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| | Region List | |
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Sirok
Posts : 108 Ignore This Number : 120 Join date : 2013-05-25 Age : 30
| Subject: Region List Mon Oct 21, 2013 11:43 pm | |
| Abandoned Mine – AM – Wild
Al Kharid – AK - Settlement
Ancient Guthix Temple – AGT - Wild
Annakarl – ANK – Starting Settlement - Zaros
Ape Atoll – AA – Wild
Arandar Pass - AR - Wild
Arandar Quarry – ARQ - Wild
Arc Region – ARC – Settlement
Arposandra – AP - Settlement
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Bandit Camp – BCA - Settlement
Barbarian Outpost – BO - Wild
Barrows – BRW - Wild
Baxtorian Falls – BF – Wild
Bedabin Camp – BD - Settlement
Black Knights Fotress – BKF – Settlement
Botany Bay – BB - Wild
Bonde Family Farm – BFF - Settlement
Bone Arena – BA – Settlement
Bowl Region – BOW - Settlement
Brimhaven – BH - Settlement
Brimhaven Jungle – BHJ - Wild
Burgh De Rott – BDR - Settlement
Burthrope – BU – Starting Settlement - Saradomin
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Camelot – CM - Settlement
Canifis – CF – Starting Settlement - Zamorak
Castle Drakan – CAD - Settlement
Castle Wars – CW - Settlement
Catherby – CB - Settlement
Central Desert – CED - Wild
Central Misthalin – CTM - Wild
Central Wilderness – CTW - Wild
Citharede Abbey – CAB - Settlement
Chaos Temple – CHT - Wild
Chaos Tunnles – CHA - Wild
Champions Guild – CG - Settlement
Chompy Hunting Area – CH - Wild
Clan Camp – CC - Settlement
Clock Tower – CK - Settlement
Coal Trucks – CT - Wild
Combat Training Camp – CTC - Settlement
Crafting Guild – CRG - Settlement
Crandor – CD - Wild
Crash Island – CA - Wild
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Daemonheim – DAM - Advanced
Daemonheim Camp – DAC - Settlement
Dark Warriors' Fortress – DWF -Settlement
Darkmeyer – DMY - Advanced
Deadlands – DL - Wild
Death Plateau – DP - Wild
Deep Wilderness Quarry – DWQ - Wild
Deep Wilderness Volcano – DWV - Wild
Desert Bandit Camp – DBC - Settlement
Desert Hunting Area – DHA - Wild
Desert Mining Camp – DMC - Settlement
Desert Quarry – DQ - Wild
Dessous' Grave – DS - Wild
Distilleries – DTL - Settlement
Dominion Tower – DOM – Settlement
Dragontooth Isle – DTI - Wild
Draynor Manor – DM - Settlement
Draynor Village – DV - Settlement
Duel Arena – DA – Settlement
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Eagles Peak – EP - Wild
East Ardougne – EA - Advanced
East End – EE - Wild
Eastern Desert – ED - Wild
Eastern Grand Tree – EGT - Settlement
Eastern Isafdar – EI - Wild
Eastern Kharzai – EKH - Wild
Eastern Morytania – EAM - Wild
Eastern Rellekka – ER - Wild
Eastern Sophanem – ES - Wild
Eastern Wilderness – EAW - Wild
Edgeville – EV - Settled
Elven Camp – EC - Wild
Elven Hunter Area – EHA - Wild
Entrana – EN - Settlement
Etcetaria – ETC - Settlement
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Falador – FD - Advanced
Falador Farm – FFM - Wild
Feldip Hills – FH – Settlement
Fenkenstrains Castle – FS - Settlement
Fight Arena – FA – Settlement
Flax Fields – FF - Wild
Freminnik Isles – FI - Wild
Freminnik Province – FP - Wild
Frozen Wastes – FW - Wild
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Gates to Prifddinas – GTP - Wild
Ghorrock – GH - Wild
Gnome Grove – GNG - Wild
Goblin Village – GV - Settlement
God Wars Dungeon – GWD - Wild
Grand Tree – GT - Advanced
Graveyard – GY - Wild
Gunnarsgrund – GG - Settlement
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Harmony – HM - Settlement
Haunted Woods – HW - Wild
Hemenster – HS – Starting Settlement - Armadyl
Heroes Guild – HG - Settlement
Hook Region – HOK - Settlement
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Iceberg – IB - Settlement
Ice Mountain – IM - Wild
Isla Anglerine – IA - Wild
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Jaldraocht – JCH - Wild
Jaleustrophos – JLP - Wild
Jatizso – JAZ - Settlement
Jiggig – JI – Settlement
Jungle Heartland – JH – Starting Settlement – Marimbo
Jungle Hunter Area – JHA – Starting Settlement - Bandos
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Keep le Faye – KLF - Wild
Keldagrim – KG - Advanced
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Lava Maze – LM - Wild
Legends Guild – LG - Settlement
Lighthouse – LH - Wild
Llyeta – LL – Starting Settlement - Seren
Lumberyard – LUM - Wild
Lumbridge – LM - Advanced
Lumbridge Fields – LF - Wild
Lumbridge Swamp – LS - Wild
Lunar Isle – LI - Settlement
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Mage Arena – MA - Wild
Mage Training Area – MTA - Settlement
Marim – MAR - Settlement
McGrubors Wood – MC - Wild
Meiyerditch – MYD - Settlement
Meiyerditch Outskirts – MYO - Wild
Menaphos – MEN – Advanced -
Miscellania – MSC - Advanced
Mobilizing Armies – MAS - Wild
Monestary – MS - Settlement
Monkey Colony – MOC - Settlement
Mort Myre Swamp – MSW - Wild
Mort'ton – MTT - Settlement
Mos'le Harmless – MLH - Wild
Mos'le Harmless Town – MLT - Settlement
Mountain Camp – MU - Settlement
Mudskipper Point – MSP - Wild
Musa Point – MP - Wild
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Nardah – ND - Settlement
Nature Spirits Grotto – NSG - Wild
Neitiznot – NEI - Settlment
No Man's Land – NML - Wild
Northern Asgarnia – NA - Wild
Northern Desert – NOD - Wild
Northern Jungle – NJ - Wild
Northern Kandarin – NK - Wild
North of Prifddinas – NOP - Wild
North West Desert – NWD - Wild
North West Kandarin – NWK - Wild
North West Wilderness – NWW - Wild
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Observatory – OB - Wild
Ogre Island – OI - Wild
Ogre Territory – OT - Wild
Ogress Hunting Area – OHG - Wild
Oo'glog – OO - Settlement
Otto's Land – OL - Wild
Ourania – OU - Wild
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Pest Island – PI - Wild
Pincers Region – PIN - Advanced
Pirates Cove – PIC - Settlement
Pirates Hideout – PH - Settlement
Piscatoris – PIC - Settlement
Poison Wastes – PW - Wild
Polar Hunting Area – PA - Wild
Pollnivneach – PN - Settlement
Port Khazard – PK- Settlement
Port Phasmatys – PPH - Settlement
Port Sarim – PS - Settlement
Port Tyras – TY - Settlement
Portal Site – PRS - Wild
Prifddinas – PD - Advanced
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Quarry – QU - Wild
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Rangers Guild – RG - Wild
Red Dragon Isle – RDI - Wild
Rellekka – RK – Starting Settlement - Guthix
Rimmington – RT - Settlement
Ritual Stone – RS - Wild
Rogues Castle – RC - Settlement
Ruins and Cemetery – R&C - Wild
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Scythe Region – SCY - Settlement
Seers Village – SV - Settlement
Senntisten – SEN - Settlement
Shantay Pass – SH - Wild
Shilo Village – SHV - Settlement
Silvarea – SIV - Wild
Sinclair Lands – SC - Settlement
Skull Region – SKU - Settlement
Slayer Tower – ST - Wild
Sophanem – SOP - Advanced
South East Wilderness – SEW - Wild
South West Wilderness – SWW - Wild
Southern Varrock – SVR - Wild
Strykewyrm Den – SK - Wild
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Tai Bwo Wannai – TBW - Settlement
Taverly – TA - Settlement
The Hallows – THH - Wild
Tower of Life – TOL - Settlement
Trollheim – TH - Settlement
Tree Gnome Village – TV - Settlement
Trollweiss – TW - Wild
Tzhaar City – TZ - Advanced
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Ullek – UL - Wild
Uzer – UZ – Starting Settlement - Menaphites
Uzer Mastaba – UZM
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Varrock – VR - Advanced
Void Knights Island -VK - Settlement
Volcano – VC - Wild
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Warriors Guild – WG - Wild
Waterbirth Island – WB - Wild
West Ardougne – WA - Advanced
West End – WE - Wild
West Falador – WF - Wild
Western Grand Tree – WGT - Settlement
Western Isafdar – WI - Wild
Western Kharzai – WKH - Wild
Western Menaphos – WM - Wild
Western Varrock Territory - Wild
Western Wilderness – WEW - Wild
White Wolf Mountain – WW - Wild
Witchhaven – WH - Settlement
Wilderness Hunter Area – WHA - Wild
Wizards Tower – WT - Settlement
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Yanille – YN - Settlement
Yanille Outskirts – YNO - Wild
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Zemouregals Fotress – ZF - Wild
Last edited by Sirok on Fri Oct 25, 2013 9:37 pm; edited 3 times in total | |
| | | Sirok
Posts : 108 Ignore This Number : 120 Join date : 2013-05-25 Age : 30
| Subject: Re: Region List Mon Oct 21, 2013 11:55 pm | |
| Just so that you know~
There are: 231 Regions > 125 Wild Regions > 83 Settled Regions > 14 Advanced Regions > 9 Starting Settlements
***
I suppose we need to get around to deciding what types of resources should go where. The advanced regions and the starting settlements already have set resources, so we don't really have to worry about those.
As for Possible Landmarks and Significant Locations... Well, that's gonna be kept a secret between William and I ;D So don't ask. | |
| | | Toa Takanuva
Posts : 43 Ignore This Number : 43 Join date : 2013-10-12 Location : Somewhere in the universe.
| Subject: Re: Region List Tue Oct 22, 2013 3:25 am | |
| Good job.
Well, like in God Wars 4, we at least need to know the significant locations or possible landmarks. In the last game, those two were seriously influencing region conquering. Why not have all advanced settlement regions have gem modifiers and runes depending on their location (for example, East Ardougne would have a rune modifier due to it's location near the Ourania Altar and since it is advanced, a lot of trade goes through so it has an income of runes from the altar.)
We are putting the exact resource modifiers of each region in the region list, right?
Right?
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| | | Sirok
Posts : 108 Ignore This Number : 120 Join date : 2013-05-25 Age : 30
| Subject: Re: Region List Tue Oct 22, 2013 3:52 am | |
| We can use it as a basis. We'll need to alter it a bit onacounta balancing. I guess I'll put them in "really quick" since I have the time.
The only thing about 'Advanced regions' having modifiers as such is due to the fact that her thighs spread just like peanut butter they aren't supposed to have resources, as they have developed beyond that. Only wild regions and settled regions would have resources of any amount.
But I do understand what you mean. Perhaps they should have some kind of special modifier like runes and horses. | |
| | | Toa Takanuva
Posts : 43 Ignore This Number : 43 Join date : 2013-10-12 Location : Somewhere in the universe.
| Subject: Re: Region List Tue Oct 22, 2013 7:37 am | |
| Uhhh....
"Her thighs just spread like peanut butter?"
I'll just...stop talking about that. Yeah.
Advanced Regions are, in my eyes, cities in real life such as New York or Boston from the 17-1800s, and with a little bit of countryside surrounding them - they still have resources, just are advanced. Or do you two see advanced regions like modern New York, or Hong Kong or something? | |
| | | Limes
Posts : 301 Ignore This Number : 311 Join date : 2013-04-29
| Subject: Re: Region List Tue Oct 22, 2013 4:44 pm | |
| I'd like to say, firstly, Siroki did indeed do an excellent job.
In my opinion, though, we shouldn't know just from the region list where all the Landmarks would be. I feel that it'd be more fun and more surprising if we left the Landmarks and significant locations off the region list. Of course, once these landmarks are found, they'd almost always be announced to the world, as who could keep a One-of-kind thing like a Landmark under wraps?
Additionally, I'm of a different viewpoint than both Siroki and Toa on the cities thing. While Modern-Day big cities are highly advanced and sprawling like New York, Tokyo, or Paris, cities in the sort of time-period that RuneScape is set(somewhere in the 1200s to the 1500s) were very, very different. They wouldn't take up an entire region, since Cities like London, Amsterdam, and Constantinople were much smaller back then. And also, they'd definitely have resources, you'd just need to take a look at an in-game example: Keldagrim. Keldagrim is arguably the most advanced city in the entire game, and I'll be shocked if it didn't have a stone and ore modifier.
But, the most blatant reason why Advanced Regions should have modifiers, even if they're smallish ones, is that if a person was forced to forfeit modifier in order to make a region make a bit more money, than nobody would ever upgrade any cities more than just the capital and cities that were already advanced. In this version of God Wars, resource modifiers are even MORE precious due to the increased amount of resources needed to be spent on troops. A civilization that is filled with wild regions and settlements would easily be able to overpower a civilization that has spent time and care into their regions, simply because the region with many settlements, although with an unimaginable amount of gold, would have minimal modifiers and all resource in their buildings, while the civilization with many wild regions would have massive modifiers and a large army that would dominate. If the no-modifiers system were out in place for Advanced Regions, then everyone would simply ignore most of the content that is for Advanced Regions, save for maybe one or two locations.
But, now, onto my suggestions:
1. I feel like each "zone" (Desert, Morytania, Feldip, Kandarin, etc.) should have roughly equivalent modifiers to one-another, for the sake of balance. 2. We're going to need to find a more even distribution for Rune Altars. Else ways we're going to have some empires characterized by a large Rune Modifier (Zarosians in the last game) and some with a tiny rune modifier (Plitians, MSMK in the last game) 3. Each Zone should have roughly the same amount of Landmarks and Significant Locations. | |
| | | Lord William
Posts : 320 Ignore This Number : 322 Join date : 2013-04-29
| Subject: Re: Region List Sat Oct 26, 2013 5:21 am | |
| Scenario: You are the king of Varrock and a massive army of undead are on your gates. Your army has been all but defeated, but there is still some hope that your allies will retaliate for you and help you vanquish the enemies. For the waiting period you've locked yourself inside the city walls, barring all access into or outside Varrock.
Alright, now let's inspect the way I've imagined the city regions are. City regions are just the cities themselves and the outskirts mentioned by Lime are separate regions. You control the region of Varrock, which is completely surrounded by walls and enemies can't enter the region. The undead horde is sitting in the surrounding areas, in control of them. No problem, works perfectly.
And then the model where the outskirts are parts of the city regions themselves... Uhm... Well, sorta you're the controller of the regions maybe, but then sort of the undead own it because you're at their mercy... and where exactly did this modifier come from and should that happen and why are they allowed to stay in the region when they don't own it and I demand that they must be in the next region and let my workers go out of the safety of the walls just because the outskirts are part of the city itself and I still own the city and I need my resources and since they don't own the region I own it!!!1!one!
Get it?
Rune modifiers are getting a rebalance, yes. | |
| | | Toa Takanuva
Posts : 43 Ignore This Number : 43 Join date : 2013-10-12 Location : Somewhere in the universe.
| Subject: Re: Region List Sat Oct 26, 2013 5:40 am | |
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| | | Unguis
Posts : 9 Ignore This Number : 9 Join date : 2013-10-12 Age : 28 Location : Kandarin
| Subject: Re: Region List Sat Oct 26, 2013 9:22 am | |
| I see your point somewhat, William, though there are ways to work around that. Perhaps any region upgraded to a city could be split into a "city" region and an "outskirts" region on upgrade, and the outskirts region retain most of the modifiers? | |
| | | Toa Takanuva
Posts : 43 Ignore This Number : 43 Join date : 2013-10-12 Location : Somewhere in the universe.
| Subject: Re: Region List Sat Oct 26, 2013 10:02 am | |
| It would be too much work for the person who makes the map and updates. | |
| | | Unguis
Posts : 9 Ignore This Number : 9 Join date : 2013-10-12 Age : 28 Location : Kandarin
| Subject: Re: Region List Sun Oct 27, 2013 9:54 am | |
| Also, is there a picture of this map somewhere? | |
| | | Toa Takanuva
Posts : 43 Ignore This Number : 43 Join date : 2013-10-12 Location : Somewhere in the universe.
| Subject: Re: Region List Sun Oct 27, 2013 10:06 am | |
| Drafts section, maps thread | |
| | | Limes
Posts : 301 Ignore This Number : 311 Join date : 2013-04-29
| Subject: Re: Region List Sun Oct 27, 2013 10:05 pm | |
| Okay, William, I understand what you said, but I feel as if my interpretation is more accurate.
When there are two armies in an advanced region(I'll call it a city for the time being), one defending and one attacking, then that means, at best, there is nobody in control of the region. The main benefit of the City would be it's citizenry, who would also be holed up in the walls of the city should there be an attack, or just cowering in fear in their homes at home. They wouldn't be doing their jobs, and thus they wouldn't be able to collect resources. War disrupts the business in the region, and, while the city is completely at the mercy of the invading army, the invaders don't have full control over the citizenry until they've taken the city, and nobody's going to go out and collect resources in the middle of a war zone. (except sappers, but they aren't in this game) The soldiers would be too busy either preparing for an assault or preparing a Defence, and it isn't safe for the citizens to go and get the resources.
But, this brings up the question of the Taxes. In my opinion, the citizens would be more loyal to the occupying empire than the invading empire (if they weren't, that's what we have the dissent mechanic for.) Since there's a massive army in the region who are trying to protect them, those citizens would be even more inclined to pay their taxes! (Alternatively, the presence of the army could scare the citizens into giving their dues) The citizenry wouldn't be able to pay their taxes to the invading army, since they'd either get killed by the invading army for being from the city that is in the hands of the enemy, or killed by the defending army due to the man's dissent, or fears of possible espionage.
Additionally, if the cities weren't much smaller than they actually are on the map, then that would imply that you could bombard one region from many regions away! We can't have that, as it fundamentally screws up the battle system we've designed, I believe.
So, if we were to do anything, than it'd be to disallow the use of an Advanced Region's resources whenever there is a battle in that region. But, that would be very complex, so I say that for the sake of ease, we use this excuse:
An army cannot be everywhere. If an army was big enough to fill a substantial portion if a region, then it'd be almost impossible to organize, not counting the fact that you couldn't even fit it into the city, and also the fact that I don't believe it to be possible to generate enough funds to even pay for such an army even if you had every region in the game. Some civilians can still be in the countryside, and collect the resources from the region while the invading army is gearing up for an offensive. Normally, though, the army's presence would scare some civilians from their jobs. However, the fear of the invading army is still ever present, as is the authority of the defending army. So, despite the people who are too scared to go out and collect resources, the rest are frantically collecting resources and paying taxes so that they can muster up enough to properly have their homes defended. By some coincidence, this almost breaks even. | |
| | | Toa Takanuva
Posts : 43 Ignore This Number : 43 Join date : 2013-10-12 Location : Somewhere in the universe.
| Subject: Re: Region List Sun Oct 27, 2013 10:47 pm | |
| So, whenever a region is being invaded or an adjacent region to an Advanced region is being invaded, you get a buff to resource collection and gold collection? If that's so, then that would be an interesting mechanic. | |
| | | Limes
Posts : 301 Ignore This Number : 311 Join date : 2013-04-29
| Subject: Re: Region List Sun Oct 27, 2013 11:00 pm | |
| Nonononono. Whenever a region is being invaded, nothing happens other than a battle, just like in the regular GW standards. | |
| | | Toa Takanuva
Posts : 43 Ignore This Number : 43 Join date : 2013-10-12 Location : Somewhere in the universe.
| Subject: Re: Region List Sun Oct 27, 2013 11:04 pm | |
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