FANDOM


The Lord of the Rings: The Strategy GameEdit

This project is discontinued, but... a new LOTR game has just begun!

I AM LOOKING FOR DEVELOPERS AND DESIGNERS FOR A NEW LOTR GAME (not a scenario or mod, but a 100% new game). If you are interested, please join us at http:/http://www.moddb.com/games/lotr-the-strategy-game and / or write me to jjmcarrascosa@gmail.com.

INFORMATION ABOUT THE DISCONTINUED PROJECTEdit

Some content will be included in the next game.

RequerimentsEdit

  • Civ V
  • Mongolia DLC
  • G&K expansion
  • BNW expansion
  • A good video card and a powerful processor (the scenario is huge!)  - ...try gunboat checkoption in the load screen to reduce memory requeriments...


About the scenariosEdit

The scenarios are based on Tolkien books: the Lord of the Rings, the Hobbit, the Silmarilion, Unfinished Tales and The History of Middle-earth, etc. In concrete, they are dated on 1650 and 2950. The scenario don't follow literally the books, giving you the chance of completely changing 

the fate of the Middle Earth. Moreover, there have been changed lots of things to make the game more playable.

In order to maximize the playability of the scenario, there are 31(!) playable nations in SINGLE PLAYER MODE  (less in HOTSEAT). From one side, this fact gives lots of hours of gaming, because you can play lots of different nations, which are all different, so never a game will look like another. From the other side, you will need a good computer to hold on well the size of the map (huge), nations and the scenario itself.


Some peculiarities:

  • Goblinleader
    MAP LABELS:
    You can put a label at any hex just by clicking CTRL+SHIFT+A
  • CAMERA ROTATION: You can rotate the camera of the game in the scenario (Thanks, alpaca!). Use SHIFT+A (left) or D (right)
  • HEX LIMIT: You can hold up to 2 military units in a hex, as well as 2 characters. This makes the game more dinamic from one side, but for the other side, you could find what it could seem strange at a first view. For example, you can not attack a unit if you will have a complete victory over it and in the same hex there is another enemy unit. However, if the victory is not complete and depends on the dice roll, the AI could permit it (this is not made by the author of this scenario, is the CIV V AI)
  • SENTRY UNITS: There are some STATIC units that won't move. These units are called "sentry". They cost no money to maintain.
  • EVENTS AND EMMISSARIES: There are LOTS OF EVENTS that occur and modify the game that could seem strange. But everything has an explanation: just use the GET RUMOURS frequently, even more than once in a turn, and you will know why :)
  • ENCOUNTERS: Heroes can come across char encounters all along the game. Take a look at the corresponding section below.
  • CHANGING BORDERS: This mod includes the Hex Conquer and Release MOD (see credits at the bottom), what means that in case of any neighbor enters a unprotected hex, that hex will be captured. A hex is unprotected when there is no units or cities surrouding to protect it.
  • NEW HEROES' USER INTERFACE: This mod includes All starts (see credits at the bottom), which includes a completely NEW UI for Heroes and Artifacts.
  • NEW PONTOON BRIDGE IMPROVEMENT: Allows both naval and land units to cross rivers
  • NEW 34 WHoward's PickNMix DLL (see credits at the bottom): which allows up to 34 major civilizations (up to now, used 31) and includes some new game parameters, as the following :
​1) Naval units can enter FORTS (there are some forts all over the Middle Earth, specially along long rivers as Anduin, improving the ship movement up to some important cities of the map).
2) New TUNNEL IMPROVEMENT: Now, there are some mountain tiles with a tunnel/road, what means that this tile is crossable by any unit (for example, there is a cross between Goblin Gate and Rivendell, another near to Gundabad, in Minas Ithil/Morgul, etc.).
4) New promotions: Alpine crossing (units can cross Mountains), Ice crossing (for Lossoth), etc.
5) New attrition system: Mountains no longer cause attrition.

Installation instructions and how to start/load a gameEdit

Newback
NOTE! You can download additionally the TERRAIN ADD for this scenario, located at Steam at http://steamcommunity.com/sharedfiles/filedetails/?id=405224639 just by subscribing to it. It makes the environment more realistic.

1) You need to download it from STEAM, or directly through the Facebook page of the game. If you download it in STEAM, go directly to step 3. To do it, just click to SUBSCRIBE button and it will appear the next time you start the game in MOD tab.

2) If your download was manual from Facebook group , copy the .civ5mod file into the My Documents\My Game\Sid Meier's Civ V\MODS folder.

3) Start STEAM - CIV V.

4) Go to MODS tab in the Main Menu screen.

5) If you have subscribed to TERRAIN ADD MOD via Steam, activate it first in the MODS section.

6) Activate the Lord of the Rings MOD. It may take some seconds to appear. If after some minutes you don't see it, and you have download it via Steam, try to install it manually, downloading the file from from Facebook group .

7) Select either the Lord of the RIngs MOD or both the Terrain Add mod and the Lord of the Rings scenario, in case you decide to use the additional terrain modifications. Click on next.

8) Click on SINGLE PLAYER (IGNORE ANY OTHER OPTIONS. If you want to load a game, anyway press on Single Player)

9) Click on CUSTOM GAME (IGNORE ANY OTHER OPTIONS. If you want to load a game, anyway press on Custom Game)

10) Here you will find the 3 options available to start a game: begin a new 1650 scenario game, begin a 2950 one or load a game. 

7.1) If you load a game, select the game name and click start.
7.2) If you begin a new scenario, you will be able to configure it with many options (see below).


NOTE ABOUT HOTSEAT CONFIGURATION

This scenario was modded to be played in hotseat (thanks Gedemon!, see link below), and even the single player game will be configured as a hotseat game of 1 player.


See the next section about customizing the game.

Customizing the gameEdit

The game offers some customized options, you can enable if you want. Most of them require other checkoptions to be enabled or disabled, what will be done automatically. For example, in case of Quick Victory, the start with the One Ring Found option will be disabled (since the QUick Victory supposses that the first player finding the One Ring wins automatically).

  • Quick victory: Whenever and whoever finds the Ring, will win automatically the game. This option disables One Ring found checkoption.
  • One Ring found: The first human player will get a Ring Bearer unit, and the Ring will not be hidden. This option disables Quick Victory.
  • Neutrals aligned: Neutrals will start aligned:
    • In 2950: All go DARK except Forochel, Woses and Dunharrow.
    • In 1650: All go DARK except Forochel and Woses.
  • Independent nations - no team playing (checked by default): Makes each player play individually: you won't get any information from your team fellows, the FOG OF WAR will cover their territories, etc. You only will get information from them using the GET RUMOURS Emmissary action button.
    • IMPORTANT! This option increases the game speed and reduces memory resources, so it is highly recommended for low resources computers.
  • Quick Combat: Deactivates combat animations to increase game speed.
  • Quick Movement: Deactivates units movement to increase game speed.

Before beginning with this: about saving games...Edit

Mapsave

CIV V saving games option has been disabled because of the peculiarities of the game. However, you will find the scenario saving game option on the right panel, above the minimap. Game names are fixed. 

To load the game, just start CIV V - Go to MODS tab - Select LOTR scenario - SINGLE PLAYER  - CUSTOM GAME - Load 2960 or 1650 scenario. Select your game name, and that's it!







About the alignmentsEdit

There are 3 different alignments: Free Peoples, Dark Servants and Neutrals. Free Peoples form a team-alliance, as do the Dark Servants. However, Neutrals are not a team in itself, so they play individually from each other, until they choose an alignment (Free or Dark).

Free People are a group of nations who are always at war with Dark Servants. There are a total of 10 FP nations. If you choose one of them, you will be in a team with 9 more, so you will see the events occurring to the other nations of your team.

For the Dark Servants, the scenario works alike.

Neutrals, as we have already said, work individually, so they don’t see any orders of the rest of the nations. They form a team each. The main feature is that they start unaligned, but at any moment, they can declare war and a side. Doing it, they change their alignment and become either Free or Dark PERMANENTLY. They won’t be able to change their alignment anymore, so be careful with your choice. Moreover, they will get in permanent war with all the neutrals who have chosen  the opposite side. Very often, the neutrals offer to each other change the alignment together: this is a very funny point of the game.

About the nationsEdit

Newcivs

2950 scenario

Inspiration and texts taken from www.middleearthgames.com .

There are 11 FP nations:

Northern Gondor : Although no longer the dominant force in western Middle-earth, the nation of Northern Gondor still controls a large domain extending north from the White Mountains, east from Rohan, west from the land of Mordor, and south of the Falls of Rauros. The blood of the Dunedain runs rich here and the leaders of Northern Gondor are well-seasoned veterans of numerous foreign conflicts. Led by the Ruling Steward Ecthelion II, their armies are well-provisioned and supplied and have hope to reach their former proportions. Many strong cities and fortified towns are scattered across their realm and several navies help maintain Gondorian interests along the Anduin and a route to the sea. The source of greatest concern for Northern Gondor is not their own might, but rather the extensive realm they must protect and the many enemies that reside on their borders.

Southern Gondor : The numerous lands and fiefs of Southern Gondor are considered allied with their cousins to the north. However, the end of the Line of Kings has strained relations and estranged some of the powers of Southern Gondor, and many powerful Men within the nation ponder their own right to rule all of Gondor. Their realm consists of the lands south of the White Mountains and north of Near Harad. Led by Prince Imrahil, the forces of Southern Gondor are not to be taken lightly. Numerous well-fortified towns dot a countryside rich in natural resources. A formidable army, in terms of numbers, training, and provisions, and powerful navies that patrol the sea regions south of Gondor and up the Anduin delta, provide considerable deterrent to the other major powers in the region. The mages of Southern Gondor are very talented and exhibit the presence of Elvish blood mixed with that of their Dunadan ancestors.

Riders of Rohan : The Riders of Rohan represent the descendants of the Eotheod, nomadic plains-riders who formally resided in the vast plains of Rhovanion and near the eaves of Mirkwood. A unified collection of semi-permanent clans, led by Theoden, the tribes of the Riders of Rohan control the considerable territory of Calenardhon. While they have chosen to establish few permanent settlements, they are capable of placing roots when need dictates. One-on- one, the Rohirrim have few equals anywhere in Middle-earth. Their forces enjoy the mobility of cavalry and are masters of working with the wild horses of the region. Although their dispersed forces and sparse settlements inhibit their power, the Riddermark consists of quality cavalry and competent leaders.

Noldo Elves : Arguably, the Noldor are individually the most powerful of Eru's Children. However, there are now so few of them that their potential to control events is not what it once was, even though it is still significant. The Noldo Elf nation consists mostly of Wood-elves and a few Sinda Elves who are led by the Half-Elven Lord, Elrond. Residing in the westernmost parts of Middle-earth, they survey and consider the changing world from the Grey Havens and Rivendell. By no means strong by military standards, the Noldor still can bring to bear a well-trained, well-armed, and well-led army to force their demands. Premier mages and ancient artifacts allow them considerable knowledge of their surroundings, including the affairs of other nations. Well-protected by magical and natural forces, the settlements of the Noldor are perfect havens to launch activities at almost any point in northwestern Middle-earth. Their ships are extremely swift and protect their coasts by means other than sheer numbers.

Sinda Elves : The nation of the Sindar consists mostly of Sinda Elves and the Nandor (Wood-elves) who are led by their Sinda and Noldo brethren. The Lady of the Golden Wood, Galadriel, effectively leads the dispersed forces of  they are effective, possessing fine-quality weapons and superb leaders. These forces exhibit the normal Elvish traits and are quite adept at moving and fighting in their natural terrain - the forest. Hidden holdings and numerous agents also keep them well-informed about their surroundings and their neighbor's activities. Although their settlements are few and far between (they possess harbors as far away as the Great Sea), the Sindar are well hidden and protected.

Silvan Elves :' The nation of the Silvan Elves consists mostly of the Nandor (Wood-elves) who are led by their Sindar brethren. The Sinda Lord Thranduil effectively leads the dispersed forces of the Wood-elves resident in northern Mirkwood and in Taur Romen. The armies of the Silvan Elves are not numerous but they are effective, possessing fine-quality weapons and superb leaders. These forces exhibit the normal Elvish traits and are quite adept at moving and fighting in their natural terrain - the forest. Hidden holdings and numerous agents also keep them well-informed about their surroundings and  their neighbor's activities. Although their settlements are few and far between (they possess harbors as far away as the Sea of Rhun), the Silvan Elves are well hidden and protected. 

Dunadan Rangers : The vestiges of the last independent kingdom of the former realm of Arnor, the Dunadan Rangers, still represents a significant force in the region. From the hills of northern Eriador and led by Lord Aragorn II, the rangers and mages of the Grey Company have withstood the evil forces around Eriador for many years. The power and influence they wielded long ago is no more, yet the memory of former glory remains and serves as a beacon for the people of Arnor. The blood of the Dunedain runs rich in the veins of the powerful within the Grey Company and many of the heirlooms of ancient Numenor still reside there. Numerous well-fortified towns support the remaining population and a variety of resources are still abundant in the region. Gifted with few but excellent leaders, the well-provisioned armies of the Dunadan Rangers are formidable. Lately, to bolster their flagging recruitment, mercenaries have been hired to swell the ranks.

Hobbits  :Hobbits, also known as Halflings, were an ancient mortal race. Although their exact origins are unknown, they were initially found in the northern parts of Middle-earth and below the Vales of Anduin. At the beginning of the Third Age, Hobbits moved north and west. Most of their race eventually founded the land of the Shire in about the year TA 1601.The Hobbits of the Shire originally swore their allegiance to the last Kings of Arnor. However, after the Battle of Fornost, the kingdom of Arnor was destroyed. To replace the king's authority and leadership, the Hobbits elected their first Thain of the Shire, Bucca of the Marish, from among their own chieftains. The Thain was responsible for mustering the Shire-Moot and -Muster, and leading the Hobbitry-in-arms in emergency situations. However, conflict rarely threatened the Hobbits of the Shire, and the Thain usually had no need to exercise his authority.

Northmen : The Northmen nation is composed of both the Lake-men and Dale-men of Rhovanion as well as the Dorwinrim near the Sea of Rhun. Their cultures are similar since they are all skilled diplomats and merchants, and influence much of the mercantile trade in western Middle-earth. The Northmen aspire to control vast markets and acquire considerable wealth. Their numbers are not vast, but their settlements are much larger than their neighbors. The Northmen possess adequate and well-provisioned armies, and also possess a navy at the Sea of Rhun. Led by Bard I, the Northmen represent a significant power waiting to be awakened.

Dwarves : The descendants of the Seven Fathers, known among themselves as the "Khazad", are scattered from one end of Middle-earth to the other. The largest settlement of the Dwarven nation is centered at the Iron Hills, but there are enclaves to be found in the Blue Mountains and the hills near the Sea of Rhun. Led by Thorin Oakenshield, the rise of the Dwarves as a power has been prevented primarily by the isolation of their forces and has been further hampered by the slow growth of their population. A stout and sturdy race, the Dwarves are blessed with some of the most formidable warriors, pound for pound, to be found in all of Middle-earth. The Dwarves were little affected by the Fell Winters, and most of the Dwarven population are trained warriors. Thus, the Khazad are capable of presenting a large, well-provisioned, well-led army to their enemies. In matters other than military, however, the Dwarves are less-skilled. Although their settlements are usually strong and well-fortified, Dwarves have limited  resources, other than metals, with which to barter for badly needed products.

Woodmen : The Woodmen nation is composed of both the Woodmen and the Beornings of Mirkwood. The Woodmen are a loose collection of hunter/gatherer tribes that live in or below the trees of the great forest. The Beornings are closely related to the Woodmen, although their elder roots are distinct, and a select few can shape-change. The Woodmen numbers are few, generally preferring to blend in with their environment rather than placing a burden upon it. Their clans/tribes prefer small centers of population and hold several sites as holy. The Woodmen, loosely led by Beorn, possess skilled leaders with great insight and wisdom and deft agents with speed and cunning. The scattered population of the Woodmen presents difficulty in coordinating plans, but they are fierce warriors, effective in almost any terrain, and have rich resources at their disposal.

There are 9 DS Nations:

Witch-king : Led by the Lord of the Nazgul, the Witch-king, the nation of Er-Murazor is one of the most feared in Middle-earth. Driven from his realm of Angmar in the far north, Murazor still influences many of the events that transpire in Eriador and the Misty Mountain region from his capital at Mordor. Surrounded by competent leaders and skilled emissaries, the Witch-king can send forth his armies to battle with considerable confidence. His main problem is that many of his troops are so poorly trained and so often ineffective that their sheer numbers are sometimes all that makes the difference between victory and defeat. Powerful mages and ancient items of power contribute much to the fear felt in the presence of the forces of the Witch-king.

Fire King : Led by the Eighth, the Fire King, the nation of Dark Lieutenants represents a strategic center of power for the Dark Servants. From their main fortress inside Mordor, The Mouth of Sauron (Urzahil) and The Warlord (Gothmog) initiate and control events that influence much that transpires in all the regions surrounding Mordor.  While the forces that constitute the armies of the Dark Lieutenants are not well-skilled, the extremely-seasoned commanders of the Dark Lieutenants are probably the most capable leaders  to be found anywhere in northwestern Middle-earth.  Their presence makes their armies a formidable force. Surrounded by wise mages and powerful artifacts, the Dark Lieutenants' power is rapidly rising and rivals the forces of any of the other Dark Servants.

Ice King :Led by the Sixth of the Nazgul, the Ice King, the nation of Hoarmurath represents a formidable and growing force among the Dark Servants. From his main fortress inside Mordor, Hoarmurath's adept mages and skilled agents have permitted the Ice King to maintain constant vigilance and influence over the Ithilien region, while at the same time remaining undetected. The Ice King's armies are growing, and pressuring these neighbours is the next step in the plans for expansion that Hoarmurath prepares. The rich and poorly defended lands outside his realm are an attractive goal, for the resource-poor lands of Mordor will not continue to support the growing might of the Ice King.

Dragon Lord : Led by the Second of the Nazgul, the Dragon Lord, the nation of Khamul is one of the most extensive of the Dark Servants in Middle-earth. From his main fortress in southern Mirkwood, the Dragon Lord influences many of the events that transpire in Rhovanion and the Misty Mountain region. Surrounded by a variety of competent emissaries and skilled mages, the Dragon Lord can manipulate the affairs of the region almost at will. His agents frequently infiltrate his adversaries' settlements. Because of the numerous military forces in the area, however, the Dragon Lord has not yet openly displayed his growing armies. The Dragon Lord does not like to operate near bodies of water, maintains no navies, and does not bother to maintain vigilance over the nearby Anduin river.

Long Rider : Led by the Ninth of the Nazgul, the Long Rider, the nation of Uvatha controls one of the most extensive realms belonging to the Dark Servants. From his main fortress in southwestern Mordor, the Long Rider's minions infiltrate and pressure many of the peoples that inhabit Rhovanion and the region of Khand. The skilled agents of the Long Rider are able to exert considerable influence on mercantile operations throughout these regions. Also, the vast realm of Uvatha is patrolled by the superior cavalry that serve as the bulwark of his armies.  Perhaps not as highly regarded as some riders, the exclusively mounted forces of the Long Rider are numerous, well-provisioned and quite capable of carrying out the planned expansion of the Long Rider's domain. The rich lands found in his realm provide a strong potential for this growth.

Dog Lord : Led by the Third of the Nazgul, the Dog Lord, the nation of Dendra Dwar is both deadly and growing. From his main fortress inside Mordor, the Dog Lord prepares his forces for their rightful ascendency in Ithilien and Rhovanion. Numerous dark mages and skilled agents are in the Dog Lord's service, but his greatest potential lies in the able commanders that handle his growing military might. The forces of the Dog Lord are aptly named because many of his troops ride the infamous war-dogs and war-wolves that Dendra Dwar breeds and trains. This ferocious cavalry rides as one of the premier mounted forces in northwestern Middle-earth. Until recently, the resources available within Mordor were sufficient for the Dog Lord's purposes. However, the need for more canine-mounts and other war materials has forced Dendra Dwar to look beyond his current haven and consider extending his domain's boundaries.

Quiet Avenger : Led by the Seventh of the Nazgul, the Quiet Avenger, the nation of Adunaphel wields the most well-rounded force among all the Dark Servants. From her main fortress southwest of Mordor in Near Harad, Adunaphel's learned mages and numerous diplomats and military commanders execute the dire whispers of the Quiet Avenger throughout the region of Harondor and Harad. The people at Adunaphel's disposal are not the best-trained nor the most skilled. However, the delicate position of her realm places great emphasis in balancing the many neighboring forces and in keeping events happening as the Quiet Avenger desires. The location of Adunaphel's stronghold provides her with a rich source of supplies and good potential for further, although controlled, expansion.

Cloud Lord : Led by the Fourth of the Nazgul, the Cloud Lord , the nation of Ji Indur is probably the most mysterious and secretive of all the Dark Servants. From his main fortress in southwestern Mordor, the Cloud Lord's minions perform the most delicate of 'extractions' and arrange the most unobtrusive of 'accidents'. As a  result of the exploits of his highly-skilled agents, Ji Indur also influences and oversees much of the trade and commerce that passes through Harondor. His knowledge of the affairs and plans of his neighbors has allowed the Cloud Lord to begin preparing his forces, both military and arcane, in preparation for his own plans of expansion and domination.

Blind Sorcerer : Led by the Fifth of the Nazgul, the Blind Sorcerer, the nation of Akhorahil represents one of the most dangerous collections of mages and artifacts among all the Dark Servants. From his main fortress in southeastern Mordor, the Blind Sorcerer's adepts prepare for the inevitable expansion of his domain into Harad and Khand. Akhorahil possesses one of the richest regions from which to operate and controls one of the few navies serving the Dark Servants. Although lacking individuals skilled in the more subtle means of persuasion, the Blind Sorcerer is surrounded by crafty mages and well-supplied forces, and his armies and navies are swiftly rising to become a force with which to be reckoned.

There are 9 Neutral Nations:

Corsairs : The nation of the Corsairs consists primarily of the indigenous Haradwaith pirates and the Black Numenoreans who reside in Umbar. Led by the exceptional Sea-captain Sangarunya, the Corsairs have effectively established themselves as a dominant force in the Bay of Belfalas and along the coasts of Harandor. The vast navies of the Corsairs are feared by all and equalled by few. The strategic location of the Corsairs affords them a region that has both plentiful resources and ready access to the vital nearby river valley and the Great Sea. Along with a few mages, the skilled diplomats and agents of the Corsairs wield their powers to much effect throughout the neighboring regions and manage to keep the forces of the Free Peoples and the Dark Servants in check.

Haradwaith : The nation of the Haradwaith consists mainly of the Northern Haradwaith of Near Harad and the peoples who occupy the semi-arid lands south of Mordor, called Harondor, with their greatest settlements being along the seacoast and rivers. Led by Haruth Ramam and Carlon, the Haradwaith regard the Belfalas area to be their own and contest other rival navies for right of passage. The lands about Harondor provide bountiful resources and afford considerable protection from their powerful neighbors. Surrounded by powerful realms of the Free Peoples and the Dark Servants, the Haradan nation utilizes their strategic location and resources to thwart these foreign influences. While their main strength lies in their military might of both armies and navies, they possess individuals with skill in the arcane, as well as the more subtle, arts.

White Wizard : The realm of the White Wizard has only recently begun to influence the affairs of northwestern Middle-earth.  Saruman the White, mighty among the Wise, has ended his guardianship of the Tower of Orthanc and has claimed the tower and its surrounding vales as his own. While the armies of the White Wizard are adequate to defend the vales, they are lacking in discipline and consist of large numbers of mercenaries and his own ill-bred Half-orcs. Complementing his own forces, Saruman possesses a most persuasive tongue and one of the sharpest minds in Middle-earth. His able agents and subtle diplomats also keep the White Wizard well-informed of events surrounding his growing realm and allow him considerable influence in the courts of his powerful neighbors. Saruman's keen interest in ancient artifacts forces him to spend much of his time looking for ways to acquire more power and lore - truly his greatest vices.

Dunlendings : The nation of the Dunlendings encompasses the large region south of the former realm of Arnor in central Eriador. Consisting of several cooperating clans, loosely led by Enion and Eribhen, the Dunlendings seek to be reunited and restored to the lands of their forefathers. Possessing neither valorous nor skilled warriors, the armies of the Dunlendings rely primarily upon their charismatic leaders and sheer numbers to win the day. However, their forces are accustomed to fighting in all types of terrain (the rougher the better) and possess a wide variety of troops to suit their varied styles and expertise. While few of the Dunlendings aspire toward the arcane arts, the few that have have reached considerable skill. Surrounded by powerful adversaries, the Dunlendings have quietly reinforced their armies and plan to return to the days of old when their people were powerful and influential.

Khand Easterlings : The nation of the Easterlings refers to the collection of peoples who occupy the south central region of Middle-earth. This region encompasses the lands south of Rhun, and all the lands south to Khand.  This diverse nation includes the tribes of the Igath, Nuriags, and the Variags. Loosely led by Ovatha IV, the Khand Easterlings represent a nation with great potential but numerous pitfalls to overcome. The greatest strength of the Khand Easterlings lies in their fierce and brave warriors, especially their much-feared cavalry. Competent commanders and numerous warriors make this mobile threat very real indeed. Additionally, their skilled mages and adequate agents help make up for the lack of political envoys, and the abundant availability of resources provides the Khand Easterlings with a rich base for growth. The most difficult barriers to be overcome in the Khand Easterling's plans of conquest are the lack of central command and the dispersal of their forces over much of Middle-earth.

Rhun Easterlings :The nation of the Rhun Easterlings refers to the collection of peoples who occupy the north central region of Middle-earth. This region encompasses part of Rhovanion and all the lands east and south of Rhun. This diverse nation includes the tribes of the Sagath, Logath, Asdriags, Nuriags, and the Balchoth. Loosely led by Huz III, the Rhun Easterlings represent a nation with great potential but numerous pitfalls to overcome. The greatest strength of the Rhun Easterlings lies in their fierce and brave warriors, especially their much-feared cavalry. Competent commanders and numerous warriors make this mobile threat very real indeed. Additionally, their skilled mages and adequate agents help make up for the lack of political envoys, and the abundant availability of resources provides the Rhun Easterlings with a rich base for growth. The most difficult barriers to be overcome in the Rhun Easterling's plans of conquest are the lack of central command and the dispersal of their forces over much of Middle-earth.

Dunharrow : In the Second Age, a people related to the Dunlendings had lived in the White Mountains, and they had for a time served the Dark Lord Sauron. They later swore allegiance to Isildur of Gondor and Arnor, but betrayed him during the Last Alliance of Elves and Men and refused to fight on either side. For this reason, Isildur cursed them, proclaiming that, if the Alliance triumphed, they would linger in the mountains until one of his heirs called them again to fight against Sauron.Isildur's curse succeeded: their people dwindled and eventually died out, until only their ghosts remained at the end of the Third Age.

Woses : Woses is a name for the Drúedain, used mainly by the Rohirrim. They were the race of Men that lived in the Drúadan Forest at the end of the Third Age. They were one of the least numerous and most mysterious races in Middle-earth.Their most significant contribution to the Free peoples was showing the Rohirrim paths through the Drúadan Forest. Without their aid, the Rohirrim would have arrived at the Pelennor Fields much later, suffering losses from an Orc army that was waiting for them. The Woses then used poison-darts and arrows to hold off an army of Orcs searching for the Rohirrim. After the War of the Ring, when King Elessar granted the Drúadan Forest to be theirs forever, they never showed their faces again, nor was any alliance or trading system struck up between them and Gondor in the Fourth Age. It is clear that they never mingled with the Free Peoples, content to live their mysterious life in the Drúadan Forest, until they faded away into the mists of history and legend.

Forochel : Tribes of Men, known as Forodwaith which also is the name of their land, have inhabited the frozen wastes of the north as far back as First Age. The extreme cold is lingering remnants from the time when Melkor ruled out of Utumno, located in these areas. That stronghold was destroyed in the end of the First Age, during the War of Wrath, when Middle-earth was partly reshaped.The Lossoth, Sindarin for snow men (or folk), re-settled at the Cape of Forochel but also camped around the shores of the Ice Bay. They had little contact with other folks and were both afraid and ignorant of newer weapons and other things of the south. However, they were known for mastering their environment, such as living in ice lodges, skating and using sleds.Little more is known about these icy tundras and its sturdy inhabitants. Today players meet Lossoth who fear to once again meet the wrath of Angmar, though they are not afraid to stand up for their land.


1650 scenario

In the 1650, 1300 years before the 2950 scenario, the configuration of the Middle Earth was similar, but not identical: Rohan didn't exist (but there were their ancestors - The Rhovanion "Eothraim" riders), The corrupted realm of the White Hand didn't exist (Angrenost was a Gondor fortress) and the Kingdom of Arnor was in decline, with a Cardolan kingdom next to extintion and a neutral Rhudaur area very close to Angmar influence. 

The new nations that don't appear in the 2950 are the following:


FP

Cardolan  : The glory of Cardolan has long passed. However, the largest region of the former realm of Arnor still wields much influence and employs numerous swords in central Eriador. The blood of the Dunedain is rather thin in Cardolan. Consisting of several co-operating fiefdoms, loosely led by Hallas, Cardolan seeks to be a reunited and restored nation once again. The armies of Cardolan are adequate, but lacking in discipline, and consist of large numbers of mercenaries hired to provide quantity if not quality. The numerous towns and settlements of Cardolan help establish their influence over the strategic region of Eriador and much of their strength lies in the considerable resources available in Eriador for any expansion plans. A good navy is also anchored and ready to oversee the extensive coastline and numerous rivers within Cardolan..

Eothraim : The Eothraim nation includes the more sedentary Gramuz peoples as well as their own plains-riders who reside in the vast plains of Rhovanion and near the eaves of Mirkwood. A loose collection of semi-permanent clans, led by Uirdiks and Mahrcared, the tribes of the Eothraim control considerable territory. While they have chosen to establish few permanent settlements, these ancestors of the Riders of Rohan are capable of placing roots when need dictates. One-on-one, the riders of the Eothraim have few equals anywhere in Middle-earth. Their forces enjoy the mobility of cavalry and are masters of working with the wild horses of the region. Although their dispersed forces and sparse settlements inhibit their power, the Eothraim possess considerable numbers of troops and have steady clan leaders.


Neutral nations

Rhudaur : The glory of Rhudaur has long passed, but the eastern region of the former realm of Arnor still wields some influence and employs numerous swords in northern Eriador. The blood of the Dunedain has almost vanished in Rhudaur. Consisting of several cooperating fiefdoms, loosely led by Arfanhil and Broggha, Rhudaur seeks to be a reunited and restored nation once again. However, some factions favor the policies of the Dark Servants and others the policies of the Free Peoples. The considerable natural resources of Rhudaur are of interest to both sides. While the armies of Rhudaur are adequate to defend their borders, they are lacking in discipline and consist of large numbers of mercenaries. The military commanders of Rhudaur possess some skills in subterfuge and magery, as well as a keen interest in ancient artifacts. This broad spectrum of tools allows the leaders of Rhudaur to balance the strong influences of their neighbors with their own interest in expansion.

About the neutralsEdit

If you have decided to play for a Free Nation or a Dark Servant, you need to have in mind that you may need the help of your surrounding neutral nations.

Don't be rude to them, contact periodically and offer money, resources... and cities. Normally, a combination of these offers will make the neutral join your side. Your team mates will contact neutral players each turn too, so it doesn't mind if you forgot to do it for some turns.

Don't forget that convincing Neutrals to join your side means having them all over the game: they can not change their side more than once, and all their armies and SPIES will automatically start triggering events of the side they have choosen (see FOREIGN EMMISSARIES/SPIES section below).

In case of activating GUNBOAT or NO NEUTRALS checkoptions, you will get automatically neutrals joining sides:

  • In 2950: All go DARK except Forochel, Woses and Dunharrow.
  • In 1650: All go DARK except Forochel and Woses.

About offerings and gifts to neutrals...

You will get offers from both Free Peoples and Dark Servants if you have an Embassy with the player of the other team that makes the offer and if they pass some minimal requeriments which could offend your nation, as few money, for example.

These offers will be sent every turn or some turns in form of dialog with two buttons on the bottom: "Go Free!" and "Go Dark!". Click on it to accept that proposal and change your side PERMANENTLY. This will call a series of Declare War announces to all the nations of the opposite faction, including any neutral who joint them before.


About the resourcesEdit

In addition to standard resources (horses, spices, wheat, gems, etc.) there are some new ones (taken from Faerun mod ):

Resources

New top panel with resources



  • IRON: Not available in the map, provided only by Mines building, allows production of Forges.
  • MITHRIL: Available in the map, allows production of Armories.
  • TIMBER: Available in the map
  • CHARTERS: Needed to create new characters. The standard maximum is 6, and you will have them all from the beginning of the game. Creating chars will decrease this number until 0. You can, however, trade them with your neighbors or increase this number with policies.
  • IRON SWORDS: Not available in the map, provided only by Forges, allows production of Iron Infantry.
  • IRON SHIELDS: Not available in the map, provided only by Forges, allows production of Iron Infantry and Iron Longbowmen.
  • MITHRIL SWORDS: Not available in the map, provided only by Armories, allows production of Mithril Infantry.
  • MITHRIL SHIELDS: Not available in the map, provided only by Armories, allows production of Mithril Infantry and Mithril Longbowmen.
  • BOWS: Not available in the map, provided only by Ranges, allows production of Iron and Mithril Longbowmen.
  • ALE: Not available in the map, provided by Brewery wonder. Brings happiness to empire.
  • SPELLBOOKS: Not available in the map, provided by Magues Guild. Allows production of Mages.
  • MUSHROOMS: New luxury resource.
  • ATHELAS: Allows the production of Aphotecaries, what gives MEDIC PROMOTION to units.
  • TOBACCO: New luxury resource.


Moreover, at the RIGHT SIDE of this top panel you will see a label RESOURCES. Pass your mouse over this label and you will see an statistics of your resources quantity and trade.

About the military units (strategy side of the game)Edit

There are some units in the game:

1.INFANTRY UNITS:

1.1.STANDARD:
1.1.1. MELEE.
Soldiers of Gondor
Light Infantry (Men-at-arms):
 former "Warriors". Available for Free and some Neutral nations.
Iron Infantry: former "Spearmen”. Available for Free and some Neutral nations. REQUIRES IRON SWORDS AND IRON SHIELDS
Mithril Infantry: former "Spearmen”. Available for Free and some Neutral nations. REQUIRES MITHRIL SWORDS AND MITHRIL SHIELDS
Settlers. Available for most civilizations, except for Hobbits and Dunharrow.
Workers. Available for all nations, except Elves. They can chop down forests.
Caravans.
Wisemen: Former "prophet", extends religion. Can "Culture bomb".
Scouts.


1.1.2.RANGED:
Archers. Available for Free People only.
Hobbit slingers. Available only for Hobbits. Weak version of Archers.
Iron Longbow Archers: Powerful ranged unit. REQUIRES BOWS AND IRON SHIELDS
Mithril Longbow Archers: Powerful ranged unit. REQUIRES BOWS AND MITHRIL SHIELDS
War Machines.


1.2.UNIQUE:
1.2.1.MELEE.
Demon Orc army
Goblin men-at-arms:
  Available for Dark Nations. Replace Warriors. Are less powerful than them, but much quicker to product.
Orcs:  Available for Dark Nations. Replace Spearmen. Are less powerful than them, but much quicker to product.
Iron Orcs: Available for Dark Nations. Replace Iron Infantry. Are less powerful than them, but much quicker to product. REQUIRES IRON SWORDS AND IRON SHIELDS
Trolls: Available for Dark Nations. Replace Mithril Infantry. Are less powerful than them, much quicker to product, and don't require MITHRIL, just IRON SWORDS AND IRON SHIELDS.
Half-Orcs (Uruk-Hai):  Available for The White Hand. Replace Orcs. They are a little more powerful than them.
Spiders: Cavalry unit of Mirkwood Dragon Lord, faster but weaker than infantry, similar to warges in power and movement. Replace Horsemen.
Easterlings:  former "Warriors", replace Light Infantry for some Dark Servants and for Easterlings themselves.
Haradrim:  former "Warriors", replace Light Infantry for some Dark Servants and for Corsairs themselves.
Crebain: exploring unit that replaces the Scout and gets improved visibility. Only for Dark Servants.
Dunlendings: More powerful light infantry unit of White Hand. Replace Warriors.
Dwarven axemen: Dwarven heavy infantry unit. Very powerful unit but slow to produce. Replace Spearmen.
Dwarven men-at-arms:  Dwarven infantry unit. Replace Warriors.
Beorings: Woodmen improved infantry unit that moves quickly in forest and can withdraw from melee. Replace Warriors.
Rangers: Common light infantry unit for North Gondor and Dunadan Rangers. Very experienced unit, invisible at can move after attacking, but is not as powerfull as infantry. Replace Scouts.
Gondorian spearmen: Heavy infrantry unit for North Gondor. Replace Heavy Infantry.
Angmarin:  former "Warriors", replace Light Infantry for some the Witch King.
Skeletons: Unique Melee unit for Dunharrow. Replaces all melee units.
Hobbits: Half scout half worker. Replaces all units. EVERY UNIT GETS THE ABILITY BUTTON "LOOK FOR THE ONE RING".


Goblin Scout: Available only for Dark Nations. Replace Worker.
Goblin Settler: Available  only for Dark Nations. Replace Settler.
Elven workers: Available only for Noldo, Sinda and Silvan Elves. They CAN NOT CHOP DOWN trees. Replace Worker.


1.2.2.RANGED:
Elves-army
Goblin Archers. Available for Dark Nations only. Replace Archers, although they are less powerful than them (but quicker to produce).
Iron Longbow Archers: Powerful ranged unit. REQUIRES BOWS AND IRON SHIELDS. Replace Iron Archers, although they are less powerful than them (but quicker to produce).
Goblin Crossbow men: Powerful ranged unit. REQUIRES BOWS AND MITHRIL SHIELDS. Replace Mithril Archers, although they are less powerful than them (but quicker to produce).
Elven archers: Common unit for Noldo, Sinda and Silvan elves. Powerful archer unit that can enter hidden population centers. Replace Archers, but they are as powerful as Iron Archers, without requiring iron to be built.
Spear throwers: Woodmen improved archer unit that moves quickly in forest and can withdraw from melee. Replace Archers.
Gondorian archers: Archer unit for North Gondor. Replace Archer.

Wraith: Unique Ranged unit for Dunharrow. Replaces all ranged units. NOTE: Some Wraith appear in SWAMPS as "Sentry". These units are NOT RANGED, since they can not move. They are only melee-defensive.

Gondorian catapults: Replace war machines. Unique for Gondor.





2.MOUNTED UNITS:

2.1.STANDARD:
2.1.1.MELEE:
GondorMilitary2
Light Cavalry:
  Available for Free and Neutral nations. Replaces "Horsemen". Require HORSES.
Heavy cavalry: One of the most powerful units in the game. Require HORSES and IRON SWORDS/SHIELDS.




2.2.2.RANGED:
None.


2.2.UNIQUE:

2.2.1.MELEE.

Eorlingas: Cavalry unit for Rohan. One of the most powerful units in the game. Require HORSES and IRON SWORDS/SHIELDS.

Wargs: Dark Servants and White Hand mounted unit, faster to produce but weaker than Light Cavalry. REQUIRE HORSESReplace Light Cavalry.

Warg Riders: Dark Servants and White Hand mounted unit, faster to produce but weaker than Heavy Cavalry. REQUIRE HORSES, IRON SWORDS AND SHIELDSReplace Heavy Cavalry.

Camel riders: Very powerful mounted unit of Easterlings. REQUIRE HORSESReplace Horsemen.

Mumakils: Very powerful mounted unit of Harad and Corsairs. REQUIRE HORSESReplace Horsemen.




2.2.2.RANGED:
Easterling Chariot archers: Very powerful archer mounted unit of Rhun Easterlings. REQUIRE HORSES.



3.NAVAL UNITS:

3.1.STANDARD.MELEE AND OTHERS (There are no Ranged Naval Units).
Warships and River boats. First are more powerful, and lasts have one restriction: they can not enter deep sea.
Cargo Ships
Work Boats
3.2.UNIQUE:
HT510LOTR-CorsairsSm
Dark Ships: Replace Warships, and can be built only by Corsairs. They are more powerful in combat and START WITH PLUNDERING promotion (steal gold from cities, depending on damage caused).





EncountersEdit

From v43 an on, Heroes/Heroines (and in general, commanders) are able to Investigate Encounters in the hex. As a result, you can either get information of the encounter and some posibilities of how to react, or just lose your turn in case there was no encounter found. Here you will find a description of each of them, but without spoilers. You will have to play the game to know the different consequences of interacting with them.

Enc

They are the following:

Recruitable:

  • Dragons: From time to time, Dragons appear in Hill hexes. They can be recruited mainly by Dark Servants, but Neutral nations have some chance too (but they can be killed as well). Suicide-kind unit.
  • Eagles From time to time, Eagles appear in Hill hexes. They can be recruited by Free Peoples. Suicide-kind unit.
  • EntsMainly recruitable by Free People in Fangorn forest. Dark Servants and Neutral nations can die trying to convince Ents joining their side. Suicide-kind unit.
  • Barbarians/Mercenaries/Sea Pirates: Can be recruited for money by all. Attack everyone except Neutrals (Corsairs, Harad)
  • Spiders: Dark aligned. They can be found at forests. They paralize their enemies for some turns.
  • Trolls: Dark aligned. They cause big injuries to their enemies but can give some rewards if killed.
  • Skeletons: Dark aligned, only found in MARSHES. Can be recruited by Dark Nations.
  • and etc...!

Non-recruitable:

  • Wolves: Dark alignment. Can cause some minor injuries.
  • Trolls' Cave: Dark aligned. You can find good artifacts, gold here... but mind the Troll!
  • Sauron: Dark aligned. The biggest danger in Middle Earth. A very powerful enemy. If you resist his attack, you can be reward.
  • Shelob: Dark aligned. Another big foe in the game. Can be found near Minas Morgul.
  • Balrog: Dark aligned. Very powerful foe. Can appear near Khazad-Dum.
  • Giants: Dark aligned. Can be found on hills. Cause some major damage, as Trolls.
  • Crebain: Dark aligned. Can cause some minor damage or give some scout information to their allies...
  • Kraken: Can make ships sink. Neutral aligned (Corsairs and Harad, remaining neutral, won't suffer from any attacks!)
  • Storms and Sea Storms: Can make units return to the nearest city (TAUNT SPELL)
  • Barrows: Dark aligned. You can find some treasures there... but mind the wights!
  • Huorns: Dark aligned. Can be found in forests and attack their foes with no reward.
  • Caradhras: Dark aligned. Can damage and paralize units trying to cross through the Caradhras Pass (near Goblin Town).
  • Gollum: Can change the hidden position of the Ring.
  • Hobbits: Free aligned. Can increase moral of their allies of cause some minor damage to their enemies.
  • Free Men of Middle Earth: Free aligned. Can be found everywhere and cause damage to Dark Servants.
  • Tom Bombadil: Free aligned. Powerful unit, can be found in Eriador. Can heal, promote... or cause several injuries to their foes.
  • Pukel men: Can be found in Pukel-land and help free people with surviving promotions
  • Elves: You can find elves leaving the Middle Earth. They will grant free units with promotions.

Special Encounter: CARAVANS

If you come across a Caravan, you will be able to buy STRATEGIC RESOURCES (such as iron, mithril, horses, timber, swords, armours, bows...) for some money. The prize of each item and the variety of them will change each time.

About the characters units (role-playing side of the game)Edit

There are some units in the game that act as characters and can trigger special action buttons. They are:

Hero1

Emmissaries: Very important unit in the game. They can influence positively your cities, increasing growth, or negatively enemy cities, decreasing it. Moreover, they can bribe enemy units to convince them joining your side, or simply doubling them to get information about their position. At last, they can get rumours of what is hapenning in the world: who sent where spies, who had events, etc. (see "About unit actions" section below).

Agents: This kind of unit can try to assassinate a surrounding unit, can trigger a sabotage in a city, can steal (see "About unit actions" section below).

Plunderers: This kind of unit can steal money from a City or from a surrounding unit (see "About unit actions" section below). They can not attack.

Mages: This kind of unit is able to attack, and can pick artifacts from the hex where it is, can try to reveal the position of any artifacts and even search for the One Ring. They are as well able to teleport to any hex or to move to the capital, what varies on difficulty (see "About unit actions" section below). Moreover, they also add bonus to surrounding units, what make them very powerful, and even heal them. At last, they can reveal and hidden population centers.

Heroes and Heroines: They add bonus to surrouding units ground attacks. They can draft units in cities, try, and they are the only characters able to react to encounters

Great Fleet Commanders: They add bonus to naval attacks, they can heal the fleet and they can train ships on the same hex. They can not attack but they can react to encounters


These units don't die after they are defeated in the game, they resurrect in the capital city with a loose of a 50%XP. Only if they reach 0 experience points, they will be definetely retired from game. But this will be commented in the next section.

Characters: Health and Mana. How to use skills, auras, spells...Edit

Hero2
Every character will be represented by a circle around him. The red part of the circle shows the HEALTH of the character. The blue part is the experience, for characters called MANA. MANA is also represented as a water drop.

In the top of the screen, you will see as many circles as characters you have. All the nations start with some heroes, but you can increase their number by creating them in cities.

Clicking this circles, or clicking on the hero on any hex, you will select it. A panel will be open, as is shown in the picture of the left. Here you will see all the skills of the selected unit.

The maximum number of characters depends on the quantity of CHARTERS you have (see resources below). All the nations start with a limit of 6, but trading charters with other nations can increase or decrease this number.






SKILLS AND AURAS

In other to use the skills of each character, you will need to match some conditions:

  • Some skills can only be used near to other players' characters (assassinating,for example)
  • Some skills can only be used near to other players' armies (bribing, for example)
  • Others, to other players' cities (plundering, sabotaging, influence-...)
  • Others, in a hex with your troops (train) or cities (influence+)
  • Many others don't have any restriction.
  • The most important thing is that you need ENOUGH MANA to cast them. Mana requirements are shown in each skill tooltips and on the skill button.


If you don't match the requeriments, the button will be shown with a stop symbol on it, and will be disabled.


IMPORTANT! When you use skills, you get AS MANY DAMAGE as the SKILL COST OF MANA, You won't be able to use any skill that would kill you.


SPELLS

They work like the skills, but in many cases, you will be asked to select the target unit. When you use spells, you also get AS MANY DAMAGE as the SKILL COST OF MANA.


ADVENTURE EVENTS

You will get a notification if you enter in a hex with some EVENT (Dragons, Eagles, Ents...). Clicking the button you will trigger the event. Follow the instructions you get.

Heroes and special charactersEdit

There are some characters, represented by special unit graphics and icons, that get empowered abilites. They are mainly characters of the LOTR books, that is:

Gala
ARAGORN
: He is a GREAT GENERAL who can attack. Belongs to Rangers of the North (2950 scenario only).

CELEBORN: He is an EMMISSARY who can attack. Belongs to Sinda Elves.

THRANDUIL: He is a GREAT GENERAL who can attack. Belongs to Silvan Elves.

ELROND: He is a powerful MAGE. He has the Vilya artifact that allows him to use the "Clairvoyance" action button. Belongs to Noldo Elves.

GALADRIEL: She is a powerful MAGE. She has the Vilya artifact that allows her to use the "Clairvoyance" action button. Belongs to Sinda Elves.

GANDALF/SARUMAN/RADAGAST/BLUE WIZARDS: They are very powerful SORCERERS and COMMANDERS. Gandalf appers to help Free People captured cities (if he dies, he will respawn the next time a Free City is captured). Blue Wizards if Rhun or Khand Easterlings go DARK, and are summoned only 1 time, near the Easterling capital. Saruman belongs to The White Hand (2950) or Gondor (1605), while Radagast fights for Woodmen in both scenarios.

HEROES and HEROINES (Boromir, Eowyn, Theoden, Eomer, Haldir, Elladan, Thorin, etc.): They are GREAT GENERALS who can attack.

NAZGULS: They are 9 units of this kind, who can act as GREAT COMMANDERS AND MAGES. If played by the AI, they will be permanently looking for the One Ring, but each turn they may use SORCERY SPELLS (Taunt, mainly) with adjacent units. If played by Human Players, they are very powerful SORCERERS, with lots of experience, immortality (until Barad-Dur is taken) and start with "Ring of Power" artifact that allows them to use "Clairvoyance" action button. Every Dark Nation has one, except Fire King that has two.

Killing Characters. Honor.Edit

Newherosystem
Most units above start with some XP (experience) points, what doesn't only grant them some promotions and talents, but the possibility of COMING BACK TO CAPITAL AFTER FALLING IN BATTLE but:
- THROWING OFF ALL THE ARTIFACTS
- LOOSING ALL THE CHARACTER TRAITS, TALENTS, ETC. (see next chapter)

If a Character is killed, it comes to capital with HALF THE XP. In case its experience reaches 0 XP or less, the Character will be permanently killed.


When a Character is killed, the killer nation gets HONOR

+5 to Culture

+5 to Golden Age Turns



Traits. Talents. Hero Screen: Artifact Shop and Swap Equipments.Edit

In the left unit panel, you will see a "Traits" action button
Hero1
that opens the Hero screen (if the unit is a hero). In it, you will see the Hero status: level, traits, artifacts, etc. Also, on the top you will find a "Tavern" button, that will open the Tavern screen, where you will be to buy artifacts for money.


The Traits action button opens up a panel like the one at your left. You can see there:

  • The name, level and range of your character.
  • His/her Health and Mana
  • His/her Main TRAIT. Traits are ABILITIES, SPELLS that the character gain at the beginning of the game. In the example - CONFUSION.
  • His/her TALENTS (at the right side). Talents are BONUSES to your character. In the example, Theoden has COURAGE, that makes all the skills require a 10% less of mana.
  • His/her ARTIFACTS (equiped or in bags). All artifacts have more than 1 bonus. For get all bonuses, you need to put the artifact on (for example, to get some additional skills or spells). But carrying it with you also gives you some bonuses in form of PROMOTIONS - see promotions icons on unit panel).



Moreover, you can access the ARTIFACT SHOP to buy new Artifacts or use SWAP EQUIPMENTS to give your artifacts to other HEROES.

About unit actionsEdit

There are some NEW button actions, made specially for this scenario, and some others taken from Allstars and Might&Magic Mod (see credits below). They are the following:


Emmissary orders

Hero2
Influence+
: Influences your own population center, increasing the growth. Difficulty: medium. <- USE THIS TO LEVEL YOUR CHARACTER

Influyence-: Decreases the growth of an enemy pop. center. Difficulty: medium

Bribe: Offers money to a surrouding neutral or enemy unit to make it join your side. Difficulty: medium. Requires gold.

Double: Doubles a surrounding unit that will give you information about its position every turn. Difficulty: easy

Release doubles (in the extra panel): Releases all doubled units (up to this turn) from informing you each turn. Difficulty: automatic

Get rumours: Shows world events and information of what is happening in the game. Difficulty: automatic


Create a village: Convinces surrounding population to create a village (+1 to hex GOLD). It takes around 7 turns to do it.


Agent orders

AssassinateTries to kill a surrounding unit. It can't be done on water tiles. After doing it, the character returns to capital. Difficulty: hard.

Steal artifacts: Tries to steal all the artifacts from a surrounding unit. It can't be done on water tiles. After doing it, the character returns to capital.  This order grants HONOR: +5 to culture and +5 to Golden Age Turns for each artifact stolen. Difficulty: medium

Sabotage: Damages the city defenses. It can't be done on water tiles. After doing it, the character returns to capital. Difficulty: medium

Scout: Gives information about the units of another nation. <- USE THIS TO LEVEL YOUR CHARACTER



Plunderer orders

Rob: Tries to rob a unit, getting a little quantity of gold (about 10 gold). After robing, the character returns to capital. Your plunderer can be killed in the process. It can not be carried out from water. Difficulty: easy. <- USE THIS TO LEVEL YOUR CHARACTER

Plunder city: Tries to steal money from the city, getting a big quantity of gold (about 100-200). After plundering, the character returns to capital. Your plunderer can be killed in the process. It can not be carried out from water. Difficulty: medium


Mage orders

Pick up artifact: Gets an artifact from the hex. This order grants HONOR: +5 to culture and +5 to Golden Age Turns ​for each artifact picked up. Difficulty: automatic

Investigate artifacts: Opens a pop up showing a list of available artifacts. Choose the one you want to look for. Difficulty: medium.

Search for the One Ring: Reveals information about One RIng position. Difficulty: hard

Heal: Heals a unit in the same hex. Difficulty: medium <- USE THIS TO LEVEL YOUR CHARACTER

Cast "Return to Capital" spell: Sends character to capital hex. Difficulty: easy

Cast "Teleport" spell: Sends character to any hex. Difficulty: hard

Reveal Hidden Population Center: Reveals HPC so that it could be conquered. Difficulty: automatic


Great Commander and Fleet Commander

Train: Trains a unit/fleet, giving it experience. Difficulty: easy  <- USE THIS TO LEVEL YOUR CHARACTER

Threat: Commanders can try to reveal a surroinging HPC. Difficulty: very hard (you need lots of friendly troops supporting you)

Investigate encounter: Try to find an encounter in the hex (see section above)

Great Commander <--> Great Admiral: Converts the Great Commander into a Great Admiral. Character must be at sea. Difficulty: automatic. Heal fleet: Sacrifices itself to heal all the surrounding fleets. Difficulty: automatic  Great Commander <--> Great Admiral: Converts the Great Admiral into a Great Commander. Character must be at sea. Difficulty: automatic.






All

Newb
Go to Hero Traits screen
: it shows the information panel about the Hero unit, with its level, artifacts, and buttos to access:

Artifact shop: where you can buy artifacts for money

Swap artifact screen: where you can swap artifacts between surrouding units



Special (only available with some artifacts)

Heal: (see Artifacts section below). Difficulty: automatic

Clarvoyance: (see Artifacts section below). Difficulty: automatic

Reveal Hidden Population Center: Tries to reveal a hidden population center. YOU NEED A SPECIFIC ARTIFACT (see list below). Difficulty: automatic.

Hide Population Center: Tries to hide a population center. YOU NEED A SPECIFIC ARTIFACT (see list below). The city can not be the capital. Difficulty: automatic.

About buildingsEdit

Buildings
There have been added lots of buildings, many of them taken from Faerun mod, other brand new ones:
  • Mine: Produces Iron to buy Forges. Improves gold.
  • Lumbermill: Improves production in Forest tiles.
  • Forge: Produces Iron Swords and Iron Shields, allowing the construction of Iron Infantry and Iron Longbowmen.
  • Armory: Produces Mithril Swords and Mithril Shields, allowing the construction of Mithril Infantry and Mithril Longbowmen.
  • Range: Produces bows, allowing the construction of Iron and Mithril Longbow men.
  • Dark Tower: Improves faith and culture
  • Library: improves culture
  • Khazad-walls: replace walls, improves additional defense and city XP. -15% to enemy foreign spies damage. NOTE: walls provide less defense than in an usual game
  • Walls: Improve defense and city XP. -15% to enemy foreign spies damage. NOTE: walls provide less defense than in an usual game
  • Scout tower: creates a scout, gives scouting promotion to units.
  • Winter camp: only for Witch King and Dwarves, gives food from snow tiles.
  • Slave market: replaces granary for Dark Nations and some neutrals. Improves food from weath resource, gives production, but less food from other tiles (not weath).
  • Superior forge: only available to Noldo Elves and Dwarves, improves production and gold from Gems and metals, and gives Iron and Mithril.
  • Bazaar: Easterling replacement for market.
  • Spice house: Easterling replacement for workshop.
  • Great Harbor: Replaces harbor for some naval nations, improving food and gold from sea tiles, giving XP to naval units.
  • Seaport: Replaces port, improves XP of naval units.
  • Jeweller: Improves gold from metal and gems resources.
  • Aphotecary: Improves food and gold from spices and incense and gives MEDIC promotion. Requires ATHELAS resource (see above)
  • Archery: Gives XP to Ranged units.
  • Black Arrow Archery: Gives improved XP to Ranged Units. Only available to Northmen.
  • Barrow WIght tombs: Gives Happiness. Only for Dark Servants.
  • Rohirrim stables: Replaces stable for Rohan, and gives additional XP to Mounted Units and additional production.
  • Kennels: Replaces stable for Dark Nations, and gives additional XP to Mounted Units.
  • Gibbet: Replaces Courthouse, very quick and free version of that building.
  • Cell: Replaces Courthouse, quick version of that building but costs gold.
  • Plundering Hall: +10 XP to Agents, Plunderers and Scouts. -5% to enemy foreign spies damage.
  • Assassins' Hall:  -15% production to Agents, Plunderers and Scouts and also -15% to enemy foreign spies damage.
  • Mages' Guild: Gives +1 to SPELLBOOKS resource (allowing production of Mges), +10 XP to Magues and +1 to culture.


There is also one additional National Wonder:

  • Brewery: Provides +2 to ALE (luxury resource that provides happiness to the Empire).
  • Palace Annex: Moves capital to another hex


Finally, there are 2 buildings given by Policies, unable to build:

  • Trading post: Increases trade route number and gives a caravan.
  • Foreign emmissary base: gives 1 extra spy.

Foreign Emmissaries (spies) eventsEdit

There are two kind of emmissaries: emmissary units (internal, see above) and foreign emmissaries.

Foreign emmissaries (former spies and diplomats)

There are some events that are now triggered by SPIES in foreign cities. That is: every time you send a spy to an enemy city, you are increasing the possibility of triggering the following events there:

  • Stealing gold: you spies will try to STEAL gold from the owner of the city and bring it to your empire. The money is removed from your enemy and added to you.
  • Stealing food: you spies will try to STEAL food, transporting it to your capital, what will increase its growth.
  • Sabotages: you spies will try to sabotage the walls of an enemy city, extend diseases, etc.
  • Influencing: you spies will try to convince population to go to revolt or to leave the city (-1 to population).
  • Assassing/Wounding militia: your spies can wound and ever kill the militia present in that city, damaging not only the units, but also the city itself. This doesn't affect chars at the hex, only armies.
  • THEY AUTOMATICALLY REVEAL 3 HEX AROUND THE CITY THEY ARE IN

Global eventsEdit

This is the list of global events triggered in the game. To know what happens in the Middle Earth, who had an encounter, etc. you must use the "Get Rumours" Emmissary action button.

Killing a Nazgul: Nazguls never die. If they are destroyed, they came back to Barad-Dur (until  Barad-Dur is conquered).

The Blue Wizards: They appear if Rhun or Khand Easterlings go DARK. Theyare summoned next to the Easterling capital.

Withered Heath:  Randomly will give Dragons to Dragon Lord in Withered Heath (near Thranduil's halls)

Smeagol/Gollum(only 2950): If there is a Ring Bearer, Smeagol/Gollum will follow him. Smeagol can support the Bearer showing the path to the Ring, improving his movement. Gollum, on the other side, will damage the unit. If the Ring was not found, Smeagol/Gollum can find it and change its position (will be anounced in the game if so).

Old Arnor fortresses(only 2950): Each time any player kills an Angmarin sentry unit at any Arnor fortress, Rangers of the North gain gold.

There are two additional events, triggered when a city falls to the enemy:

Gandalf: He appears to help a Free People nation when a city is conquered and stays in that nation until is killed, when he will appear again when the next free city falls.

Nazguls: They will be automatically teleported to a city of its nation if the city falls to the Free People. 

Policy BranchesEdit

Policies' system has been completely changed. Design was taken from Faerun Mod . There are 9 policy branches:

  • Civ5Screen0002

    Policies

    Magic: 
    Improves spellsbooks resource, mages creation and their roll dices, and casts some powerfull spells in the game ("reveal maps", "detect enemies near", etc.)
  • Expansion: Improves culture, border growth and happiness.
  • Honor: Improves offense, defense and city range strike/HP, as long as commanders' roll dices.
  • Faith: Improves religion expansion, wisemen creation and faith builds.
  • Commerce: Improves trading, resources amount and gold.
  • Naval superiority: Improves naval units, amphibious attacks, creates harbors and ports, improves great admirals production, etc.
  • Growth: Improves food, population and Emmissaries roll dices.
  • Assassination: Improves assassins roll dices, spies number and stealth.
  • Plundering: Improves plundereres roll dices, gold stealing and scout abilities.



Moreover, there are some special abilities, available to nations depending on their alignment (to be done in the future...)

  • Good alignment: Abilities based on growth, faith and defense.
  • Neutral aligmnent: Abilities based on resources, gold and expansion.
  • Dark alignment: Abilities based on offense, plundering and assassination.

Artifacts. Introduction.Edit

Artifacts
There are 2 kind of artifacts: LOST and FOUND ones. 

ABOUT FOUND ONES: You will see them in the HERO TRAIT SCREEN, if they are equipped. They are also some availables in the ARTIFACT SHOP (see picture of the left). With found artifacts you can:

  • Equip and Unequip them (carrying an artifact gives you bonus in form of promotions, but equipping it, if class permits it, may active some additional skills).
  • You can steal artifacts from your enemies with agents
  • Also you can transfer them to your favourite units with any character


Some units start with artifacts from the beginning of the game, because they are automatically binded to them (Oak shield for Thorin, for example) or because they get the ARTIFICIER TRAIT, that grants automatically an artifact.



ARTIFACTS DOUBLE BONUSES

Artifacts2

Artifacts almost always grant 2 bonuses:

1) A PROMOTION: This bonus will be shown in the unit panel. IT IS NOT NECESSARY TO EQUIP THE ARTIFACT.

2) A SKILL: You will get a new ACTION BUTTON, if your class permits it.





ABOUT LOST ARTIFACTS

Only Mages can pick up them (they get an action button to do this) in some hexes. You can try to search at any hex for an artifact IN THE SAME HEX, or investigate them (action button) from another hex: doing this, you will be asked an artifact number to find. If case of success, you will be informed of a APROXIMATE position of the artifact (the accuracy of the dice can be improved with policies, experience or some artifacts). However, the artifact could be beared alredy by someone, and you won't get any information about it.



LOOSING OR TRANSFERING ARTIFACTS

Artifacts can be thrown to the ground in case of death of the unit. In case this happens, you can go with another Mage to the hex and recover them.

Each time your mage picks up an artifact or an agent steals one, you get HONOR:

  • +5 to Culture
  • +5 to Golden Age Turns


If the artifact was stolen, the former owner gets:

  • -5 to Culture
  • -5 to Golden Age Turns

List of Hidden(Lost) artifactsEdit

Here are the list of 117 lost artifacts, present in the game. Each of them gives a promotion to the keeper (shown below). Moreover, if the character class permits it, they can put them on and get some additional spells.


This is the information about the artifacts: number, name, promotion (you сan see the effects of the promotions here), initial keeper of the artifact and what kind of piece of cloting is:

Standard Artifacts
Artifact ID Artifact Name Promotion In 2950* possessed by... Piece of Clothing
0 Stormless bow ACCURACY Bow

1

Cloud bow ACCURACY Bow
2 Bow of Thunder and Bone ACCURACY Bow
3 Glosovagil  VOLLEY Sword
4 Blue Bow INDIRECT FIRE Legolas Bow
5 Sil-Maegil BARRAGE Blind Sorcerer
6 Horn of Fear BARRAGE
7 Sickle of the Heavens BARRAGE
8 Blood Spike DRILL
9 Fire Mace DRILL Mace
10 Axe of Dunland DRILL Axe
11 Ringil  SHOCK  
12 Sceptre of Hent SHOCK  
13 Glamdring  SHOCK   Sword
14 Spear of Bladorthin FORMATION  
15 Spear of Following FORMATION  
16 Palantir of Minas Ithil SCOUTING Book
17 Palantir of Arnor SCOUTING Book
18 Palantir of Osgiliath SCOUTING Book
19 Palantir of Annuminas SENTRY  Book
20 Palantir of Amon Sul GREAT_LIGHTHOUSE  Book
21 Palantir of Ellostirion HIMEJI_CASTLE  Book
22 Palantir of Minas Arbir MOBILITY  Book
23 Horn of Command GREAT_GENERAL    Boromir
24 Troll-slayer CHARGE  
25 Durin Armour COVER Cloak
26 Oak shield and armour COVER Thorin Cloak
27 Dragon armour ADJACENT_BONUS   Dragon Lord Cloak
28 Lance of Dol Amroth CHARGE South Gondor
29 Orcrist NATIONALISM
30 Lake City bow LOGISTICS Bard Bow
31 Staff of the Wanderer MARCH  Staff
32 Ring of Angrenost MEDIC Ring
33 Horse-lord armour OPEN TERRAIN Eomer Cloak
34 Wood Shadow RANGE   Cloud Lord Bow
35 Orc slayer MORALE
36 Mumakil Helm AMPHIBIOUS Corsairs
37 Amulet of Sea Mastery NAVAL_TRADITION Sangarunya Necklace
38 Beoring paw SURVIVALISM   Beorn Necklace
39 Easterling flask SURVIVALISM  
40 Wolf hool SURVIVALISM   Dog Lord Necklace
41 Staff of Storms TARGETING    Staff
42 Ring of Winds TARGETING    Ring
43 Sea sphere TARGETING    Book
44 Cloak of the Abyss INVISIBLE_SUBMARINE   Blind Sorcerer Cloak
45 Cloak of the Shadow INVISIBLE_SUBMARINE   Cloak
46 Mantle of Doriath INVISIBLE_SUBMARINE   Cloak
47 Narsyl  SIEGE Aragorn Sword
48 Black Compass SUPPLY
49 The Blue Ring REPPAIR Ring
50 Boots of evasion WITHDRAW_BEFORE_MELEE   Boots
51 Dawnsword  SECOND ATTACK Sword
52 Bracers of Mist WITHDRAW_BEFORE_MELEE  
53 Bloodrunner  HEAL_IF_DESTROY_ENEMY 
54 Voice of the Dark Tower PARTIAL_HEAL_IF_DESTROY_ENEMY 
55 Mace of the Huntsman SILENT_HUNTER  Mace
56 Ranger slayer SEE_INVISIBLE_SUBMARINE   Long Rider
57 Wolfish boots CAN_MOVE_AFTER_ATTACKING  Boots
58 Collar of Command BLITZ  Necklace
59 Skull armour GREAT_GENERAL    Quiet Avenger Cloak
60 War dancer  GREAT_GENERAL   
61 Numenorean Helm COASTAL_RAIDER  
62 Haradrim collar COASTAL_RAIDER   Necklace
63 Corsairs Compass COASTAL_RAIDER
64 Easterling boots FREE_PILLAGE_MOVES Boots
65 Easterling throwing axe SNEAK_ATTACK Huz Axe
66 Cloak of the Woods WOODSMAN Cloak
67 Earendil star INVISIBLE_SUBMARINE
68 Staff of the Blue Wizard INVISIBLE_SUBMARINE Staff


  • If artifacts is possessed by a 2950 character and you are playing 1650, consequently the char doesn't exist and the artifact will be randomly hidden.


These artifacts enable the HEAL action button:

69-77 Athelas ACTIVATES "HEAL" ACTION BUTTON Arwen, Aragorn and 6 randomly hidden Potion


These artifacts permit ENTER/ATTACK HIDDEN POPULATION CENTERS, as long as DISCOVER and HIDE them:

78 Key to Ereborn ACTIVATES DISCOVER/HIDE/ATTACK HPC Book
79 Scroll of Revealing ACTIVATES DISCOVER/HIDE/ATTACK HPC Book
80 Runes of Moria ACTIVATES DISCOVER/HIDE/ATTACK HPC Book
81 Moon runes ACTIVATES DISCOVER/HIDE/ATTACK HPC Book
82 Elven rope ACTIVATES DISCOVER/HIDE/ATTACK HPC
83 Elven brooch  ACTIVATES DISCOVER/HIDE/ATTACK HPC Necklace
84 Key of Tol Salereb ACTIVATES DISCOVER/HIDE/ATTACK HPC Book
85 Book of Mazarbul  ACTIVATES DISCOVER/HIDE/ATTACK HPC Book
86 The Red Book ACTIVATES DISCOVER/HIDE/ATTACK HPC Book
87 The Black Book  ACTIVATES DISCOVER/HIDE/ATTACK HPC Book


The following artifacts enable the CLAIRVOYANCE action button (that reveal randomly a part of the map):

88 Nenya ACTIVES CLAIRVOYANCEA ACTION BUTTON Gandalf Ring
89 Vilya ACTIVES CLAIRVOYANCEA ACTION BUTTON Elrond Ring
90 Narya ACTIVES CLAIRVOYANCEA ACTION BUTTON Galadriel Ring
91 Palantir of Orthanc ACTIVES CLAIRVOYANCEA ACTION BUTTON Saruman Book
92-97 Sauron Rings of Power ACTIVES CLAIRVOYANCEA ACTION BUTTON Nazguls Rings



The following ones don't give any promotion, but a bonus in the dices rolls:

98 Gondorian Boots of Agent +5 to agent
99 Mirkwood Cloak of Agent +10 to agent
100 Haradrim Helm of Agent +15 to agent
101 Elven Bracers of Agent +20 to agent
102 Nurn Ring of Agent +25 to agent
103 Northern Boots of Emmissary +5 to emmissary
104 Noldo Cloak of Emmissary +10 to emmissary
105 Silvan Helm of Emmissary +15 to emmissary
106 Sinda Bracers of Emmissary +20 to emmissary
107 Gondorian Ring of Emmissary +25 to emmissary
108 Noldo Boots of Mage +5 to mage
109 Sinda Cloak of Mage +10 to mage
110 Nurn Helm of Mage +15 to mage
111 Silvan Bracers of Mage +20 to mage
112 Orthanc Ring of Mage +25 to mage
113 Rohirrim Pike of Commander +5 to commander
114 Easterling Shield of Commander +10 to commander
115 Gondorian Helm of Commander +15 to commander
116 Northern Bracers of Commander +20 to commander
117 Mordor Ring of Commander +25 to commander

Hidden population centersEdit

There are some HPC (Hidden Population Centers):

  • Caras Galadhon (Sinda Elves)
    Hidden
  • Edhellond (Sinda Elves)
  • Imladris (Noldo Elves)
  • Carrock (Woodmen)
  • Thranduil's Halls (Silvan Elves)
  • Khazad-Dum (Dragon Lord in 2950, Dwarves in 1650)
  • Dol-Guldur (Dragon Lord)
  • Sarn-Goriwing (Dragon Lord)
  • Tol Buruth (Long Rider)
  • Bar-en-Tinnen (North Gondor, only 2950)
  • Path of the Dead (Dunharrow)




These cities are visible to anyone in the map, but are unable to be attacked until they are revealed. They are specially represented in a SHADOWED HEX. They can be revealed only by Mages and Nazguls, clicking the action button "reveal pop. center" next to the hidden pop. center, or by any unit that found a "reveal" artifact (see above). Also, you can try to "Threat" the HPC with a Great Commander and lots of friendly troops (see below).


You can know that a pop. center is hidden this way:

  • Checking the description of the terrain hex: it's written "Hidden/Impassable"
  • Checking the name of the pop. center: it has a "(HPC)" after its name.


If a pop. center is revealed, you won't see anymore the terrain description "hidden/impassable", and the name of the pop. center won't contain the "(HPC)" tag.


IMPORTANT! Armies and Melee units can not enter hidden population centers to avoid their attack on them. That means that even your armies, once created, must not leave the pop. center or they won't be able to enter back, because they are FORBIDDEN areas. However, there are some units that can enter a hidden pop. center or attack (but not conquer) it:

  • Some characters
  • Ranged units
  • Suicide-kind units



About Threating a HPC

You can try to threaten a HPC with a Great Commander or Hero/Heroine. The bigger the city is, the more units you will need: when you click on "threaten", you will consume your turn trying to make the city reveal. Your unit will check for all the following friendly units, and the more units you have near, the bigger will be the chance. 

Don't forget to bring all  your forces to reveal big HPC units.

Anyway, remember that the easiest way to reveal a HPC is using Mages or Nazguls.


The One RingEdit

Each time you play this scenario, the Ring will be hidden in a different hex. Only your Mage units can look for it. Every Mage has an action "Pick up artifact", to try to pick up the One RIng. Moreover, you can look for it, to get some rumours of its position in the map, if it's east, or west, or... You can do it with the "Search for the One Ring" action button. There are 2 possible reports:

  1. The mage didn’t find any clue of the Ring. This means that the Ring is not in the surrounding 5x5 hexes.
  2. The mage found the presence of the Ring near. This means that the Ring is surrounding you, in an area of 5x5 hexes.
  3. The mage found the presence of the Ring, but not near. You will get a direction where to go.


If a Mage unit finds the location of the One Ring, and gets to the exact hex, he will become a Ring Bearer unit. The Ring Bearer should enter Mordor however and get near to Barad Dur.

IMPORTANT! The Ring Bearer has an "Destroy/Return the Ring" action button, that will be active if in MOUNT-DOOM hex (60,32). The Ring will automatically be either destroyed (FP) or returned to Sauron, winning the game. 

NOTE: The Ring must be carried to 60,32, not to Barad-Dur!


FAQ ABOUT THE ONE RING

What happens if a Neutral nation finds the RIng?

If you are a Neutral nation, you should choose an alignment before, as you won’t be able to start the event and win the game as a Neutral.


What kind of unit is a Ring Bearer?

The Ring Bearer unit is very powerful. You can use to attack units as a melee unit, but if you lose it, the Ring will be thrown to the ground, in the hex where the unit was killed. Consequently, you will need to get a Mage reach that hex again to take the Ring… if the enemy doesn’t do it before you.


And if I get my Ring Bearer unit killed?

If you loose your Ring Bearer unit, the Ring will fall to that hex, so try quickly to get a Mage back to it!


About "quick victory" games

There is an option in the Load Screen called "quick victory". You can check that checkbox to win the game immediatelly after having found and picked up the One Ring at its hex. 


About "Start with the ring" games

You can check that checkbox in the Load Screen to start in Hobbiton with the Ring Bearer unit. You must lead it to Barad-Dur.

This checkbox is incompatible with "quick victory games".

ReligionsEdit

There are some founded religions in the scenario. All religions avoid to produce units with faith, but there are differences among them:

Iluvatarism: Based on Caras Galadhon (Sinda Elves). The worship of Eru Ilúvatar is the religion of the 'good' peoples of Middle-earth. The specifics of this religion is largely unknown and unspecified by Tolkien, as there is no mention of temples or holy men. An altar to Ilúvatar was atop Meneltarma in Númenor but was for the most part secluded with no buildings or shines. Any additional religious sites are never mentioned and it is unknown if they exist or what they look like. Effects:

  • Cities are more hidden than others, so they have an improved range attack.

Eruism: Based on Forlond (Noldo Elves). The All High or the Father of All , is the supreme deity of Arda and Middle-earth. He is the single creator, above the Valar, but has delegated most direct action within to the Ainur, including the shaping of the Earth (Arda) itself. Effects:

  • Coastal cities gets +1 production from sea tiles

Aulerism: Based on Azanulimbar-Dum (Dwarves). Is an Ainu, one of the Aratar. He delights in the nature of substances and in works of skill, but he is not concerned with possession or mastery. Besides the shaping of Arda, Aulë's greatest works were the Two Lamps of the Valar, the vessels of the Sun and Moon, and the Dwarves, whom he created out of impatience for the Children of Ilúvatar. Effects:

  • +1 production from crafting in cities with a population of 3+

Melkorism: Based on Lugarlur (Blind Sorcerer). The Worship of Melkor is also not elaborated much by Tolkien, but if the worship of Melkor by the Númenóreans are any indication, than Melkorism has apart of its service human sacrifice. The Temple to Melkor in Númenor was described as being domed with a hole in the top to allow smoke from the fire below to exit as wood and human sacrifices are burned. The humans under the domain of the Enemy worship Melkor as God, denying the existence of Eru Ilúvatar, Sauron told the Númenóreans that Ilúvatar is a lie told by the Valar to keep the Númenóreans from power. Effects:

  • +15% faster border growth

There are two sub-branches:

Melkorism - Cult to the Eye: Based on Barad-dur (Fire King). Effects:
  • Instead of border growth, they get faith when a battle is won near a city.
Melkorism -  Cult to Witch King: Based on Mount Gram (The Witch King). Sauron, since the downfall of Melkor has had himself worshiped as a god by his subjects, it is unknown if other dark entities such as the Witch-king of Angmar are also worshiped as deities in Melkorism.
  • Instead of border growth, they get +30HP when a unit is wounded near a friendly city.
  • Palace provides +1 Culture, Faith, Gold and Production.
Melkorism -  Cult to the Dragon Lord: Based on Dol Guldur (The Dragon Lord), their followers worship Khamul, Dragon Lord and Lord of (some) Easterling factions. Effects:

The Two Towers: Based on Isengard (The White Hand). Saruman has created a new cult, and obliges his people to worship him. He considers himself the new Risen Power of the Middle Earth. Effects:

  • +10% faster growth rate

Valarism:  Founded in Minas Tirith.They are followers of the angelic powers (Ainur) that chose to go into the World (Arda) and complete its material development after its form was determined by the Music of the Ainur (Ainulindalë).Eru Ilúvatar first revealed to the Ainur his great vision of The World through musical themes. Melkor, however, added discordant themes: he strove against the Music; his themes became evil because they sprang from selfishness and vanity, not from the enlightenment of Ilúvatar. Once the Music was complete, including Melkor's interwoven themes of vanity, Ilúvatar gave the Ainur a choice — to dwell with him, or to enter the world that they had mutually created. Those that chose to enter the world became known as the Valar, the 'Powers of Arda'. Effects:

  • +15% faster border growth


Appendice: Choosing a nationEdit

Here you will find some advice and the list of advantages and disadvantages of the all the available nations in the scenarios

2950

Northern Gondor

ADVANTAGES:

- Good economy. 

- Well fortified cities (3 walls and one HPC)
- Good army.
- Funny to play.
- Many characters, most of them heroes.

- They start with iron swords and shields

DISADVANTAGES: 

- Very close to war in Mordor. Consequently, they will be under attack all the time.


Southern Gondor:

ADVANTAGES:

- One of the best economies. 

- Well fortified cities.
- Improved cavalry units (Cavalry of Dol Amroth) from the beginning.
- Good navy.

DISADVANTAGES:

- Close to war in Mordor. 

- You should play well diplomacy to convince Corsairs, Harad and Dunharrow joining you or you will have some war fronts at the same time.
- You should help North Gondor or they will fall.


Riders of Rohan:

ADVANTAGES:

- Improved cavalry unit (Eorlingas) with improved cavalry movement. 

- Good characters and some fortified cities.

- They start with many horses available.

DISADVANTAGES:

- Near to war (Mirkwood and Mordor). 

- Should play well in the diplomatic point of view to get the White Hand, Dunlendings and Dunharrow go Free or they will be attacked from some fronts.
- Should help in two fronts or they will be overwhelmed in case of the fall of North Gondor.

Noldo Elves:

ADVANTAGES:

- Improved archer unit (Elven archers). 

- Very good nation from characters point of view: Commanders, Mages, Emmissaries, Fleet Commanders (Elrond, Arwen, Cirdan, Glorfindel...). Elrond has an arifact with the power of Clairvoyance, so he can Reveal parts of the map (see action button).
- Improved naval units (Galleass).
- Rivendell is hidden.
- Units move faster in forests.

DISADVANTAGES:

- Very far to war, except Rivendell. Consequently, could be boring to play. 


Sinda Elves:

ADVANTAGES:

- Improved archer unit (Elven archers). 

- Very good nation from characters point of view: Mages, Emmissaries, Great Commanders (Galadriel, Celeborn, Haldir...). Galadriel has the Mirror of Galadriel, so she can Reveal parts of the map (see action button).
- Cerin Amroth and Edhellond are hidden. That means that this nation could be the easiest to play, and one of the most powerful.
- Units move faster in forests.
- Controls part of the flow of the Anduin River

DISADVANTAGES:

- Very close to war in Mirkwood. 

- The war depends mainly of them, North Gondor and Rohan.

Silvan Elves:

ADVANTAGES:

- Improved archer unit (Elven archers). 

- Move faster in forests
- Some good characters: Emmissaries and Heroes (Thranduil, Legolas).

DISADVANTAGES:

- Thranduil Halls start very close to Withered Heath, where periodically are summoned dragons.

- Ceber Fanuin will be permanently under siege of Dol Guldur. 

- The nation is not very developed, and counts with some population centers far from the war´s epicentre.


Dunadan Rangers:

ADVANTAGES:

- Relatively far from war: only 1 war front in the North (Angmar). 

- Good Ranger units.
- Some good characters: Emmissaries and Heroes (Elladan, Aragorn).
- They can recover the lost treasures in the ruins of old Arnor (destroying angmarins in fortresses and via events)
- Surrounded by many supporting players (Dwarves and Noldo)

DISADVANTAGES:

- In winning the war in the North, could be boring to play 

- Their armies and cities are not very developed


Hobbits:

ADVANTAGES:

- They are relative safe.

- They can produce units, a half-scout, half-worker unit. Moreover, Hobbits can TRY TO FIND THE ONE RING.

DISADVANTAGES:

- They start with 1 middle city

- They can't buy powerful military units

- They can't buy settlers.

- It's a MINOR NATION, that can be used to learn how to play.



Northmen:

ADVANTAGES:

- Good economy. 

- They start with caravans and cargo ships (what garantizes some additional gold)
- They get some heroes (Bard, Dain).

DISADVANTAGES:

- Should play well in the diplomatic point of view to get Rhun Easterlings go Free or they will be attacked from some fronts. 

- If Rhun Easterlings go FREE, they will play just a supporting role in the war (from economic point of view), although there is some Long Rider pop centers (specially Tol Buruth) to conquer.

Dwarves:

ADVANTAGES:

- Good infantry units (Dwarven axemen). 

- Very well fortified cities (they can build improved Khazad- walls)
- They start with Mithril

DISADVANTAGES:

- Far from war. Consequently, It could be boring to play. 

- They only play a supporting role in the war from military point of view.


Woodmen:

ADVANTAGES:

- They get improved archer (spear throwers) and melee (beorings) units. 

- They can withdraw before melee.
- They start with a powerful unit, Radagast, and an Hero (Beorn).
- Get Eagle hexes notification.
- They move faster in forests

DISADVANTAGES:

- Very close to some fronts of war. Consequently difficult to play. 

- Loosely fortified cities, just a few armies.

- Poorly developed nation.


Witch-king:

ADVANTAGES:

- Can force march (ignoring terrain). 

- They start with very good characters (the Witch King, Mages, Emmissaries...)
- They are based in the relatively safe Angmar, with the exception of Minas Morgul.
- Good powerful fortified cities: Mt. Gundabad, Mt. Gram, Minas Morgul.
- Short production units (orcs, wargs, goblins, crebains...)
- They count with many sentry units in Arnor, scouting the area, and distracting Rangers of the North in the beginning of the game.

DISADVANTAGES:

- Minas Morgul will be permanently under attack. 

- Angmar will be attacked often by Eriador forces
- Short production units, but less efective (orcs, wargs, goblins, crebains...)


Fire-King:

ADVANTAGES:

- One of the most powerful nations of the game. 

- Can force march, ignoring terrain.
- They have a big part of the map discovered
- They have some sentry units in the Misty Mountains
- Good army and good fortified, safe cities.
- Short production units, but less efective (orcs, wargs, goblins, crebains...).
- Very good nation from characters point of view (Mages, emmissaries… - Mouth of Sauron, Gothmog, for example).

- They have a Nazgul (Ren).

DISADVANTAGES:

- Permanently at war. Consequently, could be difficult to play. 

- Short production units, but less efective (orcs, wargs, goblins, crebains...).
- They should protect the surroundings of Barad-Dur from the Ring Bearer.
- The Dark Servants victory depends on them.


Ice King:

ADVANTAGES:

- Can force march, ignoring terrain. 

- Good army and good fortified

- Swamps makes Ice King's cities more unreachable. Moreover, there are some Wraiths that will defend Dead Marshes and Dagorlar.
- Short production units, but less efective (orcs, wargs, goblins, crebains...). 
- Very good nation from characters point of view (Mages, emmissaries.. for example, Mouth of Sauron, Gothmog...). They have 1 Nazgul - Hoarmurath, the Ice King

DISADVANTAGES:

- Permanently at war. Consequently, could be difficult to play. 

- Present on the first line of war. Will be permanently attacked by Gondor, Rohan, etc.

- Short production units, but less efective (orcs, wargs, goblins, crebains...). 
- The Dark Servants victory depends on them.


Dragon Lord:

ADVANTAGES:

- Can force march (ignoring terrain). 

- Get Dragon hexes notification.
- If planning well your movements, you could capture some population centers along the Great River, Rohan, etc.
- They have some hidden population centers (Dol Guldur, Khazad-dum, Sarn Goriwing...)
- Short production units (orcs, spiders…)

DISADVANTAGES:

- Surrounded by enemies, consequently, it could be difficult to play. (except by one backup city at Mordor) 

- Will be under attack permanently by Noldo, SInda, Silvan Elves, Rohand and Woodmen.
- Short production units, but less efective (orcs, spiders…)

Long Rider:

ADVANTAGES:

- Improved mounted units movement. 

- Short production units (orcs, wargs, goblins, crebains...)
- Don’t forget to plan also your naval tactics in the Sea of Rhun; you could capture some population centers in Rhun.

DISADVANTAGES:

- Permanently at war in some fronts (Mordor, Rhun, Mikrwood...). Consequently, it could be difficult to play. 

- Dispersed population centers
- Short production units, but less efective (orcs, wargs, goblins, crebains...)
- The war outside Mordor depends of how you play your warg cavalry.
- You should play well from the diplomatic point of view, to get Rhun and Khand Easterlings joining your side.


Dog Lord:

ADVANTAGES:

- Improved mounted units movement. 

- If planning well your movements, you can attack Rhun, Ithilien or Great River population centers quickly (depending on your cavalry tactics)
- Short production units (orcs, wargs, goblins, crebains...)
- Further from war than the others (they will only by at risk in case of an attack from Easterlings or Free Nations of Rhun, or in case of Dragon Lord or Long Rider loosing their camps at Mirkwood. Also, try to support Thuringwatost, or Gondor will attack from the North).

- They start with somes horses resources.

DISADVANTAGES:

- Short production units, but less efective (orcs, wargs, goblins, crebains...)


Quiet Avenger:

ADVANTAGES:

- Can force march, ignoring terrain. 

- They have cities outside Mordor, so the lands are more productive.
- Good economy.
- Not bad army.
- Short production units, but less efective (orcs, wargs, goblins, crebains...)

DISADVANTAGES:

- Very close to war from the North (will be attacked by North and South Gondor and possibly from Sinda Elves from Edhellond). It could be difficult to play. 

- Short production units, but less efective (orcs, wargs, goblins, crebains...)
- They should play well from the diplomatic point of view, or they will get Harad, Khand Easterlings and Corsairs getting Free, what could mean a quick defeat.


Cloud Lord:

ADVANTAGES:

- Get 3 foreign emmissaries (spies), instead of 1. 

- Agent-oriented nation: they start with agents and city plunderers. Last ones may be used to plunder cities and improve the economy.
- Starts far from the war
- Good economy.
- Short production units (orcs, wargs, goblins, crebains...)

DISADVANTAGES:

- It's a supporting nation, located far from war, so it could be boring to play. 

- Short production units, but less efective (orcs, wargs, goblins, crebains...)
- They should play well from the diplomatic point of view, or they will get Easterlins getting Free and you could be attacked you directly in the capital)


Blind Sorcerer:

ADVANTAGES:

- Can force march, ignoring terrain. 

- Mage-oriented nation: they start with some mages, so you should use them to search for the Ring and for some other artifacts, which may improve your characters and armies (start with +25, +20 to mages, agents, commanders, emmissaries...)
- They start with Spellbooks
- Starts far from the war.
- Starts with a Wiseman, so you can extend Melkorism and get your religion expanded, specially to influence Easterlings and Corsairs.
- Good economy.
- Short production units, but less efective (orcs, wargs, goblins, crebains...)

DISADVANTAGES:

- It's a supporting nation, located from war, so it could be boring to play. 

- Short production units, but less efective (orcs, wargs, goblins, crebains...)
- They should play well from the diplomatic point of view, or they will get Easterlins getting Free, who could attack you directly in the capital)


Neutral Nations


Corsairs:

ADVANTAGES:

- They start neutral, so they get time to prepare. 

- Improved naval units movement.
- Good economy, but few pop. centers
- Very good navy unit (Black Ships )with improved city plundering promotions
- Far from war.
- They have a very powerful mounted unit: The Mumakil.

DISADVANTAGES:

- If joining Dark Servants, South Gondor could conquer some positions (Tolfalas, for example). Otherwise, it could be boring. 

- Should play together with Harad and Khand Easterlings, of they will have some war fronts.
- They lack of good characters.

Harad:

ADVANTAGES: 

- They start neutral, so they get time to prepare. 

- They get some naval units and many ports 
- They have a very powerful mounted unit: The Mumakil.

- Harad starts with few starving pop. centers

DISADVANTAGES: 

- Whatever alignment they choose, they will be permanent at war 

- Should play together with Corsairs and Khand Easterlings, of they will have too many war fronts. 
- They lack of good characters.


White Wizard:

ADVANTAGES:

- They start neutral, so they get time to prepare.  

- Great economic and military potential, although they start weak.

- They raze at double speed, so it's a good strategy to clean the nearby cities
- They start with an Agent (Grima Wormtongue) and a powerful unit, Saruman, whom you can use to look for the RIng. Saruman has the Palantir of Orthanc, so he can Reveal parts of the map (see action button).
- Improved military light infantry: dunlendings
- They produce Crebains and Half-orcs (weaker but cheaper). DISADVANTAGES:

- If joining FP, they will be very safe from war, but it could be boring. If joining DS, could be difficult to play. 

- They produce Crebains and Half-orcs (weaker but cheaper).
- They lack of starting good armies and they have no navies.

- They have to cope with Dunlendings and Woses, or they will have an extra headache.


Dunlendings :

ADVANTAGES:

- They start neutral, so they get time to prepare. They will have to cope with White Hand Ambitions

- Improved military light infantry: dunlendings 
- Good land production, but small towns
- They produce Crebains(weaker but cheaper).

DISADVANTAGES:

- If joining FP, they will be very safe from war, but it could be boring. If joining DS, could be difficult to play. 

- They start with weak cities 

- They lack of starting good armies and they have no navies.


Rhun Easterlings:

ADVANTAGES: 

- They start neutral, so they get time to prepare. 

- Powerful unique military unit: Chariot archers
- The area of Rhovanion are Rhun is very fertile and rich in resources.

DISADVANTAGES: 

- They are situated between Free Peoples (in the north) and Dark Servants (in the south).

- They lack in good characters and navies.


Khand Easterlings:

ADVANTAGES:

- They start neutral, so they get time to prepare. 

- Powerful unique military unit: Camel riders…
- They are very far from war, except if they go FREE.

DISADVANTAGES:

- Their position is very isolated.

- Lands are not very fertile.

- If they go DARK, it will be boring. If they go FREE, they will be attacked by almost all Dark Nations.
- Should contact periodically Rhun Easterlings, Harad and Corsairs to get the same side or they will have some war fronts.
- They lack in good characters and navies.


Dunharrow:

ADVANTAGES:

- They start neutrals

- They can make skeletons and wraiths

- They start with a Hero

DISADVANTAGES:

- They can't buy units, except skeletons and wraiths

- They can't buy settlers

- If they go DARK, they will be attacked from North and South. If Free, it will be boring to play.

- They start with 1 middle city

- It's a SUPPORTING MINOR nation, that could be used to learn how to play


Woses:

ADVANTAGES:

- They start neutrals

- They start with a Plunderer

DISADVANTAGES:

- They can't buy powerful units

- They can't buy settlers

- They are isolated

- They start with 1 middle city

- It's a SUPPORTING MINOR nation, that could be used to learn how to play


Forochel:

ADVANTAGES:

- They start neutrals

- They start with a Hero

DISADVANTAGES:

- They are isolated

- Their lands are very infertile (ice, mainly)

- They are near to the front of War in Angmar (if they join Dark Servants, they will be attacked by Eriador forces ,and otherwise - by Witch King).

- They start with 1 middle city

- It's a SUPPORTING MINOR nation, that could be used to learn how to play




1650

Gondor

ADVANTAGES:

- Great economy. 

- Well fortified cities
- Good army.
- Funny to play.
- Good commanders and characters.
- Lots of cities (1th nation in the game)
- Can produce Heavy Cavalry

DISADVANTAGES:

- Very close to war in Mordor.


Eothraim:

ADVANTAGES:

- Can produce Heavy Cavalry. 

- Improved cavalry movement.
- Some middle fortified cities, near to each other in Rhovanion

DISADVANTAGES:

- Near to war (Mirkwood and Mordor). 

- Will be attacked by Dog Lord and, in case of Rhun Easterlings going DARK, it will be challenging to play them


Noldo Elves:

ADVANTAGES:

- Improved archer unit (Elven archers). 

- Very good nation from characters point of view: Commanders, Mages, Emmissaries, Fleet Commanders (Elrond, Arwen, Cirdan, Glorfindel...). Elrond has an arifact with the power of Clairvoyance, so he can Reveal parts of the map (see action button).
- Improved naval units (Galleass).
- Some HPC.
- Units move faster in forests.

DISADVANTAGES:

- Very far to war, except Rivendell. 

- Consequently, could be boring to play.
- If Rhudaur goes dark, they could lose Rivendell, and the game could become very boring.


Sinda Elves:

ADVANTAGES:

- Improved archer unit (Elven archers). 

- Very good nation from characters point of view: Mages, Emmissaries, Great Commanders (Galadriel, Celeborn, Haldir...). Galadriel has the Mirror of Galadriel, so she can Reveal parts of the map (see action button).
- Cerin Amroth and Edhellond are hidden. That means that this nation could be the easiest to play, and one of the most powerful.
- Units move faster in forests.
- Controls part of the flow of the Anduin River
- Good amount of cities

DISADVANTAGES:

- Very close to war in Mirkwood. 

- The war depends mainly of them and Gondor


Silvan Elves:

ADVANTAGES:


- Improved archer unit (Elven archers). 

- Move faster in forests 
- Some good characters: Emmissaries and Heroes (Thranduil, Legolas).

DISADVANTAGES:


- Thranduil Halls start very close to Withered Heath, where periodically are summoned dragons.

- The nation is not very developed, and counts with some population centers far from the war´s epicentre.

- Dispersed population centers


Arthedain:

ADVANTAGES:

- Well fortified cities (Fornost Erain, Annuminas, etc) 

- Good armies
- Good Ranger units.
- Some good characters: Emmissaries and Heroes (Elladan, Argeleb...).
- Surrounded by many supporting players (Dwarves and Noldo)

- They can be aided by Dwarves, Noldo and Cardolan.

DISADVANTAGES:

- Very close to a strong Angmar (Witch-King) nation 

- In case of Rhudaur going Dark, it will be hard to play this nation


Cardolan:

ADVANTAGES: 

- Some fortified cities.

- Some armies 
- Good Ranger units. 
- The only front of war is in the North, and their neighbor Arthedain will protect them.

- They can be aided by Dwarves, Noldo and Cardolan.

DISADVANTAGES: 

- Close to a strong Angmar (Witch-King) nation 

- In case of Rhudaur or Dunlendings going Dark, they will be attacked from some fronts.



Hobbits:

ADVANTAGES:

- They are relative safe.

- They can produce units, a half-scout, half-worker unit. Moreover, Hobbits can TRY TO FIND THE ONE RING.

DISADVANTAGES:

- They start with 1 middle city

- They can't buy powerful military units

- They can't buy settlers.

- It's a MINOR NATION, that can be used to learn how to play.


Northmen:

ADVANTAGES:


- Good economy. 

- They start with caravans and cargo ships (what garantizes some additional gold) 
- They get some heroes (Bard, Dain).

DISADVANTAGES:


- Should play well in the diplomatic point of view to get Rhun Easterlings go Free or they will be attacked from some fronts. 

- If Rhun Easterlings go FREE, they will play just a supporting role in the war (from economic point of view), although there is some Long Rider pop centers (specially Tol Buruth) to conquer.


Dwarves:

ADVANTAGES:

- Good infantry units (Dwarven axemen). 

- They start with Mithril
- Very well fortified cities (they can build improved Khazad- walls)

DISADVANTAGES:

- Far from war, except Khazad-Dum. Consequently, It could be boring to play.


Woodmen:

ADVANTAGES:

- They get improved archer (spear throwers) and melee (beorings) units. 

- They can withdraw before melee.
- They start with a powerful unit, Radagast, and an Hero (Beorn).
- Get Eagle hexes notification.
- They move faster in forests

DISADVANTAGES:

- Very close to some fronts of war. Consequently difficult to play. 

- Loosely fortified cities.


Witch-king:

ADVANTAGES:

- Can force march (ignoring terrain). 

- They start with very good characters (the Witch King, Mages, Emmissaries...)
- Good armies that can challenge Eriador or Mirkwood/Rhovanion
- Good powerful fortified cities: Mt. Gundabad, Mt. Gram, Minas Morgul...
- Short production units (orcs, wargs, goblins, crebains...)

DISADVANTAGES:

- Angmar will be attacked often by Arthedain&Cardolan forces. 

- Short production units, but less efective (orcs, wargs, goblins, crebains...)
- They can loose some initial populations, specially North-Downs, in few turns.


Ice King:

ADVANTAGES:

- Can force march, ignoring terrain. 

- Good army and good fortified

- Swamps makes Ice King's cities more unreachable. Moreover, there are some Wraiths that will defend Dead Marshes and Dagorlar.
- Short production units, but less efective (orcs, wargs, goblins, crebains...). 
- Very good nation from characters point of view (Mages, emmissaries.. for example, Mouth of Sauron, Gothmog...). They have 1 Nazgul - Hoarmurath, the Ice King

DISADVANTAGES:

- Permanently at war. Consequently, could be difficult to play. 

- Present on the first line of war. Will be permanently attacked by Gondor, Rohan, etc.

- Short production units, but less efective (orcs, wargs, goblins, crebains...). 
- The Dark Servants victory depends on them.


Fire King:

ADVANTAGES:

- One of the most powerful nations of the game. 

- Can force march, ignoring terrain.
- They have a big part of the map discovered
- They can capture Minas Ithil in few turns
- Good army and good fortified, safe cities.
- Short production units, but less efective (orcs, wargs, goblins, crebains...).
- Very good nation from characters point of view (Mages, emmissaries.. for example, Mouth of Sauron, Gothmog...). They have 1 Nazgul - Ren, The Fire King

DISADVANTAGES:

- Permanently at war. Consequently, could be difficult to play. 

- Short production units, but less efective (orcs, wargs, goblins, crebains...).
- They should protect the surroundings of Barad-Dur from the Ring Bearer.
- The Dark Servants victory depends on them.


Dragon Lord:

ADVANTAGES:

- Can force march (ignoring terrain). 

- Get Dragon hexes notification.
- If planning well your movements, you could capture some population centers along the Great River, Rohan, etc.
- They have some hidden population centers (Dol Guldur, Khazad-dum, Sarn Goriwing...)
- Short production units (orcs, spiders…)

DISADVANTAGES:

- Surrounded by enemies, consequently, it could be difficult to play. (except by one backup city at Mordor) 

- Will be under attack permanently by Noldo, Sinda, and Woodmen.
- Short production units, but less efective (orcs, spiders…)


Long Rider:

ADVANTAGES:

- Improved mounted units movement. 

- Short production units (orcs, wargs, goblins, crebains...)
- Don’t forget to plan also your naval tactics in the Sea of Rhun; you could capture some population centers in Rhun.

DISADVANTAGES:

- Permanently at war in some fronts (Mordor, Rhun, Mikrwood...). Consequently, it could be difficult to play. 

- Dispersed population centers
- Short production units, but less efective (orcs, wargs, goblins, crebains...)
- The war outside Mordor depends of how you play your warg cavalry.
- You should play well from the diplomatic point of view, to get Rhun Easterlings joining your side.


Dog Lord:

ADVANTAGES:

- Improved mounted units movement. 

- If planning well your movements, you can attack Rhun, Ithilien or Great River population centers quickly (depending on your cavalry tactics)
- Short production units (orcs, wargs, goblins, crebains...)
- Further from war than the others (they will only by at risk in case of an attack from Easterlings or Free Nations of Rhun, or in case of Dragon Lord or Long Rider loosing their camps at Mirkwood. Also, try to support Thuringwatost, or Gondor will attack from the North).

- They start with some horses

DISADVANTAGES:

- Short production units, but less efective (orcs, wargs, goblins, crebains...)


Quiet Avenger:

ADVANTAGES:

- Can force march, ignoring terrain. 

- They have cities outside Mordor, so the lands are more productive.
- Good economy.
- Not bad army.
- Short production units, but less efective (orcs, wargs, goblins, crebains...)
- They have a port city (Vamag) near Corsairs, which can help to control that area

DISADVANTAGES:

- Very close to war from the North (will be attacked by North and South Gondor and possibly from Sinda Elves from Edhellond). It could be difficult to play. 

- Short production units, but less efective (orcs, wargs, goblins, crebains...)
- They should play well from the diplomatic point of view, or they will get Khand Easterlins, Harad and Corsairs getting Free, what could mean a quick defeat.
- Vamag could fall in case of Corsairs or Harad going Free.


Cloud Lord:

ADVANTAGES:

- Get 3 foreign emmissaries (spies), instead of 1. 

- Agent-oriented nation: they start with agents and city plunderers. Last ones may be used to plunder cities and improve the economy.
- Starts far from the war
- Good economy.
- Short production units (orcs, wargs, goblins, crebains...)

DISADVANTAGES:

- It's a supporting nation, located far from war, so it could be boring to play. 

- Short production units, but less efective (orcs, wargs, goblins, crebains...)
- They should play well from the diplomatic point of view, or they will get Khand Easterlins getting Free and you could be attacked you directly in the capital)


Blind Sorcerer:

ADVANTAGES:

- Can force march, ignoring terrain. 

- Mage-oriented nation: they start with some mages, so you should use them to search for the Ring and for some other artifacts, which may improve your characters and armies (start with +25, +20 to mages, agents, commanders, emmissaries...)
- Starts far from the war.
- Starts with spellbooks
- Good economy.
- Short production units, but less efective (orcs, wargs, goblins, crebains...)

DISADVANTAGES:

- It's a supporting nation, located from war, so it could be boring to play. 

- Short production units, but less efective (orcs, wargs, goblins, crebains...)
- They should play well from the diplomatic point of view, or they will get Khand Easterlins getting Free, who could attack you directly in the capital)


Neutral Nations


Corsairs:

ADVANTAGES:

- They start neutral, so they get time to prepare. 

- Improved naval units movement.
- Good economy.
- Very good navy unit (Black Ships )with improved city plundering promotions
- Some fortified cities.
- Far from war.
- They have a very powerful mounted unit: The Mumakil.

DISADVANTAGES:

- If joining Dark Servants, they will be attacked from some fronts. Otherwise, it could be boring (and they will loose Caras Tolfalas soon) 

- Should play together with Harad and Khand Easterlings, of they will have some war fronts.
- They lack of good characters.


Harad:

ADVANTAGES:

- They start neutral, so they get time to prepare. 

- They get some naval units and many ports
- Good economy.
- Good fortified cities.
- Big amount of cities
- They have a very powerful mounted unit: The Mumakil.

DISADVANTAGES:

- Whatever alignment they choose, they will be permanent at war 

- Should play together with Corsairs and Khand Easterlings, of they will have too many war fronts.
- They lack of good characters.


Dunlendings :

ADVANTAGES:

- They start neutral, so they get time to prepare. 

- Improved military light infantry: dunlendings
- Good land production, but small towns
- They produce Crebains(weaker but cheaper).

DISADVANTAGES:

- If joining FP, they will be very safe from war, but it could be boring. If joining DS, could be difficult to play. 

- They start with weak cities
- They lack of starting good armies and they have no navies.


Rhudaur:

ADVANTAGES:

- They start neutral, so they get time to prepare. 

- Great military potential, but they start too weak
- They get part of the Eriador map discovered
- Their location in hills and with all the cities close to each other makes this nation good to defend in case of attack

DISADVANTAGES:


- Whatever side they join, they will have a front of war (if Free: Rivendell and Arthedain&Cardolan, if Dark: Witch King) 

- They lack in good characters and have no navies


Rhun Easterlings:

ADVANTAGES: 

- They start neutral, so they get time to prepare. 

- Powerful unique military unit: Chariot archers
- The area of Rhovanion are Rhun is very fertile and rich in resources.

DISADVANTAGES: 

- They are situated between Free Peoples (in the north) and Dark Servants (in the south).

- They lack in good characters and navies.


Khand Easterlings:

ADVANTAGES:


- They start neutral, so they get time to prepare. 

- Great military potential with powerful unique military units: Chariot archers, Camel riders…
- They are not very close to war, except in Rhun, but they can easily overrun their neighbours if they get prepared in the first turns.

DISADVANTAGES:


- They are very dispersed and divided in 2 sides: Rhun and Khand. 

- Whatever side they join, they will have a front of war.
- Should contact periodically Corsairs and Harad to get the same side or they will have some war fronts.
- They lack in good characters and navies.


Dunharrow:

ADVANTAGES:

- They start neutrals

- They can make skeletons and wraiths

- They start with a Hero

DISADVANTAGES:

- They can't buy units, except skeletons and wraiths

- They can't buy settlers

- If they go DARK, they will be attacked from North and South. If Free, it will be boring to play.

- They start with 1 middle city

- It's a SUPPORTING MINOR nation, that could be used to learn how to play


Woses:

ADVANTAGES:

- They start neutrals

- They start with a Plunderer

DISADVANTAGES:

- They can't buy powerful units

- They can't buy settlers

- They are isolated

- They start with 1 middle city

- It's a SUPPORTING MINOR nation, that could be used to learn how to play


Forochel:

ADVANTAGES:

- They start neutrals

- They start with a Hero

DISADVANTAGES:

- They are isolated

- Their lands are very infertile (ice, mainly)

- They are near to the front of War in Angmar (if they join Dark Servants, they will be attacked by Eriador forces ,and otherwise - by Witch King).

- They start with 1 middle city

- It's a SUPPORTING MINOR nation, that could be used to learn how to play

Appendice: MusicEdit

There are 9 LOTR themed songs that will play depending on who are you interacting with: allies or enemies.


Moreover, the game starts with the Galadriel Prologue of the LORD OF THE RINGS: The Fellowship of the Ring.


Turn your speakers on and enjoy it!

Appendice: TerrainEdit

Euro desert v2

Loderunner terrain mod

1) There have been added lots of new resources (TIMBER, ATHELAS, MUSHROOMS,...) that will also be spread all over the the map (independently

2) Terrain graphics can be transformed in a more realistic ones (taken from Loderunner terrain mod ). You can download additionally the TERRAIN ADD for this scenario, located at Steam at http://steamcommunity.com/sharedfiles/filedetails/?id=405224639 just by subscribing to it. Activate it in the MODS SECTION of CIV V before starting the LOTR scenarios MOD. 

3) And last, the hidden hexes are now SHADOWED.



Conclusion, feedback and THANKS TO sectionEdit

I would like to say THANKS a lot of people, who created and developed maps, units, scripts, code, ideas, texts, and so on. Some of them are:

- [SSU] YENYANG: Some graphics and images used from Middle Earth Civilizations by [SSU] yenyang, as for example:  Imrahil's icon, Thranduil icon, Argeleb icon (image of elendil) and fallback image, Thror icon and fallback image, Hoarmurath and other nazgul icons, Witch King icon, Haruth Raman icon, Elrond's Fallback image & Corsais fallback image. I highly recommend you visit [SSU] yenyang workshop at http://steamcommunity.com/id/yenyang/myworkshopfiles/

- WHOWARD69 FOR 34 CIV DLL (check this page to see this and lots of extra content: http://www.picknmixmods.com/ ), Notifications MOD, Passable Forts, etc. etc. etc. 

- EPIC for ALLSTARS MODS (http://steamcommunity.com/sharedfiles/filedetails/?id=241188578&searchtext=allstar)
- REGALMANEMPEROR for GRAPHICS AND WONDERS (http://steamcommunity.com/profiles/76561198094757365/myworkshopfiles/?appid=8930
- FRAMEDARCHITECT for Faerun scenario (http://steamcommunity.com/sharedfiles/filedetails/?id=192736010&searchtext= ). I took from it: building-made resources ideas and graphics (spellbooks, bows, armour, weapons), some units (mage and axemen), buildings and some wonders. Guys, this is a great mod, check it out!
- GEDEMON FOR Advances Setup Screen and HOTSEAT for MODS http://steamcommunity.com/sharedfiles/filedetails/?id=75500984
- LODERUNNER for Loderunner terrain mod

- ROZUMIYKO for Hex Conquer and Release mod component: http://forums.civfanatics.com/showthread.php?t=485036
- KAEL for FFH2 mod, inspiration, sounds, soundtrack... http://forums.civfanatics.com/showthread.php?t=171398
- DELIVERATOR from civfanatics, for units graphics, for tutorials, for support, for all!
- CIVFANATICS members, UNIT&MOD CREATORS, support (Rob!), and all the people that make materials available
- SUPERMULL for original map
http://www.middleearthgames.com/ for inspiration, for texts and for the game itself!
- WIKIA site and staff for making this WIKI possible
- Civilization WIKIA: http://civilization.wikia.com/wiki/Civilization_V
- Civilization V Wiki - 2K Games: http://wiki.2kgames.com/civ5/
- CivFanatics http://civfanatics.com
- Modiki Civ Fanatics: http://modiki.civfanatics.com/

I have been spending many many hours in this, but anyway, I need some help to continue improving the game. If you have some comments, please write me to: Khose Galkin (karraskosa_hose@mail.ru)

I would welcome ANY feedback, help, etc. And the most important: ENJOY THE GAME!

How to report a bugEdit

1) Go to C:\Users\{username}\Documents\My Games\Sid Meier's Civilization 5\MODS\The Lord of the Rings (v 34)\costants.lua and set Debug=TRUE. Save the changes.

2)     Go to C:\Users\{username}\Documents\My Games\Sid Meier's Civilization 5\config.init and set ValidateGameDatabase = 1 and LoggingEnabled = 1. Save the changes.

3) Start the game, reproduce the bug doing the same you usually do.

4) Go to C:\Users\{username}\Documents\My Games\Sid Meier's Civilization 5\logs\lua.log.  Copy the file or the content of it and send it to karraskosa_hose@mail.ru with the description of the problem.

5) You can also attach screenshots if you want. This can be done with PrintScreen key. All the screenshots are saved at C:\Users\{username}\Documents\My Games\Sid Meier's Civilization 5\Screenshots


DONATIONSEdit

Balrog

If you want to buy the author a coffee and thank him for his 2 years work on this project, you can do so at:

https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=QJ33XRPVTB3Z4

THANKS!






External linksEdit

Wikia's Tolkien encyclopedia

Community content is available under CC-BY-SA unless otherwise noted.