Capital

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**Unit to [[Heir]]
**Unit to [[Heir]]
*Popping royals
*Popping royals
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=Speculation=
=Speculation=
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A Capital must be located at a [[Capital site]].
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A Capital must be located at a [[Capital site]]. Should a [[Barbarian]] [[Warlord]] capture a Capital Site, they may [[claiming a City|claim the city]] and become an established, [[Side|Capital Side]].
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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.
==Effect of number of sides==
==Effect of number of sides==

Revision as of 01:29, 25 February 2010

Cities 101
Capital Cities, Port Cities, City Zones, Building, Regent, Claiming a City, Cities of Erfworld


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.


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.

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.

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