Alliance

From ErfWiki

(Difference between revisions)
Jump to: navigation, search
(Proposed Canon)
(7 intermediate revisions not shown)
Line 1: Line 1:
=Proposed Canon=
=Proposed Canon=
-
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 two inherent results of an Alliance:
+
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:
-
*Units without a leader will not attack Units of an allied [[Side]]
+
*Units without a leader will not attack Units of an allied [[Side]]. If a unit ''does'' strike an allied unit too hard, it breaks alliance.<sup>[[IPTSF Text 76]]</sup>
 +
*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.
*Allied Sides share the same [[Turn]], and always move on the [[Turn]] of the allied Side in the Turn order.
Line 8: Line 9:
*[[Jetstone]] and [[Marbits]]
*[[Jetstone]] and [[Marbits]]
*[[Gobwin Knob]] and [[Gobwins]]
*[[Gobwin Knob]] and [[Gobwins]]
 +
*[[Jillian]] and [[Transylvito]]
 +
*[[Goodminton]] and [[Quisling]] and [[Frenemy]] (in the past, near the time when [[Wanda]] was [[pop]]ped)
-
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 a 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.
+
Alliances can be used strategically by sides whose turns are later in the day. 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=
Further consequences of Alliance may include:
Further consequences of Alliance may include:
-
*[[Warlords]] may provide instruction to [[Units]] of an allied [[Side]]
+
*[[Warlords]] may provide instruction to [[Units]] of an allied [[Side]]. This does not carry the same weight as a direct order, but is nonetheless part of the unit's [[Duty]] to its side.
 +
 
 +
An alliance can't be broken while units from both sides are stacked together. They must split before one side can break the alliance.
 +
 
[[Category:Erfworld Mechanics]]
[[Category:Erfworld Mechanics]]
[[Category:Proposed Canon]]
[[Category:Proposed Canon]]
[[Category:Speculation]]
[[Category:Speculation]]

Revision as of 17:04, 4 October 2013

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. If a unit does strike an allied unit too hard, it breaks alliance.IPTSF Text 76
  • 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 by sides whose turns are later in the day. 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:

  • Warlords may provide instruction to Units of an allied Side. This does not carry the same weight as a direct order, but is nonetheless part of the unit's Duty to its side.

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

Go To:
Personal tools