Download Download with the BUG Mod The Middle-earth Mod allows you to play as a leader of the greatest civilizations and empires in Middle-earth, holding the fate of Arda in your hands. Features: *18 different civilizations, from Arnor to Mordor, Dale to Harad *Unique unit art for 17 of the 18 civilizations *A completely revamped tech tree *Over 35 new wonders *Many new buildings and civics *A highly detailed map of Middle-earth I hope you enjoy playing in Middle-earth, and I'll be back to expand the mod even more. This is an alpha version of the mod. It currently has many things missing, and is not balanced. You can still build your empire and tweak the mod as you see fit, though! If you want to help with the mod, please read the "How can I help?" post. Images: Spoiler : Main screen Spoiler : Map Images Spoiler : Spoiler : Spoiler : Spoiler : Mordor Spoiler : Technologies Spoiler : Units Spoiler : Buildings Spoiler : Wonders Spoiler : Wulf Spoiler : Eorl Spoiler : Brand Spoiler : Civics Spoiler : Tech Tree Spoiler : Doors of Durin Spoiler : Orthanc Spoiler : Stone of Erech Spoiler : The Rohirrim army. Spoiler : Mithril! Spoiler : 17 Civilizations: Spoiler : Sauron: Spoiler : Changelog (v. 0.3): Spoiler : Change Log: v0.3- 12/21/18 (CURRENT) - Added Umbar - Added Many New Technologies and Rebalanced Costs - Added 7 new values + 7 "missionary" units - Added Treasury, Messenger Hall, and Feast Hall - Added 10 new wonders - Added 6 new promotions - Added 11 new civics - Minor Bug Fixes CHANGED XML FILES: Civ4UnitInfos AudioDefines Audio2DScripts Civ4LeaderHeadInfos CIV4ArtDefines_Civilization CIV4ArtDefines_LeaderHead CIV4ArtDefines_Building CIV4ArtDefines_Unit CIV4ArtDefines_Bonus CIV4GameText_AccentCorrection CIV4CivilizationInfos CIV4BuildingInfos CIV4GameText_ME_NamesMisc CIV4GameText_ME_StrategyCivilopedia Civ4TechInfos CIV4GameText_TechNames CIV4GameSpeedInfo CIV4EraInfos Civ4ProcessInfo CIV4BuildInfos CIV4ImprovementInfos GlobalDefines CIV4GameTextInfo_Values CIV4HandicapInfo CIV4ReligionInfo CIV4CorporationInfo Civ4UnitClassInfos Civ4ArtDefines_Misc Civ4BonusInfos CIV4CivicOptionInfos CIV4CivicInfos CIV4BuildingClassInfos CIV4PromotionInfos CHANGED OTHER FILES: Sounds Art\Interface\Flags Art\Interface\Buttons Art\Leaderheads\Castimir Art\Units\Umbar Art\Structures Art\Terrain\Resources Art\Units\Values Credits Res\Fonts\GameFont Res\Fonts\GameFont_75 Resource Assets\Python\Screens\PyCivicsScreen NEW SOUNDTRACKS: The Other Side of the Door (NEXT UPDATE) Rynos Theme (NEXT UPDATE) v0.2.5 - 07/07/18 - Added Honey, Mushrooms, Apples, and Camels' - Added/Edited Game Text - Removed incorrect UnitCombat Popups from building a worker or settler - Replaced Lions with Wargs - Map edited - Added new River Crossing - Added "No Settlers" Game Option for Custom Scenarios v0.2.4 - 6/21/18 - Edited civics - Edited some of the traits - Added and Edited Game Text - Added option to download Middle-earth BUG - Map edited, slightly more balanced. v0.2.3 - 5/8/18 - Added Dwarven Unit Art - Added Soundtrack - Added Civic Text - Added Building Text v0.2.2 - 06/21/17 - Added Angmar unit art - Added Wonder Art: Chamber of Mazarbul, Rath Dinen, Dol Guldur, Durthang - Updated city lists - Added a new main menu with music. - Added Civilopedia and Strategy texts to Units v0.2.1 - 01/14/17 *Added Easterling unit art. *Changed Select/Order sounds. Not Middle-earth voices, but much better than before. *Changed Diplomacy Music. Enjoy! *Updated Game Text (Civics) *Updated the Traits for every leader v0.2 - 7/11/15 *New map! Enjoy "Middle-earth Revised" as any of the 17 civs. *Massive tech tree balancing: Cost, placement, and effects have all been improved. *Civic/Building/Wonder/Units all balanced. *Brand new Haradrim Ethnic unit art. Enjoy the desert raiders and Mumakil! v0.1.1 - 8/22/14 *Patched the Mod - Many thanks to Isenchine *Edited the map. Hope fully more balanced, but probably not. I will continue to work further on it *Edited the Dwarven trait. It now provides +1 Food and +1 Hammer on Peaks. *Added a new UnitClass for every civ: Heavy Axeman. The Dwarven UU is now named Battle Axeman, and replaces the Heavy Axeman. *Weakened the Pikeman. It no longer receives a bonus versus Longswordsmen. *Updated the Pikeman and Longswordsmen Tech requirements. They are now distinctly Third Age units. *Hopefully fixed the AI obsession with Battering Rams - They no longer think they are as good as catapults! v0.1 Uploaded Mod *17 Civilizations Added. *Unit art for (some) of the civilizations. [More to come] *Completely revamped the tech tree. *Added over 25 new wonders. *Added many new buildings and civics. *Added a map of Middle-earth by Manni. ---- Current Project(s): >Game Text >Balance >War of the Ring Scenario >Mordor Unit Art >Artifacts* *I have to learn DLL Modding for this... ---- Beta Announcement Overview The Middle-earth Mod has now gone through many years of development, even though I have had to put development off multiple times. However, after many years of hard work, I am now pleased to announce that the Middle-earth Mod will soon be entering the Beta phase of development. What does it mean that the Middle-earth Mod is entering Beta? Unlike in Alpha (the current stage of development), Beta means the M-E Mod will begin receiving more promotion - I will now post a release thread in the Modpacks sub-forum, which will be the "main gameplay thread" for discussing gameplay, etc. Beta also means the mod will need more input from players. This doesn't mean I will instantly accept any idea put forth - but what it does mean is I will be attempting to receive more ideas and keep the good ones, so that the mod can continue to follow my vision of Civ4, Middle-earth style. Modmods will allow people who have a different idea that I do not want in the main mod to create their own ideas. Because we are entering Beta soon, I will be looking for more people to help with the Middle-earth mod's subprojects, such as art and coding. Also, I will definitely like to see scenarios made and even new civilizations created. Finally, Beta means the development of better features. I will be working hard at learning Civ4 C++ skills and how to make special mod components so that the Middle-earth Mod can achieve what I want to see here. So more immersive features will be developed, all with the goal of still feeling like Civilization 4. The tech tree will be expanded, the mod will be further balanced, the wonders will receive 3D art, and new features like Unique Victory Conditions and Regions will be added. None of this will be instant, because I still have a job and one more year of college to complete, but ultimately the Middle-earth Mod will be better. When will this happen? I expect to release a few more updates in Alpha, but I hope to officially enter Beta by January 31st, 2019. --- FAQ Q: Are you finished? If not, when will you finish? A: Yes, you may download the alpha version of the mod here. Q: Can I help with something? A: Sure! I'm looking for building/unit art. Go ahead and suggest something. If you know how to code or make 3D leaderheads, you've got yourself a project! Q: Will this mod have any special features? A: Yep, lots in the end. But the alpha version will simply have everything XML related. The One Ring and other stuff (you'll see ) will be in later releases. Q: So, what is this mod based on? The movies or the books? A: More the books than the movies. Q: Is this based on FFH? A: Nope. Though a lot of my ideas are from the abandoned Arda mod. ---- Features that will be added by release 1.0 (The alpha will not have many of these features!) Grey features have not yet been added. Features List: Artifacts: These special one-time promotions will be very powerful. Examples include Narsil, The Rings of Power, and other such items. Each Artifact is able to be forged by only certain civilizations: Mordor, for example, is the only civilization capable of producing the One Ring, which will have it's own special rules. Artifacts can be stolen by defeating the bearer in battle. The One Ring: This very special artifact will be forged only by Mordor at Mt. Doom. It will grant the bearer "power according to his stature", and (if he is not evil) it will eventually corrupt any bearer if he has it for too long. Thankfully, it also will grant him partial invisibility (i.e. a chance of being invisible to units). More details to come. Unique Victory Conditions: Each civilization will be able to achieve victory by Culture, Conquest, or Domination, but there is also the option of winning your civilization's "UVC". These work like UHV's in Rhye's and Fall. Regions: The map will divided up into regions, such as the Misty Mountains, Erebor, Ithilien, Mordor, The Shire, etc. These will be used for UHV and Wonder purposes. Unique Unit Art: Many civilizations will have different unit art. (Though common ones, such as Arnor & Gondor, or the elven civilizations, will have similar/identical art.) Reworked Gameplay: There are just over 90 technologies (including vanilla ones such as Fishing), with new buildings, wonders, some new units types; basically, everything required for an accurate gameplay of Middle-earth! That's not all, but I hope it gets you excited about the mod! ---- Got a suggestion? Comment? Go ahead, post away!