|Capital Cities, Port Cities, City Zones, Building, City manager, Claiming a City, Cities of Erfworld|
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.
- Promoting units
- Popping royals
- Using the built in portal to the Magic Kingdom.
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.
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 sites are the location of capital cities.
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.
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.