PropertyValue
rdf:type
rdfs:label
  • Stable
  • Stable
  • STABLE
  • Stable
rdfs:comment
  • In professional wrestling and e-federations, a stable is a group of wrestlers within a promotion who have a common element -- friendships, either real or storyline, a common manager, or a common storyline -- which puts them together as a unit. Stables can be small alliances of three to six wrestlers (such as D-Generation X, Evolution and The Four Horsemen), or supergroups that include up to half the promotion's talent roster (such as the New World Order, Planet Jarrett and Sports Entertainment Xtreme).
  • The Stable was a location seen in Underworld: Evolution, located somewhere in Hungary. It consisted of a single small barn, which housed several horses.
  • A stable is where mounted units are trained and healed. Cavalry units come in different sorts: light melee, heavy melee, light ranged and medium ranged. Factions with access to Imperial Mandate have the option of upgrading their stables to Constabularies. These are sturdier, have a better line of sight as well as the ability to function as static point defences. Factions capable of constructing constabularies include: China; Mongolia and Armenia.
  • A stable is a place where players may drop off or retrieve their pets. Stables are usually marked by a white picket fence, but some guild halls also have stables which may be accessed by standing directly outside them; at the entrance, near the sign for the hall. viGilante constructed a Sextant-based Map of all Public Temples and Guild Halls, including information on the latter, which he posted in the Oberin Forum, General as "Noob Node non-Ghost Mapping Project." Including public stables.
  • The Stable is a military building.
  • A stable was a facility for keeping horses in. Lucien mentioned stables as one of the things sorcerer-contractors could build. (TAS: "The Magicks of Megas-Tu") The concubine Karana lived outside the Imperial stables. (DS9: "You Are Cordially Invited") In 2369, Geordi La Forge surmised to William T. Riker that a missing Captain Picard had headed to the stables on the Arkaria Base. (TNG: "Starship Mine" )
  • This map takes place in a countryside area where the GR corners BL in a farm, and the Stable is the last line standing between both factions.
  • The Stable is a building in many of the Civilization and Colonization games.
  • Stables become available in the Copper Age and produce mounted units (except for mounted archers). Stables however become unavailable after the Industrial Age. All existing Stables remain but their graphic is unchanged.
  • Link can stay for a rest like for inns, and meet several dwellers or travelers such as the merchant Beedle from whom he can buy items. Most Stables are close to a Shrine which can be used as fast travel points once they have been activated. Cooking pots can be found outside all stables as well.
  • The Stable is a building where mounted troops are trained. It is required before researching any cavalry units, including the Gaul and Roman scouting units. For travian advice go here Upgrades to the stable speeds up the rate at which new mounted troops are made. Each successive level cumulatively reduces the training time of units by 10%. As with the barracks, this training time is not recalculated when the stable is upgraded.
  • In the Stable calvary is trained. The higher the level the faster troops are trained.
  • "Each additional level increases horse training speed by 10%."
  • Stables are located outside major cities and offer horses for sale. Note that stealing a horse will result in a bounty.
  • Category : Buildings In the stable you can recruit cavalry. The higher its level the faster the recruitment will be finished. The requirements for the Stable are level 10 Village Headquarters, level 5 Barracks and level 5 Smithy. The maximum level of the Stable is 20. Here you can recruit Scouts, Light Cavalry, Heavy Cavalry and Mounted Archers (only available in worlds 5-6).
  • "A stable is any building in which horses are kept; a military stable would also include training grounds, barracks for the troopers, blacksmiths, armories, and the like. A horse must be extensively trained if it is to be successfully used in battle. In their natural state, most horses quite sensibly seek to run away from dangerous situations - say, when surrounded by screaming men armed with sharp objects. A cavalrymen's horse, on the other hand, needs to be able to suppress this instinct and instead instantly carry out any order given it by its rider - no matter how suicidal. Such training takes time and skill - for both mount and rider. Stables provide such training: any civilization which plans to employ large numbers of horsemen would be well-advised to make the investment and build a
  • The Stable is a military production facility which allows a nation to train and upgrade cavalry units. It becomes available in the Classical Age, once a nation has developed Military 1 (The Art of War). When entering the Industrial Age, all of a nation's Stables are upgraded to Auto Plants automatically and for free. The building's stats, including resource requirements, remain largely unchanged from this, except for the plunder value, which changes from Food to Metal. Unit types trained at the Stable (until Industrial Age):
  • Stable is unconscious and having a current hit point total between -1 and -9, but not dying. A dying character who is stable regains no hit points, but stops losing them at a rate of 1 per round. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. He has a 10% chance each hour of becoming conscious and disabled (even though his hit points are still negative).
  • In professional wrestling, a stable is a group of wrestlers within a promotion who have a common element -- friendships, either real or storyline, a common manager, or a common storyline -- which puts them together as a unit. Stables can be small alliances of three to six wrestlers (like Evolution, The Cabinet, MNM, The Dudley Boyz, Team Xtreme, Team Canada, Planet Jarrett, the Latin American Exchange and others), or supergroups that include up to half the promotion's talent roster (like the New World Order (nWo) and Sports Entertainment Xtreme). Often the loudest of them appears in promos, occasionally with another wrestler whose gimmick is to be largely silent, perhaps even mute, but nonetheless nodding or gesturing in wild agreement.
  • This document seeks to provide the rules and regulations suggested by the drafting convention of it's prospective members in a thorough, technical, and decisive fashion. Creative interpretation is not an option, and in the event that confusion as to the meaning and effect of a rule is raised, this must be remedied as soon as is feasibly possible. This may be remedied by a convention of it's current signatories or by reference to historical documents from it's drafting.
owl:sameAs
Version
  • C4w
requiredfor
  • Level 20 for Great Stable
  • Level 20 for Horse Drinking Pool
dcterms:subject
dbkwik:stronghold/property/wikiPageUsesTemplate
civ
  • no
Hit points
  • 1200
Hotkey
  • S
Prerequisites
dbkwik:ageofempires/property/wikiPageUsesTemplate
dbkwik:civilization/property/wikiPageUsesTemplate
dbkwik:el.wow/property/wikiPageUsesTemplate
dbkwik:elder-scrolls/property/wikiPageUsesTemplate
dbkwik:elderscrolls/property/wikiPageUsesTemplate
dbkwik:hu.heroesofmightandmagic/property/wikiPageUsesTemplate
dbkwik:memory-alpha/property/wikiPageUsesTemplate
dbkwik:nwn2/property/wikiPageUsesTemplate
dbkwik:underworld/property/wikiPageUsesTemplate
dbkwik:wowwiki/property/wikiPageUsesTemplate
dbkwik:zelda/property/wikiPageUsesTemplate
dbkwik:rise-of-nations/property/wikiPageUsesTemplate
Armor
  • 3
First Appearance
  • Underworld: Evolution
Other
  • None
Name
  • Stable
Completion bonus
  • none
Base cost
  • 120
Building time
  • 28.0
Ramping cost
  • 25
dbkwik:empire-earth/property/wikiPageUsesTemplate
dbkwik:empireearth/property/wikiPageUsesTemplate
dbkwik:travian/property/wikiPageUsesTemplate
dbkwik:riseofnations/property/wikiPageUsesTemplate
Tech
  • Horseback Riding
Cost
  • 60
Effect
  • * New Mounted Units Receive +2 Experience Points
  • Obsolete with Advanced Flight
  • Obsolete with Rocketry
  • Replaced by Ger
Requirements
  • Academy level 5
  • Blacksmith level 3
Location
  • Hungary
wikipage disambiguates
Upgrades To
Line of Sight
  • 8
Max Garrison
  • 10
Plunder amount
  • 50
abstract
  • In professional wrestling and e-federations, a stable is a group of wrestlers within a promotion who have a common element -- friendships, either real or storyline, a common manager, or a common storyline -- which puts them together as a unit. Stables can be small alliances of three to six wrestlers (such as D-Generation X, Evolution and The Four Horsemen), or supergroups that include up to half the promotion's talent roster (such as the New World Order, Planet Jarrett and Sports Entertainment Xtreme).
  • Stable is unconscious and having a current hit point total between -1 and -9, but not dying. A dying character who is stable regains no hit points, but stops losing them at a rate of 1 per round. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. He has a 10% chance each hour of becoming conscious and disabled (even though his hit points are still negative). If the character became stable on his own and hasn't had help, he is still at risk of losing hit points. Each hour, he has a 10% chance of becoming conscious and disabled. Otherwise he loses 1 hit point.
  • In professional wrestling, a stable is a group of wrestlers within a promotion who have a common element -- friendships, either real or storyline, a common manager, or a common storyline -- which puts them together as a unit. Stables can be small alliances of three to six wrestlers (like Evolution, The Cabinet, MNM, The Dudley Boyz, Team Xtreme, Team Canada, Planet Jarrett, the Latin American Exchange and others), or supergroups that include up to half the promotion's talent roster (like the New World Order (nWo) and Sports Entertainment Xtreme). Often the loudest of them appears in promos, occasionally with another wrestler whose gimmick is to be largely silent, perhaps even mute, but nonetheless nodding or gesturing in wild agreement. One of the most famous stables in wrestling history was The Four Horsemen, a stable in Jim Crockett Promotions and World Championship Wrestling, originally formed in 1986 by Ric Flair, his "cousins" The Anderson (Arn and Ole), and Tully Blanchard. Among the great wrestlers who would, at some point, be members of The Four Horsemen were Sting, Lex Luger, Sid Vicious, Chris Benoit, and Dean Malenko. They would feud with other stables--from the "Dudes With Attitudes" to the nWo--throughout WCW's history before their final breakup in 1999. Typically, the use of the term is restricted to groups that exist within the scripted storylines of a promotion. One of the more famous groups of wrestlers in recent times, The Clique of WWF in the mid-1990s, is more accurately called a "backstage group", because the WWF never directly acknowledged the group's existence in its storylines. However, several members of the Clique did form the core of the promotion's D-Generation X stable, as well as WCW's nWo stable.
  • The Stable was a location seen in Underworld: Evolution, located somewhere in Hungary. It consisted of a single small barn, which housed several horses.
  • A stable is where mounted units are trained and healed. Cavalry units come in different sorts: light melee, heavy melee, light ranged and medium ranged. Factions with access to Imperial Mandate have the option of upgrading their stables to Constabularies. These are sturdier, have a better line of sight as well as the ability to function as static point defences. Factions capable of constructing constabularies include: China; Mongolia and Armenia.
  • A stable is a place where players may drop off or retrieve their pets. Stables are usually marked by a white picket fence, but some guild halls also have stables which may be accessed by standing directly outside them; at the entrance, near the sign for the hall. viGilante constructed a Sextant-based Map of all Public Temples and Guild Halls, including information on the latter, which he posted in the Oberin Forum, General as "Noob Node non-Ghost Mapping Project." Including public stables.
  • The Stable is a military building.
  • "A stable is any building in which horses are kept; a military stable would also include training grounds, barracks for the troopers, blacksmiths, armories, and the like. A horse must be extensively trained if it is to be successfully used in battle. In their natural state, most horses quite sensibly seek to run away from dangerous situations - say, when surrounded by screaming men armed with sharp objects. A cavalrymen's horse, on the other hand, needs to be able to suppress this instinct and instead instantly carry out any order given it by its rider - no matter how suicidal. Such training takes time and skill - for both mount and rider. Stables provide such training: any civilization which plans to employ large numbers of horsemen would be well-advised to make the investment and build as many stables as possible."
  • A stable was a facility for keeping horses in. Lucien mentioned stables as one of the things sorcerer-contractors could build. (TAS: "The Magicks of Megas-Tu") The concubine Karana lived outside the Imperial stables. (DS9: "You Are Cordially Invited") In 2369, Geordi La Forge surmised to William T. Riker that a missing Captain Picard had headed to the stables on the Arkaria Base. (TNG: "Starship Mine" )
  • This document seeks to provide the rules and regulations suggested by the drafting convention of it's prospective members in a thorough, technical, and decisive fashion. Creative interpretation is not an option, and in the event that confusion as to the meaning and effect of a rule is raised, this must be remedied as soon as is feasibly possible. This may be remedied by a convention of it's current signatories or by reference to historical documents from it's drafting. For the purposes of assisting groups who are signatories of this document, the Alliance Navy, a signatory and founding member of this document, has created and seeded a "stockpile" of technology which may be used, modified, and distributed by any signatory to this document pursuant to the terms of the STABLE Technology Assistance licence (attached as an appendix to this document and included with every piece of technology distributed under it.) Further contributions to this stockpile may be made by parties bound by this document under the following conditions: 1. * The work is exclusively their own or the result of a collaboration within their signing group. (in the second case, every contributor must submit agreement to these conditions) 2. * The rights to the work are irrevocably licenced under the STABLE Technology Assistance licence. (You maintain the right to distribute the work freely or to make it available under alternative licences.) 3. * The work includes documentation (by comments, a notecard, or otherwise) that illustrates and describes the purpose of most events, functions, and logic paths to the level that they easily apparent to a party possessing the level of skill required to modify the work.
  • This map takes place in a countryside area where the GR corners BL in a farm, and the Stable is the last line standing between both factions.
  • The Stable is a military production facility which allows a nation to train and upgrade cavalry units. It becomes available in the Classical Age, once a nation has developed Military 1 (The Art of War). When entering the Industrial Age, all of a nation's Stables are upgraded to Auto Plants automatically and for free. The building's stats, including resource requirements, remain largely unchanged from this, except for the plunder value, which changes from Food to Metal. Unit types trained at the Stable (until Industrial Age): * Light Cavalry (hotkey: G) * Heavy Cavalry (hotkey: H) * Ranged Cavalry (hotkey: A) * Elephants (Indians and Persians only, hotkey: M) Like all military structures, Stables can be built anywhere in own or allied territory and cannot be captured. The current ramping cost doubles for every three Stables built (i.e. the ramping cost becomes 50 Timber with three Stables already built, 100 Timber with six Stables and so on). Destroying a Stable yields a plunder of 40 Food. Up to 10 cavalry units can be garrisoned inside a Stable and receive healing while garrisoned.
  • The Stable is a building in many of the Civilization and Colonization games.
  • Stables become available in the Copper Age and produce mounted units (except for mounted archers). Stables however become unavailable after the Industrial Age. All existing Stables remain but their graphic is unchanged.
  • Link can stay for a rest like for inns, and meet several dwellers or travelers such as the merchant Beedle from whom he can buy items. Most Stables are close to a Shrine which can be used as fast travel points once they have been activated. Cooking pots can be found outside all stables as well.
  • The Stable is a building where mounted troops are trained. It is required before researching any cavalry units, including the Gaul and Roman scouting units. For travian advice go here Upgrades to the stable speeds up the rate at which new mounted troops are made. Each successive level cumulatively reduces the training time of units by 10%. As with the barracks, this training time is not recalculated when the stable is upgraded.
  • In the Stable calvary is trained. The higher the level the faster troops are trained.
  • "Each additional level increases horse training speed by 10%."
  • Stables are located outside major cities and offer horses for sale. Note that stealing a horse will result in a bounty.
  • Category : Buildings In the stable you can recruit cavalry. The higher its level the faster the recruitment will be finished. The requirements for the Stable are level 10 Village Headquarters, level 5 Barracks and level 5 Smithy. The maximum level of the Stable is 20. Here you can recruit Scouts, Light Cavalry, Heavy Cavalry and Mounted Archers (only available in worlds 5-6).
is Row 2 info of
is Row 3 info of
is Type of
is Hometown of
is Built at of
is Upgrades from of
is Training of
is trained at of