Haggar, Jitterai, Carpuddle, TV, Jetstone) I would be surprised if there weren't that many cities. (In fact, I suspect they probably comprise Haffaton's old haunts.) And then their are even more packs of sides in places like across the wastes (Jillians first contract was their).effataigus wrote:Lamech wrote:The dish doesn't let Charlie fight the whole world...
I mostly agree with your assessment in that Charlescomm becomes unsustainable as soon as people stop doing business with it.
However, I've played a couple games that resemble Erfworld, and they usually have a "global economic buyout" endgame scenario. While nobody has mentioned this existing in comic, we do know that schmuckers equate to actual power in Erfworld (consider that rebuilding GK just took schmuckers). It would be interesting to see what could be done with the accumulated wealth of eons of Erfworld time. Charlescomm might not NEED to fight the whole world to beat it.
Erfworld is simply meant to be unwinnable. I doubt their is a magic "I win" button. Also stereotypical winning ENDS THE GAME. I.E. Rocks fall everyone dies.











