Originally posted by Arrian
...You probably should wait for the editor to be beefed up prior to doing a Scenario of the Third Age (War of the Rings)....
HOWEVER, I could see a Second Age Mod that begins with the settlement of Numenor... The Map is basically Middle Earth, with Numenor (map in Forgotten Tales... it's pretty simple) out in the western sea... You could set up the beginning of the Second Age and let it go from there.
-Arrian
Arrian -- we have been thinking along exactly the same lines.
Until there's a real scenario editor, WOTR just can't be done.
And a scenario that started with the beginning of the 3rd Age might not be developed enough by the WOTR era to remotely resemble those events.
But if the game begins at the start of the
Second Age, it gets more interesting.
I've got Fonstad's "
Atlas of Middle Earth" and if time permitted I would create a Second Age map, including Numenor.
I have the following ideas that allow creation of a mod NOW -- using the existing editor and the tool for setting starting positions -- without waiting for a better editor and without too much special modification.
GEOGRAPHY
The map would include the main continent of Middle Earth (roughly corresponding to Europe, Asia, and Africa) with Numenor in the Western Sea. I don't think I would add the other continents shown in Fonstad's atlas, because I want the focus on the part of Middle-Earth described in LOTR. Also, I'd like to do this on a standard or large size map, not a huge one. A double wall of mountains would prevent wrap-arounds (although there might be a passage to the East that the Numenorians could find...).
The Anduin should be navigable coastal tiles all the way up to Cair Andros, north of Minas Tirith. At least for playtesting, I would consider diagonal land connections across the river at Osgiliath and Pelargir. These diagonal land connections would stop shipping traffic unless and until someone built a city there; the Civs controlling those Vicksburg-like cities would control river shipping at those chokepoints.
Some of the main roads of the Middle Earth zone would be already placed on the starting map, and would be assumed to have survived from the First Age. This would have an interesting effect of channeling development in certain directions.
Mountain passes would be simulated by putting a road through a key point in a mountain range, but also putting a fortification in the middle of that road on a mountain tile. This would be simulate a shortcut through the mountains that could be easily defended.
Barbarians would be set to Raging, representing unaffiliated Orcs, Goblins, Wargs, and assorted other nasty types.
Resources would be rich in Eriador and Gondor and thinner everywhere else, although Mordor's allies would have luxuries with which to trade. Perhaps the resources for later techs would be spread with more balance, i.e. rubber down in Far Harad, aluminum in the Blue Mountains. An intriguing idea is for the sole source of uranium to be on Mount Doom....
TECHNOLOGY
I would want to lengthen the domination of pre-Gunpowder, pre-industrial tech. I would reduce the cost of all techs by 50%, add the sum total of those reductions, and allocate that total among the following techs:
25% to Gunpowder
12.5% each to Chemistry and Metallurgy
25% to Steam Power
12.5% each to Industrialization and Scientific Method
I might also take Musketmen and Musketeers completely out of the game, and make Saltpeter a prerequisite for Riflemen.
Privateers would have a transport capacity of 1 unit.
THE FREE PEOPLES
1. The Numenorians (Commercial, Scientific, color Light Blue) would begin the game with Mapmaking and could become merchants of tech, maps, communications, and of the luxuries they would discover by sailing around. I'd probably use the Americans as a starting point for Numenor's "look". UU is a Caravel (replacing Galley) that requires only Mapmaking, and doesn't get lost on oceans or seas.
The Numenorians could not rest on their laurels; they would need to get to sea, explore, and trade. I envision Numenor as having only enough iron for itself, a great deal of gold for trading power, but no other resources. Numenor would have lots of fish and food bonuses so that it could support a large population relative to its land area (6 cities, one in the center of the starfish-shaped minicontinent and 5 on peninsulas).
With the current game, we can't make Numenor or Atlantis sink below the waves. That would be a neat feature for a future scenario editor.
2. and 3. Gondor and Arnor (Commercial, Expansionist, colors Dark Blue and Medium Blue) would be beginning Civs rather than surviving colonies of Numenor. They would be part of Numenor's "faction", however. I'd probably use the Roman and Greek civs as starting points. UU for Gondor is a Pikeman, at its medieval cost but requiring only Iron Working and Warrior Code, to replace Spearman and Pikeman. Arnor might have the same UU, or perhaps Arnor would have *both* Hoplites and Legions. I'd try to arrange it so that Dale was an outpost of Arnor, so the Men of Dale are in the game but not a separate Civ, but that would be hard to do with only one starting point, .
4 and 5. Elves (Scientific, Religious, colors Light Green and Dark Green) would use France and/or England for their "look"
(Joan as Galadriel?). UU is Elvish Archer, replacing Archer and Longbowmen, strength of Longbow *plus* a bombard attack at zero range (i.e. a free first shot against an attacker). Might create both Eastern (Rhovanion/Lorien) and Western (Lindor) divisions.
6 and 7. Dwarves (Industrious, Scientific, colors Yellow and Orange) would use Germany as a starting point. UU would be Axemen, replacing both Swordsman and Pikemen, strength of Pikemen. Might create both Eastern (Iron Hills/Erebor) and Western (Blue Mountains) divisions. Dwarven areas would be loaded with gems, gold, iron, and other metals.
(If they could just trade for food, they'd never leave the mountains!)
8. Hobbits (Industrious, Commercial, color Pink) would resemble -- ?. Not sure if they should be a separate Civ or part of Arnor. UU could be a defensive unit like the Hoplite. The Shire would have many food bonuses, as well as spices to represent longleaf.
9. Rohan (Religious, Expansionist, color Medium Green) would resemble --?--
(probably have to use China, even though Mao isn't what I have in mind for
Theoden). UU would be Riders (like the Chinese Rider unit) in place of Horsemen and Knights, with the prerequisites of the former. Plenty of horses in Rohan, of course (as well as in the upper Vale of the Anduin, where the Rohirrim might begin).
MORDOR AND ITS ALLIES
10. Rhun/Easterlings (Expansionist, Religious, color Purple) resembling Iriquois; UU = Mounted Warrior (replacing Horseman).
11. Khand (Militaristic, Religious, color Light Grey) resembling Indians, with War Elephants. (Note that War Elephants would require Ivory, but the prerequisite would only be Monarchy rather than Chivalry.)
12. Near Harad (Militaristic, Expansionist, color Light Red), resembling Aztecs, UU=Jaguar Warriors
13. Far Harad (Militaristic, Religious, color Dark Red) resembling Zulus, with UU = Impis but *also* having War Elephants.
14. Umbar (Militaristic, Expansionist, color Medium Red), resembling Persians, would begin with Mapmaking but would have to use ordinary Galleys. UU = Immortals, in place of Swordsmen.
15. Dunlendings/Isengard (Militaristic, Religious, color Brown), resembling Babylonians, would be limited to Warriors only (no Spearmen, no Archers) until developing Iron Working, when their non-unique UU (the Immortals) would come into play (representing Isengard developing the Uruk-Hai). Dunlendings would have only Warriors, Immortals, Archers, and Catapaults as military units prior to Riflemen. They would not be able to build Galleys, either. (They're supposed to be a "loser" civ.)
16. Mordor (Militaristic, Scientific, color Dark Grey
if Black isn't available) (which animation - Tokugawa or Ghandi?
too bad we couldn't just have a large unblinking eye...). Mordor would begin in lousy terrain (Gorgoroth) :skull: and thus develop slowly
(as Fëanor points out, the Nûrn region would
be fertile). Mordor, however, would have a significant military advantage -- they would share the UU's of the non-free Peoples (consider this the hiring of mercenaries, or assimilation of slave peoples). Thus, they would have Jaguar Warriors in place of Warriors, Impis in place of Spearmen, Bowmen instead of Archers, Immortals instead of Swordsmen, Mounted Warriors instead of Horsemen, and War Elephants in place of Knights.
But one more thing to handicap Mordor -- they'd start with a settler and
three workers, but
Mordor could not build additional workers, they could only capture and enslave
those of other civs!
