Alliance

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=Proposed Canon=
=Proposed Canon=
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Alliance in [[Erfworld]] is a temporary or sometimes [[Natural Allies|semipermanent]] union of [[side]]s.
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An Alliance in [[Erfworld]] is a temporary or [[Natural Allies|semipermanent]] union of [[Side]]s. While Alliances may involve carefully prepared contracts with many optional results, there are three inherent results of an Alliance:
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*Units without a leader will not attack Units of an allied [[Side]]
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*Units from allied sides may [[stack]] together.
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*Allied Sides share the same [[Turn]], and always move on the [[Turn]] of the allied Side in the Turn order.
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Known alliances are [[Royal Crown Coalition]], [[Natural Allies|semipermanent]] alliances between [[Jetstone]] and [[Marbits]] and between [[Gobwin Knob]] and [[Gobwins]].
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Known alliances include:
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*[[Royal Crown Coalition]]
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*[[Jetstone]] and [[Marbits]]
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*[[Gobwin Knob]] and [[Gobwins]]
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*[[Jillian]] and [[Transylvito]]
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*[[Goodminton]] and [[Quisling]] and [[Frenemy]] (in the past, near the time when [[Wanda]] was [[pop]]ped)
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On one occasion, in order to pursue [[Stanley]] who fled [[Gobwin Knob]] [[Transylvito]], [[Jillian]] and [[Charlescomm]] are ordered by [[Prince Ansom]] to break alliance with [[Royal Crown Coalition]] and ally together - that should put their turn before [[Stanley]]'s.{{Erf|1|093}}
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Alliances can be used strategically. When many [[Sides]] gang up on an enemy Side, the [[Sides]] that move before the enemy may form into an Alliance while those that move after may form into a separate Alliance. This can allow some units in a single Army to surprise the enemy by taking two consecutive [[Turn]]s -- the first at the end of the day before breaking Alliance, then the second at the beginning of the next day after forming a new Alliance. Care must be taken to ensure that when the original Alliance is broken, Units from the separate Alliances do not make contact.
=Speculation=
=Speculation=
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Further consequences of Alliance may include:
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*[[Warlords]] may provide instruction to [[Units]] of an allied [[Side]]
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An alliance can't be broken while units from both sides are stacked together. They must split before one side can break the alliance.
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The main consequences of an alliance seem to be:
 
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*[[unit]]s of allied sides do not auto-attack each other
 
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*sides in an alliance share [[turn]]s
 
[[Category:Erfworld Mechanics]]
[[Category:Erfworld Mechanics]]
[[Category:Proposed Canon]]
[[Category:Proposed Canon]]
[[Category:Speculation]]
[[Category:Speculation]]

Revision as of 17:19, 28 November 2011

Proposed Canon

An Alliance in Erfworld is a temporary or semipermanent union of Sides. While Alliances may involve carefully prepared contracts with many optional results, there are three inherent results of an Alliance:

  • Units without a leader will not attack Units of an allied Side
  • Units from allied sides may stack together.
  • Allied Sides share the same Turn, and always move on the Turn of the allied Side in the Turn order.

Known alliances include:


Alliances can be used strategically. When many Sides gang up on an enemy Side, the Sides that move before the enemy may form into an Alliance while those that move after may form into a separate Alliance. This can allow some units in a single Army to surprise the enemy by taking two consecutive Turns -- the first at the end of the day before breaking Alliance, then the second at the beginning of the next day after forming a new Alliance. Care must be taken to ensure that when the original Alliance is broken, Units from the separate Alliances do not make contact.

Speculation

Further consequences of Alliance may include:

An alliance can't be broken while units from both sides are stacked together. They must split before one side can break the alliance.

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