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Illyriad
Illyriad is a free to play massively multiplayer online persistent browser-based strategy game developed by the UK software company Illyriad Games Ltd, the company's first full online strategy game,About Illyriad Games Ltd
first released in beta in 2010, and launched in 2011. Unlike many browser games, there is no set goal. The game is played on an infinite-round basis—there are no resets planned. Illyriad was showcased in the Mozilla Labs 2010 Game On GalleryMozilla Game On 2010
Mozilla Labs
a ...
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Real-time Strategy
Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that do not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time". By contrast, in Turn-based strategy, turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market ''Dune II'' in the early 1990s. In a real-time strategy game, each participant positions structures and maneuvers multiple units under their indirect control to secure areas of the map and/or destroy their opponents' assets. In a typical RTS game, it is possible to create additional units and structures, generally limited by a requirement to Resource management (gaming), expend accumulated resources. These resources are in turn garnered by controlling special points on the map and/or possessing certain types of units and structures devoted to this purpose. More specifically, the typical game in the RTS genre features ...
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Elves In Fantasy Fiction And Games
In many works of modern fantasy, elves are depicted as a race or species of pointy-eared humanoid beings. These depictions arise from the '' álfar'' of Norse mythology influencing ''elves'' in fantasy as being semi-divine and of human stature, whose key traits are being friendly with nature and animals (Oftentimes being able to communicate with some facet of nature). However, this differs from Norse and the traditional elves found in Middle Ages folklore and Victorian era literature. Post-Tolkien fantasy elves tend to be immortal or long-lived in comparison to humans, more beautiful and wiser, with sharper senses and perceptions, and abilities or crafts that seem alien or magical. Often elves do not possess facial or body hair, are not portrayed as fat or old, and are consequently perceived to be androgynous. As a race, Elves are typically depicted as more ancient than humans or other races, mentioned to have flourished in a sort of Golden Age forgotten by other races. That age ...
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Sovereignty
Sovereignty is the defining authority within individual consciousness, social construct, or territory. Sovereignty entails hierarchy within the state, as well as external autonomy for states. In any state, sovereignty is assigned to the person, body, or institution that has the ultimate authority over other people in order to establish a law or change an existing law. In political theory, sovereignty is a substantive term designating supreme legitimate authority over some polity. In international law, sovereignty is the exercise of power by a state. ''De jure'' sovereignty refers to the legal right to do so; ''de facto'' sovereignty refers to the factual ability to do so. This can become an issue of special concern upon the failure of the usual expectation that ''de jure'' and ''de facto'' sovereignty exist at the place and time of concern, and reside within the same organization. Etymology The term arises from the unattested Vulgar Latin's ''*superanus'', (itself derived ...
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Statistic (role-playing Games)
A statistic (or stat) in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice. For some types of statistics, this value may be accompanied with a descriptive adjective, sometimes called a ''specialisation'' or ''aspect'', that either describes how the character developed that particular score or an affinity for a particular use of that statistic (like ''Specialisations'' in ''Ars Magica'' or ''Attribute Aspects'' in ''Aria''). Most games divide their statistics into several categories. The set of categories actually used in a game system, as well as the precise statistics within each category, vary greatly. The most often used types of statistic include: * Attributes describe to what extent a character possesses natural, in-born characteristics common to all characters. * Advantages and disadvantages are useful or problematic characteristics that ...
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Experience Point
An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and successful role-playing. In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as maximum health, magic and strength, and may permit the character to acquire new abilities or improve existing ones. Levelling up may also give the character access to more challenging areas or items. In some role-playing games, particularly those derived from ''Dungeons & Dragons'', experience points are used to improve characters in discrete experience l ...
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Player Versus Environment
Player versus environment or player versus enemy (PvE, also known as player versus monster (PvM)), is a term used for both single player and online games, particularly MMORPGs, CORPGs, MUDs, other online role-playing video games and survival games to refer to fighting computer-controlled enemies—in contrast to PvP (player versus player). In survival games a large part may be fighting the elements, controlling hunger and thirst, learning to adapt to the environment and exploration. Usually a PvE mode can be played alone, with human companions or with AI companions. The PvE mode may contain a storyline that is narrated as the player progresses through missions. It may also contain missions that may be done in any order. Examples ''Guild Wars'' narrates its story by displaying in-game cut scenes and dialogue with non-playable characters (NPCs). To enhance replayability, missions can often be completed many times. Characters playing in this mode are often protected against be ...
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Player Versus Player
Player versus player (PvP) is a type of multiplayer interactive conflict within a game between human players. This is often compared to player versus environment (PvE), in which the game itself controls its players' opponents. The terms are most often used in games where both activities exist, particularly MMORPGs, MUDs, and other role-playing video games, to distinguish between gamemodes. PvP can be broadly used to describe any game, or aspect of a game, where players compete against each other. PvP is often controversial when used in role-playing games. In most cases, there are vast differences in abilities between players. PvP can even encourage experienced players to immediately attack and kill inexperienced players. PvP is often referred to as player killing in the cases of games which contain, but do not focus on, such interaction. History PvP combat in CRPGs has its roots in various MUDs like '' Gemstone II'' and '' Avalon: The Legend Lives.''. However, while the ability ...
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Siege
A siege is a military blockade of a city, or fortress, with the intent of conquering by attrition warfare, attrition, or a well-prepared assault. This derives from la, sedere, lit=to sit. Siege warfare is a form of constant, low-intensity conflict characterized by one party holding a strong, static, defensive position. Consequently, an opportunity for negotiation between combatants is common, as proximity and fluctuating advantage can encourage diplomacy. The art of conducting and resisting sieges is called siege warfare, siegecraft, or poliorcetics. A siege occurs when an attacker encounters a city or fortress that cannot be easily taken by a quick assault, and which refuses to Surrender (military), surrender. Sieges involve surrounding the target to block the provision of supplies and the reinforcement or escape of troops (a tactic known as "Investment (military), investment"). This is typically coupled with attempts to reduce the fortifications by means of siege engines, ar ...
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Blockade
A blockade is the act of actively preventing a country or region from receiving or sending out food, supplies, weapons, or communications, and sometimes people, by military force. A blockade differs from an embargo or sanction, which are legal barriers to trade rather than physical barriers. It is also distinct from a siege in that a blockade is usually directed at an entire country or region, rather than a fortress or city and the objective may not always be to conquer the area. While most blockades historically took place at sea, blockades are also used on land to prevent entrance of an area. For example, Armenia is a landlocked country that Turkey and Azerbaijan blockade. Thus, Armenia cannot conduct international trade through those countries, and mainly trades through Georgia. This restricts the country's economic development. A blockading power can seek to cut off all maritime transport from and to the blockaded country; although stopping all land transport to an ...
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Military Occupation
Military occupation, also known as belligerent occupation or simply occupation, is the effective military control by a ruling power over a territory that is outside of that power's sovereign territory.Eyāl Benveniśtî. The international law of occupation. Princeton University Press, 2004. , , p. 43 The territory is then known as the ''occupied'' territory and the ruling power the ''occupant''. Occupation is distinguished from annexation and colonialism by its intended temporary duration. While an occupant may set up a formal military government in the occupied territory to facilitate its administration, it is not a necessary precondition for occupation. The rules of occupation are delineated in various international agreements, primarily the Hague Convention of 1907, the Geneva Conventions of 1949, as well as established state practice. The relevant international conventions, the International Committee of the Red Cross (ICRC) Commentaries, and other treaties by military scho ...
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Feint
Feint is a French term that entered English via the discipline of swordsmanship and fencing. Feints are maneuvers designed to distract or mislead, done by giving the impression that a certain maneuver will take place, while in fact another, or even none, will. In military tactics and many types of combat, there are two types of feints: feint attacks and feint retreats. Attacks A feint attack is designed to draw defensive action towards the point under assault. It is usually used as a diversion to force the enemy to concentrate more manpower in a given area, to weaken the opposing force in another area. Unlike a related diversionary maneuver, the demonstration, a feint involves actual contact with the enemy. Retreats A feint retreat, or feigned retreat, is performed by briefly engaging the enemy, then retreating. It is intended to draw the enemy pursuit into a prepared ambush, or to cause disarray. For example, the Battle of Hastings was lost when Saxons pursued the Norman cav ...
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Raid (military)
Raiding, also known as depredation, is a military tactic or operational warfare mission which has a specific purpose. Raiders do not capture and hold a location, but quickly retreat to a previous defended position before enemy forces can respond in a coordinated manner or formulate a counter-attack. A raiding group may consist of combatants specially trained in this tactic, such as commandos, or as a special mission assigned to any regular troops. Raids are often a standard tactic in irregular warfare, employed by warriors, guerrilla fighters or other irregular military forces. Some raids are large, for example the Sullivan Expedition. The purposes of a raid may include: * to demoralize, confuse, or exhaust the enemy; * to ransack, pillage, or plunder * to destroy specific goods or installations of military or economic value; * to free POWs * to capture enemy soldiers for interrogation; * to kill or capture specific key persons; * to gather intelligence. Land Tribal societi ...
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