First off, I'm excited about this mod. Thanks for making it! I played it a bit last night, and it looks like you're off to a solid start. It really got me thinking, and I ended up typing up a long list of thoughts about it. Take 'em or leave em, of course! General thoughts/comments/suggestions: 1) Having the “explorer Numenoreans” may not make sense, depending on the timeframe of play. Lond Daer, originally Vinyalonde, had long been in decline by the time of the Akallabeth, and it was abandoned when Arnor was founded at the end of the 2nd Age. Your map doesn't have Numenor on it, so I'm assuming it's meant to be post-Akallabeth. 2) Should there be a “Black Numenoreans” civ centered on Umbar? Later the Corsairs. 3) Eregion was destroyed in the mid-2nd age (the dark years), before the Akallabeth. Imladris was founded around the same time. This is ~1700 years before the War of the Last Alliance. 4) Should some of the wonders only be buildable by certain civs/races? E.g., Barad-dur should probably require a non-researchable tech only Mordor has (Evil? Black Speech?). 5) Should there be a hobbit civ? 6) I think there should be several orc cities in the Misty mountains, at least at certain times. Could be barbs, or could be run by Mordor. 7) There should be a river running past Minas Ithil/Morgul to the Anduin. 8) Dagorlad/Dead Marshes only exist after the War of the Last Alliance. The Wetwang (Nindalf) was a natural marsh I think. If there is a marsh terrain, it should be used there and also on the Gwathlo around and to the south of Tharbad. It should take advanced tech and lots of effort to clear, or be unclearable. Impassable for most units? 9) The Elves and Dwarves should have slow pop growth (at least take away the save food aspect of granaries and such for them?) and very expensive settler units. 10) Elves should be great archers and have bonuses vs. evil monster units (if any). Dwarves should be very good at melee and good hill fighters. Haradrim have to have impressive War Oliphaunts. Easterlings should have strong chariots. Numenoreans should be above-average (but not elf/dwarf level) at archery and melee. Eotheod/Rohan obviously should be great horsemen. 11) Generally, techs and settlers should be more expensive. 12) Non-Mordor civs cannot build on wasteland (thus, if Minas Morgul is captured, it is auto-razed?). 13) The elves should all be on the same team, or at least allied. 14) The dwarves should be on the same team or at least allied. 15) Dwarves and men of Dale should have very good relations, possibly alliance. 16) Dwarves and Elves should be mildly antagonistic, even when allied. Depending on when you want the game to start, the setups should be different. Civs come and go, and some never overlap (e.g., Imladris/Rivendell & Eregion). Suggested setup for a mid-second age (~SA 1600) start: 1) Need to have Numenor (on Westernesse, which presently isn't on the map) but no Gondor or Arnor. Numenor does have Lond Daer (but not Pelargir or Umbar). Numenor should be developed & fairly advanced. Leader: Tar-Telperiën. Alternatively, you could use the “explorer Numenorian” civ for this, leaving Westernesse off the map, but make the EN’s advanced (and Lond Daer, as capital, well-developed, maybe with some kind of special wonder/building that provides extra stuff, representing shipments from Westernesse). Numenor has a significant army available. 2) Eregion. Leader Celebrimbor. Not terribly strong. 3) Imladris just founded, with a very small but advanced army (a handful of units). Leader Elrond. 4) No Angmar. 5) Lorinand (pre-Lothlorien) leader: Amdir. Moderately advanced, moderate strength. 6) Haven Elves leader = Gil-Galad. They are advanced and fairly strong. 7) Between the Haven Elves, Eregion, Imladris and the Numenoreans around Lond Daer (and Tharbad?), Eriador should be mostly settled. 8) No Dagorlad. 9) Sauron has The One Ring and therefore big bonuses. Mordor is developed and powerful, with a large army ready to go. 10) Elves, Dwarves, Numenoreans and Rhovanion allied. Permanent war with Mordor & vassals (Haradrim, Easterlings). 11) Harad & Easterlings (Khand?) are small/weak. Setup for start immediately following the Akallabeth (late 2nd age): 1) No Dagorlad 2) No Angmar (could an event create Angmar at some point?). 3) The hill for Minas Ithil should not be wasteland 4) Arnor leader: Elendil 5) Gondor leader: Isildur 6) Arnor should start with Annuminas founded and one more settler team near Fornost Erain. 7) Gondor should start with Osgiliath founded, Pelargir founded and 1-2 more settler teams (one E/one W of Osgiliath). 8) Gondor & Arnor are a team. [alternative: Arnor/Gondor is one civ, leader Elendil. Palace in Annuminas, FP in Osgiliath] 9) Arnor and Gondor should start with a few advanced units (longbows/infantry), but not have much tech (most of it was lost in the downfall). 10) Haven Elves leader: Gil-Galad. The HE’s should have 3 cities: Mithlond, Harlond and Forlond. 11) Lorinand (pre-Lothlorien) leader: Amdir. Moderately advanced, moderate strength. 12) Rohan = Rhovanion, starting up in the Vale of Anduin, not in Rohan (which is at this time a northern province of Gondor). 13) No Sauruman. 14) Imladris/Rivendell, leader Elrond. 15) No Eregion. Ost-in-Edhil is ruined. The area is denuded of trees. 16) Elves, Dwarves, Numenoreans and Rhovanion allied. Permanent war with Mordor & vassals. 17) Somehow, the destruction of Barad-dur should not actually destroy Mordor, and somehow they need to come back later. 18) Sauron has The One Ring, and therefore various bonuses, but starts relatively weak. The War of the Last Alliance (in which Sauron is on the defensive) started 110 years after the founding of Arnor & Gondor. 19) Should there be a Palantir wonder (small wonder? ) for Gondor & Arnor? If so, what should it allow? Super spying ability? 20) No Shire (if Hobbit civ even exists). Setup for start of 3rd age: 1) Dagorlad 2) Leader for Arnor = Valandil. 3) No Bree. No Shire. 4) Leader for Gondor = Meneldil. 5) Arnor (or remnants) & Gondor are allies. 6) No Eregion. Ost-in-Edhil a ruin. 7) Imladris/Rivendell, leader Elrond. 8) Angmar? Capital Carn Dum. Created by event a certain # of turns in? Or maybe it should be weak (but hard to capture/destroy) until a certain # of turns in, and then be given significant forces? Or should it just start from scratch on turn 1? 9) Lorinand leader = Amroth. Moderately advanced, moderate strength. 10) Rhovanion. 11) Gondor should have a handful of experienced troops around Mordor, and should have a fort at the site of Cirith Ungol. Hill for site of Minas Ithil should not be wasteland. 12) Gondor has Orthanc? 13) Baradur a ruin? 14) Dol Guldur the seat of Mordor? 15) Sauron does not have The One Ring, and is therefore weaker. TOR can be recovered eventually (… if Sauron gets it, he gets big bonuses. If the allies can destroy it, Sauron is destroyed. 16) No Shire (if Hobbits even in game). 17) Haradrim & Easterlings basically start from scratch. 18) Should there be a Palantir wonder (small wonder? Expensive building?) for Gondor & Arnor? If so, what should it allow? Super spying ability? Setup for starting in late 3rd Age: 1) Civs start with advanced tech. 2) Dagorlad 3) Minas Ithil = Minas Morgul. Wasteland around it, held by Mordor. Mordor is built up & strong. The Morannon is fortified (city w/walls?). 4) Moria held by Mordor (some Dwarven wonders are therefore inactive). Non-mobile Balrog unit in there? Orc settlements in the Misty Mountains also controlled by Mordor. 5) Arnor is now a shattered remnant, with some ranger units? Annuminas & Fornost are ruins. Should Arnor have any cities? Bree? 6) Shire? Capital Michel Delving. Also Hobbiton, Buckland and Sarn Ford? 7) Gondor’s capital now Minas Tirith. Osgiliath is a ruin (taking some wonders with it). They also have cities in the south (Pelargir, something in Lebennin, Dol Amroth, Erech, etc), but are a bit weak. 8) Corsairs of Umbar vassals of Mordor, fairly strong sea power. 9) Haradrim & Easterlings somewhat built up. Vassals of Mordor. 10) Rohan. Leader Theoden, capital Edoras. 11) Saruman has Orthanc. Alliances with Mordor and Dunedlings. War with Rohan. 12) Lothlorien leader: Galadriel. Capital: Caras Galadhon . She has Nenya and therefore some defensive/sight bonuses. Advanced, strong but really only for defense. 13) Haven Elves leader: Cirdan. He has one of The Three, and therefore some bonuses. 14) Permanent war between Mordor & vassals (Umbar, Haradrim, Easterlings) & allies (Orthanc) on the one hand and Elves, Numenoreans, Rohan, Dale and Dwarves on the other. 15) Sauron does not have The One Ring. The Fellowship, including Gandalf (w/one of the Three) have the ring, in Imladris. If Sauron gets it, he gets big bonuses. If the allies can destroy it, the Mordor civ is destroyed. Key dates: Second Age (SA): SA 1: Lindon founded SA 32: Numenor founded SA 500: Sauron returns to Middle Earth. SA 600: Numenoreans re-establish contact with Middle Earth. SA 750: Eregion founded. SA 800: Lond Daer (Vinyalonde) completed. 1st Numenorean haven in ME. SA 1000: Sauron builds Barad-dur. SA 1200: Numenoreans begin building more havens in ME. SA 1500: work begins on Rings of Power in Eregion. SA 1590: The Three Rings forged. SA 1600: The One Ring forged. SA 1693: War of the Elves and Sauron begins. SA 1697: Eregion destroyed. Imladris founded. SA 1700: Sauron defeated by Elves + Numenoreans, driven out of Eriador. SA 2251: Nazgul first appear. SA 2280: Umbar built up into a major port. SA 3319: Downfall of Numenor. SA 3320: Founding of Arnor & Gondor. SA 3429: Sauron attacks and captures Minas Ithil. The city is later retaken. SA 3430: Last Alliance formed. SA 3441: Sauron defeated. Elendil & Gil-galad killed. Isildur takes TOR. Third Age: TA 2: Disaster of Gladden Fields, TOR lost. TA 550: Rhovanion & Gondor first ally. TA 861: Arnor partitioned into Arthedain, Rhudaur and Cardolan. TA 933: Gondor takes Umbar. TA 1000: The Wizards arrive in ME. TA 1050: The Shadow of Sauron falls on Greenwood (now Mirkwood). Is this the foundation of Dol Guldur? TA 1248: Major alliance between Gondor and Rhovanion. Rhovanion probably at the height of its power. TA 1300: Nazgul return. Angmar founded. TA 1356: Rhudaur now controlled by Angmar. TA 1409: Cardolan conquered by Angmar. Arthedain hard-pressed. Annuminas razed. TA 1437: The Kin-Strife (Gondorian civil war) begins. TA 1448: Defeated rebels under Castamir retreat to Umbar, thereafter they are the Corsairs of Umbar. TA 1601: The Shire founded. TA 1636: Great plague devastates Gondor and Rhovanion. Cirith Ungol abandoned. TA 1810: Gondor retakes Umbar for the last time. TA 1851-56: The Wainriders (Easterlings) overrun Rhovanion and Eastern Gondor. TA 1899: Wainriders defeated, Rhovanion freed but devastated. TA 1944: During another invasion by Easterlings, Umbar is once again lost. TA 1974-75: Arthedain destroyed. Arnor is no more. Angmar destroyed by Gondor. TA 1977: Remnants of Rhovanion (Eotheod) resettle in the North, in the Vale of Anduin. TA 1980-81: Khazad-dum destroyed by a Balrog, dwarves flee Moria. TA 1999: Erebor founded. TA 2000-02: The Witchking lays siege to Minas Ithil. In 2002, the city falls and becomes Minas Morgul. TA 2050: Last King of Gondor prior to Elessar is lost to the Witch King in Minas Morgul. TA 2063: Gandalf drives Sauron from Dol Guldur. TA 2210: Dwarves settle in the Grey Mountains. TA 2460: Sauron returns to Dol Guldur. TA 2463: Smeagol finds TOR. TA 2510: Alliance between Gondor and the Eotheod to beat back invasion of Easterlings. Battle of Celebrant. Calenardhon ceded to Rohan. TA 2590: Grey Mountain dwarves driven off by dragons and return to Erebor. Ssome of the Dwarves settle in the Iron Hills. TA 2770: Smaug takes Erebor, destroys Dale. TA 2941: Smaug killed, Battle of the 5 armies, Erebor restored. Sauron driven out of Dol Guldur. TA 2951: Sauron reveals himself in Mordor. Barad-dur rebuilt. TA 3018-3019: War of The Ring. Sauron defeated, TOR destroyed. United Kingdom of Arnor and Gondor re-established by King Elessar.