Capital

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{{city101}}
=Proposed Canon=
=Proposed Canon=
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A Capital is the primary [[City]] of a [[Side]]. ''(See [[City]] for rules on cities and capitals.)''
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A Capital is the primary [[City]] of a [[Side]]. By default, a capital and side have the same name, though these can be changed by the [[ruler]]. However, this is uncommon, even in the case of capitals conquered by other sides.
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A Capital must be located at a [[Capital site]].
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Certain things can only be done in a side's capital city, and each side may only have one capital.
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*[[Promotion|Promoting]] [[unit]]s
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**Common troop to [[Warlord]] {{Erf|1|043a}}
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**[[Unit]] to [[Heir]]
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*[[Popping]] [[royal]]s
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*Using the built in portal to the [[Magic Kingdom]].
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If a side wishes to switch its capital, its ruler must do so by sitting on their [[throne]]. If a capital city is counquered by another side it loses it's status as capital.
=Speculation=
=Speculation=
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If a side's capital city falls, but the [[ruler]] or [[heir]] still lives, the side's [[unit]]s becomes [[Barbarian]]. Should a Barbarian Ruler or Heir claim a city, they may re-establish their former side.
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If a side's capital city falls, but side controls other capital [[city|cities]], the side might not revert to barbarism. Instead, one of the other capital sites might become the side's new capital.
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==Capital Site==
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Capital sites are the location of capital [[city|cities]].
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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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Speculation regarding capital sites comes from the fact that [[Stanley]] flew to [[Faq]] when he intended to create a new side. It's possible that he flew there because it was the nearest abandoned city. Or, he needed the capital site to start a new side.
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No special rules have been mentioned for capital sites in Erfworld [[canon]], but it is speculated that capital cities can only be built on capital sites. Alternatively, a [[ruler]] may simply declare any city of theirs to be their capital site.
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Should any city be conquered by a [[Barbarian]] [[Warlord]], they might be able to create a [[side]] and declare that city to be their capital. Alternatively, Barbarians may only start a new side when they conquer a capital city or claim an already existing capital site.
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==Unique benifits==
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Even if a Capital city is destroyed, the capital site remains. It can be [[Claiming a City|claimed]] and used to rebuild the city.{{erf|1|078}}
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Certain things can only be done in a side's captial city.
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*Promoting units
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**Common troop to [[Warlord]]
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**[[Warlord]] to [[Chief Warlord]]
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**Unit to [[Heir]]
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*Popping royals
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==Effect of number of sides==
==Effect of number of sides==
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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.
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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 than one side with 20 cities due to more [[leadership]] or better logistics.
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[[Category:Locations of Erfworld]]
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[[Category:Speculation]]
[[Category:Erfworld Mechanics]]
[[Category:Erfworld Mechanics]]
[[Category:Proposed Canon]]
[[Category:Proposed Canon]]

Revision as of 15:17, 22 February 2013

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


Contents

Proposed Canon

A Capital is the primary City of a Side. By default, a capital and side have the same name, though these can be changed by the ruler. However, this is uncommon, even in the case of capitals conquered by other sides.

Certain things can only be done in a side's capital city, and each side may only have one capital.

If a side wishes to switch its capital, its ruler must do so by sitting on their throne. If a capital city is counquered by another side it loses it's status as capital.

Speculation

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 cities, the side might not revert to barbarism. Instead, one of the other capital sites might become the side's new capital.

Capital Site

Capital sites are the location of capital cities.

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.

Speculation regarding capital sites comes from the fact that Stanley flew to Faq when he intended to create a new side. It's possible that he flew there because it was the nearest abandoned city. Or, he needed the capital site to start a new side.

No special rules have been mentioned for capital sites in Erfworld canon, but it is speculated that capital cities can only be built on capital sites. Alternatively, a ruler may simply declare any city of theirs to be their capital site.

Should any city be conquered by a Barbarian Warlord, they might be able to create a side and declare that city to be their capital. Alternatively, Barbarians may only start a new side when they conquer a capital city or claim an already existing capital site.

Even if a Capital city is destroyed, the capital site remains. It can be claimed and used to rebuild the city.Erf-b1-p078Same-site.PNG

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 than one side with 20 cities due to more leadership or better logistics.

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