WoundedKnight
Warlord
- Joined
- May 28, 2002
- Messages
- 253
War of the Ring: Play the World Version
The map here and city placement are borrowed from the Sarevok's LOTR scenario and the Hagburt Map. Full credit to them for this. Everything else is was done from scratch, including units, heros, wonders, city configuration & allocation, etc.
The terrain of Mordor has been enhanced to make developing a civilization there somewhat more viable. Wonders have been placed according to their location (i.e. Pillars of Argonath, Mirror of Galadriel, Palantir of Orthanc, etc.) Locations with cities on the original map where there are no cities in LOTR (i.e. North Downs, South Downs) have been deleted, while many new cities have been added (i.e. the cities of the Corsairs, Arnost, Numenorians, Easterlings, etc.) Previously unaffiliated or independent cities have been placed with their appropriate race.
Play one of the races of Gondor (Hobbits, Elves, Dwarves, Rohan, Gondor, Mordor, Easterlings, Corsairs, Isengard). The scenario allows the player wide flexibility. Conquest and domination victories are possible, as is building a ship to the West (spaceship).
The invaders from Mordor and Isengard are very dangerous and are represented by hidden nationality units. While diplomacy cannot be set, this largely solves the problem because Orcs, Uruk-Hai, etc. will raid the free peoples from the beginning regardless of your diplomatic stance. This makes destruction of Isengard and the land of Mordor vital to the survival of the free peoples.
In order to allow wide flexibility to the player, while each side starts out with some basic offensive and defensive units, building and developing your civilization is an important part of the scenario. Tech advances are normal (with modified names) and allow advances through the modern era. Rules are normal, except for re-naming of units, techs, wonders, improvements, etc. and the use of original unique units with altered statistics.
Choose from one of twelve civilizations:
Easy: Mordor
Average difficulty: Gondor, Isengard, Elves, The Shire, Easterlings, Corsairs
Above-average difficulty: Rohan, Dwarves
High difficulty: Arnost, Ents
Very challenging game: Men of Dale, Numenorians
Good-aligned: Gondor, Elves, Shire, Rohan, Men of Dale
Neutral: Arnost, Numenorians, Ents, Dwarves
Evil-aligned: Mordor, Isengard, Easterlings, Corsairs
Capitals start out at size three, while all other cities start out at size one. Isengard is size six and has a factory to reflect high production.
Ent cities can build Ents and improvements, but are unable to build non-mechanized human military units.
Of course, each race starts with the appropriate hero units. Use them wisely! There is also at least one unique unit for each race.
Tech Changes:
Writing does not allow communication trading. As in the real LOTR, you have to make contact with the other races yourself.
No special mods, file/directory renaming, or other tweaking is required.
Feedback and constructive criticisms would be appreciated.
V1.1 posted 25 March 2003:
Some minor changes and fixes to enhance gameplay.
V1.2 posted 27 March 2003:
Fixed a bug that one of the 13 races was randomly be omitted, now all 13 races are included in every game.
Weakened Nazgul attack slightly (to 7) and prohibited Mordor from building Nazgul units beyond the starting 9.
Added a "build hero" ability to all civs other than Mordor and Isengard to build heros (very expensive) once Military Tradition is discovered.
Strengthened the guard unit available to all good-aligned men races to 2.3.1 up from 1.3.1 for balancing purposes.
v1.3 posted 11 April 2003:
Added an additional defensive unit to the border cities of Rohan & Easterlings to prevent early takeover by Nazgul. Elite guards and heroes no longer trigger a golden age, allowing players some additional flexibility in planning when their golden age will occur. Race-specific specialty units still trigger a golden age.
Enjoy,
WoundedKnight
[Edit 4/11/03: New version uploaded
The map here and city placement are borrowed from the Sarevok's LOTR scenario and the Hagburt Map. Full credit to them for this. Everything else is was done from scratch, including units, heros, wonders, city configuration & allocation, etc.
The terrain of Mordor has been enhanced to make developing a civilization there somewhat more viable. Wonders have been placed according to their location (i.e. Pillars of Argonath, Mirror of Galadriel, Palantir of Orthanc, etc.) Locations with cities on the original map where there are no cities in LOTR (i.e. North Downs, South Downs) have been deleted, while many new cities have been added (i.e. the cities of the Corsairs, Arnost, Numenorians, Easterlings, etc.) Previously unaffiliated or independent cities have been placed with their appropriate race.
Play one of the races of Gondor (Hobbits, Elves, Dwarves, Rohan, Gondor, Mordor, Easterlings, Corsairs, Isengard). The scenario allows the player wide flexibility. Conquest and domination victories are possible, as is building a ship to the West (spaceship).
The invaders from Mordor and Isengard are very dangerous and are represented by hidden nationality units. While diplomacy cannot be set, this largely solves the problem because Orcs, Uruk-Hai, etc. will raid the free peoples from the beginning regardless of your diplomatic stance. This makes destruction of Isengard and the land of Mordor vital to the survival of the free peoples.
In order to allow wide flexibility to the player, while each side starts out with some basic offensive and defensive units, building and developing your civilization is an important part of the scenario. Tech advances are normal (with modified names) and allow advances through the modern era. Rules are normal, except for re-naming of units, techs, wonders, improvements, etc. and the use of original unique units with altered statistics.
Choose from one of twelve civilizations:
Easy: Mordor
Average difficulty: Gondor, Isengard, Elves, The Shire, Easterlings, Corsairs
Above-average difficulty: Rohan, Dwarves
High difficulty: Arnost, Ents
Very challenging game: Men of Dale, Numenorians
Good-aligned: Gondor, Elves, Shire, Rohan, Men of Dale
Neutral: Arnost, Numenorians, Ents, Dwarves
Evil-aligned: Mordor, Isengard, Easterlings, Corsairs
Capitals start out at size three, while all other cities start out at size one. Isengard is size six and has a factory to reflect high production.
Ent cities can build Ents and improvements, but are unable to build non-mechanized human military units.
Of course, each race starts with the appropriate hero units. Use them wisely! There is also at least one unique unit for each race.
Tech Changes:
Writing does not allow communication trading. As in the real LOTR, you have to make contact with the other races yourself.
No special mods, file/directory renaming, or other tweaking is required.
Feedback and constructive criticisms would be appreciated.
V1.1 posted 25 March 2003:
Some minor changes and fixes to enhance gameplay.
V1.2 posted 27 March 2003:
Fixed a bug that one of the 13 races was randomly be omitted, now all 13 races are included in every game.
Weakened Nazgul attack slightly (to 7) and prohibited Mordor from building Nazgul units beyond the starting 9.
Added a "build hero" ability to all civs other than Mordor and Isengard to build heros (very expensive) once Military Tradition is discovered.
Strengthened the guard unit available to all good-aligned men races to 2.3.1 up from 1.3.1 for balancing purposes.
v1.3 posted 11 April 2003:
Added an additional defensive unit to the border cities of Rohan & Easterlings to prevent early takeover by Nazgul. Elite guards and heroes no longer trigger a golden age, allowing players some additional flexibility in planning when their golden age will occur. Race-specific specialty units still trigger a golden age.
Enjoy,
WoundedKnight
[Edit 4/11/03: New version uploaded