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* Quite possibly one of the first examples of this were the ''VideoGame/RomanceOfTheThreeKingdoms'' games, in which you can capture enemy territory in several ways, although the most common one is the simplest: March your army in.

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* Quite possibly one of the first examples of this were the ''VideoGame/RomanceOfTheThreeKingdoms'' ''VideoGame/RomanceOfTheThreeKingdomsKoei'' games, in which you can capture enemy territory in several ways, although the most common one is the simplest: March your army in.
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** ''VideoGame/SaintsRow 2'' and its sequels do the same to Stilwater and Steelport.

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** ''VideoGame/SaintsRow 2'' and its sequels do * The ''VideoGame/SaintsRow'' series color-codes the same to different 'hoods on the in-game maps of Stilwater and Steelport.Steelport according which gangs controls them. Typically, the map starts out as a patchwork of three-to-four colors and gradually gets filled out with purple (the color of the player's gang) as the story progresses.
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* ''VideoGame/CommandAndConquerTiberianDawn'' (and the ''[[VideoGame/CommandAndConquerRedAlert C&C: RedAlert]]'') used a Risk map of two separate continents depending on your alliance. The map was simply an artificial facade of a CampaignTree, but you could see other areas on the map being contested or conquered by other good and bad guys while you went.

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* ''VideoGame/CommandAndConquerTiberianDawn'' (and the ''[[VideoGame/CommandAndConquerRedAlert C&C: RedAlert]]'') used a Risk map of the Commander can choose the missions in two separate continents depending on your alliance. side, Africa for NOD, Europe for GDI, the whole Europe in ''Red Alert''. The map was is simply an artificial facade of a CampaignTree, but you could can see other areas on the map being contested or conquered by other good and bad guys while you went.the warring factions.

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