Capital
From ErfWiki
| Cities 101 |
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| City Zones, Capital, Capital Site, Regent, Claiming a City, Cities of Erfworld |
[edit] Proposed Canon
A Capital is the primary City of a Side. Certain things can only be done in a side's capital city, and each side may only have one capital.
- Promoting units
- Common troop to Warlord Erf-b1-p043a
- Unit to Heir
- Popping royals
[edit] Speculation
A Capital must be located at a Capital site. Should a Barbarian Warlord capture a Capital Site, they may claim the city and become an established, Capital Side.
If a side's capital city falls, but the ruler or heir still lives, the side's units becomes Barbarian. Should a Barbarian Ruler or Heir claim a city, they may re-establish their former side.
If a side's capital city falls, but side controls other capital sites, the side might not revert to barbarism. Instead, one of the other capital sites might become the sides new capital.
[edit] Effect of number of sides
The need for functions to be performed by capitals may place restraints on how big a side can become. Two sides with ten cities may be inherently stronger then one side with 20 due to more leadership or better logistics.
