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  • Environment
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  • The United States Environmental Protection Agency is an agency of the United States Government that is dedicated to the protection of the environment, battling problems such as pollution.
  • The environment is
  • Environment lowers your pollution rate. When recovering from an industry bomb, it is the most useful base.
  • Environment affects both your nation's population happiness and population count. There are numerous variables in the environment bar which include some of the connected resources (coal, oil and uranium bring your environment down), a nation's tech level, infrastructure to land ratio, military to population ratio, not having access to water, certain government types, your responses to the drug and immigration government policy questions, etc... The better your environment the more citizens you get and the happier your total population is. A perfect environment will have 5 filled in stars.
  • The environment in Hack and Craft changes, just as environments on Earth change. Animals eat each other, animals eat plants, plants grow, plants and animals reproduce. The entire environment changes, and entire cities can be affected. Jungle might reclaim an abandoned village, or a metropolis can be overrun by wild animals who are forced to migrate in that direction.
  • Environment (c. 4000 B.C. - 2008 A.D.) is a term encompassing all things on earth that God created for the specific purpose of being used, abused, and taken grievous advantage of by humans, and, more specifically, Americans. The environment is most notable for housing a vast plethora of beautiful, awe-inspiring things for liberals to complain about, like global warming and poaching. I mean, honestly, what does it matter if it's bear season or not?!? Who do these people think they are, telling me what I can and can't kill! I'll see to it that the Jews pay for this.
  • The Environment is a huge, vast area found outdoors. It has no real boundaries other than the doors and windows that separate it from indoors. Zonal transitions within the Environment itself are often gradual and barely noticeable until the change is drastic and, in some cases, life-threatening. If you don't recognize this you're an oxymoron, and should not be reading this further, if you think you are something unique. Maybe it is time for you to get some help.
  • There are 4 types of normal Environment: Boxes, Barrels, Unbreakable Cover and Blocks. [Add note about Portals] There are also types of environment only found in the room of the certain bosses.
  • This is going to be an article on the environment of the Pacific Northwest. There is a lot of work being done on Renewable Energy in the PNW. This article is a stub. Please help PNWcommunity by expanding it.
  • Environments are areas or circumstances that contain many different organisms and hazards which surround Alice Liddell throughout her journey in Wonderland. They are all unavoidable and create the areas and routes that Alice must travel through.
  • Environmental hazards specific to one kind of terrain (such as an avalanche, which occurs in the mountains) are described in Wilderness, above. Environmental hazards common to more than one setting are detailed below.
  • ENVIRONMENT This file describes some miscellaneous things about Multiverse culture, physical environment, phenomenon, and such. PHYSICAL CHARACTERISTICS The Unified world, also known informally as the Multiverse, is an extremely unusual physical configuration. In truth, it is unlike anything ever encountered before by most civilizations. The overall shape seems to be circular, as if a planet. However, attempts to dig deep, towards the center of the form, have turned up with little result. Further, extremely deep pockets of 'void' exist - up to a quarter of a lightyear in depth - apparently having properties similar with outer space. The entire circumference of the Multiverse is estimated to be approximately one lightyear - however, this is only an estimate, and likely out of date, as by mo
  • The earth filled with chaos and destruction. Ruins are what's left from great cities on earth and sufferings are everywhere. The habitable surface left on earth are very small, that is the continent where the gate was developed. The populations are also very few. The leftovers of advanced technology are everywhere to be found. Some folklore creatures wandering this world and each have their own territories. After the Unholy War, everything become so blurred. When exactly this age happens, no one know. Almost every history and technology record vanished after the Unholy War.
  • Extensive large scale environmental engineering, including oceans, forests etc. Industry will be a part of the managed environment. More effective resource management Recycling, re-engineering and resource recovery will be more effectively used Extensive remote sensing use in environmental management Effective intervention in natural disasters Mitigation, control or prevention of floods, earthquakes and landslides World wide NIMBY problem for refugees, waste etc Widespread contamination (worse than Chernobyl) by a nuclear device Carbon dioxide fixation technologies for environment protection
  • Environment is a type of satisfaction, related to the general quality of life in your city. It is often referred to as Quality of Life, and the two terms are almost interchangeable. Environmental satisfaction is mostly used in relation to Citizens, while Quality of life is used for businesses. Also, the first seems to be a more general term, while the second tends to be more localized. You can always check Environmental satisfaction from Layers>Environment. Positive effects on environment have: - The Decoration areas (small effect) - Landmarks (large effect) - Megastructures (very large effect).
  • In general term, the Environment is a term to describe the the venue of the brawling area in that specific location and it is different from the other location in terms of the weather and climate and the aesthetic features that the location offers and the objects in the environment that it has, its not technically geographical location though of course. Different modes and maps will takes place in the different environment/location.
  • Environment (in The Sims 2 and The Sims Stories), also known as Room (in The Sims and console games of The Sims 2 and The Sims 2 Pets), is an often overlooked motive that determines how happy a Sim is with the environment around him or her. It is a combined rating that analyzes the design and content of the room that the Sim is currently standing in. Different factors can affect this motive; for example, Sims don't like small rooms, or rooms with not enough light or windows, nor do they like dead fish in the aquarium, dead plants, walls with no texture on them, foundations with no floor texture on them, dirty plates, puddles, ash piles, or dirty or broken objects. Certain purchases will improve the room rating, such as expensive fireplaces, sculptures, landscaping, or paintings.
  • Each metaroom has its own environment, as defined by various prevailing conditions. * Light * Heat * Soil Moisture * Nutrients Light and Heat are needed by plants in order to grow. Plants also use up some Soil Moisture and Nutrients (see Cellular Automata); how much varies with each plant. Decomposing plants or food enrich the surrounding soil with new Nutrients, and Soil Moisture comes from weather effects, usually in the form of rain. See the Ecology Kit agent for environmental monitoring capabilities.
  • The environment of a module encompasses the objects of which the module consists — areas, placeables, traps, items, etc. In most contexts, "environment" usually focuses on only a few elements, such as only considering hostile elements when talking about PvE, or only considering the intended player character level when talking about the challenge level. Three common types of environment are low magic, high magic, and uber.
  • Maps includes the Dead Space, a region in which the hero can only spend a limited amount of time in before they are killed, their night versions (the same maps in a night time setting), snow maps (maps featuring snow) and their Game Modes, typically Conquest but also V2 Vengeance and King of the Hill. For more details on this topic, see Maps.
  • Environmental objects play a large part in helping or hindering players throughout the Metal Gear saga, as well as providing added depth to the scenery of whatever locale Solid Snake, Naked Snake, or Raiden finds himself in. Gaps in walls and underneath structures that are just tall enough to accommodate a prone human. Every Metal Gear game features a variety of dead-end or open-ended (see Ventilation Shafts below) crawl spaces suitable for evading the eyes of sentries or gaining access to places unreachable at standing height.
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Unlock
  • 500
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  • * American McGee's Alice * Alice: Madness Returns
Name
  • Environment
Caption
  • A messy and poorly maintained room
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Address
  • /env
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  • 40
Effects
  • Decreases Pollution
Location
abstract
  • Environment (in The Sims 2 and The Sims Stories), also known as Room (in The Sims and console games of The Sims 2 and The Sims 2 Pets), is an often overlooked motive that determines how happy a Sim is with the environment around him or her. It is a combined rating that analyzes the design and content of the room that the Sim is currently standing in. Different factors can affect this motive; for example, Sims don't like small rooms, or rooms with not enough light or windows, nor do they like dead fish in the aquarium, dead plants, walls with no texture on them, foundations with no floor texture on them, dirty plates, puddles, ash piles, or dirty or broken objects. Certain purchases will improve the room rating, such as expensive fireplaces, sculptures, landscaping, or paintings. Although this need does not exist in The Sims 3 and The Sims Medieval, object catalogues inexplicably still mention the Environment need.
  • The United States Environmental Protection Agency is an agency of the United States Government that is dedicated to the protection of the environment, battling problems such as pollution.
  • Environment is a type of satisfaction, related to the general quality of life in your city. It is often referred to as Quality of Life, and the two terms are almost interchangeable. Environmental satisfaction is mostly used in relation to Citizens, while Quality of life is used for businesses. Also, the first seems to be a more general term, while the second tends to be more localized. You can always check Environmental satisfaction from Layers>Environment. There are two major detrimental factors in both Environment and Quality of Life: Air Pollution and Noise Pollution. Waste Treatment has an effect on Environmental satisfaction (but seemingly not on Quality of Life). Finally, traffic congestion also seem to affect both factors, but it is as of yet unclear whether this is due to noise pollution, or a separate effect. Considering that in real life cars emit both Noise and Air pollution, it makes complete sense. Positive effects on environment have: - The Decoration areas (small effect) - Environment buildings (currently only Big Park for Avatars, which has a large effect in a small area) - Cultural Leisure buildings (medium effect, also dependent on the size of the building) - Landmarks (large effect) - Megastructures (very large effect). As the Mayor, you need to consider the Environmental quality in your cities, both for the sake of the citizens, and for the business. Check the Environment layer to see areas with Air pollution, Noise pollution, Landmark effect, and the general Environmental satisfaction. Adding parks to your city improve the environment. File:EnvironmentPark.jpg For more in-depth information, refer also to the Quality of Life article.
  • The environment is
  • Environment lowers your pollution rate. When recovering from an industry bomb, it is the most useful base.
  • Environment affects both your nation's population happiness and population count. There are numerous variables in the environment bar which include some of the connected resources (coal, oil and uranium bring your environment down), a nation's tech level, infrastructure to land ratio, military to population ratio, not having access to water, certain government types, your responses to the drug and immigration government policy questions, etc... The better your environment the more citizens you get and the happier your total population is. A perfect environment will have 5 filled in stars.
  • The environment in Hack and Craft changes, just as environments on Earth change. Animals eat each other, animals eat plants, plants grow, plants and animals reproduce. The entire environment changes, and entire cities can be affected. Jungle might reclaim an abandoned village, or a metropolis can be overrun by wild animals who are forced to migrate in that direction.
  • Environment (c. 4000 B.C. - 2008 A.D.) is a term encompassing all things on earth that God created for the specific purpose of being used, abused, and taken grievous advantage of by humans, and, more specifically, Americans. The environment is most notable for housing a vast plethora of beautiful, awe-inspiring things for liberals to complain about, like global warming and poaching. I mean, honestly, what does it matter if it's bear season or not?!? Who do these people think they are, telling me what I can and can't kill! I'll see to it that the Jews pay for this.
  • The environment of a module encompasses the objects of which the module consists — areas, placeables, traps, items, etc. In most contexts, "environment" usually focuses on only a few elements, such as only considering hostile elements when talking about PvE, or only considering the intended player character level when talking about the challenge level. As far as character builds are concerned, the environment is an important factor. A character builder must take into consideration changes to spells and classes, availability of custom items, and expected monster abilities in order to create an effective build. This may, for example, determine if a monk build will use kamas or gloves. Three common types of environment are low magic, high magic, and uber. Low magic environment: In a low magic environment, the occurrence of magic equipment is very rare. There are often many changes to spells and classes, since otherwise spellcasters would be unduly powerful compared to other characters, who are much more dependent on equipment. High magic environment: In a high magic environment, the occurrence of magic equipment is quite common, and there are usually no changes to balance. Usually, all items from the default BioWare palette can be found. An example of a high magic environment is the Hordes of the Underdark campaign. Uber environment: In an uber environment, there usually exist items with enhancement bonuses over +10 and with multiple immunities. In some of these environments, characters can (virtually) gain levels beyond 40 through various simulations.
  • The Environment is a huge, vast area found outdoors. It has no real boundaries other than the doors and windows that separate it from indoors. Zonal transitions within the Environment itself are often gradual and barely noticeable until the change is drastic and, in some cases, life-threatening. If you don't recognize this you're an oxymoron, and should not be reading this further, if you think you are something unique. Maybe it is time for you to get some help.
  • There are 4 types of normal Environment: Boxes, Barrels, Unbreakable Cover and Blocks. [Add note about Portals] There are also types of environment only found in the room of the certain bosses.
  • ENVIRONMENT This file describes some miscellaneous things about Multiverse culture, physical environment, phenomenon, and such. PHYSICAL CHARACTERISTICS The Unified world, also known informally as the Multiverse, is an extremely unusual physical configuration. In truth, it is unlike anything ever encountered before by most civilizations. The overall shape seems to be circular, as if a planet. However, attempts to dig deep, towards the center of the form, have turned up with little result. Further, extremely deep pockets of 'void' exist - up to a quarter of a lightyear in depth - apparently having properties similar with outer space. The entire circumference of the Multiverse is estimated to be approximately one lightyear - however, this is only an estimate, and likely out of date, as by most accounts, the Multiverse is growing as more and more worlds are Unified. The closest thing to a central location the Multiverse has is the Center of the Multiverse, an apparent "ground zero" for the entire Unification. This area seems to have even more bizarre physical characteristics than the rest of the Multiverse and is generally unpassable. More information on the Center is available in 'news source material'. Individual physics of different areas vary greatly by location. Most adhere to classical Earth physics, or similarities thereof. However, there are oddities - for example, gravity neutral areas, supergravitational areas, and even stranger areas (including, in all likelihood, some otherwise nonsensical areas, such as those with euclidian geometry ruling reality). FOUNDING The Multiverse was founded approximately 13 Earth years ago by an unknown group of apparent demigods known as the Custodians. There has been exactly one confirmed, direct contact with the Custodians, known as the Oblivion incident. This consisted of a malevolent entity, apparently the result of damage to a previous attempt at creating a multiverse which self-destructed, as well as other intrusions into Multiverse space. Some locations of this failed Multiverse still exist, such as Dark Kanto; these regions are extremely hazardous and hostile. The motives of the Custodians remain unknown, as well as any other failed Multiverses or any other 'projects' the Custodians may have up their sleeves. VOID One of the strangest parts of the Multiverse is the Void. Not unlike an ocean of sheer nothingness, it traverses the Multiverse, sometimes going under or THROUGH otherwise solid rock. The exact composition of the Void is unknown; however, it behaves extremely similarly to outer space for all practical purposes. In fact, millions of planets, with their own solar systems, reside in this void. Physics itself seems to have changed on a vast scale here, allowing planets that shouldn't be anywhere near each other to coexist in very close proximity without any real danger of collision, nor untoward solar or gravitational effects. For the most part, only planets with notable resources or populations have been brought over. The Void itself is filled with an amorphous aether-like substance that is extremely difficult to analyze. However, it seems to allow for most, if not all beings, to survive in it for at least a limited time. The aether is breathable, and there is sufficient pressure to avoid severe injury. However, the deeper you go in the void, the harsher the conditions, particularly from temperature and radiation; as such, although short-term survival is possible, most beings that are not capable of space travel otherwise will very soon be injured or killed by the harsh environment if they do not return to an atmospheric zone. SUPERNATIONS In the vicinity of the MUSH's main game grid there are two primary supernations - the Union and the Confederacy. Both are described further in other news files. However, they are by no means the only supernations in the entire Unified world. There are numerous supernations out there - some smaller than the two main factions, some doubtlessly larger - possibly much larger. Other supernations are generally TP only fodder; for the moment, the Union and Confederacy seem to have a definite stranglehold on the power in this area, along with various neutral territories which control their own lands and possibly other areas. Furthermore, all other supernations are extremely far flung from the region of the MUSH where the grid is - which is, truth be told, a relatively small area. In general, no other supernations can really afford to have a permanent meaningful foothold around these parts. LANGUAGES All languages spoken by at least one living sentient person are understood by any sentient being that understands any language. This language is NOT changed in any way - someone speaks in Klingon, but you don't know Klingon, you HEAR Klingon and you understand it anyway. This does not convey an ability to speak in it - if you only know how to speak English, you can only speak English. Non-sentient computer systems and most magical systems are also able to understand languages universeally; an interesting phenomenon seems to be that they seem to somehow register the speech in their native language. Written languages are a different story - although extremely common languages are usually understandable by others, this is often not the case; the more escoteric the language, the less likely it is you understand it at all. Particularly ancient languages are all but indecipherable, and even still, most unfamiliar written communications will require the work of powerful artificial intelligence as well as skilled linguists and interpreters to decode. In general computer algorithms are used to afford the ability to read other common written languages. It should be noted that languages have to be based on certain ways of thinking in order to be understood. For instance, if you have three species that speak metaphor-based languages and three species that speak human-based languages, each with fundamentally different brain structure and operation, the human-based species will be able to speak to each other, and the metaphor-based species will be able to speak to each other, but at least so far as the Multiverse's automatic translation system works, they will be highly unlikely to come up with anything meaningful when a human-based and metaphor-based species try to communicate with each other. Furthermore, things like speed come into play (going too fast will either come up as abreviations - which may or may not make any sense - or come out as gibberish). Note that this also does NOT constitute that foreign concepts are communicated; if you've never seen a car, you may identify the word 'car' and be able to use that new word, but you won't know what it is. TECHNOLOGY AND MAGIC The overall availability of technology and magic within the Multiverse in supernations is fairly high. Both the Union and Confederacy should have access to extremely powerful weapons and defensive systems, medical magic and tech that allows for very rapid healing, rapid transportation, and other things along those lines. This is due in part to the pooling of the vast resources of the states and nations that compose these supernations. Outside the supernations, the availability of these things varies greatly, from almost none to levels as high as in supernations. Nevertheless, getting around should not usually be a problem, and losing a limb or an organ isn't that big a deal (so long as you're able to get to medical attention before you bleed out, that is). COMMUNICATIONS The Multiverse, being the vast and changing landscape that it is, cannot rely on simple point-to-point transmissions for its communication needs. Instead, it relies on a variety of methods; the most common by far is a technological or magical mesh network. This network works something like the cellular phone network in modern countries today - communicators transmit to reciever towers, which relay and route the data as necessary to its location. The communication systems are patchy in some areas, but are fairly ubiquitous throughout the supernations. Outside of the supernations, the communication systems are mostly run by various private organizations and smaller governments, such as Cirrus and Marine City. They are also responsible for the limited network traffic that passes between the Union and Confederate networks. This is to some extent tolerated by both sides as they allow one to peep into the other's networks, no matter how slightly; nevertheless, it is carefully monitored by both sides, as well as outsiders who may be interested in tapping into this network for possible valuable data to sell to the highest bidder. This is the medium that most radios use, such as the coded radio channels (like IC-Broadband) and unit-to-unit radio transmission. Communications can also be suplemented by active-scan satalites which work with military communicators, allowing transmissions back to the native network while in enemy territory. Due to the highly patchy nature of the territory in the Multiverse, this is difficult to stop; nevertheless, both sides continually struggle to block enemy traffic from being sent to or recieved from points in their territory, usually with mixed results. Computer data is transmitted in binary format via a universal Internet format known as IPv9, capable of addressing quadrillions of different computers at once. As converting all Internet systems would be impractical, especially for newly merged worlds, typically automatic translation software is used at the points where a local network meets the larger network. Magic-based data usually converts back and forth from computer data via dedicated magic-to-tech conversion machinery. POPULATIONS Despite the ENORMOUS amount of changes to many worlds, many populations remain relatively heterogenous and in their native environment. This is for a variety of reasons - not wanting to leave home, fear, but most of all, practicality. It is not easy nor always fesable for large numbers of people to move from one area of the Multiverse to a distant alternate world. Compare the problem of space travel in a series such as Star Trek; one will often find that "home planets" have a large number of people who have never been into space, and typically have mostly their native species populating the planet. This is for similar reasons. Nevertheless, large-scale movements can and do happen; it's just not all that common. ECONOMY Most worlds have their own economic systems; however, as cross-world trade occured, new transitions to new systems had to be made. In approximately 7 AU, both the Union and the Confederacy issued their own currency, consisting of paper and coin-based money with magic anti-tamper and anti-counterfeit measures. This currency also has standardized electronic and magic forms which are used for things such as wireless monetary transfers. Despite claims by both supernations as to the superiority of their own monetary unit, the general viewpoint of the local Multiverse (reflected in exchange rates) is that Union and Confederation credits are roughly in perpetual lockstep with one another (though one may be somewhat more advantageous over another at any given moment), and are both maintained independantly by their own indexes, which use typical market forces and federal monetary regulation to determine their value, along with comparisons to a fixed list of valuable rare materials that are considered too costly to replicate on a large scale or cannot be replicated at all, such as latinum or dilithium. Stock markets are typically based on individual worlds and maintained there, although off-world investment does happen, usually using either Union or Confederate credits. There is very little in the way of a single centralized stock market for either supernation, although the idea has been considered and may one day be implemented. WARP GATES The warp gate network proliferates throughout the Multiverse, which is responsible for the utterly bizarre setup for the borders for supernations (and sometimes even within Unified worlds that got splayed in different areas). Billions of these devices of varying size and shape are available. Most are roughly the size of a few cars. Each warp gate is capable of reaching a certain number of destinations, usually most warp gates that are relatively nearby, and major distant warp gates. Larger warp gates are usually found near large cities. Destination is usually selected through an apparently telepathic means, although it's possible to follow someone's warp gate wake to attempt pursuit. Warp gates seem to develop whenever the map shifts for Unification; it is speculated that the Custodians are somehow responsible for the network's operation. Several entities, including the Union and Confederacy, have been able to create their own warp gates that tap into the regular network. These are relatively easily controlled by their owners; however, general purpose, public warp gates are very difficult to control and cannot typically be controlled directly; as such, many larger warp gates are often patrolled by soldiers constantly to avoid potential invasion or security breaches. It is, however, hardly unknown for determined troops, particularly the elites of either major faction, to manage to bypass these security measures to some extent. It is important to note that the applicability of warp gates to different types of travel is limited. Though most sentient beings can pass through without much of a problem, larger mass that is not directly connected to these beings has a hard time getting through, as it seems to "deplete" the warp gate. Scientists conjecture that this has something to do with the warp gate utilizing quantum probability mixed with sentience in order to subtly shift reality, allowing for rapid movement incurring very little power loss; as such, nonsentient mass has a much harder time getting through. Thus, large scale movement of material, as well as large-scale non-routine population movement, is typically done by vehicles, most often aquatic, airborn, or spaceborn. Several attempts have been made to clone a warp gate system; some species, in fact, came to the Multiverse with something very similar in place. However, none of them has managed to reach the sheer proliferation of the warp gate system, and thus their applicability remains somewhat limited, and is usually localized to a handful of related locations. AGING Aging is a strange thing in the Multiverse. For the vast majority of cases, aging seems to have slowed greatly, if not stopped entirely. It seems that biological longevity is no longer a serious problem, or at least is a greatly diminished problem, for organic beings (although long-term ramifications of this on things such as neural stability and sanity are of course completely unknown at this time). Aging continues as normal in all biological species until maturity or near maturity. Usually, but not always, the aging either applies or does not apply to an entire particular world, with some exceptions. However, aging is something of a moot point; given the medical technology available, de-aging treatments are rather easy to get ahold of, often with minimal ill effects, effectively granting the subject, with continued treatments, the same longevity as their unaging counterparts. TIME Time seems to have been changed radically in the Multiverse; different pieces of the same world from different times tend to merge with no apparent temporal distortion, and time travelers can no longer travel through time. It is not entirely certain just how time works in the Multiverse, but it is certain to be somewhat alien compared to what most time travelers are used to. Time travelers can sometimes manage to use their powers to give them rather flexible transportation or teleportation powers, as something of a consolation prize; however, time travel is generally not fesable. Certain events, particularly some during the Oblivion crisis of AU 12, showed that at the very least time travel IS possible (albiet likely undesirable), and multiple futures exist for the Multiverse as a whole. RACE Racism varies greatly from world to world; some have almost none, some have a great deal. Both the Union and Confederacy strongly discourage racism, and have passed laws to attempt to do away with it, which have been largely successful, resulting in it no longer generally being practiced in either supernation (although old habits die hard, and a relatively few regions are vastly less accomodating than others). Nevertheless, the simple fact of the matter is, for most things people are more than willing to take your money, and whether you're black or white or Vulcan or Klingon or a thirty foot tall transforming robot doesn't really matter so long as you have enough green, at least insofar as commerce.
  • This is going to be an article on the environment of the Pacific Northwest. There is a lot of work being done on Renewable Energy in the PNW. This article is a stub. Please help PNWcommunity by expanding it.
  • The earth filled with chaos and destruction. Ruins are what's left from great cities on earth and sufferings are everywhere. The habitable surface left on earth are very small, that is the continent where the gate was developed. The populations are also very few. The leftovers of advanced technology are everywhere to be found. Some folklore creatures wandering this world and each have their own territories. After the Unholy War, everything become so blurred. When exactly this age happens, no one know. Almost every history and technology record vanished after the Unholy War. Earth now doesn't consist of countries and government. Earth now only have one ruler, the High Council. The High Council consist of the Unholy War veterans. The High Council authority includes all the area and the races left on earth. Most of them consist of non enchanter warriors. But because of greediness of the human in the High Council, their thirst of power, the Hugh Council have become a corrupted authority.
  • Maps includes the Dead Space, a region in which the hero can only spend a limited amount of time in before they are killed, their night versions (the same maps in a night time setting), snow maps (maps featuring snow) and their Game Modes, typically Conquest but also V2 Vengeance and King of the Hill. National and Royals both have an initial spawn point. This is usually accompanied by a static flag that bears the faction's emblem. Play then progresses to the first two control points from the player. Once the game is "set-up" and both teams have their two closest capture points, the central fire fight begins. This fire-fight will be where most players gravitate to, but a skilled hero will take some time to consider the best path to the battlefield. Avoiding snipers and direct fire from vehicles and gunners is essential. Trying to remain out of sight for as long as possible is critical in terms of how successful the player will be when approaching the enemy. For more details on this topic, see Maps.
  • In general term, the Environment is a term to describe the the venue of the brawling area in that specific location and it is different from the other location in terms of the weather and climate and the aesthetic features that the location offers and the objects in the environment that it has, its not technically geographical location though of course. Different modes and maps will takes place in the different environment/location. In the map customization term, Environment is a term that is used to customize maps which is brought with gems, like skins for maps. These map skins can be brought by gems like brawlers skins. The environment are also served for a adjusted playfield gameplays if not only changes of looks, like showdown weathers but look below for that. This feature is usable on bot brawl, brawl, and co op brawl (all brawl modes). At the end of the match (except showdown) the result will show that who brought the weather skins below that brawler (so that people know who buys it).
  • Each metaroom has its own environment, as defined by various prevailing conditions. * Light * Heat * Soil Moisture * Nutrients Light and Heat are needed by plants in order to grow. Plants also use up some Soil Moisture and Nutrients (see Cellular Automata); how much varies with each plant. Decomposing plants or food enrich the surrounding soil with new Nutrients, and Soil Moisture comes from weather effects, usually in the form of rain. These conditons mostly affect which plants and animals can survive in a given location, but they also have an effect on your creatures, especially Heat. Creatures which are too hot or too cold exhibit visible signs of distress. Four of the areas in the Shee Starship from Creatures 3 have built in environmental controls for both Light and Heat, but they are hidden. To change the Light or Heat levels in the Norn, Jungle, Marine, or Desert Terrariums, you must locate a pillar which resembles the picture to the right. To open the control panel, click within the area circled in red in the first picture. The control panel will open, as shown in the second picture. Each of the four control areas is identical in appearance. * Desert Terrarium - Directly below the main door. * Marine Terrarium - Left of the door to the Desert Terrarium, which is directly below the main door. * Norn Terrarium - Right of the Egg layer, below the Learning Room door. * Jungle Terrarium - Below and right of the main door. There are three similar pillars, the one in the middle has the controls. The green arrows can be used to raise or lower Light or Heat. Each Environmental Control also appears to have ports, but they seem to be non-functional. See the Ecology Kit agent for environmental monitoring capabilities.
  • Extensive large scale environmental engineering, including oceans, forests etc. Industry will be a part of the managed environment. More effective resource management Recycling, re-engineering and resource recovery will be more effectively used Extensive remote sensing use in environmental management Effective intervention in natural disasters Mitigation, control or prevention of floods, earthquakes and landslides World wide NIMBY problem for refugees, waste etc Widespread contamination (worse than Chernobyl) by a nuclear device Carbon dioxide fixation technologies for environment protection Deep underground cities Artificial precipitation induction Global environmental management corporations More floods due to melting of ice caps This article is too short. You can contribute by expanding it. Write more on the topic, add good links or edit the text.
  • Environmental objects play a large part in helping or hindering players throughout the Metal Gear saga, as well as providing added depth to the scenery of whatever locale Solid Snake, Naked Snake, or Raiden finds himself in. Gaps in walls and underneath structures that are just tall enough to accommodate a prone human. Every Metal Gear game features a variety of dead-end or open-ended (see Ventilation Shafts below) crawl spaces suitable for evading the eyes of sentries or gaining access to places unreachable at standing height. Standard high-voltage security fences can prevent the player from gaining entry into higher-security facilities. The player must either find breaks in the fence that can be crawled through or disable the electric current by shooting out the power source. When Snake walks in snow or wet areas, or while bleeding, he can leave behind a trail of footprints. If a guard finds these he will follow them to Snake's current position. Crawling is a slow but effective way to avoid leaving footprints in areas where sentries would be sensitive to their presence. A laser beam or series thereof that blocks entry to particular areas, often rigged with gas, plastic explosives, or some other trap to kill an intruder instantly if triggered. Some games will allow players to disable them by destroying a power source, but the majority require simply passing through undetected. Thermal goggles or Snake's iconic cigarettes are helpful in revealing the beams as they pass, though the latter gradually sap Snake's Life because of their health risks. An outdoor hazard that traps victims as they struggle to escape. Snake will begin sinking if he steps into a pool of quicksand, going deeper as he moves about in it. Becoming completely submerged or being knocked into the pool results in death. These often provide good entrances to different areas as they are not patrolled by Enemy soldiers. Items are often hidden in them and they can provide good hiding places regardless of the current Alert status. The main concern with water is that if Snake remains submerged for too long he will drown. The O2 gauge will display for any situation in which Snake's head must remain under water (i.e. a flooded vent). Metal Gear Solid 3: Snake Eater also features a variety of aquatic wildlife that can be caught and eaten for Stamina, as well as leeches that drain Stamina and must be plucked off of Naked Snake via the Survival Viewer. Fixed machine guns used for point defense by guards - if Snake manages to avoid being cut down by their fully-automatic fire long enough, he can commandeer them to take on large numbers of pursuers at once. Be careful to watch your rear! Powered guns that are useful for shooting down aircraft and can be hijacked in a similar manner to the Mounted Guns above. Due to their slow turning speed, however, they are much less effective for anti-personnel attacks. As of Metal Gear Solid 2, Snake/Raiden can use hanging mode. This allows them to swing over railings and dangle from the side, evading the enemies' sight and sometimes providing an alternate route across. Ladders (or trees, which function in a similar way) can be used by Snake/Raiden to elevate themselves to a higher point. In the case of the latter, Snake can remain at the top, staying out of the enemies sight. This can also be used as a means to cross barriers. Naturally occurring or man-made (nigh-)bottomless pits. In most cases, anyone who steps on their cover will have a second to avoid the floor dropping out - and in extreme cases can disregard the pit altogether as their running speed far outstrips the pit's opening width. Grates within floors that creak or clank when someone walks or runs across them, producing heightened levels of noise that can alert Enemy soldiers. This can be avoided by crawling or by rolling/flipping over them. Most famous for their presence aboard the dummy tanker USS Discovery. A door in the floor that leads to a crawlspace underneath. This is a useful way to escape pursuit or stealthily enter a building. Depending on the current game, the player may only be able to exit upwards from trapdoors. Locked door These can usually be unlocked by having the right key, being in an officer uniform or by knowing the radio frequency for the door.
  • Environments are areas or circumstances that contain many different organisms and hazards which surround Alice Liddell throughout her journey in Wonderland. They are all unavoidable and create the areas and routes that Alice must travel through.
  • Environmental hazards specific to one kind of terrain (such as an avalanche, which occurs in the mountains) are described in Wilderness, above. Environmental hazards common to more than one setting are detailed below.
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