PropertyValue
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  • Territories
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  • The purchasable territories were laid out in the image to the right, of which more advanced/expensive territories required that you owned at least one of its prerequisites. The maximum number that was allowed to be built for each territory was 10, though combining the Papal Bulls mnemonic increased the limit by 1, allowing for a maximum limit of 11 on each territory.
  • The Kingdom can interact with foreign territories in a variety of ways, be it friendly trade or ruthless conquest. Engaging in careful diplomacy can be a chore, especially considering friendly relations must be constantly maintained, but grants special benefits to those who are successful.
  • It is a battle to control the map by reaching a certain point, taking it over, then you must keep it in your control for a certain amount of time.
  • Despite the vague name, the Territories are in fact a part of Queensland. It is comprised of seven counties: Terrence, Quincy, Lawson, Darvey, Jessup, Holloway, and Rydell. Each county has a capital town: Barnet in Terrence, Garmantown in Quincy, Burkestown in Lawson, Mayson in Darvey, Calfras in Jessup, Hyatt in Holloway, and Vell in Rydell.
  • There are 3 territories in Canada * Baffin Island * Ellesmere Island
  • Territories is a sourcebook for Werewolf: The Forsaken. In the book, the concept of werewolf territories is expanded upon.
  • The territories of different factions are defended by said factions depending on the general power of those factions.
  • Territories is a version of multiplayer that happens to be the only mode n00bz pwn at. This is the only existing mode n00bz are known to pwn at. Then they go on T-Bagging sprees and call you names like butt monkey and ass face through the mic. This results in players either quitting or the n00bz parents coming in and shutting down their Xbox, nicknamed "Thx God." This mode is high in n00b combos and n00b T-Bagging. Then the n00bz annoy you like mother fuckers by spinning around
  • Territories are the basic cells that constitute a Land. Each has different Populations, resources and facilities. In the Map, each one is represented as one hexagon. In Land => Territories you will be able to see all the information about each of the territories you control. First you will be able to see the resume page of your territories, where the following information of each one is displayed: By clicking in the name of any given territory, you will access its details page. Here you will see some more information, divided in seven areas:
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abstract
  • The purchasable territories were laid out in the image to the right, of which more advanced/expensive territories required that you owned at least one of its prerequisites. The maximum number that was allowed to be built for each territory was 10, though combining the Papal Bulls mnemonic increased the limit by 1, allowing for a maximum limit of 11 on each territory.
  • The Kingdom can interact with foreign territories in a variety of ways, be it friendly trade or ruthless conquest. Engaging in careful diplomacy can be a chore, especially considering friendly relations must be constantly maintained, but grants special benefits to those who are successful.
  • It is a battle to control the map by reaching a certain point, taking it over, then you must keep it in your control for a certain amount of time.
  • Territories is a version of multiplayer that happens to be the only mode n00bz pwn at. This is the only existing mode n00bz are known to pwn at. Then they go on T-Bagging sprees and call you names like butt monkey and ass face through the mic. This results in players either quitting or the n00bz parents coming in and shutting down their Xbox, nicknamed "Thx God." This mode is high in n00b combos and n00b T-Bagging. Then the n00bz annoy you like mother fuckers by spinning around in circles like dumbasses, saying gay-ass crap like "Yeah, you want some a this, suka, I own", and being dickwads. However, this mode is nessecary because with out it, n00bz would go extinct or be exiled to World of Warcraft. N00bz guard this mode carefully and if invoked will scream sayings like "Wait my computer froze, guys stop guys, oh thx my computer is slow and has Vista and..." which is followed by being shot and killed, or "You used BxR! You bastard hacker mother fucker, Im gonna kill..." also followed by death. Either way, if invoked, death for n00bz is inevitable and extremely common.
  • Territories are the basic cells that constitute a Land. Each has different Populations, resources and facilities. In the Map, each one is represented as one hexagon. In Land => Territories you will be able to see all the information about each of the territories you control. First you will be able to see the resume page of your territories, where the following information of each one is displayed: * Territory. This column shows the name of each portion of land you control. By default, the name is a set of coordinates composed by letters that indicate the column of the map where it is and numbers that indicate its row. To the left of the name of the territory, inside the same column, there’s this a symbol that by clicking on it, the Map will center itself in that specific territory; * Population. This indicates the total number of inhabitants of the territory, adding all population types together. If the number is displayed in yellow or red it means that the population is not reproducing well (red being the worst case) due to lack of infrastructures to sustain their numbers; * Stability. It is a measure of how well the territory is doing regarding law and order. It is high in your starting territories, starts low in newly conquered ones, and is influenced by the population type/culture and the presence of friendly troops, who help to maintain order, increasing stability. Stability affects tax revenue, available recruits, population increase and the number of outlaws. The information is presented by a colored circle, which goes from dark red, for the worst possible loyalty, to solid green, for the best possible loyalty, passing trough tones of yellow for intermediate values; * Loyalty. Each population has a loyalty level. This column shows the weighted average of all populations of the territory. Populations with low loyalty will surrender easily to an invader and provide fewer recruits to the Land Lord. Eventually they may even revolt against you! Loyalty also starts high in your starting territories, and the loyalty of a newly conquered population depends mostly upon the loyalty they had to their previous owner in an inverse way. Low loyalty populations will be eager to receive a new Lord, and vice-versa. The information is also presented by a colored circle, which goes from dark red, for the worst possible loyalty, to solid green, for the best possible loyalty, passing trough tones of yellow for intermediate values; * GDP. This represents the economic strength of the territory. It adds the tax revenue produced to the value of all facility productions, valuing them using the world’s current average price for the respective resource; * Production. This column shows what productions are being collected at each territory. The information is presented by a small icon that shows the resource type being produced; * Friendly Armies. The total number of friendly soldiers present; * Notes. Where are shown ongoing activities, such as conquer attempts and enemy armies present, which you can see in further detail by clicking on their numbers; * A “*” will signal which territory is your capital. Each Land has one territory where its lord is considered to reside, and where that Land’s treasure and stock of resources is kept. If that territory is captured, half of the resources will be captured. It should be located in a relatively safe place, such as a fortress away from the frontlines. To change the location of your current capital, just select the territory you desire to change it to, and in the details page of the specific territory select the option to “Select as new capital”. The procedure will take 30 days, during which you will have the option to cancel it. After the 30 days, the exchange will be complete, and your stores will be in the new location. By clicking in the name of any given territory, you will access its details page. Here you will see some more information, divided in seven areas: * A general information area that presents: * * Territory name, stability, GDP and population as explained previously; * * Fertility. This tells you how fertile the territory is. The higher it is, the better for all reproduction rates, both of your populations and the animals in the territory. This characteristic is set for each territory, and players cannot change it; * * Tax. This shows you the tax rate for the territory. It is set at 10%, which is also the percentage used in newly conquered territories; * * Terrain Type. Here you can see the terrain type, which is also displayed with a color code in the Map. The terrain type listed for any given territory results from a combination of the following variables: swampness, relief, fertility and arborization, which are assigned a level from 0 to 1. So, for example, a plain will usually not have a 0.0 relief, the fact that it’s a plain simply means that the relief has a low value. After a certain level it would become a hill. And for really high values, it would become a mountain. The same is also true for the other characteristics of the terrain, such as arborization or swampness. Although the terrain type is useful for simplification purposes, most of the terrain effects happen based on the underlying numeric levels, which are pictorically represented in the map (through the number of trees, shape of the hills, etc). * A Populations/Recruitment area, where you can recruit soldiers in this territory (see Military => Recruitment). Here it is displayed the detailed information about each population type present in the territory, namely: * * Race. Here is shown the population type of these inhabitants; * * State. This informs if the population is free or composed of slaves; * * Number. The total inhabitants of this population type. Their number will increase every month at a rate that is influenced by several aspects of the specific territory, such as the level of infrastructures (see economy => facilities), the fertility, the adequateness of the terrain (example, Orcs bread faster in swamps and slower in dense forests) and the stability; * * Lawful. The lawful population of a territory is the percentage of people that is law obeying and pays taxes. The remaining population is made of outlaws, people that are living there but that are not available to be recruited nor to pay taxes. They are outside the economical system organized by the Land Lord. The number of outlaws increases with low stability, and decreases in the presence of a big army; * * Recruitable. This is the number of people that are available to join your armies. They are part of the population, so if and when you recruit some, the total population is lowered accordingly. Initially, it will correspond to the draft ratio of the population type. When you recruit some, the remaining population will slowly replace those recruited up to the draft ratio. Their number will also float accordingly to the populations loyalty; * * Loyalty. As explained for the land => territories section. It uses the same color coded method. * A Natural Resources area, that presents a list of the natural resources available in the territory. They cannot be intentionally eliminated by the Land Lord. They can be exploited by certain facilities to produce resources. See Economy => Resources for the relevance and possible use of each one. * A Facilities/New facility area. Here is shown a description of the existing facilities. By clicking in “New facility”, you will have the option to create a new one for this territory (see Economy => Facilities). By clicking in the name of a facility, you will have the option to upgrade the existing facility. By clicking in the type of a facility you will see the page on Economy => Facilities about that specific facility type. The listed facilities in this area have the following information: * * Facility, which shows the facility’s name. By default the name is the coordinates of the territory followed by the facility type, but when you create a facility you have the option to select a specific name; * * Type. Here you can see the facility type. See Economy => Facilities for details; * * Level. This shows the level of facility. When you order a new facility built, it is built as a level 1 facility. You can then upgrade it, up to 5 or the limits for your Land type. Each additional level increases the production or effects of the facility, the workers it needs to operate, and the maintenance cost. All the effects and costs are usually not linear, so a level 2 facility will typically produce and cost more that two level 1 facilities; * * Workers. This tells you how many workers the facility, at its current level, needs to function properly, which determines the level of salaries you need to pay; * * Production. This shows the amount of resources that the facility is currently producing. See Economy => Facilities for details on what facilities produce which resources. * * A Resources area where the resources owned by the local population (except gold) is displayed. Animals are used by the inhabitants to help with their work, increasing their productivity, and therefore the amount of taxes they pay. * An Armies Present section that shows which armies you have in the territory, with some information about them (see Military => Armies for details). By clicking on the army name you access the respective army page. To the left of title of this area there is a green arrow that allows you to hide/unhide this information. * A Territory Reports area that lists all territory reports ever produced by the territory, listed chronologically. To the left of title of this area there is a green arrow that allows you to hide/unhide this information.
  • Despite the vague name, the Territories are in fact a part of Queensland. It is comprised of seven counties: Terrence, Quincy, Lawson, Darvey, Jessup, Holloway, and Rydell. Each county has a capital town: Barnet in Terrence, Garmantown in Quincy, Burkestown in Lawson, Mayson in Darvey, Calfras in Jessup, Hyatt in Holloway, and Vell in Rydell.
  • There are 3 territories in Canada * Baffin Island * Ellesmere Island
  • Territories is a sourcebook for Werewolf: The Forsaken. In the book, the concept of werewolf territories is expanded upon.
  • The territories of different factions are defended by said factions depending on the general power of those factions.
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