Page 1 of 6 123456 LastLast
Results 1 to 20 of 139

Thread: More Trade tweak, update June 16

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Ragnarök's Avatar Decanus
    Join Date
    Aug 2008
    Location
    Bavaria
    Posts
    559

    Default More Trade tweak, update June 16


    More Trade - For Third Age: Total War 1.1 and RC/RR

    not save compatible

    In cooperation with Bucefalo, who helped me in researching and gave me countless invaluable suggestions,
    I'm proud to present the next version of our sub mod project. It includes a version for RC this time.






    1. Conception

    The aim of this project is to improve trade overall, especially to make trade buildings more important and
    maintaining lore immersion at the same time. In long hours of researching we have enhanced every single
    province in Middle-Earth to achieve this result. Furthermore every resource has been placed with care

    on the map, to obtain a natural look. Sometimes we had to improvise the resources that would fit best
    to a region. Due to limitations, regions with the same resource don't trade, so we sometimes had to replace
    resources in order to gain the best trade results. Below you can find our conception, please make suggestions.

    Spoiler Alert, click show to read: 
    Resource placement system
    Regions are divided depending on how much the natural sources of the region allows
    to trade and whether in lore that region was actually known for its trade.

    -Poor regions: <1 Resource>
    These are regions which usually are large and the population here is small.
    The resource could be the basic way of life of the farmers (fishing, farming etc.)

    -Average regions: <2 Resources>
    These are regions which do not have any special natural resource, but still have medium level population
    and trade some common trade goods with their neighbours. This is the most common region of all.

    -Rich region: <3 Resources>
    These are regions which have some valuable resources, either crafted or natural, and are able to trade it
    all over the world to other places. Here the inhabitants rely on the trade as one of the main sources of income.

    Modifiers
    -Edge regions: +1 resource
    Regions on the edges of the map (far east, far south) had more trade with regions which are not present on the map.
    To represent it, these regions get a +1 resource added to their basic level.

    -Trade city: +1 resource
    Regions which had very well known and important trade cities, get another resource added to their basic level.
    Some of these cities are Dol Amroth, Umbar, Pelargir, Esgaroth etc.

    -Castle: -1 resource

    -Ruined City: -2 resource

    ;;;;;;;;;;;;;;;;;;;;;;;;;; resource list ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    Wonders:
    dyes = tower hills
    sugar = Argonath A
    tin = Argonath B
    sulfur = Amon Hen
    spices = Durin's Tower


    Existing:
    camels
    chocolate = mithril
    dogs = horse
    elephants = mumakils
    fish
    furs
    gold
    grain
    ivory
    silver
    silk
    slaves
    textiles
    timber
    tobacco = pipe weed
    wine
    wool
    amber = manufactures
    coal = jewels
    cotton = salt
    marble


    Locations:
    Coast: Fish, Salt
    Northern regions/hills: Furs, Wool
    Woodlands: Timber
    Mountains: Iron, Silver, Gold, Marble, (Rock) Salt
    Dry farmland: Grain
    Wet farmland: Wine, Grain
    Desert: Camels, Ivory -requires Mumakil-
    Plains/Steppes: Horses
    The Shire: Pipe-weed, Bree
    Trade cities: Silk, Textiles, Manufactures
    Elves/Dwarves rich regions: Jewels, Gold, Marble, Silver
    Evil regions: Slaves
    Mumakil: The south of the Far Harad and Haradwaith regions. Near some trees or jungle.


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    HARADRIAM PROVINCES


    Capital: Hyarmen
    Region: Harad
    Lore: Medium sized interior southron city, and the centre of power of the current Haradrim leader. It does not seem to have any special trade character.
    Landscape: desert
    Type: rich region
    Modifiers: None
    Resource: Camels (2), Slaves (1) -Evil chieftains always enjoy to have some slaves-


    Capital: Umbar
    Region: Umbar
    Lore: Trade also fills their coffers, but piracy even more so. Umbar is as rich as it is
    depraved and greedy. Mainly slaves from the corsair raids and crafted goods from the native
    population, mostly textiles.
    Landscape: desert/coast
    Type: Rich region
    Modifiers: Trade city
    Resource: Slaves (1), Silk (1), Textiles (1), Glass (1) -most important trade city in ME-


    Capital: Vatavea
    Region: South Umbar
    Lore: Southern part of Umbar, accounts to it's wealth. A typical coastal southron settlement.
    Landscape: desert/coast
    Type: Average region
    Modifiers: Edge region
    Resource: Grain (1), fish (1), Salt (1)


    Capital: Kas Shafra
    Region: North Umbar
    Lore: Northern part of Umbar, accounts to it's wealth.
    Landscape: desert/coast
    Type: Poor region
    Modifiers: None
    Resource: Salt (1) -pretty big beachs and a large coast, desertic also-


    NOTE: Mumakils do not count towards the limit of resources, as they have no trade value and their only
    function is to allow the recruitment of a unit. The tusks of the living animals are not removed because
    they use them in war. Ivory is mostly found in mumakil "cemeteries" where the old animals go to die.


    Capital: Urabhaya
    Region: Far Harad
    Lore: Little to no info, it is a small town placed along the desert, in the south there are the jungles
    and the southern realms. We can guess that altough small it had a significant trade importance, the
    edge bonus makes up for it.
    Landscape: desert
    Type: Poor region
    Modifiers: none
    Resource: Mumakil (0), Ivory (1), timber (1)


    Capital: Haranaer
    Region: Haranaer
    Lore: Little info, ingame is a little village. Similar to far harad, but if you look closely it is
    really vast and have much more natural resources, that´s why i put it average instead of poor.
    Landscape: desert/jungle/mountains
    Type: Average region
    Modifiers: Edge region
    Resource: Mumakil (0), Ivory (1), Timber (1), Gold (1) -There is a lot of jungle there, i think
    timber fits more than camels again. Wood is precious resource in the desert after all. Also the
    eastern mountains are really big, and as haradrim like to use gold...now you know where
    they get it =P


    Capital: Hamen
    Region: Near Harad
    Lore: Don´t have any info about that settlement, about the region, they used to pay tribute
    to the kings of gondor. After the kin-strife when gondor lost it´s control, it was a region
    disputed between the corsairs and gondor.
    Landscape: desert/plains/farmland
    Type: Poor region
    Modifiers: None
    Resource: Grain (1) -because of the river and the farmland ingame-


    Capital: Harondor
    Region: Harondor
    Lore: http://wiki.lindefirion.net/Harondor
    Landscape: plains/farmland
    Type: Rich region
    Modifiers: None
    Resource: Grain (2), Wine (1) -really big farmland ingame-


    Capital: Amrun
    Region: Amrun
    Lore: Used to be the capital of a powerful haruze (haradrim) kingdom, later was ocuppied by the
    numenoreans, and later again reoucupped by the haradrim. It was a great stronghold of the haradrim.
    Landscape: desert/plains/farmland
    Type: poor region
    Modifiers: Castle
    Resource: none (0)


    Capital: Gobel-Ancalimon
    Region: Gobel-Ancalimon
    Lore: Gobel Ancalimon and Tharven guard the two ends of the Iant Harnen (the river), perhaps the greatest
    bridge ever built in Middle-earth. Like many of the works in this region, both the bridge and the
    cities date from the reign of Tar-Ancalimon and immediately follow Adűnaphel's rebellion in SA 2280
    Landscape: desert/coast
    Type: Average region
    Modifiers: Castle
    Resource: Camels (1) -This region is mostly desert-


    REBELS


    Capital: Amon-Eithel
    Region: Amon-Eithel
    Lore: Although ingame is a town, it looks like it was more of a castle or fortified village. The local
    rulers of harondor ruled from there.
    Landscape: plains/coast
    Type: Average region
    Modifiers: None
    Resource: Horses (1), Fish (1) -big and not desertic plains suitable for horses, a fishing village inside a gulf is a good fishing place too-


    Capital: Barad-Harn
    Region: Barad-Harn
    Lore: It was a old numenorean outpost, a tower of vigilance. Then a small town was formed around it,
    it changed hands between the corsairs and gondor, but ultimately it was the most southern territory
    of gondor and a target of many corsair raids.
    Landscape: coast/plains
    Type: Poor region
    Modifiers: None
    Resource: fish (1) -Because it is near the mouth of the Anduin, the mix of waters are always good fishing places-


    Capital: Goben Tolfalas
    Region: Tolfalas
    Lore: It appears as, in a text about the Downfall of Númenor, that Tolfalas may have been or has
    been close to be an peninsula of Harondor / Belfalas. At least it was bigger before the Downfall.
    The text reads " But the isle of Tolfalas was almost destroyed , and was left at last like a barren
    and lonely mountain in the water.."
    Landscape: coast/mountain
    Type: Average region
    Modifiers: None
    Resource: fish (1), iron (1) -it had small mining communities among the north of the mountains, also was known for it´s fish-


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    RHUN PROVINCES


    Capital: Kelepar
    Region: Lower Rhun
    Lore: little to no info, most settlements are from merps settings. anyway, is a coastal town, about the sea: The Sea of Rhűn, or the Eastern Sea, is a large saltwater lake or sea in the east of Middle-earth.
    Landscape: steppe/coast
    Type: Poor region
    Modifiers: Edge region
    Resource: Salt (2) -salted sea, few fish-


    Capital: Rhunaer
    Region: Near Rhun
    Lore: no idea where this town came from... i think it was invented or something, well, it is a steppe town with little more than that.
    Landscape: steppe/woodland
    Type: average region
    Modifiers: none
    Resource: Horses (1), wine (1)


    Capital: Mattaram
    Region: Morad
    Lore: Little info, it´s bordering the steppe. One of the most "all steppe" provinces of Rhun. Note on thing, see the horses resource.
    Now move the screen to west until you reach...yeah you guessed it, rohan. Good horse places are somewhat connected =D
    Landscape: steppes/mountain
    Type: poor region
    Modifiers: Edge region
    Resource: timber (1), Wool (1)


    Capital: Rhomen
    Region: Rhun
    Lore: almost no info, is a medium sized town surrounded by a big forest.
    Landscape: steppe/woodland
    Type: Average region
    Modifiers: Edge region
    Resource: Timber (2), Furs (1)


    Capital: Mistrand
    Region: Mistrand
    Lore: Only info about it, as being an important city for some Sauron dark cult in a merp... so nothing of value. I put here wine because is near to Dorwinion, but obviously it would be
    of lesser quality -> wine moved to near Rhun.
    Landscape: Coast/Steppe/farmland
    Type: rich region
    Modifiers: None
    Resource: slaves (1), textiles (2) -farmland, One of the more developed rhun cities, also eastern textiles, a bit similar to Umbar, but with much less trade importance.-


    REBELS

    Capital: Uldonovan
    Region: Uldonavan
    Lore: Only appear on merp map, little info. It is a castle near some mountains, so i decided to place here the gold mine of Rhun. As that mountains looks much better than the others low mountains
    of the rhun regions.
    Landscape: hills/steppe/mountains
    Type: average region
    Modifiers: Castle
    Resource: gold (1)


    Capital: Kugavod
    Region: North Rhun
    Lore: Again free license... i see many mountains, but low mountains, could be interpreted as high hills xD well i decided to put furs because is a northern region and
    is near some forest, and wool because of the many low mountains.
    Landscape: woodland/steppe/mountains
    Type: Poor region
    Modifiers: Edge region
    Resource: furs (1), wool (1)


    Capital: Khand
    Region: Khand
    Lore: Little is known about Khand or its people, but it appears to have been much like Rohan: the Variags were a people of riders.
    Landscape: steppe/farmland
    Type: Average region
    Modifiers: Edge region
    Resource: grain (1), horses (2) -this is the proper khand region, big steppes and some farming-


    Capital: Upper Khand
    Region: Upper Khand
    Lore: Little is known about Khand or its people, but it appears to have been much like Rohan: the Variags were a people of riders.
    Landscape: steppe
    Type: poor region
    Modifiers: edge region
    Resource: horses (1), silver (1) -this is the northern khand region, less steppes and some mountains-


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    GONDORIAN PROVINCES


    Capital: Minas Tirith
    Region: Anorien
    Lore: Pelennor sits within the wall of stone known as Rammas Echor. This region covers mostly abundant and prosperous farmland, highly populated by farmers and village folk.
    Landscape: Mountains/Woodland/Farmland
    Type: Rich region
    Modifiers: Castle
    Resource: Wine (1), Marble (1) -there were mines, but it is not specified of what. As minas tirith is the white city i guess marble fits better than the others metals-


    Capital: Arnach
    Region: Lossarnach
    Lore: Known as the valley of flowers, it´s habitants were descents of some native people from the mountains. It was a very abrupt region and most people were farmers.
    Landscape: Hills/farmland
    Type: average region
    Modifiers: none
    Resource: Wool (1), Wine (1) -No furs because is a very southern region--


    Capital: Pelargir
    Region: Lebennin
    Lore: Pelargir´s once far-flung trade routes declined after the middle of the Third age. Now, Umbar is an enemy state, Lond Daer is in ruins, and Tharbad rests ravaged by floods and plagues. The elves of Mithlond provide increasingly few wares for trade, and fair Westernesse rest deep beneath the Sundering Sea.
    Trade luxury and manufactured items with the north (cloth, mirrors, wine etc.)
    Landscape: Coast/Woodland/farmland
    Type: average region
    Modifiers: None (used to be a trade city)
    Resource: Textiles (1), Timber (1) -Few but valuable resources, imo show well the decaying trade situation. Manufactured products mostly, imported timber from linhir-


    Capital: Linhir
    Region: West Lebennin
    Lore: No town between Pelargir and Lond Ernil is larger or more important as a center of Gondorian commerce and politics, for virtually all landward trade entering or leaving eastern Belfalas passes through its gates.
    Landscape: Coast/Woodland/farmland
    Type: Average region
    Modifiers: none
    Resource: Wine (1), fish (1) -interior land products, good fishing place at the mouth of the anduin-


    Capital: Tarnost
    Region: Tarnost
    Lore: very little info on Tarnost, present on the atlas of middle earth. Not mentioned on the lord of the rings. I just used the dor-er-ernil region most likely resources.
    Landscape: Coast/hills
    Type: average region
    Modifiers: Castle
    Resource: Salt (1)


    Capital: Dol Amroth
    Region: Belfalas
    Lore: Trade is the foundation of Dol Amroth´s prosperity. Goods flow into Dol Amroth from every corner of middle-earth.
    Landscape: Coast/farmland/low mountains
    Type: rich region
    Modifiers: Trade city
    Resource: marble (1), textiles (1), glass (1), wine (1)


    Capital: Calembel
    Region: Lamedon
    Lore: Lamedon was a region and fiefdom in southern Gondor; a series of valleys through which the Ciril river flowed south. It was one of the most densely populated regions in Gondor. At the time of the War of the Ring its lord was Angbor. Mountaineer people.
    Landscape: woodland/farmland/hills
    Type: average region
    Modifiers: none
    Resource: grain (1), timber (1)


    Capital: Erech
    Region: Tarlangs Neck
    Lore: Pass throught the mountains, there were the dead men that broke their oath to Isildur. Haunted the near towns, people were scared of them.
    Landscape: woodland/hills/mountains
    Type: poor region
    Modifiers: none
    Resource: iron (1)


    Capital: Pinnath-Gelin
    Region: Pinnath-Gelin
    Lore:The Pinnath Gelin or Green Hills was a hilled country in western Gondor near Anfalas. People lived in the lower hills but the area was sparsely populated.
    Landscape: Hills/Mountains
    Type: poor region
    Modifiers: none
    Resource: Wool (1)


    Capital: Lond Galen
    Region: Anfalas
    Lore: Little info about the settlement, about anfalas: There were a number of small villages in Anfalas. Men of many sorts lived in Anfalas including herdsmen, hunters, and fishermen.
    Landscape: Hills/coast/farmland
    Type: rich region
    Modifiers: none
    Resource: Wool (1), fish (1), grain (1)


    REBELS


    Capital: Henneth Annun
    Region: North Ithilien
    Lore: Like all of the other hidden refuges of Gondor in Ithilien, Henneth Annűn was created by the Steward Ecthelion I circa TA 2900, in response to Ithilien being desolated by the incursions of the orcs from Mordor. Henneth Annűn was the longest-lasting of all of the refuges in Ithilien. During the War of the Ring, Faramir son of the Steward of Gondor Denethor II, made his base of operations there.
    Landscape: Woodland/river
    Type: average region
    Modifiers: none
    Resource: timber (1), fish (1) -gollum likes to fish there =P


    Capital: Emyn Arnen
    Region: Ithilien
    Lore: Emyn Arnen is a series of hills in Ithilien, south of Osgiliath. Emyn Arnen (Sindarin "Hills beside the water") was home to a family of Númenórean nobles, and from them came Húrin, chosen by King Minardil of Gondor to be his Steward. Later kings of Gondor only chose their stewards from among Húrin's descendants, and eventually the Stewardship of Gondor became hereditary (the stewards named themselves members of the House of Húrin).
    Landscape: Woodland
    Type: average region
    Modifiers: castle
    Resource: timber (1)


    Capital: Parth Galen
    Region: South Ithilien
    Lore: Parth Galen was a flat, grassy area on the western side of the river Anduin. The Fellowship of the Ring rested there, in the shadow of Tol Brandir at the base of Amon Hen
    Landscape: Woodland/plains
    Type: average region
    Modifiers: none
    Resource: timber (1), Horses (1) -horses could be placed to the southwest of the region, where there are less trees-


    Capital: West Osgiliath
    Region: West osgiliath
    Lore: The old capital of Gondor, was in ruins since the kin-strife, after the destruction of the One Ring and the fall of Sauron, it may be presumed that Osgiliath was rebuilt, although it never regained its former glory.
    Landscape: Coast
    Type: Average region
    Modifiers: Ruined city , trade city
    Resource: glass (1) -It can trade "common goods", which is a good compromise. Being in such strategical position, was attacked very often and were little to no trade there... if recovered it can regain some trade-


    Capital: East Osgiliath
    Region: East Osgiliath
    Lore: The old capital of Gondor, was in ruins since the kin-strife, after the destruction of the One Ring and the fall of Sauron, it may be presumed that Osgiliath was rebuilt, although it never regained its former glory.
    Landscape: Coast/woodland
    Type: poor region
    Modifiers: Ruined city, trade city
    Resource: none (0) -eastern part of Osgiliath-


    Capital: Cair-Andros
    Region: Cair-Andros
    Lore: A large river-island in the Anduin, to the east of the land of Anórien. It was held in defence against Mordor by Gondor to prevent crossings of the Great River, though these defences were breached during the War of the Ring.
    The island itself was long and narrow, a little over ten miles in length. At its northern end, sharp rocks split the waters of the Anduin in a bubbling foam that gave the island its name. Cair Andros was covered with trees for much of its length.
    Landscape: coast/woodland
    Type: Poor region
    Modifiers: Castle
    Resource: none (0)


    Capital: Annulond
    Region: Andrast
    Lore: the Andrast was a long cape in the south-west of Gondor. Also known as Ras Morthil, the Andrast was nominally part of Gondor, but it was not populated by the Númenóreans. At the end of the Third Age, it was believed the area was still populated by tribes of the Drúedain.
    Landscape: coast/mountains/woodland
    Type: average region.
    Modifiers: none
    Resource: salt (1), silver (1)


    Capital: Tirith-Thoron
    Region: Tirith-Thoron
    Lore: The capital of the Balchoth was the town of Kravod, formerly the gondorian borderfortress of Tirith Thoron.
    Landscape: plains/woodland
    Type: poor region
    Modifiers: none
    Resource: wool (1) -balchoths were semi nomad herders, it looks like they had few horses, and i did not want to put horses there...as i´ll have to place some in rhun-


    Capital: Tirith Anduin
    Region: Wold
    Lore: The Wainrider Wars of TA 1851-1899 and 1940-1944 had left many lasting imprints on Gondor and Wilderland. The losses among Gondor's Northern Army were serious enough to have a long-term impact on the overall strength of the South-kingdom in its coming trials. Because the numbers in the Northern Army were only sufficient for a full garrison at Angrenost, Tirith Anduin and Tirith Limlaith (the hill-forts that the Undeeps) had to be unmanned.
    Landscape: plains/hills/woodland
    Type: average region
    Modifiers: none
    Resource: wool (1), timber (1) -fangorn-


    Capital: Malgalad
    Region: Dagorlad
    Lore: Later, in the Third Age, the Dagorlad was the site of many battles between Gondor and various Easterling armies, including the Battle of the Morannon.The countless battles of two ages left Dagorlad as a devastated wasteland, contaminated and unhealthy, with ponds of poisonous slick and mounds of scorched earth.
    Landscape: swamp/plains
    Type: poor region
    Modifiers: none
    Resource: fish (1) -near the falls-


    Capital: Thoronburg
    Region: Wilderland
    Lore: little to no info,
    Landscape: woodland/plains/hills
    Type: average region
    Modifiers: castle
    Resource: furs (1) -forest of the north-


    ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    DWARVES PROVINCES


    Capital: Erebor
    Region: Erebor
    Lore: Mighty Kingdom under the lonely mountain. The mountain was full of minerals like jewels (among the greates jewel - the arkenstone) and gold. There was rich trade over the river with elves and dale. The dwarves of Erebor were great craftsmen with all sort of stones. Source: http://www.naugrim.de/hdr-buecher/orte/erebor.php
    Landscape: mountain/woodland/hills
    Type: rich region
    Modifiers: none
    Resource: marble (1), salt (1), gold (1) -the lonely mountain-


    Capital: Azanulimbar-Dum
    Region: Iron Hills
    Lore: As the name suggest, the Iron Hills had iron, but the mines were not as rich as the ones in Erebor. Source: http://www.naugrim.de/hdr-buecher/orte/eisenberge.php
    Landscape: mountains/hills
    Type: average region
    Modifiers: castle
    Resource: iron (1) -on the hills-


    Capital: Thorins-Halls
    Region: Ered Luin
    Lore: Great Dwarven halls, it's rumoured by having large iron sources. Source: http://www.naugrim.de/hdr-buecher/orte/blaue-berge.php
    Landscape: mountains
    Type: rich region
    Modifiers: none
    Resource: iron (1), marble (1), salt (1) -large iron sources-


    Capital: Kibil-Dum
    Region: Naugrim
    Lore: Naugrim, meaning Dwarf in Sindarin, no information, northern part of the Blue Mountains.
    Landscape: mountains
    Type: average region
    Modifiers: castle
    Resource: silver (1) -lots of mountains, some mining-


    OrcsMM PROVINCES


    Capital: Dains-Halls
    Region: Grey Mountains
    Lore: The Grey Mountains were inhabitated by dragons and other beasts. Source: http://www.naugrim.de/hdr-buecher/or...es-gebirge.php
    Landscape: mountains
    Type: average region
    Modifiers: castle
    Resource: marble (1) -key region, 7 neighbouring regions-


    Capital: Gundabad
    Region: Mountains of Gundabad
    Lore: Western part of the Grey Mountains, holy place for the Dwarves. Important Orc city. Source: http://ardapedia.herr-der-ringe-film...x.php/Gundabad
    Landscape: mountains/woodland
    Type: average region
    Modifiers: none
    Resource: timber (1), marble(1) -ancient halls with riches-


    Capital: Gram
    Region: Gram
    Lore: Important Orc Fortress. Source: http://ardapedia.herr-der-ringe-film...x.php/Gramberg
    Landscape: river/plains/mountains
    Type: average region
    Modifiers: none
    Resource: slaves (1), salt (1) -snaga slaves, rock salt-


    Capital: Carn Dum
    Region: Angmar
    Lore: Realm of one of the ring wraiths. Industry of the old kingdom of Angmar. Source: http://ardapedia.herr-der-ringe-film...dex.php/Angmar
    Landscape: mountains/woodland/river
    Type: rich region
    Modifiers: castle
    Resource: furs (1), iron (1) -northern regions with forests and rivers, furs. Iron industry of Angmar-


    Capital: Goblin town
    Region: High-Pass
    Lore: Mining complex founded by orcs, smaller orcs enslaved by larger orcs. Source: http://ardapedia.herr-der-ringe-film...m_Nebelgebirge
    Landscape: mountains
    Type: rich region
    Modifiers: none
    Resource: slaves (2), iron (1) -mountains, mining, orc slavery-


    Capital: Mountain Fort
    Region: Deep Misty Mountains
    Lore: little to no info
    Landscape: mountains
    Type: poor region
    Modifiers: castle
    Resource: none (0) -strategical point, no trade value-


    Capital: Moria
    Region: Misty Mountains
    Lore: Former capital and most famous Dwarven city Khazad-dűm. The place where the Dwarves digged for Mithril. Source: http://ardapedia.herr-der-ringe-film.de/index.php/Moria
    Landscape: mountains
    Type: rich region
    Modifiers: castle, trade city
    Resource: MITHRIL (1), silver(1), marble(1) -ancient halls with riches, mithril source-


    REBELS


    Capital: Wormcove
    Region: Withered Heath
    Lore: The eastern vale in the Grey Mountains. Inhabitaded by dragons and orcs, burned and venomed by the dragons. Source: http://ardapedia.herr-der-ringe-film...hp/Dürre_Heide
    Landscape: mountains/plains
    Type: poor region
    Modifiers: none
    Resource: jewels (1) -dragons like regions with treasures-


    Capital: Wrakyaburg
    Region: Wrakyaburg
    Lore: Wrakyaburg suffers from frequent raids, despair, and a large population of shady characters from beyond Rhovanion.
    Landscape: mountains/plains
    Type: poor region
    Modifiers: castle
    Resource: none (0) -less important region-


    Capital: Framsburg
    Region: Anduin Vale
    Lore: Near the source of one of the greatest rivers in middle-earth. Sufferd often under orc raids. Source: http://ardapedia.herr-der-ringe-film....php/Framsburg
    Landscape: woodland/farmland
    Type: rich region
    Modifiers: none
    Resource: wine (2), timber(1) -good farmland, large forests-


    Capital: Beorns Halls
    Region: Lower Anduin Vale
    Lore: Beorn has some farming in the lower anduin vale. Source: http://ardapedia.herr-der-ringe-film.de/index.php/Beorn
    Landscape: woodland/farmland
    Type: rich region
    Modifiers: none
    Resource: grain (2), furs(1) -good farmland, large forests-


    Capital: Amon Gastal
    Region: Gladden Fields
    Lore: almost no information. Source: http://ardapedia.herr-der-ringe-film...chwertelfelder
    Landscape: woodland/swamp
    Type: average region
    Modifiers: none
    Resource: timber (1), fish (1) - good farmland, large forests, swamp and lots of rivers-


    Capital: Goldfells
    Region: Ettenmoor
    Lore: Home of mountain trolls. Unreachable terrain for horses. Source: http://ardapedia.herr-der-ringe-film....php/Ettenöden
    Landscape: rocky hills/withered land
    Type: poor region
    Modifiers: none
    Resource: slaves (1) -trolls can be trapped here-


    Capital: Hoarwell
    Region: Mitheithel
    Lore: Southern part of the river mitheithel which has its source in Ettenmoor. Borderland to the kingdom of Angmar. Source http://ardapedia.herr-der-ringe-film...php/Mitheithel
    Landscape: grasslands/steppes
    Type: poor region
    Modifiers: none
    Resource: fish (1) -river-


    Capital: Tharbad
    Region: Swanfleet
    Lore: Swampy mouthpiece of rivers form further north. Lots of lagoons and river islands. Source: http://ardapedia.herr-der-ringe-film...p/Nîn-in-Eilph
    Landscape: swamp
    Type: poor region
    Modifiers: none
    Resource: fish (1) -swamp, lots of rivers-


    Capital: Nenuial
    Region: Hills of Evendim
    Lore: Lack of information. Source: http://ardapedia.herr-der-ringe-film....php/Emyn_Uial
    Landscape: hills/woodland/withered land
    Type: average region
    Modifiers: none
    Resource: furs (1), timber (1) -large northern forests, fur-


    Capital: Lunelaith
    Region: Lune Land
    Lore: Lack of information, river Lune.
    Landscape: hills/woodland/river
    Type: average region
    Modifiers: none
    Resource: timber (1), wool (1) -large woods, good land for sheep farming-


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    MORDOR PROVINCES


    Capital: Orc Encampment
    Region: East Gorgoroth
    Lore: Gorgoroth was a plateau at the heart of the dark lands of Mordor. Gorgoroth stands near the fiery Mount Doom. Gorgoroth was always covered in the volcanic ash of Mount Doom and had no plant growth at all. The plateau was considered to be uninhabitable by men.
    Landscape: hills/mountains
    Type: poor region
    Modifiers: None
    Resource: iron (1) -i made it so this orc town looks like a mining camp-


    Capital: Black Gate
    Region: Udun
    Lore: http://lotr.wikia.com/wiki/Morannon
    Landscape: hills/mountains
    Type: average region
    Modifiers: castle
    Resource: Slaves (1) -represent all the trade that entered mordor throught that gate, and all the captives and labour work-


    Capital: Orc Encampment
    Region: Durthang
    Lore: Durthang had been corrupted by Sauron upon his return, used by the Nazgul, and finally used by Orcs and Haradrim upon the beginning of the War of the Ring. The castle sent out forces during the attack on Mordor during the War, and also supplied forces during the Battle of Morannon, the battle which ended the War of the Ring in the south-east. The fate of Durthang remains unknown. It was possibly destroyed in the climax of the war, yet because it was built by Gondorians it possibly survived and may have later been used by the freed slaves of Mordor as a base.
    Landscape: hills/mountains
    Type: poor region
    Modifiers: castle
    Resource: none (0) -It was a fortress originally builded by the gondorians to watch the mount of doom and mordor, only had strategical importance-


    Capital: Orc Encampment
    Region: West Gorgoroth
    Lore: Gorgoroth was a plateau at the heart of the dark lands of Mordor. Gorgoroth stands near the fiery Mount Doom. Gorgoroth was always covered in the volcanic ash of Mount Doom and had no plant growth at all. The plateau was considered to be uninhabitable by men.
    Landscape: volcanic/mountains
    Type: poor region
    Modifiers: none
    Resource: iron (1) -i made this so this orc town looks like a mining camp-


    Capital: Nurnen
    Region: Nurn
    Lore: The Sea of Nurnen was quite salty, it was called "the bitter sea of Nurnen" and had no effective drainage. Four rivers contributed to the Sea of Nurnen, one from the South-Western Ephel Dúath, one from the Southern ( Nargil ? ) and two from the outtrusted spur of Ered Lithui. At the Northern and Eastern shores were Lithlad, the Ashen Plains.
    http://www.elfenomeno.com/info/ver/17105/titulo/Nurn
    Landscape: farmland/coast
    Type: Rich region
    Modifiers: trade city -to represent how big the region is, also the significance it had. It compensate a bit for the other poor regions of Mordor-
    Resource: grain (2), salt (1), slaves (1) -sauron used legions of slaves to work in his farmland there, so put the slaves near the grain-


    Capital: Barad Dur
    Region: Gorgoroth
    Lore: Gorgoroth was a plateau at the heart of the dark lands of Mordor. Gorgoroth stands near the fiery Mount Doom. Gorgoroth was always covered in the volcanic ash of Mount Doom and had no plant growth at all. The plateau was considered to be uninhabitable by men.
    Landscape: volcanic/mountains
    Type: average region
    Modifiers: Castle
    Resource: slaves (1)


    Capital: Nargroth
    Region: Gorgoroth
    Lore: Little to no info, it was a fortress much like Durthang.
    Landscape: mountains
    Type: average region
    Modifiers: Castle
    Resource: iron (1)


    Capital: Minas Morgul
    Region: Morgul Vale
    Lore: http://www.annalsofarda.dk/Annals-of...dex/places.htm
    Landscape: mountains
    Type: Average region
    Modifiers: Castle
    Resource: Slaves (1) -same as black gate, represent all the trade and captives which enter mordor-


    Capital: Dol Guldur
    Region: Deep Mirkwood
    Lore: Dol Guldur was the highest point in the highland at the south-west corner of Mirkwood and was called Amon Lanc ( Naked Hill ) because no trees grew on its summit. It was not before the Third age and the rising of Sauron revealed as the Necromancer when he made his stronghold there it received the name Dol Guldur ( Hill of Sorcery.)
    Landscape: mountains
    Type: Rich region
    Modifiers: none
    Resource: Timber (2), Slaves (1) -to show how orcs deforest quickly the forest and the slaves is just the fieldwork-


    ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    SILVAN ELVES PROVINCES


    Capital: Thranduils Halls
    Region: Woodland Realm
    Lore: No fruits grow in the mirkwood. There was nothing like a "city", only the fortification of Thranduil. The elves hunted in the clearings. Source: http://ardapedia.herr-der-ringe-film...Waldland-Reich
    Landscape: forests
    Type: average region
    Modifiers: none
    Resource: furs (2), wine (1) -the elves cultivated wine here, they hunted for food and gained precious furs addinionally, the elves used the wood only for some buildings they had - they liked their forests and wouldn't fell the trees for trade-


    Capital: Caras Galadhon
    Region: Celebrant
    Lore: The golden forest. Caras Galadhon, important elven city known as "City of trees" Source: http://ardapedia.herr-der-ringe-film...php/Lothlorien
    Landscape: forests
    Type: rich region
    Modifiers: none
    Resource: glass (2), wine (1) -elven manufacture, farm land to the north-


    Capital: Cerin Amroth
    Region: Lothlorien
    Lore: Could be described like Celebrant, there was no constant border, Caras Galadhon was the most important city. Source: http://ardapedia.herr-der-ringe-film...arth_Celebrant
    Landscape: forests
    Type: average region
    Modifiers: none
    Resource: furs (1), silk (1) -elven manufacture, forests-


    REBELS


    Capital: Eryn-Dolen
    Region: West Mirkwood
    Lore: Western part of Mirkwood. Source: http://ardapedia.herr-der-ringe-film...Waldland-Reich
    Landscape: forests
    Type: poor region
    Modifiers: none
    Resource: salt (1) -the only place where elves get salt-


    Capital: Emyn-nu-Fuin
    Region: East Mirkwood
    Lore: Eastern part of Mirkwood. Source: http://ardapedia.herr-der-ringe-film...Waldland-Reich
    Landscape: forests/mountains/swamp
    Type: average region
    Modifiers: none
    Resource: jewels (1), fish (1) -mountains, swampy rivers, here the elves get fish and jewels-


    Capital: Ost-in-Gil
    Region: Central Mirkwood
    Lore: Central part of Mirkwood. Source: http://ardapedia.herr-der-ringe-film...Waldland-Reich
    Landscape: forests
    Type: poor region
    Modifiers: none
    Resource: furs (1) -endless forests only, the inhabitants hunt for food and gain precious furs addinionally-


    Capital: Fangorn
    Region: Fangorn
    Lore: Fangorn, the wood inhabitated and guarded by the Ents. Travellers usually don't go here. Source: http://ardapedia.herr-der-ringe-film.../Fangorn_(Wald)
    Landscape: forests/swamp
    Type: rich region
    Modifiers: none
    Resource: furs (1), timber (2)


    ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    HIGH ELVES PROVINCES


    Capital: Imladris
    Region: Trollshaws
    Lore: Known as Rivendell by non elves. The last remaining home of elves in the area after the fall of Ost-in-Edhil. Ruled by Elrond, mighty artefacts of the Númenórians are kept here. Source: http://ardapedia.herr-der-ringe-film...x.php/Imladris
    Landscape: forests/rivers/swamp
    Type: rich region
    Modifiers: none
    Resource: timber (1), furs (1), fish (1)


    Capital: Mithlond
    Region: Gulf of Lune
    Lore: The Grey Havens, important seaport, after the fall of Arnor less important, part of Lindon. Source: http://ardapedia.herr-der-ringe-film...x.php/Mithlond
    Landscape: farmland/woods/mountains
    Type: average region
    Modifiers: trade city
    Resource: silk (1), glass(1), wine (1) -important trade port of Lindon-


    Capital: Forlond
    Region: Forlindon
    Lore: Northern part of Lindon. Source: http://ardapedia.herr-der-ringe-film....php/Forlindon
    Landscape: farmland/woods/ocean
    Type: rich region
    Modifiers: none
    Resource: furs (1), timber (1), wine (1) -large woods, farmland-


    Capital: Harlond
    Region: Harlindon
    Lore: Southern part of Lindon, and western to the southern part of the Blue Mountains. Source: http://ardapedia.herr-der-ringe-film....php/Harlindon
    Landscape: mountains/ocean/farmland
    Type: average region
    Modifiers: none
    Resource: marble (1), fish (1) -good fishing bay, Blue Mountains-


    Capital: Elostirion
    Region: Emyn Beraid
    Lore: White Towers, tree tall towers which hold a Palantir. Source: http://ardapedia.herr-der-ringe-film...hp/Emyn_Beraid
    Landscape: hills
    Type: poor region
    Modifiers: none
    Resource: salt (1) -rocksalt in the Blue Mountains, border to the shire, hobbits live here too-


    REBELS


    Capital: Ost-in-Edhil
    Region: Eregion
    Lore: Connected by a road to Khazad Dűm this Noldor city had some importances as elves metalsmith. Was destroyed by Sauron. Source: http://ardapedia.herr-der-ringe-film...p/Ost-in-Edhil
    Landscape: woodland/river/mountains
    Type: average region
    Modifiers: Ruined city (-2), trade city
    Resource: iron (1) -elven smith-


    ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    ERIANDOR PROVINCES


    Capital: Michel Delving
    Region: The Shire
    Lore: The Shire, home of the Hobbits. In each part there can be found different resources. The warm climate and rich farmland makes perfect condition for wine and tobacco. The southern part (southfarthing) is known for its excellent pipe-weed. Source: http://ardapedia.herr-der-ringe-film...x.php/Auenland
    Landscape: fertile farmland/hills/woodland/swamp
    Type: rich
    Modifiers: none
    Resource: pipe-weed (2), wine (1) -pipe-weed in southfarthing, best conditions for wine-


    Capital: Brockenborings
    Region: The Greenfields
    Lore: The Greenfields are the northern part of The Shire. Famous for its beer and great amount of huntable animals. Source: http://ardapedia.herr-der-ringe-film...x.php/Grünfeld
    Landscape: farmland/hills/woodland
    Type: average
    Modifiers: none
    Resource: furs (1), grain (1) -rich farmlands, grain= sorts of cereals for beer brewage, huntable animals-


    Capital: Bree
    Region: Bree-land
    Lore: Settlement area of Humans and Hobbits. Hobbits go here mostly because of the pub "The Prancing Pony" and the good weed. Source: http://ardapedia.herr-der-ringe-film.de/index.php/Bree
    Landscape: farmland/hills/woodland/swamp
    Type: rich
    Modifiers: none
    Resource: pipe-weed (1), wine (1), timber (1) -good conditions for tobacco in south bree, farmland - they need wine for their pubs, woodland-


    Capital: Barrow Downs
    Region: Cardolan
    Lore: Land of the Dúnadain. Raided and depopulated by the kingdom of Angmar. Some people returned here in the third age. Source: http://ardapedia.herr-der-ringe-film...x.php/Cardolan
    Landscape: woodland/swamp/hills
    Type: rich
    Modifiers: ruined city
    Resource: fish (1) -swampy river-


    Capital: Staddle
    Region: South Downs
    Lore: A village in the eastern part of the Bree-land, inhabitated mostly by Hobbits. Source: http://ardapedia.herr-der-ringe-film...dex.php/Stadel
    Landscape: hills
    Type: average
    Modifiers: none
    Resource: wool (2) -green hills-


    Capital: Amon
    Region: Weather Hills
    Lore: Amon Sűl, besieged and destroyed by the kingdom of Angmar. Source: http://ardapedia.herr-der-ringe-film...x.php/Amon_Sűl
    Landscape: hills
    Type: average
    Modifiers: castle, ruined city
    Resource: none (0) -strategical point-


    Capital: Fornost
    Region: Arthedain
    Lore: Former capital of the kingdom of Arthedain. Conquered and destroyed by the kingdom of Angmar. Source: http://ardapedia.herr-der-ringe-film....php/Arthedain
    Landscape: hills
    Type: rich
    Modifiers: castle, ruined city
    Resource: none (0) -not much left-


    Capital: Annuminas
    Region: Lake Evendim
    Lore: Desolated after the fall of the northern kingdoms. Source: http://ardapedia.herr-der-ringe-film...hp/See_Evendim
    Landscape: lake/hills
    Type: poor
    Modifiers: none
    Resource: fish (1) -lakes and rivers-


    REBELS


    Capital: Eryn-Vorn
    Region: Minhiriath
    Lore: Much of the wood was cut down in the second age. The inhabitants had little luck, they were afflicted by floods and plague. Source: http://ardapedia.herr-der-ringe-film....php/Eryn_Vorn, http://ardapedia.herr-der-ringe-film...php/Minhiriath
    Landscape: ocean/woods/hills/farmland
    Type: average
    Modifiers: none
    Resource: timber (1), grain (1) -farmland, ramaining woods-


    ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    DALE PROVINCES


    Capital: Dale
    Region: Dale
    Lore: Home of northmen, under their king Bard the Dragonslayer/Bowman, slayer of Smaug. After the fall of Smaug the men of Dale regained control of their former land and rebuilt it. Became rich through trade with Erebor. Source: http://ardapedia.herr-der-ringe-film.de/index.php/Thal
    Landscape: woodland/river/swamp/farmland
    Type: rich
    Modifiers: trade city
    Resource: grain (1), timber (1), fish (1), glass (1) -rich farmland, woods, swampy rivers, trade is concentrated here-


    Capital: Esgaroth
    Region: Long Lake
    Lore: While the dragon Smaug attacked and destroyed Dale the people of Dale escaped here. Source: http://ardapedia.herr-der-ringe-film...php/Langer_See
    Landscape: woodland/river/swamp/rich farmland
    Type: rich
    Modifiers: none
    Resource: furs (1), wine (1), timber (1) -rich farmland, woods-


    Capital: Riverrun
    Region: Celduin
    Lore: The river Celduin is an important trade route for humans and elves. Source: http://ardapedia.herr-der-ringe-film...ex.php/Celduin
    Landscape: farmland
    Type: poor
    Modifiers: none
    Resource: wine (1) -farmland-


    Capital: Lonsdale
    Region: Celduin East
    Lore: The river Celduin is an important trade route for humans and elves. Source: http://ardapedia.herr-der-ringe-film...ex.php/Celduin
    Landscape: wood/hills
    Type: poor
    Modifiers: none
    Resource: textiles (1) -textiles from the east-


    REBELS


    Capital: Araw
    Region: North Rhovanion
    Lore: Northern part of Rhovanion. Source: http://ardapedia.herr-der-ringe-film....php/Rhovanion
    Landscape: farmland/hills
    Type: poor
    Modifiers: none
    Resource: wool (1) -good land for sheepherding-


    Capital: Rhonavost
    Region: Rhovanion
    Lore: Once home of the Wainriders, these land have seen many rulers. Source: http://ardapedia.herr-der-ringe-film....php/Rhovanion
    Landscape: steppes/woods
    Type: rich
    Modifiers: none
    Resource: timber (2), horses (1)


    Capital: Dorwinion
    Region: Dorwinion
    Lore: Dorwinion, most famous for its excellent quality wine. Source: http://ardapedia.herr-der-ringe-film....php/Dorwinion
    Landscape: farmland/woods/lake
    Type: rich
    Modifiers: none
    Resource: wine (2), grain (1) -best wine, good farmland-


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ROHAN PROVINCES


    Capital: Aldburg
    Region: Aldburg
    Lore: One of the oldest settlements in Rohan, Aldburg stood in the region known as the Folde, some miles to the southeast of Edoras. It is recorded as the home of Eorl himself, and though the royal house moved to Edoras early in Rohan's history, Aldburg remained a seat of noblemen. At the time of the War of the Ring, it was the home of Éomer, who was to inherit the Kingship of Rohan himself.
    Landscape: woodland/farmland/swamp
    Type: average region
    Modifiers: castle
    Resource: timber (1) -many woods in small area-


    Capital: Hornburg
    Region: Helms Deep
    Lore: The castle that stood in the Deeping-coomb in northern Rohan, and guarded the entrance to Helm's Deep. The helms deep was the great coomb, and the caverns behind it, that lay in the northern valleys of the White Mountains
    Landscape: mountains
    Type: poor region
    Modifiers: castle
    Resource: none (0) -just a big fortress, mines will go in nearby region-


    Capital: Woldberg
    Region: East Emnet
    Lore: The wide land between the Rivers Entwash and Anduin, the easternmost of those held by the Rohirrim. Its name Eastemnet comes from language of Rohan: the word Eastemnet in that tongue means 'east-plain'. There were few fixed settlements here, but many of the herdsmen of the Rohirrim lived a nomadic existence on the fields of the Eastemnet, living out of temporary camps and driving their herds across the grasslands.
    Landscape: plains/swamp
    Type: rich region
    Modifiers: none
    Resource: grain (1), wool (1), Fish (1) -many rivers trought it, big plains, then change tirith anduin to poor and only timber, as it was only a vigilance outpost.-


    Capital: Adorn
    Region: Westmarch
    Lore: A narrow strip of land enclosed by the Rivers Isen and Adorn, running westward for some 150 miles from the White Mountains west of Helm's Deep. This was a part of the land originally gifted to Eorl by Cirion, and so had always been a true part of the realm of the Rohirrim. Over the years, however, it fell under the influence of the Dunlendings, and it was a lord from the West-march, Wulf son of Freca, who led the invasion of Rohan during the Long Winter. After the invaders had been repelled, a Dunlending presence remained in the West-march, and it was not fully reclaimed by the Rohirrim until the time of King Folcwine, nearly a hundred years later.
    Landscape: woodland/mountains/plains
    Type: average region
    Modifiers: castle
    Resource: iron (1) -here i put the mines of rohan, it makes sense that the dunledings wanted to have this region too to get iron. AFAIK they did not had iron weapons at all except for what saruman gave them-


    Capital: Gineard
    Region: Cap of Rohan
    Lore: Through the Gap of Rohan flowed the rivers Isen and Adorn, which formed the effective boundary of the Kingdom of Rohan. Rohan was formerly known as Calenardhon, and thus the Gap was then the Gap of Calenardhon. The triangle between the Isen and Adorn rivers and the White Mountains was a contested area between the Rohirrim and the Dunlendings.
    The ancient Great Road which connected the realms of Gondor and Arnor of old ran through the Gap, crossing the Isen at the Fords of Isen.
    Access to the Gap was controlled by the fortress of Angrenost, or Isengard, which in the later Third Age was controlled by Saruman.
    Landscape: plains/woodland
    Type: average region
    Modifiers: none
    Resource: horses (2)


    Capital: Dunharrow
    Region: Dunharrow
    Lore: http://en.wikipedia.org/wiki/Dunharrow
    Landscape: mountains
    Type: poor region
    Modifiers: none
    Resource: marble (1) -some statues made of stone-


    Capital: Edoras
    Region: Kings Land
    Lore: The city of Edoras was built by Rohan's second King, Brego son of Eorl the Young. Before Edoras was completed, Rohan's capital was at Aldburg in the Folde. The Golden Hall was described as having a golden thatch, and the stables were constructed at the top of the hill by Meduseld itself.
    Edoras is Rohan's only real city. It is here in Meduseld that Aragorn, Gimli, Legolas, and Gandalf meet with King Théoden in the account of the early stages of the War of the Ring.
    Landscape: farmland/plains/mountains
    Type: rich region
    Modifiers: none
    Resource: grain (1), horses (1), salt (1) -farmland, rocksalt-


    Capital: Entwade
    Region: West Emnet
    Lore: Entwade is the name for the fords on the Entwash just northeast of Edoras in Rohan.
    Landscape: plains/swamp/farmland
    Type: rich region
    Modifiers: none
    Resource: Wine (1), horses (2) -IIRC, i read somewhere time ago, that the ents-women of fangorn went here to cultivate the land, leaving the forest. I thought it would have a fine tradition of farmland
    Also, one of the bigger plains of rohan-


    Capital: Foldburg
    Region: Westfold
    Lore: The Westfold is the region of Rohan closest to Isengard. It feels the terror of Saruman's Uruk-hai as well as the Wild Men who have come down out of the hills. It is from the Westfold that Éothain and Freda are sent by their mother to Edoras.
    Landscape: plains/hills/woodland
    Type: average region
    Modifiers: castle
    Resource: wool (1) -good land for sheepherding-


    REBELS


    Capital: Lond_Angren
    Region: Lond Angren
    Lore: seems a elf name, lond is like town, and angren is just another name for the river Isen.
    Landscape: woodland/coast
    Type: poor region
    Modifiers: none
    Resource: fish (1) -mouth of the river-


    Capital: Derwath
    Region: Druwaith
    Lore: Tierra limitada por las Ered Nimrais y los Ríos Isen y Adorn, probablemente hogar en un tiempo de un pueblo emparentado con los Hombres Salvajes y los Hombres de las Montańas.
    También llamada Tierra de los Viejos Púkel.
    Landscape: plains/mountains/coast
    Type: poor region
    Modifiers: none
    Resource: Horses (1)


    Capital: Talsir
    Region: Talsir
    Lore: unknown
    Landscape: woodland/hills
    Type: average region
    Modifiers: none
    Resource: wool (1), timber (1) -good land for sheepherding, large woods-


    Capital: Lond Daer
    Region: Enedwaith
    Lore: Numenorian port, abandoned during the ringwars. Source: http://ardapedia.herr-der-ringe-film....php/Lond_Daer, http://lotr.wikia.com/wiki/Lond_Daer
    Landscape: woodland/coast
    Type: average region
    Modifiers: none
    Resource: Timber (1), furs (1) -large woods-


    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
    ISENGARD PROVINCES


    Capital: Isengard
    Region: Nan Curunir
    Lore: Stronghold of Saruman, unique vale surrounded by mountains. It has endless chambers into the Misty Mountains for mining and forging. Source: http://ardapedia.herr-der-ringe-film...x.php/Isengart
    Landscape: mountains
    Type: rich region
    Modifiers: castle
    Resource: iron (2) -essential for forging-


    Capital: Duneard
    Region: Dunland
    Lore: Inhabitated mostly by herdsmen, little fertile land. Source: http://ardapedia.herr-der-ringe-film...ex.php/Dunland
    Landscape: grassland
    Type: poor region
    Modifiers: none
    Resource: wool (1) -grassland-


    Capital: Byrig
    Region: Dunland Hills
    Lore: Northern part of Dunland.
    Landscape: woods/grassland
    Type: average region
    Modifiers: none
    Resource: timber (2) -forests, timber for Isengard-

    At the end we made the decision to lower the corruption. Because of the wide dimensions provinces have
    in TA:TW and especially because of splitted factions like the Dwarves. It would destroy the goal of this
    sub mod, as it would reduce the profits of trade buildings too much.


    2. Features
    • 4-turns per year aging script by Sohn des Khaine
    • bug correction by King Kong here
    • lower corruption
    • scripted rebalance
      • Field cost for generals
        This script's aim is to improve gameplay. Generals (named characters) have 0 upkeep, but as soon as you
        use them in field, you will have to pay a constant value for each of them. It is based on difficulty settings.
        This makes it less profitable to use multiple generals in one army, also it will make the use of governors more important.
        Easy: none Medium: 100 Hard: 200 Very_Hard: 300
      • Settlement cost
        Each settlement costs a certain amount of money based on the difficulty settings to regulate the output of a growing empires.
        Easy: none Medium: 120 Hard: 220 Very_Hard: 270
      • King's Purse for the AI
        You will no longer receive the King's Purse in this version, only the AI will.

    3. Tutorial
    Spoiler Alert, click show to read: 
    Silvan Elves campaign


    1. Basical buildup:

    The most effective way to start the Silvan Elves campaign is to take the archers stationed in Thranduil's Halls and let the
    melee infantry there to use the free upkeep bonus and the general's bodyguard free upkeep while not in field as well.
    Spoiler Alert, click show to read: 

    Build farms, roads and market to improve the income. And set Caras Galadhon to be the capital since you have
    more settlements in the south. Move your only field army down to Emyn-nu-Fűin to avoid Dale expanding into mirkwood.
    Spoiler Alert, click show to read: 



    Assault the town as soon as you can, to not get negative income. In the assault try to place your archers out of range
    of the towers and let the AI come out of the city. It's pretty simple to do so with elven archers, try to not lose too many units.
    Spoiler Alert, click show to read: 




    Stay in Emyn-nu-Fűin for some turns to recover some income and build up new buildings, rember to set the taxes to very high.
    Spoiler Alert, click show to read: 
    2. Defense of your settlements:

    You can't afford too many units, so just keep as many in your cities as there is a free upkeep for. So when an enemy army is near
    your southern settlements, you can react fast enough, elves are pretty good even in few numbers anyway.
    Spoiler Alert, click show to read: 


    In battle, elves armies are most effective when using spearmen as blocker and shoot as many arrows with the archers as possible.
    This is only a minor guideline how you could fend off invasion attempts to your territory.
    Spoiler Alert, click show to read: 







    Don't forget to share your units to equal to the settlements while retraining to make use of the free upkeep.
    Spoiler Alert, click show to read: 




    4. Installation
    • you need a clean TATW 1.1 or with RC/Lore edition
    • unpack into the default Medievall II Total War directory
    • Usually under: Programs/SEGA/Medieval II Total War
    • to uninstall, reinstall the 1.1 patch

    Download links:

    5. Credits



    Suggestions and feedback are always much appreciated.

    Old release:
    Spoiler Alert, click show to read: 
    More Trade - For Third Age: Total War 1.1
    not save compatible



    Since I found there were to few resources on the campaign map, especially when I liked to build a trade building for 13k and the profits
    were only something like 30, I decided to make this little submod. Many thanks to KK for the 1.1 patch that runs perfectly ctd free.


    Spoiler Alert, click show to read: 




    Features:
    • 4 additional tradeable goods:
      • Copper (Mine available)
      • Tin (Mine available)
      • Fabrics
      • Gemstones
    • more than 100 of the existing goods new located
    • value of the resources matched
    • lower corruption and distance-to-capital penalty
    • agents and army movement increased
    • movement speed for cavalry, infantry, siege equipment is now the same
    • generals aging script included (4 turns = 1 year)
    • all ports for the evil factions (only cogs as ships)
    • slightly altered faction colors (backup attached)


    NEW: A version that does only modify the resources
    includes the 150 % and 200 % more upkeep export_descr_units.txt
    (rename the edus and replace the old to use them)

    Campaign balance test, playing as the rebels:
    Spoiler Alert, click show to read: 
    Campaign 1(60 turns):
    Spoiler Alert, click show to read: 













    Campaign 2(60 turns):
    Spoiler Alert, click show to read: 














    Campaign 3(65 turns):
    Spoiler Alert, click show to read: 













    Installation:
    Spoiler Alert, click show to read: 
    Unpack the More_Trade.rar to your Medieval 2 folder, to uninstall make the same with the backup.rar attached to this thread.



    Only resources version: More Trade


    Other versions:

    Spoiler Alert, click show to read: 
    Merchants version: More Trade


    Standard version: More Trade



    Credits:


    Optional: New edu files attached 150 % or 200 % recruitment and upkeep raise, for those who are bored by having to much money.(save compatible)

    Last edited by Ragnarök; December 19, 2009 at 09:18 AM. Reason: update

  2. #2

    Default Re: - More Trade - Mod

    ok i will try ur new mod ...haiz hope it will not be the third time i reinstall my TATW or i will find my shotgun and shoot u down woahahahaha woahhahaha >

  3. #3

    Default Re: - More Trade - Mod

    hi ragnarok ur trade mod work fine now ^^ now every turn i got about 5k O_O woah a bit so much

  4. #4
    Ragnarök's Avatar Decanus
    Join Date
    Aug 2008
    Location
    Bavaria
    Posts
    559

    Default Re: - More Trade - Mod

    Quote Originally Posted by Silver View Post
    hi ragnarok ur trade mod work fine now ^^ now every turn i got about 5k O_O woah a bit so much
    Yes it's the low corruption, I don't know if this makes anything easier or harder since the ai has more money too
    Thank you very much I think I just messed up some files. The hardest work was to find all the locations for so many resources.

  5. #5

    Default Re: - More Trade - Mod 1.1 reworked

    Any chance of getting Merchants back in? And what about things like ports? As Isengard, they just aren't an option, which I feel is slightly unfair...
    "For men can endure to hear others praised only so long as they can severally persuade themselves of their own ability to equal the actions recounted: when this point is passed, envy comes in and with it, incredulity." - Pericles, Funeral Oration

    "English bastards!" - the Scottish AAR!

    The Grass is ALWAYS Greener: the Dark Tale of Mordor

    Want to publish an article on any aspect of history? PM or email me at shistory@speculativehistory.co.uk, or visit http://www.speculativehistory.co.uk. if you just want to learn something new.

  6. #6
    Ragnarök's Avatar Decanus
    Join Date
    Aug 2008
    Location
    Bavaria
    Posts
    559

    Default Re: - More Trade - Mod 1.1 reworked

    Quote Originally Posted by Sargon_of_Akkad View Post
    Any chance of getting Merchants back in? And what about things like ports? As Isengard, they just aren't an option, which I feel is slightly unfair...
    Personally I don't like merchants, but I think it'd be easily done. I didn't know that Isengard can build no ports, could include them

  7. #7

    Default Re: - More Trade - Mod 1.1 reworked

    Quote Originally Posted by Ragnarök View Post
    Personally I don't like merchants, but I think it'd be easily done. I didn't know that Isengard can build no ports, could include them
    If it's easy, and you have the will, could you put a version that did include merchants? I do enjoy the extra revenue.

    I don't think the evil factions have much in the way of ports, merchant's guilds as I haven't had a single one as any of them...which is odd, as even evil wants cash, no?
    "For men can endure to hear others praised only so long as they can severally persuade themselves of their own ability to equal the actions recounted: when this point is passed, envy comes in and with it, incredulity." - Pericles, Funeral Oration

    "English bastards!" - the Scottish AAR!

    The Grass is ALWAYS Greener: the Dark Tale of Mordor

    Want to publish an article on any aspect of history? PM or email me at shistory@speculativehistory.co.uk, or visit http://www.speculativehistory.co.uk. if you just want to learn something new.

  8. #8

    Default Re: - More Trade - Mod 1.1 reworked

    O_O a new version? is it save compatible with the version that you posted yesterday T_T my campaign is quite long now

  9. #9

    Default Re: - More Trade - Mod 1.1 reworked

    I've had no problems with it, my save works fine!
    "For men can endure to hear others praised only so long as they can severally persuade themselves of their own ability to equal the actions recounted: when this point is passed, envy comes in and with it, incredulity." - Pericles, Funeral Oration

    "English bastards!" - the Scottish AAR!

    The Grass is ALWAYS Greener: the Dark Tale of Mordor

    Want to publish an article on any aspect of history? PM or email me at shistory@speculativehistory.co.uk, or visit http://www.speculativehistory.co.uk. if you just want to learn something new.

  10. #10
    Ahlerich's Avatar Praeses
    Join Date
    Nov 2005
    Location
    Germany, Freiburg
    Posts
    8,270

    Default Re: - More Trade - Mod 1.1 reworked

    gute arbeit

  11. #11
    Ragnarök's Avatar Decanus
    Join Date
    Aug 2008
    Location
    Bavaria
    Posts
    559

    Default Re: - More Trade - Mod 1.1 reworked

    Quote Originally Posted by Silver View Post
    O_O a new version? is it save compatible with the version that you posted yesterday T_T my campaign is quite long now
    all changes so far are save compatible
    edit: but the mod is not
    Quote Originally Posted by Sargon_of_Akkad View Post
    Excellent stuff, I've been testing the pre-merchants version, and it works like a charm. Just a small point though, it'd be nice to be able to hire a cog or something as the evil factions. I don't care for the navies, but as a transport it would be invaluable.

    And vanilla models are just fine, I'm quite happy to imagine them as, er, merchant slaves, or something...
    cogs for the evil included
    Quote Originally Posted by Ahlerich View Post
    gute arbeit
    thanks for the feedback
    Last edited by Ragnarök; May 17, 2009 at 06:01 AM.

  12. #12

    Default Re: - More Trade - Mod 1.1 reworked

    that's sweet ^^ thank you very much for helping gondor from poverty and bankrupt ^^

  13. #13
    Ragnarök's Avatar Decanus
    Join Date
    Aug 2008
    Location
    Bavaria
    Posts
    559

    Default Re: - More Trade - Mod 1.1 reworked

    merchant version updated, merchants to all factions added.
    edit: merchants money output lowered, new faction colors added
    Last edited by Ragnarök; May 17, 2009 at 10:34 AM.

  14. #14

    Default Re: - More Trade - Mod 1.1 reworked

    I tried the merchants version, and got a CTD at the Third Age loading screen, accompanied by a 'bing'. I reinstalled the non-merchant version, same thing. I installed the backup file, same thing.

    Oh dear.
    "For men can endure to hear others praised only so long as they can severally persuade themselves of their own ability to equal the actions recounted: when this point is passed, envy comes in and with it, incredulity." - Pericles, Funeral Oration

    "English bastards!" - the Scottish AAR!

    The Grass is ALWAYS Greener: the Dark Tale of Mordor

    Want to publish an article on any aspect of history? PM or email me at shistory@speculativehistory.co.uk, or visit http://www.speculativehistory.co.uk. if you just want to learn something new.

  15. #15

    Default Re: - More Trade - Mod 1.1 reworked

    Oh thank god, it works again! Nice one!

    Let me know when it's safe to try the merchants and cogs one again, I'm so looking forward to it!
    "For men can endure to hear others praised only so long as they can severally persuade themselves of their own ability to equal the actions recounted: when this point is passed, envy comes in and with it, incredulity." - Pericles, Funeral Oration

    "English bastards!" - the Scottish AAR!

    The Grass is ALWAYS Greener: the Dark Tale of Mordor

    Want to publish an article on any aspect of history? PM or email me at shistory@speculativehistory.co.uk, or visit http://www.speculativehistory.co.uk. if you just want to learn something new.

  16. #16
    Ragnarök's Avatar Decanus
    Join Date
    Aug 2008
    Location
    Bavaria
    Posts
    559

    Default Re: - More Trade - Mod 1.1 reworked

    I've redone the little tweaks and reuploaded it again.

  17. #17
    Foederatus
    Join Date
    Apr 2009
    Location
    Germany South Badensia :D
    Posts
    26

    Default Re: - More Trade - Mod 1.1 reworked

    Good work. I like all of your changes, with one exception: the identical movement speed of all units.
    IMHO there should be a strategical advantage for pure cavalry armies as well as a disadvantage for using siege engines.

    So could you please uppload a version without this (or just give me the location where one can change that stat by himself. )

  18. #18
    Kiljaden's Avatar Centenarius
    Join Date
    May 2008
    Location
    Utah, USA
    Posts
    894

    Default Re: - More Trade - Mod 1.1 reworked

    Is this RC-compatible? (RC is the new vanilla TA:TW ) If not, can you make an RC-compatible version?

  19. #19
    Ragnarök's Avatar Decanus
    Join Date
    Aug 2008
    Location
    Bavaria
    Posts
    559

    Default Re: - More Trade - Mod 1.1 reworked

    Quote Originally Posted by Sohn des Khaine View Post
    Good work. I like all of your changes, with one exception: the identical movement speed of all units.
    IMHO there should be a strategical advantage for pure cavalry armies as well as a disadvantage for using siege engines.

    So could you please uppload a version without this (or just give me the location where one can change that stat by himself. )
    Sure, replace the file attached.
    Quote Originally Posted by Merry View Post
    How do you get this to install? thanks
    Have a look at the first page
    Quote Originally Posted by Kiljaden View Post
    Is this RC-compatible? (RC is the new vanilla TA:TW ) If not, can you make an RC-compatible version?
    If I can get the permission, i could include it

  20. #20

    Default Re: - More Trade - Mod 1.1 reworked

    Quote Originally Posted by Ragnarök View Post
    Sure, replace the file attached.
    I agree with Sohn des Khaine about identical movement speed of all units, I don't like too. What exacly file have I replace??

Page 1 of 6 123456 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •