NamesAreUseless
Warlord
The Arda Mod is basically a mod that will be Middle Earth/Lord of the Rings/Tolkien/etc. themed and will cover from the First Age to the Third Age. Here is the progression of Civilizations from the First to Third Age:
First Age.................Second Age..........Third Age
Edain......................Numenor..............Gondor
Angband.................Dol Guldur............Mordor
Utumno...................Gundabad.............Moria
Gondolin.................Rivendell..............Mithlond
Cuivienen.................Doriath...............Lothlorien
Khand.......................Umbar...............Harad
Blue Mountains........Khazad-Dûm.........Erebor
Hildórien...................Balchoth...............Rhûn
Lothlann...................Dunland...............Isengard
???????....................Éothéod...................Rohan
I have no idea if its possible that Civilization's names can changed once that Civilization reaches a new Era, but if it did, then that would be awesome! Also, explianations of why each of these civs were chosen in their respective, and why it leads to such and such, etc. will come if this mod gets some more interest.
This Middle Earth mod will be much different than other ME mods in the past that have tried to go through this same progression as well, since this mod will try to stay true to the actual progression of civilizations in a way that in some Ages they have more powerful units than in even the next age for some civilizations, while other might get more powerful units over the years, and yet while others might just get a wierd mix of the two...
At this point your probably thinking "Oh my gosh, you're absolutely mad, you can't make units get weaker over the ages!" but on the contrar, you can if you make it worthwhile. Here is a quick example I've made for Hildórien -> Numenor ->Gondor
First Age: Hildórien Warrior
Strength: 1 Number of Turns to Build: 2
Second Age: Numenorian Knight
Strength: 6 Number of Turns to Build: 11
Third Age: Gondor Soldier
Strength: 4 Number of Turns to Build: 6
Although the Numenorian Knight might be the most powerful unit of the three, its hard to deny that the Gondor Soldier is the best deal of the three!
Thats what its all about as you advance through the tech tree: Getting more for your money (or in this case, turns). How do you figure this out mathmatically? Divide Turns over Strength for this example. The less the result it, the better the deal is. Here is what we get:
First Age: Hildórien Warrior 2/1 = 2
Second Age: Numenorian Knight 11/6 = 1.8333...
Third Age: Gondor Soldier 6/4 = 1.5
To make all the factions equal in power militarily in this quick example, then all First Age Civ basic units must equal 2 when the unit's Turns/Strength is divided, all Second Age Civilization basic units must equal 1.8333... when the unit's Turns/Strength is divided, etc.
This is something I have never seen done in a mod, and probably for good reason. Whether this simple mathmatical formulla will make all the sides equal in military might I'm not sure, but if it does, then this will be one awesome mod!
The real strategy comes in the form of as follows: Should I stick with my Numenorian Knights that are more powerful, or go for Gondor Soldiers, though weaker will be more for my money. Some factions, like East Tribes -> Balchoth -> Rhun, won't really have this problem as this faction simply improves its gear over the years.
If anyone is interested in modding this, please say so. I have no modding skills period, nor do I intend to do so. This was merely an idea's thread for a mod and nothing more, but it would be awesome if there was someone out there that was willing to try to make a mod like this
First Age.................Second Age..........Third Age
Edain......................Numenor..............Gondor
Angband.................Dol Guldur............Mordor
Utumno...................Gundabad.............Moria
Gondolin.................Rivendell..............Mithlond
Cuivienen.................Doriath...............Lothlorien
Khand.......................Umbar...............Harad
Blue Mountains........Khazad-Dûm.........Erebor
Hildórien...................Balchoth...............Rhûn
Lothlann...................Dunland...............Isengard
???????....................Éothéod...................Rohan
I have no idea if its possible that Civilization's names can changed once that Civilization reaches a new Era, but if it did, then that would be awesome! Also, explianations of why each of these civs were chosen in their respective, and why it leads to such and such, etc. will come if this mod gets some more interest.
This Middle Earth mod will be much different than other ME mods in the past that have tried to go through this same progression as well, since this mod will try to stay true to the actual progression of civilizations in a way that in some Ages they have more powerful units than in even the next age for some civilizations, while other might get more powerful units over the years, and yet while others might just get a wierd mix of the two...
At this point your probably thinking "Oh my gosh, you're absolutely mad, you can't make units get weaker over the ages!" but on the contrar, you can if you make it worthwhile. Here is a quick example I've made for Hildórien -> Numenor ->Gondor
First Age: Hildórien Warrior
Strength: 1 Number of Turns to Build: 2
Second Age: Numenorian Knight
Strength: 6 Number of Turns to Build: 11
Third Age: Gondor Soldier
Strength: 4 Number of Turns to Build: 6
Although the Numenorian Knight might be the most powerful unit of the three, its hard to deny that the Gondor Soldier is the best deal of the three!
Thats what its all about as you advance through the tech tree: Getting more for your money (or in this case, turns). How do you figure this out mathmatically? Divide Turns over Strength for this example. The less the result it, the better the deal is. Here is what we get:
First Age: Hildórien Warrior 2/1 = 2
Second Age: Numenorian Knight 11/6 = 1.8333...
Third Age: Gondor Soldier 6/4 = 1.5
To make all the factions equal in power militarily in this quick example, then all First Age Civ basic units must equal 2 when the unit's Turns/Strength is divided, all Second Age Civilization basic units must equal 1.8333... when the unit's Turns/Strength is divided, etc.
This is something I have never seen done in a mod, and probably for good reason. Whether this simple mathmatical formulla will make all the sides equal in military might I'm not sure, but if it does, then this will be one awesome mod!
The real strategy comes in the form of as follows: Should I stick with my Numenorian Knights that are more powerful, or go for Gondor Soldiers, though weaker will be more for my money. Some factions, like East Tribes -> Balchoth -> Rhun, won't really have this problem as this faction simply improves its gear over the years.
If anyone is interested in modding this, please say so. I have no modding skills period, nor do I intend to do so. This was merely an idea's thread for a mod and nothing more, but it would be awesome if there was someone out there that was willing to try to make a mod like this