Template:Featured article
From ErfWiki
m (Trimming it down.) |
(Changin it up. Bout time :P) |
||
| Line 11: | Line 11: | ||
EDIT NOTHING ABOVE THIS LINE! I mean it! --></noinclude> | EDIT NOTHING ABOVE THIS LINE! I mean it! --></noinclude> | ||
| - | + | {{Geography101}} | |
| - | {{ | + | {{city101}} |
| - | + | {{ImageStackRight|240| | |
| + | [[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.]']] | ||
| + | }} | ||
| - | = | + | =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 [[capital]]s 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 (city)|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. 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. | |
| - | + | ||
| - | + | Cities come replete 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 [[Movement|move]], [[Combat|attack]], cast [[spell]]s: they are essentially frozen in time, at the mercy of attackers. | |
| - | + | ||
| - | + | 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]]. | |
| - | <br>'''((([[ | + | |
| + | ===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 [[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. | ||
| + | |||
| + | 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 boost city income and reduces [[unit]] [[upkeep]], among other things. To gain this bonus, the Warlord must walking around the city, observing or "supervising," as it were. <sup>[[First Intermission 35]]</sup> | ||
| + | |||
| + | <br>'''((([[City]])))''' | ||
<!-- the for the last link format it like: <br>'''((([[pagename]])))''' --!> | <!-- the for the last link format it like: <br>'''((([[pagename]])))''' --!> | ||
Revision as of 03:52, 11 June 2010
Do your best to keep spoilers OUT of the Featured article! Leave them in the original article, but take them out of the template!
| 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 |
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. Damaged cities lose levels. Higher-level cities are better defended.Erf-b1-p133 A city's level does not necessarily take into account its true defensive strength.
Cities come replete 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-p083 or Warlords of another SideErf-b1-p078
. 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-p043a 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 boost city income and reduces unit upkeep, among other things. To gain this bonus, the Warlord must walking around the city, observing or "supervising," as it were. First Intermission 35
(((City)))