|City, Terrain Type, Special Locations, Notable Locations|
|Capital Cities, Port Cities, City Zones, Building, City manager, Claiming a City, Cities of Erfworld|
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 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.
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.
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
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.
- 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:
Other City Locations
A city may include some other important locations, such as:
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.
Main Article: Port