Difference between revisions of "Side"

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(Known natural allies Sides:)
(Known natural allies Sides)
 
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There is a distinction between [[Capital_Side|capital sides]] and [[Natural_Allies|other sides]]{{erf|1|086}}.
 
There is a distinction between [[Capital_Side|capital sides]] and [[Natural_Allies|other sides]]{{erf|1|086}}.
  
==Capital Sides==
+
===Capital Sides===
  
 
Capital sides (as the name implies) have [[capital]]s and are governed by a [[Ruler]]. A capital side can also own [[city|cities]] other than the capital. If the [[Ruler]] of a city is a [[Royal]], the city may produce Noble and Royal [[Units]]. Royal sides sometimes split off into new sides.{{erf|1|079a|Parson's Klog #9}}
 
Capital sides (as the name implies) have [[capital]]s and are governed by a [[Ruler]]. A capital side can also own [[city|cities]] other than the capital. If the [[Ruler]] of a city is a [[Royal]], the city may produce Noble and Royal [[Units]]. Royal sides sometimes split off into new sides.{{erf|1|079a|Parson's Klog #9}}
  
===Starting a Capital Side===
+
====Starting a Capital Side====
 
In order to start a new side, a [[barbarian]] unit must [[claim]] a [[capital]] city. There must be no units belonging to an existing side on the hex.
 
In order to start a new side, a [[barbarian]] unit must [[claim]] a [[capital]] city. There must be no units belonging to an existing side on the hex.
  
===Known capital sides:===
+
====Known capital sides====
  
 
* [[Ad Council]] <sup>[[LIAB Text 50]]</sup>
 
* [[Ad Council]] <sup>[[LIAB Text 50]]</sup>
 +
* [[Anchorbar]]
 
* [[Bananastan]]
 
* [[Bananastan]]
 
* [[Bennifer]]
 
* [[Bennifer]]
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* [[Carpudlian]]s
 
* [[Carpudlian]]s
 
* '''[[Charlescomm]]'''
 
* '''[[Charlescomm]]'''
 +
* [[Cheeseburg]]
 
* [[Dagwood]]
 
* [[Dagwood]]
 
* [[Delkey]]
 
* [[Delkey]]
 +
* [[Dogfort]]
 
* '''[[Faq]]''' (destroyed by [[Gobwin Knob]]), now reestablished by [[Jillian]] under the protection of [[Transylvito]]
 
* '''[[Faq]]''' (destroyed by [[Gobwin Knob]]), now reestablished by [[Jillian]] under the protection of [[Transylvito]]
 
* [[Easteros]] (destroyed)
 
* [[Easteros]] (destroyed)
 +
* [[Eagle Keys]]
 
* [[el-Efbaum]] (destroyed)
 
* [[el-Efbaum]] (destroyed)
 
* [[Firstpost]]
 
* [[Firstpost]]
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* '''[[Gobwin Knob]]'''
 
* '''[[Gobwin Knob]]'''
 
* '''[[Goodminton]]''' (destroyed)
 
* '''[[Goodminton]]''' (destroyed)
 +
* [[Graceland]]
 
* [[Haffaton]]
 
* [[Haffaton]]
 
* [[Haggar]]
 
* [[Haggar]]
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* [[Protip]]
 
* [[Protip]]
 
* [[Quisling]]
 
* [[Quisling]]
 +
* [[Rightshoring]]
 +
* [[Seaworld]]
 
* [[Sofa King]]
 
* [[Sofa King]]
 +
* [[Swanstone]]
 
* [[Squashcourt]]
 
* [[Squashcourt]]
 
* [[Tapwater]]
 
* [[Tapwater]]
 
* '''[[Transylvito]]'''
 
* '''[[Transylvito]]'''
 
* [[Unaroyal]] (self destructed to prevent their units being killed and then [[decrypt]]ed by [[Gobwin Knob]]) {{blog|2009|10|summer-updates-043}}
 
* [[Unaroyal]] (self destructed to prevent their units being killed and then [[decrypt]]ed by [[Gobwin Knob]]) {{blog|2009|10|summer-updates-043}}
 +
* [[Unisom]]
 
* [[Westeregg]] (destroyed)
 
* [[Westeregg]] (destroyed)
 +
* [[Woodshole]]
  
==Other sides==
+
===Natural Allies===
  
 
Non-capital sides (also referred to as [[Natural_Allies|natural allies]]) have no capital, no cities, no royals.{{erf|1|079a|Parson's Klog #9}} They do, however, have their own treasuries and can form long semi-permanent alliances. If there is a way for Natural Allies to become a Capital Side, it has not been stated in the comic.
 
Non-capital sides (also referred to as [[Natural_Allies|natural allies]]) have no capital, no cities, no royals.{{erf|1|079a|Parson's Klog #9}} They do, however, have their own treasuries and can form long semi-permanent alliances. If there is a way for Natural Allies to become a Capital Side, it has not been stated in the comic.
  
===Known natural allies Sides:===
+
====Known natural allies Sides====
  
 
* [[Daemons]]
 
* [[Daemons]]
 
* [[Elves]]
 
* [[Elves]]
** [[Altruist Elves]] (used to be natural allies to [[Jetstone]])
+
** [[Altruist Elves]] (used to be natural allies to [[Jetstone]]) {{ref| [[TBFGK 22:1]]}}
**[[Bawdy Elves]]
+
** [[Bawdy Elves]]
 +
** [[Boring Elves]]
 
** [[Eager Elves]]
 
** [[Eager Elves]]
 +
** [[Hardcore Elves]] {{ref|[[IPTSF Text 27]]}}
 
** [[High Elves]]
 
** [[High Elves]]
** [[Lofty Elves]]
+
** [[Hoe Elves]]
 +
** [[House Elves]]
 +
** [[Hungry Elves]]
 +
** [[Jam Elves]]
 +
** [[Juggle Elves]] (natural popped ones) {{ref|[[Hvs.tCF 71]]}}
 +
** [[Lofty Elves]] (possibly are elongated tall elves, with legs like a [http://en.wikipedia.org/wiki/Moko_jumbie Man ][http://en.wikipedia.org/wiki/Stilt_walking on Stilts]] )
 
** [[Luckless Elves]]
 
** [[Luckless Elves]]
 +
** [[Mosh Elves]]
 +
** [[Navy Elves]]
 +
** [[Scene Elves]]
 
** [[Schlemiel Elves]]
 
** [[Schlemiel Elves]]
 
** [[Shady Elves]]
 
** [[Shady Elves]]
 
** [[Superfluous Elves]]
 
** [[Superfluous Elves]]
 
** [[Tardy Elves]]
 
** [[Tardy Elves]]
 +
** [[Trashy Elves]]
 
** [[Woodsy Elves]]
 
** [[Woodsy Elves]]
 
* [[Giant]]s
 
* [[Giant]]s
 
** [[Western Giants]] (natural allies to [[Faq]], formerly [[Jitterati]])
 
** [[Western Giants]] (natural allies to [[Faq]], formerly [[Jitterati]])
**[[Eastern Giants]]
 
 
* [[Gobwins]] (used to be natural allies to [[Gobwin Knob]])
 
* [[Gobwins]] (used to be natural allies to [[Gobwin Knob]])
 
* [[Hobgobwins]] (natural allies to [[Gobwin Knob]])
 
* [[Hobgobwins]] (natural allies to [[Gobwin Knob]])
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** [[Man Witches]] (natural allies to [[Dagwood]])
 
** [[Man Witches]] (natural allies to [[Dagwood]])
  
==Barbarians==
+
===Barbarians===
  
It does not seem that [[Barbarians]] are a single side; rather, "Barbarian" is a catch all term used to describe [[Units]] without a side or neutral cities without a [[Ruler]]. If Rulers or their [[Heir]]s lose their capital they become [[Barbarians]]. All of the permanent inhabitants of the [[Magic Kingdom]] are [[Barbarian]] [[Casters]].
+
[[Barbarian]]s are not a single side; rather, "Barbarian" is a catch all term used to describe [[unit]]s without a side or neutral cities without a [[Ruler]]. When a side [[fall]]s, any surviving Rulers or [[Heir]]s in the field and [[Caster]]s in the [[Magic Kingdom]] become [[Barbarian]]s.
  
 
[[Barbarians]] have to rely on either [[Farm|farming]], [[Wildlife|hunting]], or [[mercenary]] work to pay [[upkeep]] of their [[Units]]. They can form alliances with [[Capital_Sides|capital sides]].
 
[[Barbarians]] have to rely on either [[Farm|farming]], [[Wildlife|hunting]], or [[mercenary]] work to pay [[upkeep]] of their [[Units]]. They can form alliances with [[Capital_Sides|capital sides]].
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From [[WB2014 Digdoug - Episode 8]], it would seem that the total number of capital sides in Erfworld might be over 200. It wouldn't be surprising if the exact total number of possible sides in Erfworld [http://en.wikipedia.org/wiki/255_%28number%29#In_computing was 255].
 
From [[WB2014 Digdoug - Episode 8]], it would seem that the total number of capital sides in Erfworld might be over 200. It wouldn't be surprising if the exact total number of possible sides in Erfworld [http://en.wikipedia.org/wiki/255_%28number%29#In_computing was 255].
  
 +
==Fanon==
 +
* [[Natural Allies]]
 +
** [[Eastern Giants]]
 +
 +
[[Category:Proposed Canon]]
 +
[[Category:Speculation]]
 +
[[Category:Fanon]]
 
[[Category:Side]]
 
[[Category:Side]]
 
[[Category:Erfworld Mechanics]]
 
[[Category:Erfworld Mechanics]]

Latest revision as of 07:48, 7 May 2016

The Capital Sides of the Royal Crown Coalition, from Page 86

Proposed Canon

A Side is a group of characters and Units involved in the conflict in Erfworld and is led by a single Ruler, which is a King or Queen if the Unit is Royal, or an Overlord if not. The Side includes all Units, cities, and terrain under the leadership of that Ruler.

There is a distinction between capital sides and other sidesErf-b1-p086Same-site.PNG.

Capital Sides

Capital sides (as the name implies) have capitals and are governed by a Ruler. A capital side can also own cities other than the capital. If the Ruler of a city is a Royal, the city may produce Noble and Royal Units. Royal sides sometimes split off into new sides.Erf-b1-p079aSame-site.PNG

Starting a Capital Side

In order to start a new side, a barbarian unit must claim a capital city. There must be no units belonging to an existing side on the hex.

Known capital sides

Natural Allies

Non-capital sides (also referred to as natural allies) have no capital, no cities, no royals.Erf-b1-p079aSame-site.PNG They do, however, have their own treasuries and can form long semi-permanent alliances. If there is a way for Natural Allies to become a Capital Side, it has not been stated in the comic.

Known natural allies Sides

Barbarians

Barbarians are not a single side; rather, "Barbarian" is a catch all term used to describe units without a side or neutral cities without a Ruler. When a side falls, any surviving Rulers or Heirs in the field and Casters in the Magic Kingdom become Barbarians.

Barbarians have to rely on either farming, hunting, or mercenary work to pay upkeep of their Units. They can form alliances with capital sides.

Speculation

From WB2014 Digdoug - Episode 8, it would seem that the total number of capital sides in Erfworld might be over 200. It wouldn't be surprising if the exact total number of possible sides in Erfworld was 255.

Fanon