I will organize and post the rules here. Everything is subject to change at a moment's notice as I modify darth's original ruleset. Also, since the mechanics of Erfworld are somewhat of a mystery to the residents, not every rule will be known by the players.
Side BonusEach side gets a unique bonus from the list below. If you have an idea for a new bonus for your side, run it by me, I'm sure we can figure out something that works.
Rich: Starting gold increased to 50,000 Shmuckers
Merchant: Total Shmuckers generated each turn increased by 20%
Allies: You gain 2 natural allies (such as twolls, lofty elves, marbits, witches, Orly's, gwiffons,...) You will also get a free foreign quarters to house them
Unique Production: You can produce a special unit that would normally be very difficult, if not impossible, to create (for example Archons, Dwagons)
Nobility: Warlords you pop are nobles (as is your ruler), and gain +25% experience and gain a +2 bonus to their attack, defense, and leadership score. (note, there is no functional difference between Royal and Noble, so feel free to have some warlords be Noble and some be Royal)
Inspiring: Whenever a unit you control would lose loyalty, it has a 50% chance of not losing loyalty. Additionally, such is the zeal of your troops that they are willing to work for less. Upkeep costs for all units are reduced by 25%.
Aggressive: Your units have increased attack.
Tough: Your units have increased defense.
Favored Terrain: Choose a terrain type other than mountain and water: You ignore all negative effects of that terrain and can traverse it as if it were open ground. In addition, you get a 50% bonus to attack and defense in that terrain.
Raiders: When sacking locations of interest, you receive 100% additional smuckers and an increased chance of finding items.
Magic Resistance: Spells that target your units have a 25% chance of simply failing.
We will not be using this bonus in Erflantis, sorry. Magical Sovereign: Your leader starts as a caster (of your choice) instead of a warlord, but cannot enter the magical kingdom (this also means that you must have at least 1 other caster to enter the magical kingdom before you can hire from there).
Heroic Reunion: You start with 2 1st level warlords and 1 1st level caster (which will be randomly determined) representing your old adventuring band.
Magical Inclination: You have an increased chance to pop casters (1/2^x instead of 1/3^x, where x is the number of casters you have popped + 1), and get to pick from 5 possible caster types rather than 3.
Special Warlords: Your Warlords are all popped with a special ability. (Examples include flight, ranged,...)
Starting ForcesThe game will start just after your side founds it's capital. You will start with a Level 1 city with the Throne Room upgrade, a Level 3 Warlord to represent your Ruler and a small number of units to represent the troops that survived the voyage. Everyone starts with a Scout, and you can add either a Scout and a Stabber, a Scout and a Piker or an Archer.
Map InfoThe map will consist of a large island (obvs). I haven't made the map yet or determined the exact size. It will contain a variety of points of interest, wandering monsters and barbarians as well as NPC sides. NPC sides will consist of a single city only and won't found new ones, but otherwise behave like a normal side.
Below is the map info for darth's game. I will be using a different program to make my map, so much of the info won't directly apply, but it will give you a general idea of how terrain works and what kind of map features there will be.
As you can see, there are a lot of features to discover. By default, most terrain features can hold a maximum of 5 stacks.
Grassy Region: The most basic of terrain, grassy terrain has no bonuses or penalties.
Hilly Region: Hilly Regions are Grassy regions with hills.
Forest Region: Forest regions are Grassy regions with forests.
Desert Region: The scorching heat of the desert region drains the strength of troops. All units fighting in a desert region have 25% reduced attack.
Desert Region (Hills): This is a desert region with a hill.
Dead Region: This region is completely barren. Nothing can be built on it. It is otherwise treated as a Grassy region.
Marshy Region: Marshy regions are dangerous, especially for cavalry. All units moving through this region must spend 2 movement points. Units may try to rush through it, reducing the movement cost to 1, but doing so is dangerous, and every unit has a chance of croaking. The chance is (1/4)^N, where N is that unit's hits stat. Calvary (any unit with the mount special rule) must spend 100% more movement in either case; 4 for moving through carefully, 2 for rushing through.
Swampy Region: Swampy regions are Marshy regions with forests.
Snowy Region: The harsh cold of snowy regions chills troops to the bone. Units in snowy regions get 25% reduced defense.
Water Region: Cannot be crossed except by fliers and naval units.
Mountainous Region: Mountainous regions are virtually impassable. Only flying units may enter, and even they must spend 3 points of movement per hex. Digger infantry may dig tunnels in mountains, allowing non heavy units to pass through the square. Doing so takes the digger unit's entire turn, and they must be in an adjacent hex to dig (since they cannot obviously enter the mountain hex itself until the tunnel is built).
Volcanic Area: Like a Mountainous region, but has a very, very, very, minute chance of erupting each turn. If it does, all units in the hex itself are croaked, as are all non flying units in adjacent hexes. The average volcano erupts once every 200-500 turns.
City: Belongs to a side, see city rules.
Tower: A heavily fortified building that can act as a forward outpost. Can be built by builders, and acts as a city that cannot have buildings, provides no smuckers/turn, cannot construct units, and has a defense of 10.
Castle: A tower can be upgraded by a builder into a castle. A castle has increased defense (20), but is otherwise the same as a tower.
Fort: A castle can be upgraded by a builder into a fort. A fort has increased defense (30), but is otherwise the same as a castle.
Primitive Settlement: contains a natural ally. Most natural allies start neutral to all players, but some are hostile, and some are actively seeking a side to join. Primitive settlements are more likely to be hostile.
Mine: A structure built to extract gems from the ground. The owner gains additional smuckers each turn, but the mine will eventually go dry.
Forest: Increases the movement cost of the region by 1. Additionally, the dense foliage prevents vast armies from gathering within; forests can house only a maximum of 3 stacks. Finally, units in a forest are hidden, and cannot be seen by any other unit unless they are in the same hex.
Dead Vegetation: As a forest, but the vegetation is too sparse to hide in.
Jungle: As a forest, but the even denser foliage reduces the maximum stacks to 2, and increases the movement cost by an additional 1.
Ruins: A destroyed city, fort, or castle. May contain treasure, natural allies, or monsters.
Ruins (Ancient): An ancient city, often contains very valuable treasures, but is often trapped and/or filled with monsters.
Ruins (Stone): Even older than ancient ruins, stone ruins often have some small treasure, but a very rare number hold wondrous treasure.
Village: Like a primitive settlement, but is more likely to be friendly.
Lighthouse: Units in a lighthouse get +1 to their maximum sight range. Can be built by a builder
Cave: Sometimes contains treasure, sometimes contains natural allies, usually contains wild monsters.
Shrine: A visiting warlord (or caster) can pray at a shrine, and may either be blessed ignored, or cursed. Can be built by a builder. Using temples you have built guarantees that you will never receive a curse.
Temple: Like a shrine, but far more powerful effects. Unlike shrines, cannot be built normally.
Camp: Like a primitive settlement, but is almost always neutral.
Dangers Unknown: ??????
Desert: The thick sand in this region slows down cavalry. Units with the mount special ability (except flyers obviously) must spend an additional point of movement in this hex.
Hills: Hills slow movement down, increasing the cost to move across them by 1, and also give archers a wondrous perch to fire from. Archers on a hill get a 25% boost to attack.
Sunken Ship: Yaaaarrrrrrrr....
Snow: Like desert, but even more crippling, and even other units are affected. All units must spend 1 additional point to move in the snow (even flyers), and cavalry must spend 2 extra.
UnitsThough there are a large variety of different types of units, most sides are fairly limited early on to basic troops. One’s diversity will grow considerably once natural allies have been found and recruited. In addition, every side will eventually "unlock" a unique heavy unit and mount unit, although your cities will not be able to pop these units initially.
All units have an upkeep cost equal to 10% of their initial cost, which must be paid for at the start of every turn. Also, unlike buildings, units take time to build. Production time determines how many turns it would take a level 1 city to produce. Higher level cities can produce things proportionally faster, i.e. a level 3 city could produce an archer/turn, or 3 stabbers every 2 turns.
Name Smuckers Production time Moves Hits Attack Defense Special Worker 200 1 6 1 1 1 Builder, Courtier Scout 200 1 8 1 1 1 Scout Stabber 400 2 6 1 2 3 Shield Piker 400 2 6 1 3 2 First Strike Archer 600 3 6 1 3 1 Ranged Knight 1200 6 6 2 4 4 Equip Warlord 4000 20 6 5 5 5 Leadership, Commander, Equip Caster * * 6 5 2 2 Spellcaster, Commander, Equip Builder:
This unit can build structures outside city walls, such as new cities, mines, and the like. It is consumed in doing so, however. Cities cost 10,000 smuckers to build, and must be built at least 10 hexes away from any other city. Cities cannot be built randomly, only on dedicated city sites which can either be found as ruins, or made by sacking a city. Mines and the like can only be built on terrain that has a special feature to allow it. Other buildings have varying costs.
Every city needs a unit with either the Commander or Courtier Special to manage it. Managing a city takes the unit's entire turn. An unmanaged city produces no Shmuckers and stops popping units.
Scouts can see clearly into adjacent hexes, and reduce the movement cost of terrain by 1 (to a minimum of 1). Non-scouts can only get a vague idea of what is in adjacent hexes.
+100% defense against ranged attacks.
Gets to attack first in engagements.
Can attack any unit in the same hex, cannot be retaliated against.
This unit can have either a shield (+1 defense and shield special ability), a pike (+1 attack and first strike), or a magic weapon. This unit may also equip other special items such as hats, necklaces, rings, and garments.
All units in a stack with at least 1 model with leadership gains a bonus equal to the leadership score in combat, granting a bonus to each unit's attack and defense equal to the leadership score. This bonus also applies to the unit with Leadership. In addition, the chief warlord can spread his leadership over a much larger area; units in the same hex get 1/2 his bonus, and units in the same battlespace get 1/4th the benefit. A given unit can only benefit from one leadership bonus at a time (and will always gain the most beneficial one). A unit's base Leadership score is equal to it's level, plus any modifiers. Ranged attacks only receive 1/2 the normal Leadership bonus
This unit can leads stacks and gain experience. Led stacks can selectively engage units in combat and can choose not to engage when in the same hex as an enemy. Units gain experience through combat and training. Once it has gained enough experience to level up, this unit may choose a minor hero trait. Minor hero traits can be chosen multiple times. At every 3rd level (3, 6, 9,...), the hero can choose a major trait instead. Major traits are unique and can only be chosen once each. Also, every level up increases the upkeep of the warlord by 100. In addition, the number of turns needed to pop a Commander can never be less than 5, regardless of the improvements and magic at your disposal.
Casters cannot be built normally; instead, they have a chance of popping in stead of a caster. Until you've popped at least 1 caster, every warlord has a 1/3^x chance of being a caster, where is in the current number of casters on your side +1. If you pop a caster, you can choose from 3 randomly determined disciplines. Note that this only applies to casters that you pop; casters hired from the magic kingdom, or found in the wilderness, do not decrease you odds of popping a new caster. On the same token, losing your casters also does not increase your odds of getting a replacement. Alternately, you can purchase a caster from the magical kingdom (assuming you have at least 1 caster already to enter the kingdom), but this is more expensive, as a caster purchased this way will have greatly increased upkeep. On the plus side, you'll have the discretion of picking your caster, and it won't require any time to pop.
These, of course, are not all the units, but these are the only ones always available to all sides: I’ll reveal the other possible units to players as they discover them.
All natural allies have a cost and a production time, just like anything else. However, as long as they are natural allies, they can simply instantly pop new troops, without needing actual production dedicated to them. However, they also cost 50% more, but this doesn't increase their upkeep cost. So a natural ally with a cost of 2000 smuckers and a production time of 10 would instead be built instantly, but cost 3000 smuckers, and cost 200/turn. Natural allies also have a loyalty score (which, keeping with erfworldian lore, is hidden) which starts at 50. Once it has gotten above 75, they will offer to become permanent members of your nation. You'll need to dedicate one city to that ally, and as long as you control that city, all your cities can produce that unit as normally as it could produce a stabber. Each city can only support one dedicated ally, so if you get multiple allies you'll need multiple cities.
Additionally, if you lose every single unit of a natural ally before it becomes dedicated to a city, you lose the ally. Those who picked allies as a side bonus will start with 2 units of their allies, except for heavy allies, which they'll start with 1 of.
Command UnitsCommand Unit, Commander or Hero is a blanket term for both casters and warlords (and rarely other special units). Command Units have a variety of special rules which apply to them.
XP and Levelling
As heroes participate in battles, they will earn experience. Once they've earned enough experience, they will gain a level. At each level, (except the first), they gain either a minor trait, or, if their new level is a multiple of 3, a major trait. However, as they become more powerful, they require increasing amounts of upkeep to keep happy. Heroes cost an additional 100 smuckers/turn every time they level.
The xp needed to hit level 2 is 500, and this number doubles every level (so 3rd level requires 1000, 4th requires 2000, ect.) Note that this is cumulative xp; your xp does not go back to zero once you level, but rather accumulates over time.
The most reliable way to earn xp is to croak things, of course, but there may be other ways. Whenever the stack that a character has joined croaks a unit, that Commander gains experience equal to that unit's upkeep. Upkeepless units, such as crap golems or battle bears, instead grant xp equal to the amount of juice they require each turn, multiplied by 300 (so a crap golem costs 1 juice for every 4 golems, or .25 juice a golem, so killing a crap golem nets 75xp. Units that are summoned in battle, like a hat magician's killer rabbits, croak at the end of the turn anyways, so grant no experience. This xp is divided equally among all Commanders in the stack. If an unled stack in a hex with a Commander croaks a unit, that unit provides half the normal xp, divided among all Commanders in the hex.
Another way to earn xp is through training. A Commander who is stationed in a city can spend his entire turn training. A Commander who is training can do nothing else that turn, with the exception that Casters who are ordered to train may travel to the Magic Kingdom and train there. An entire turn training provides 50xp. A Caster who trains in the Magic Kingdom instead gains 60xp.
Unlike minor traits, major traits are unique; you may not take champion, for example, multiple times, nor can you be attuned to multiple arkentools.
+3 Leadership score.
This unit no longer requires upkeep.
This unit can stack his patrol bonus on top of another warlord (so this warlord plus another warlord both working on smucker production could achieve +100% smucker production)
Calvary Commander: This hero and all mounted units in his stack now treat themselves and their mount as a single unit with their combined attack and defense (before leadership bonuses), rather than two seperate units. This means, among other things, that they also only count as a single unit in the fighting 8, allowing you to have 8 mounted troops in the front line.
This trait is exceptionally powerful and needs to be toned down before it can be used.
This hero and all units in his stack with shields now apply their 100% shield bonus to defense to both melee and ranged attacks.
This hero and all units in his stack with pikes may choose to take a penalty on their defense in order to increase their attack by the same value. The max penalty/bonus you can take is equal to this hero's leadership bonus.
You apply your full leadership bonus to ranged attacks, rather than half.
Dance fighting allows the warlord to drastically improve the effectiveness of his troops, at the expense of his own powers. A warlord may perform a dance fight, but doing so prevents the warlord himself from contributing to the attack or defense of his stack. However, dance fighting doubles the attack and defense of all stacks in the hex (before bonuses), but also halves their movement. Only roughly humanoid units can Dance Fight. Heavy units only get a 50% increase in attack and defense. Units cannot Dance Fight while mounted. If the leader of the Dance Fight is forced into the Fighting 8, he immediately stops Dance Fighting. Warlords who are leading a Dance Fight halve their Leadership bonus.
Increases the chance of success when performing diplomatic actions with this warlord by 20%.
Attuned: This warlord will become attuned to a RANDOM arkentool, possibly one that you've found, possibly one that another nation found, possibly one that is still buried somewhere. Note that only one warlord can be attuned to a given arkentool at a time. Once all the arkentools have an attuned user, warlords will not be able to take this trait again until an attuned warlord is killed.
No Arkentools, at least not yet
+6 Hits, Attack, and Defense.
Whenever this warlord would be spotted, there is a 50% chance that he is not. Does not apply if the warlord is stacked with at least 1 other unit that does not have sneaky git.
Choose another -mancy on the same axis as your primary casting (erf, fate, or numbers) or within your primary school (eyeamancy, naughtymancy, ect.). You learn a single spell from that discipline, and can now learn more spells from it. However, spells from other disciplines cost three times as much juice. (Caster only)
Create a new spell (subject to the titan's approval) pertaining to your primary discipline. (Caster only)
gain +15 juice and +3 spells from your primary specialization. (Caster only)
CitiesEach player starts with a single Level 1 city which starts with the capital improvement for free. Cities require a certain number of improvements plus an expediture of Shmuckers to grow. A Commander or Courtier must be present in the city for it to grow. A city may only grow a single level each turn. Each city will provide 1,000 smucker/turn/level. The exact mechanics of walls, city defense and assaulting cities is still being determined.
Improvements are built instantly once the cost is paid. Improvements are not cumulatives. Upgrades supercede weaker improvements. For example, if you have a Merchant and a Tradesman, you only gain +40% Shmuckers. Note, you still count as having 2 Improvements for city growing purposes.
Name Smuckers Effect Prereq Merchant 2,000 +20% smuckers/turn - Tradesmen 4,000 +40% smuckers/turn Level 2, merchant Market 8,000 +60% smuckers/turn Level 3, tradesmen Mint 16,000 +80% smuckers/turn Level 4, market Bazaar 32000 +100% smuckers/turn Level 5, mint Crafter’s Lodge 3,000 +20% production/turn - Workshop 6,000 +40% production/turn Level 2, crafter’s lodge Mill 12,000 +60% production/turn Level 3, workshop Forge 24,000 +80% production/turn Level 4, mill Guildhall 48,000 +100% production/turn Level 5, forge Guardpost 2,500 -10% Stationed Unit Upkeep Costs - Watch Tower 5,000 -20% Stationed Unit Upkeep Costs Level 2, guardpost Barracks 10,000 -30% Stationed Unit Upkeep Costs Level 3, watch tower Keep 20,000 -40% Stationed Unit Upkeep Costs Level 4, barracks Fortress 40,000 -50% Stationed Unit Upkeep Costs Level 5, keep Palisade 1,500 +20% Defense - Wall 3,000 +40% Defense Level 2, palisade Inner Wall 6,000 +60% Defense Level 3, wall Murder Holes 12,000 +80% Defense Level 4, inner wall Iron Clad 24,000 +100% Defense Level 5, murder holes Statue 8,000 Units get +1 loyalty/turn Level 2 Monument 32,000 Units get +2 loyalty/turn Level 4, Statue Embassy 12,000 Allows cooperation with neutral forces - Foreign Quarter 4,500 Each foreign quarter can support 2 natural allies - Stable 7,500 Mounts stationed in this city have no upkeep - Shrine 4,000 Increases morale of stationed units by 10% - Temple 16,000 Increases morale of stationed units by 20% Level 3, Shrine Enchanter’s Station 15,000 Allows the creation of magic items by casters Level 3 Capital 20,000 Doubles smuckers, production, and defense. one per side. This city also gains a portal to the magic kingdom. -
Misc Notes Stacking Bonuses
The only unit on your side that you have direct control over is your Ruler, who represents you in Erfworld. The vast majority of field units are effectively mindless drones who will obey any order you give, even suicidal ones. Commanders on the other hand, have a personality. A lot of that will be shaped by your side and your ruler, but you don't have direct "control" over them. Duty and Loyalty compel your Command Units to obey your orders, but most won't appreciate being treated like puppets. Giving painstaking specific, hex by hex orders, is not something natives of Erfworld expect you to do. As such, I expect your Ruler to behave like a native. Your Warlords are happy to execute orders and carry out missions in line with the side's overall plan, but they, and especially the Chief Warlord, expect some latitude on how to specifically carry out the plan.
Scouting and Updating Maps
Chief Warlords and Heirs
Chief Warlord and Heir are special titles that can be applied to certain Commanders.
The first warlord your side pops automatically becomes Chief Warlord. The benefit of being Chief Warlord is that his Leadership extends over more units, full bonus to his stack, 1/2 bonus to all units in his hex, 1/4 to all units on the side. Note that this bonus does not stack with itself or any other Leadership bonus, so a unit will only get the highest one. If your Chief Warlords croaks, or you wish to name a new Chief Warlord, there is a 10,000 Shmucker cost to do so. Your Ruler can do this any time, from anywhere, and it happens instantly. Only Warlords may be Chief Warlord.
If a Ruler croaks without an Heir, his side is finished. There are two ways to acquire an Heir. First, you can pop one. Only the Capital can pop an Heir. Popping an Heir has the same cost and stats as a Warlord, but takes 40 turns, instead of 20. In addition, this can never be reduced to below 20 turns via any means (no matter buildings or magic you have). Second, you can designate one for 50,000 Shmuckers. Your Ruler can do this any time, from anywhere, and it happens instantly. Any Warlord or Caster can be an heir.
If a particular Warlord is both your Chief Warlord and your Heir, then he gains a certain sense of individuality which other Warlords lack. You may control this Warlord as if he were your Ruler, ie, you can directly control his actions, you see everything he sees, etc.
CombatThe big one, and still a living ruleset.
The Fighting 8
Engaging and Disengaging
Rulers and Combat
"He is Level 20," said Sylvia. "He is Level Thousand. He is Level Million. It does not matter."
Last edited by Details5252; 07-24-2013 at