Originally posted by PCHighway
AlcTrv is right, they [i.e., half-orcs or goblin-men] were a race of men and goblins, specifically bred by Saruman during the Third Age. However, these were also militant units and the defense of the hornburg were assailed by legions of them, noting how they were stronger than Orcs, but weaker than men. I cant say if they were better than the Uruk-Hai, but I would imagine they were.
Yes indeed. I thought we talked about this a few threads back, too, but I couldn't find it. No matter...
Originally posted by PCHighway I too viewed the Wainriders as coming on wagons (A Wain is a cart\wagon). However it is said their "[...]nobility fought on chariots" -J.E.A.Tyler.
Yeah, wagons. I guess a chariot could be a type of wagon, but no clue. Unless somebody makes Louis XXIV's
four-wheeled chariot, we might not have anything wagon-ish anyway to use. We could, perhaps, all head over to that thread and bump it in the name of our mod!
Originally posted by PCHighway
If you guys remember correctly, we have not agreed on the fashion of wonders yet. We havent agreed on whether to have few or many culture specific wonders. We did, however, agree on one specific wonder for each Civilization. We probably will have no more culture wonders unless there is a desire.
Oh, I love having more culture-specific wonders! But I work with the options given:
6.) Who would like a Medium number of powerful wonders available to everyone, and many weak culture specific wonders?
The Last Conformist
Mithadan
Well, I voted anyway!
Originally posted by PCHighway
Isengard starts with the Isengard City unit. This units has unassailable defense. No one unit in the game will be able to defeat it single handedly (best idea would be offensive armies). Not only does this add strategy, it gives much more depth to stealth attack units.
A wonder spawning multiple Isengard units, is a bad idea
.
The Isengard civ will start with a unique palace, this Palace will spawn settlers every 40 turns, until it goes obsolete in a required tech to get into the 2nd era. Any other cities the civ will need to acquire by war. The civilization will also get no-maintenance factories, and earlier marketplaces to compensate for their weakness.
Okay, sounds good to me!
Originally posted by PCHighway
Rohan- Meduseld
Capitalization, Spawns "Rohan Royal Guard" units every 7 turns. The wonder will increase the size of armies.
Sure! (Except I have no idea what capitalization does. Big deal.

)
Originally posted by PCHighway
Northmen- Eldacar's Legacy
Costs 2 maintenance, -2 culture, a fair amount of shields, but doubles city defenses\doubles combat bonus against barbarians and halves unit upgrade cost.
Um hmm, we'll need a real nice Civilopedia entry for this one. What was his legacy? He was half-Gondorian, and only went North to gather forces to retake the seat of Gondor. Were we doing something extra-textual here?
Beorn will be included in the Northmen civ, no? Maybe we could think of an effect for a "House of Beorn" wonder. Maybe it would spawn Bear (shapeshifter) units or something fun?
Originally posted by PCHighway
The Shire- The Goldern Perch.
The hobbit adventurer (pathfinder?) will be made every 7 turns. +50% lux output. Acts as a Stealth Attack barrier
Requires: Three taverns, must be near a river.
Sure! Frankly, I think "burglar" would be the best name for this Hobbit dude. Yeah, I know only Biblo got called that by the Dwarves, but hey, it's such a great little title.
Originally posted by PCHighway
Noldor- The Rings of Power
Effects: +1 trade in each trade producing tile. Treasury earns 5%
Sure! (There isn't any wonder effect in Civ3 that can force peace treaties, like there was in Civ2, is there?)
Originally posted by PCHighway
Sindar- Edhellond
+2 ship movement. Gives extra culture.
OOOOH! I just had an epiphany!!! "THE GIRDLE OF MELIAN" is
the Sindar wonder of wonders!!!! Of course, I'm cool with having Edhellond as a wonder (early Third age, late second, when exactly?), but the Sindar were at their most unified and powerful in the First Age, in Doriath, under Thingol. Dang, what kind of effects could we give to the Girdle of Melian???!!!
Originally posted by PCHighway
Gondor- Tower Beacons
Doubles combat bonus vrs Barbarians, Allows healing in enemy territory, requires 5 Keeps (second wall improvement) to build. (late third era wonder)
Sounds great!
Originally posted by PCHighway
Arnor- Sceptre of Arnor(?)
Capitalization, creates ranger unit every 15 turns. (Fourth era wonder)
I think the "Sceptre of Annúminas" sounds better. That's what it was called, apparently, anyhow. Alternately, we could have the "Palantír of Annúminas" with different, smarty-pants (science) effects, perhaps...
Originally posted by PCHighway
Numenor- The Voyages of Aldarion.
+1 ship movement, most be in a costal city, veteran sea units, Safe Sea Travel(?) late 2nd era.
Sounds great.
Originally posted by PCHighway
Moriquendir- Halls of Thranduil
Gives extra Culture. Must be near a river. +50% Lux output. Tourist Attraction. Produces a Sylvan Longbowman (elven archer which requires no maintenance).
First, there's no final "r" in "Moriquendi."

Second, for Thranduil's elves I suggest
(Sylvan) Spearmen, which (if I recall correctly) were the sort of warriors present at the Battle of the Five Armies. No defensive bonus, eh?
If SoCalian were still working with us (are you lurking somewhere, big guy?), he would be tooting his horn about Lorien. Now that I recall that Lorien would be counted among the Moriquendi (it was a Sylvan realm since the First Age, but ruled by Galadriel [a Noldorin elf] and Celeborn [a Sindarin elf] in the Third Age), it might be better to associate the "Golden Age" of the Moriquendi with Lorien somehow. Perhaps a "Mirror of Galadriel" scientific wonder or something...plus, I always associate
Sylvan Archers with Lorien, so we would have them spewed out of her mirror or something else bizarre like that... Okay, well, uh, I'm talking crazy here. Try to ignore my bad ideas.
Originally posted by PCHighway
Isengard- Orthanc.
Produces Mannish Defense units. +50% Research Output.
Suuure. So long as we get half-orcs and infernal combustion pits somehow!
Originally posted by PCHighway
Mordor- Chambers of Fire (Sammath Naur)
+3 production. +1 pollution. Increases chance of Leader Appearance. Allows Spy missions.
Great idea.
Originally posted by PCHighway
Dwarves- The Arkenstone
Increases chance of Leader Appearance. Doubles City Defenses. +50 Tax output. Build Larger Armies.
Sounds great!
Originally posted by PCHighway
Angmar- The Barrow Downs
+50% Tax Output. Spawns Barrow Wights.
Sounds great!
Originally posted by PCHighway
Easterlings- Reign of the Balchoth (?)
Allows healing in enemy territory. Increased Army Value. Halves Unit Upgrade Cost.
If we wanted a First Age wonder for these guys we could have the "Treachery of Ulfang," with similar effects. If we want a fourth-era wonder, then your Balchoth idea is great. I don't like the "Reign" word, but am having trouble coming up with something better. "Balchoth" means "Powerful Horde" (I'm surmising, though), so maybe "the Hordes of the Balchoth" (?), even though that's redundant. "Invasion of the Balchoth"? Ugh.
Originally posted by PCHighway
Southrons- The Stronghold of Umbar
Increases Trade in Water. Produces Veteran Naval Units. +2 Ship Movement. (Produces a stronger unbuildable variation of a Corsair ship every 30 turns.)
Well, it really was called "the Haven of Umbar" (although for some reason, I always pluralise it to "havens"). Lets call it that, pretty please. I don't think a "haven" has to be positive in the "good vs. evil" sense, just in the sense of "good for harbouring ships" sense, even if those ships are Corsair ships.