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Sirok

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PostSubject: 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

********************************************

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

********************************************

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

********************************************

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

********************************************

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

********************************************

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

********************************************

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

********************************************

Harmony – HM - Settlement

Haunted Woods – HW - Wild

Hemenster – HS – Starting Settlement - Armadyl

Heroes Guild – HG - Settlement

Hook Region – HOK - Settlement

********************************************

Iceberg – IB - Settlement

Ice Mountain – IM - Wild

Isla Anglerine – IA - Wild

********************************************

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

********************************************

Keep le Faye – KLF - Wild

Keldagrim – KG - Advanced

********************************************

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

********************************************

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

********************************************

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

********************************************

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

********************************************

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

********************************************

Quarry – QU - Wild

********************************************

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

********************************************

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

********************************************

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

********************************************

Ullek – UL - Wild

Uzer – UZ – Starting Settlement - Menaphites

Uzer Mastaba – UZM

********************************************

Varrock – VR - Advanced

Void Knights Island -VK - Settlement

Volcano – VC - Wild

********************************************

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

********************************************

Yanille – YN - Settlement

Yanille Outskirts – YNO - Wild

********************************************

Zemouregals Fotress – ZF - Wild


Last edited by Sirok on Fri Oct 25, 2013 9:37 pm; edited 3 times in total
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Sirok

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PostSubject: 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.
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Toa Takanuva



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PostSubject: 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

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PostSubject: 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.
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Toa Takanuva



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PostSubject: 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?
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Limes

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PostSubject: 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.
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Lord William

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PostSubject: 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.
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Toa Takanuva



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PostSubject: Re: Region List   Sat Oct 26, 2013 5:40 am

No, I don't, sadly.
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PostSubject: 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?
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Toa Takanuva



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PostSubject: 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.
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Unguis



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PostSubject: Re: Region List   Sun Oct 27, 2013 9:54 am

Also, is there a picture of this map somewhere?
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Toa Takanuva



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PostSubject: Re: Region List   Sun Oct 27, 2013 10:06 am

Drafts section, maps thread Razz
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Limes

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PostSubject: 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.
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Toa Takanuva



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PostSubject: 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.
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Limes

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PostSubject: 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.
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Toa Takanuva



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PostSubject: Re: Region List   Sun Oct 27, 2013 11:04 pm

Ahhh, thanks.
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