404. That’s an error.

The requested URL /svn/trunk/websiteFrame/websiteFrame.php was not found on this server. That’s all we know. Territories - Almansur

Territories

From Almansur
Jump to: navigation, search

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.

Contents

Territories List

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:

TerritoriesList.png
  • 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;
  • 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;
Territories1.png
  • 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;
  • Distance to Capital: It measures the shortest path, in days, that a militia unit in normal movement, would take to reach the capital. This value is very important, as it affects population loyalty and territory economic efficiency. It can be improved by carefully choosing where to place the capital, and by building a road network.
  • Efficiency: How much of the potential tax of the territory is actually reaching the Land's coffers.
  • Tax: How much tax are the populations of this territory currently contributing to the Land's coffers.
  • 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.

Territory information page

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:

Territories3.png

The large image shows the territory with its facilities. By hovering the mouse over the facilities and clicking, you can create, upgrade or downgrade them, as well as getting some information. If you scroll down, you will see

General information area

  • Territory name, stability, GDP and population as explained previously;
  • Fertility. This tells you how fertile the territory is. Fertility affects reproduction rates and if it is too low, transforms the terrain into a desert. This characteristic is set for each territory, and players cannot change it;
  • 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).
Territories4.png


Populations/Recruitment area

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.

Natural Resources area

It 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 area

Here is shown a description of the existing facilities. 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;
  • Production. This shows the amount of resources that the facility is currently producing. See Economy => Facilities for details on what facilities produce which resources.

Armies Present section

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.

Territory Reports area

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.

Personal tools