There is a number of issues with the way our geographical regions are currently set up, many of which stem from original early implementation. If someone feels motivated, it would be good if they received a proper overhaul.
Regional Setup
The way our regions-system is supposed to work, every area in the game is assigned to a very broad area (such as Harad), which is comprised of subregions, and so on. All of middleearth should be within middleearth, which is then subdivided. Example:
This is very useful as it allows us to both assign things in broad strokes.
Example 1: Flavor event mentions wolves. Geographical region is set to middleearth_west for simplicity.
Example 2: Event about Dunedain ruins can be set to only appear in middleearth_west_arnor and middleearth_west_gondor
Example 3: Lions Exist in certain terrains of middleearth_haradwaith and middleearth_uttersouth
Issues with the current setup:
[x] Eregion and Beleriand arent part of middleearth_west and have to be mentioned separately
[ ] middleearth_west_dolguldur is distinct from and geographically overlaps with middleearth_west_rhovanion_mirkwood, Should be removed or mirkwood should be divided into subregions.
[ ] middleearth_haradwaith should be entirely reworked, as the divisions dont make much sense. Dune Sea should be its own subregion, equivalent to near and far harad. Bay of Tûlwang should be properly divided into Subregions (Currently all of Rây and part of Tûlwang is part of middleearth_haradwaith_far_bayoftulwang, but it should be split properly and the tiny middleearth_haradwaith_far_jungle should probably be removed. Use of the custom_greater_ray should be mostly phased out and replaced with proper regions inside of our hierarchy.
[ ] The File should be cleaned up and put into proper order.
Other Issues
[ ] Vanilla geographical regions such as world_steppe, world_india, etc, should be reimplemented and filled with LotR-Equivalent areas. Often times this will make compatching far easier.
[ ] Regions / Subregions for New Offmap-Areas should be implemented as empty regions during this rework, so we wont have to repeatedly add them everywhere in retrospect once we get to those areas
[ ] Geographical Regions for artifact materials, hunting, etc should be reviewed and the new (yet empty) offmap regions should be added where appropriate. (Example: Tigers in Khy) This way we wont have to do it again and again during every update.
There is a number of issues with the way our geographical regions are currently set up, many of which stem from original early implementation. If someone feels motivated, it would be good if they received a proper overhaul.
Regional Setup
The way our regions-system is supposed to work, every area in the game is assigned to a very broad area (such as Harad), which is comprised of subregions, and so on. All of middleearth should be within
middleearth
, which is then subdivided. Example:This is very useful as it allows us to both assign things in broad strokes.
middleearth_west
for simplicity.middleearth_west_arnor
andmiddleearth_west_gondor
middleearth_haradwaith
andmiddleearth_uttersouth
Issues with the current setup:
middleearth_west
and have to be mentioned separatelymiddleearth_west_dolguldur
is distinct from and geographically overlaps withmiddleearth_west_rhovanion_mirkwood
, Should be removed or mirkwood should be divided into subregions.middleearth_haradwaith
should be entirely reworked, as the divisions dont make much sense. Dune Sea should be its own subregion, equivalent to near and far harad. Bay of Tûlwang should be properly divided into Subregions (Currently all of Rây and part of Tûlwang is part ofmiddleearth_haradwaith_far_bayoftulwang
, but it should be split properly and the tinymiddleearth_haradwaith_far_jungle
should probably be removed. Use of thecustom_greater_ray
should be mostly phased out and replaced with proper regions inside of our hierarchy.Other Issues
world_steppe
,world_india
, etc, should be reimplemented and filled with LotR-Equivalent areas. Often times this will make compatching far easier.