City

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{{Geography101}}
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{{city101}}
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[[File:Gobwin_Knob.JPG|thumb|right|400px|'The City of [[Gobwin Knob]] from [http://www.erfworld.com/book-1-archive/?px=%2F121.jpg Page 121.]']]
[[File:Gobwin_Knob.JPG|thumb|right|400px|'The City of [[Gobwin Knob]] from [http://www.erfworld.com/book-1-archive/?px=%2F121.jpg Page 121.]']]
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==Proposed Canon==
 
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Cities are fixed locations in Erfworld. They can produce units and are the usual locations to find [[Casters]].
 
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Some cities are capitals for [[Capital Sides]].
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=Proposed Canon=
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Cities are fixed locations in Erfworld. They can produce units and provide [[Shmuckers]] for a [[side]]'s [[treasury]], and they also provide some defense in [[combat]].
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Cities, like [[Units]], have Levels; the lowest being level 1 and the highest being level 5. A city's level depends on its size and the strength of its defensive emplacement. [[Shmuckers]] can be used to pay for the growth or change of a city. Damaged cities lose levels. Higher-level cities are better defended.{{Erf|1|0133}} A city's level does not necessarily take into account its true defensive strength.
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Some cities are [[capital]]s for [[Capital Sides]].
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Capital cities are usually ruled by the [[Ruler]] of a [[Side]]. When a Ruler dies without an [[heir]], the cities of that Side become Neutral. Units inside these cities are not allowed to [[Movement|Move]], [[Combat|attack]], cast [[Spell]]s: they are essentially frozen in time, at the mercy of attackers.
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Cities, like [[Units]], have Levels; the lowest being level 1 and the highest being level 5. A city's level determines, in large part, its size and the strength of its defenses. However, this does not take into account natural terrain modifiers. For example, Gobwin Knob's terrain makes it a far tougher defensive position than other level 5 cities. In the same way, it is theoretically possible for a low-level city, due to its terrain, to be as tough as an unmodified Level 5. [[Shmuckers]] can be used to pay for the growth or change of a city, and cities will generate more schmuckers with each level (though the number of extra schmuckers generated is reduced for each addition to the total number of city levels on the entire side). Damaged cities lose levels. Higher-level cities are better defended.{{Erf|1|133}} A city's level does not necessarily take into account its true defensive strength.
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Destroyed cities may be [[Claiming a City|claimed]] by either [[Barbarian]] [[Warlords]]{{Erf|1|083}} or [[Warlords]] of another [[Side]]{{Erf|1|078}}. A destroyed city is not the same as a [[ruins|ruin]]
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Cities come complete with buildings, but no civilian inhabitants; no 'populace.' Units popped in the city or brought in from outside may live in the buildings, and they may also be used for storage, but they are not houses with families, or shops, etc. They are popped empty and remain so until filled by the city's [[Garrison unit|garrison]].
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Capital cities are usually ruled by the [[ruler]] of a [[side]]. When a ruler dies without an [[heir]], the cities of that side become neutral. Units inside these cities are not allowed to [[Movement|move]], [[Combat|attack]], cast [[spell]]s: they are essentially frozen in time, at the mercy of attackers.
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Destroyed cities may be [[Claiming a City|claimed]] by either an [[Heir]]{{Erf|1|083}} or [[Warlords]] of another [[Side]]{{Erf|1|078}}. A destroyed city is not the same as a [[ruins|ruin]]
===Unit Production===
===Unit Production===
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The [[Ruler]] sets the [[Unit]] production for the city. Each city can produce certain types of [[Units]], as well as Units of particular rank, like [[Warlords]]. (For example, Gobwin Knob can produce most types of [[dwagon]]s, but not [[gwiffon]]s.{{WoT|6051503}}  Bigger units take longer to produce.{{Erf|1|043a}} Cities ruled by a Royal can produce royals and nobles.
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The [[ruler]] sets the [[unit]] production for the city. Each city can produce certain types of [[units]], depending on the [[side]] that built the city, and the level of that city.
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===City Zones===
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For example, Gobwin Knob cities can produce [[warlord]]s and [[spidew]]s at level two but can never produce [[gwiffon]]s.  Bigger units take longer to produce.{{Erf|1|043a}} Cities ruled by a royal can produce royals and nobles.
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Cities are divided into [[Zone]]s. A city is treated as a single hex for the owning [[Side]]: no Move is expended for the owning [[Side]]'s [[Unit]]s when transferring from Zone to Zone, allowing the defensive units to redeploy to protect the city at will (though it still takes time to actually move the distance).  
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Enemy [[Side]]s must expend [[Movement|Move]] in order to enter a city Zone. There may be restrictions on where a Zone can be attacked from.
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====Known City Zones====
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A [[ruler]] may also pop an [[heir]] in this way, but this takes a tremendous number of turns.
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The only known city [[Zone]]s described were in Gobwin Knob before it was destroyed. Other cities may be built differently.{{Erf|1|098a}}<sup> and </sup>{{Erf|1|116a}}
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*Outer Walls -- may only be passed if breached
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*Tunnels -- may only be entered by light units, with some exceptions
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*Airspace -- may only be entered by fliers
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*Garrison -- may be attacked from any of the other zones above; however, if the attackers come from the Outer Walls they must breach an additional set of garrison walls. In Gobwin Knob, Garrison is further divided into three zones
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**Courtyard
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**[[Tower of Efdup|Tower]] -- provided a boost to [[Casters]] {{Erf|1|116a|If that's the Tower, the Spell Casters will get a boost.}}
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**Dungeon -- provided bonuses to [[Dirtamancer]]s and Tunnel [[unit]]s {{Erf|1|116a|But it'd probably be the dungeon, where we'll have bonuses to tunnel units and Sizemore.}}
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*Special Zone:
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**Lava Lake -- may only be crossed by fliers, may not be landed on.
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It is known that in Gobwin Knob before the [[Volcano Uncroaking]], for purposes of attacking, Outer Walls only connect to Courtyard, Airspace connects to Tower, and Tunnels connect to Dungeon, but once an attacker enters a Garrison [[Zone]], it can assault any other Garrison Zone.{{Erf|1|116a}} After the end of the [[Battle for Gobwin Knob]], the new city had a different structure, which may include a Zone -re-mapping. [[Tunnels]] may be entirely inaccessible outside the city, and will take time rebuilding as the mountain is mined. A lava lake covers one approach, and can only be crossed by fliers.
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===Regent===
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''Main Article: [[Regent]]''
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A [[Warlord]] can be assigned to manage a city. Having a Regent Warlord boosts city income and reduces [[unit]] [[upkeep]], among other things. To gain this bonus, the Warlord must spend his/her side's turn walking around the city, observing or "supervising," as it were. <sup>[[First Intermission 35]]</sup>
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==City Zones==
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''Main Article:[[City Zones]]''
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Cities are divided into zones. A city is treated as a single hex for the owning [[side]]: no move is expended for the owning [[side]]'s [[unit]]s when transferring from zone to zone, allowing the defensive units to redeploy to protect the city at will (though it still takes time to actually move the distance).
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Enemy [[side]]s must expend [[movement|move]] in order to enter a city zone. There may be restrictions on where a zone can be attacked from.
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The most thoroughly described zones were in Gobwin Knob before it was destroyed. Other cities may be built differently.{{Erf|1|098a}}<sup> and </sup>{{Erf|1|116a}}
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*[[City_Zones#Outer Walls|Outer Walls]]: may only be passed if breached.
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*[[City_Zones#Tunnels|Tunnels]]: may only be entered by light units, with some exceptions.
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*[[City_Zones#Airspace|Airspace]]: may only be entered by fliers.
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*[[City_Zones#Garrison|Garrison]]: may be attacked from any of the other zones above; however, if the attackers come from the Outer Walls they must breach an additional set of garrison walls. In Gobwin Knob, the garrison is further divided into three areas:
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**[[City_Zones#Courtyard|Courtyard]].
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**[[City_Zones#Tower|Tower]]: provides a boost to [[caster]]s. {{Erf|1|116a|If that's the Tower, the Spell Casters will get a boost.}}
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**[[City_Zones#Dungeon|Dungeon]]: provides bonuses to [[dirtamancer]]s and tunnel [[unit]]s.{{Erf|1|116a|But it'd probably be the dungeon, where we'll have bonuses to tunnel units and Sizemore.}} Units captured from other sides are also kept here.
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*Special Zone:
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**Some cities may have special zones. For example, Gobwin Knob is situated on a volcano and has a [[lava lake]] zone. [[City of Haggar|Haggar]] and [[Aqua Velva]] are [[port]]s, and have a separate harbor zone.
===Other City Locations===
===Other City Locations===
A city may include some other important locations, such as:
A city may include some other important locations, such as:
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*Portal Room
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*[[Portal]] Room
*[[Cesspit]]
*[[Cesspit]]
*[[Casting room]]
*[[Casting room]]
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===Capital Cities===
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==Capital Cities==
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Each [[Side]] may have only one [[Capital]] city. It is the only place where [[Units]] can be promoted to [[Warlord]].{{Erf|1|043a}}
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''Main Article: [[Capital]]''
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Each [[side]] may have only one [[capital]] city. Capital cities are the center of each side, and there are several things that can only be done at capital cities. If a side's capital falls, but its [[ruler]] or [[heir]] does not, the side's units become [[barbarian]].
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When a Capital falls, and its [[Ruler]] is not present, the Ruler reverts to being a [[Barbarian]].
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==Ports==
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''Main Article: [[Port]]''
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==Speculation==
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Port cities lie on [[hex]]es that are boundaries to bodies of [[water]], allowing for the production and housing of [[ship]]s, which can deliver [[unit]]s across water.
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Courtyard -- possibly provides a bonus to certain units on defense, such as [[Warlords]] and/or [[piker|pikers]]
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[[Category:Proposed Canon]]
[[Category:Proposed Canon]]
[[Category:Speculation]]
[[Category:Speculation]]
[[Category:Erfworld Mechanics]]
[[Category:Erfworld Mechanics]]
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[[Category:Locations of Erfworld]]
 

Revision as of 19:37, 20 January 2013

Erfworld Geography
City, Terrain Type, Special Locations, Notable Locations


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


'The City of Gobwin Knob from Page 121.'

Contents

Proposed Canon

Cities are fixed locations in Erfworld. They can produce units and provide Shmuckers for a side's treasury, and they also provide some defense in combat.

Some cities are capitals for Capital Sides.

Cities, like Units, have Levels; the lowest being level 1 and the highest being level 5. A city's level determines, in large part, its size and the strength of its defenses. However, this does not take into account natural terrain modifiers. For example, Gobwin Knob's terrain makes it a far tougher defensive position than other level 5 cities. In the same way, it is theoretically possible for a low-level city, due to its terrain, to be as tough as an unmodified Level 5. Shmuckers can be used to pay for the growth or change of a city, and cities will generate more schmuckers with each level (though the number of extra schmuckers generated is reduced for each addition to the total number of city levels on the entire side). Damaged cities lose levels. Higher-level cities are better defended.Erf-b1-p133Same-site.PNG A city's level does not necessarily take into account its true defensive strength.

Cities come complete with buildings, but no civilian inhabitants; no 'populace.' Units popped in the city or brought in from outside may live in the buildings, and they may also be used for storage, but they are not houses with families, or shops, etc. They are popped empty and remain so until filled by the city's garrison.

Capital cities are usually ruled by the ruler of a side. When a ruler dies without an heir, the cities of that side become neutral. Units inside these cities are not allowed to move, attack, cast spells: they are essentially frozen in time, at the mercy of attackers.

Destroyed cities may be claimed by either an HeirErf-b1-p083Same-site.PNG or Warlords of another SideErf-b1-p078Same-site.PNG. A destroyed city is not the same as a ruin

Unit Production

The ruler sets the unit production for the city. Each city can produce certain types of units, depending on the side that built the city, and the level of that city.

For example, Gobwin Knob cities can produce warlords and spidews at level two but can never produce gwiffons. Bigger units take longer to produce.Erf-b1-p043aSame-site.PNG Cities ruled by a royal can produce royals and nobles.

A ruler may also pop an heir in this way, but this takes a tremendous number of turns.

Regent

Main Article: Regent

A Warlord can be assigned to manage a city. Having a Regent Warlord boosts city income and reduces unit upkeep, among other things. To gain this bonus, the Warlord must spend his/her side's turn walking around the city, observing or "supervising," as it were. First Intermission 35

City Zones

Main Article:City Zones

Cities are divided into zones. A city is treated as a single hex for the owning side: no move is expended for the owning side's units when transferring from zone to zone, allowing the defensive units to redeploy to protect the city at will (though it still takes time to actually move the distance). Enemy sides must expend move in order to enter a city zone. There may be restrictions on where a zone can be attacked from.

The most thoroughly described zones were in Gobwin Knob before it was destroyed. Other cities may be built differently.Erf-b1-p098aSame-site.PNG and Erf-b1-p116aSame-site.PNG

  • Outer Walls: may only be passed if breached.
  • Tunnels: may only be entered by light units, with some exceptions.
  • Airspace: may only be entered by fliers.
  • Garrison: may be attacked from any of the other zones above; however, if the attackers come from the Outer Walls they must breach an additional set of garrison walls. In Gobwin Knob, the garrison is further divided into three areas:
  • Special Zone:
    • Some cities may have special zones. For example, Gobwin Knob is situated on a volcano and has a lava lake zone. Haggar and Aqua Velva are ports, and have a separate harbor zone.

Other City Locations

A city may include some other important locations, such as:

Capital Cities

Main Article: Capital

Each side may have only one capital city. Capital cities are the center of each side, and there are several things that can only be done at capital cities. If a side's capital falls, but its ruler or heir does not, the side's units become barbarian.

Ports

Main Article: Port

Port cities lie on hexes that are boundaries to bodies of water, allowing for the production and housing of ships, which can deliver units across water.

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