Capital

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


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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

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.

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

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