All Entries
Items
Resources, materials, weapons & gear — with rarity, stats, and lore.
Badges
Achievements & honors — unlocked by glory in combat, politics, and trade.
Skills
Interactive skill planner with live in-game math. Plan your build.
World
Interactive 3D globe — all 195 nations, live regional intel when the engine connects.
Missions
Daily, weekly & starting tracks — full system breakdown + a day-one walkthrough.
Stats
Wages, trade volume, inflation & market activity — live when the game enters open beta.
Getting Started
- Start Here
Territoria — Overview
A persistent, player-driven geopolitical MMORPG. Every border, law, company, and army is shaped by players.
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Core Game Loop
How the moment-to-moment loop of harvesting, producing, trading, fighting, and governing connects every system.
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Core Design Pillars
The pillars that drive every design decision — player agency, interconnected systems, meaningful progression, and realism.
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Character & Progression
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Progression Overview
Skill-based progression — characters improve by doing. 11 skills across economy, crafting, and combat.
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Skill System
How skills are gained, trained, and unlocked. XP curves, skill unlocks, and training actions.
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Total Level
Sum of all skill levels — a top-line indicator of overall progression and the gating stat for high-tier content.
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Skill — Woodcutting
Harvest timber for processing into planks and construction materials.
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Skill — Mining
Extract ores and minerals used across refining, engineering, and construction.
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Skill — Fishing
Harvest fish and seafood for cooking, trade, and the food economy.
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Skill — Farming
Grow crops that feed the food, textile, and consumables industries.
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Skill — Cooking
Turn raw food into consumables that restore hunger, energy, and apply buffs.
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Skill — Medicine
Produce medical supplies that heal, cure, and keep soldiers in the fight.
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Skill — Manufacturing
Craft manufactured goods, components, and equipment from processed materials.
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Skill — Engineering
Design precision components — bearings, circuits, hydraulics, weapon systems.
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Skill — Refining
Refine raw ores and crops into alloys, fuels, cement, glass, and plastics.
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Skill — Construction
Build national infrastructure — roads, hospitals, bases, nuclear plants.
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Skill — Military
Combat skill — governs attack, defence, equipment proficiency, and army roles.
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Economy & Industry
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Resources
Every item in Territoria originates as a raw resource — timber, ore, crop, or fish — then flows through refining and manufacturing chains.
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Items
Full catalogue of items — weapons, armour, ammunition, food, medical, construction, and components.
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Company System
Players build and run companies — the engine of the player-driven economy. Companies hire workers, run production, and scale through upgrades.
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Economy
A fully player-driven economy — currency, trade, supply, demand, taxes, and national finance.
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TerraCoin (TC)
The native in-game currency of Territoria. Every trade, wage, tax, and treasury move settles in TC.
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Marketplace
Global and national marketplaces where players buy and sell everything. Orders, fees, and arbitrage.
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Supply & Demand
How player activity drives price formation — scarcity, demand curves, and regional specialisation.
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Taxes
Income tax, sales tax, tariffs — the levers governments pull to fund the treasury.
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National Economy
National-level economic health — GDP, employment, treasury, and the Economic Health Index.
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International Trade
Cross-border commerce — tariffs, trade agreements, embargoes, and global marketplace flow.
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Politics & Government
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Nations
Nations are the central political unit in Territoria. Each nation has citizens, a government, treasury, infrastructure, economy, territory, and military.
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Elections
Every government is elected by its citizens. Nomination, campaigning, voting, and results — all player-run.
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Parliament
The legislature — where elected ministers debate, draft, and vote on laws, budgets, and policies.
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Laws
National laws shape life inside a nation — tax rates, border controls, trade policy, criminal law.
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Treasury
The national war chest. Where tax revenue, war rewards, foreign aid, and event income accumulate — and what the government spends.
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Infrastructure
National infrastructure — large multi-phase projects that transform a nation's development level and economic capacity.
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National Policies
Policy levers governments pull — border policy, foreign investment, education, military doctrine.
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Political Ethics & Skill Trees
Every policy choice shifts your nation along ethical axes — Industrialism, Agrarianism, Pacifism, Expansionism, Diplomacy, Isolationism, Imperialism, Republicanism, Unethical.
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Warfare & Military
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Combat
The combat system — attack, defence, damage, armour, and the stats that decide every fight.
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Military Equipment
Weapons, armour, and ammunition — the gear that defines a soldier.
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Regiments
Player-formed military units. Hierarchy, membership, roles, and shared logistics.
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Coalitions
Multi-nation alliances for defence, offence, and diplomacy. Treaties, obligations, and shared war efforts.
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Campaigns
Multi-stage military operations — invasions, defensive campaigns, and the escalation ladder.
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Territory Capture
How wars actually move borders — region capture, resistance, and holding ground.
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Items & Equipment
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Items — Weapons
Melee, sidearms, assault rifles, machine guns, shotguns, precision rifles — manufactured by Engineering and Manufacturing companies.
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Items — Armour
Six-tier set progression from Recruit to Sovereign. Each tier scales defence and unlocks a set bonus.
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Items — Ammunition
Small, Medium, and Large ammunition — compatible with distinct weapon classes.
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Items — Food
Cooked consumables that restore hunger, energy, and apply short-term buffs.
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Items — Medical
Medical supplies — bandages, antiseptics, trauma kits, surgical kits, and advanced medical kits.
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Items — Construction Materials
Wood planks, steel beams, concrete blocks, glass panels, pipes — the backbone of infrastructure projects.
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Items — Components
Engineering components — bearings, gears, circuits, hydraulics, motors, weapon systems.
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Items — Cases
Loot cases dropped from missions and events. Standard · Elite · Mutation Box.
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Reference Database
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Appendix A — XP Tables
Full XP tables for every skill tier.
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Appendix B — Item IDs
Canonical item IDs (TIM-, ORE-, CRP-, FSH-, REF-, ENG-, MFG-, FOD-, MED-, WPN-, AMM-, ARM-, CASE-).
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Appendix C — Company IDs
Canonical company IDs across all 10 company categories.
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Appendix D — Resource IDs
Canonical resource IDs for the resource system.
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Appendix E — Balance Notes
Design balance notes carried over from internal V2 discussions.
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Appendix F — Changelog
Patch history for the wiki V2 content. Updated as sections ship.
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Design Philosophy
The guiding principles behind every design decision.
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Progression Loops
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Missions
Guided objectives at every cadence — tutorial, daily, weekly, monthly, seasonal.
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Achievements
Permanent milestones. Skill, economic, military, and government achievements.
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Rankings
Public leaderboards for everything that matters — total level, individual skills, wealth, companies, nations.
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World & Regions
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Regions
137 nations, 685 regions — each with its own climate, resource bonuses, and strategic value.
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Travel
Moving between regions — travel actions, costs, diplomacy, and the simplified travel system.
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Border Policies
Each nation sets its own borders — open, controlled, or closed. Policies change during war.
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Passports
Citizenship, visas, and permanent residence — the paperwork of a borderless world.
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