First, I list the faction, then the unit, then the time changed. (eg '1 - 2' means that unit's default build time was 1 turn and it was changed to 2 turns. Then a 'break' is included (eg '-----') for being easier to read. At the end of each faction's units I provide a small 'summary' so you don't have to read tediously through everything. More or less I make this JUST for the sake of having a changelog and being able to recall changes if need be.
=====
Gondor:
=====
Axemen of Loss.
1 - 2
-----
Gondor Mil.
1 - 1
-----
Pelargir Marines
1 - 2
-----
Gondor Infantry
1 - 3
-----
Dis. Swan Kni.
2 - 4
-----
Gondor Spearmen
1 - 3
-----
Kingsguard
1 - 3
-----
Fountain Guard
2 - 4
-----
Gondor Wardens
2 - 4
-----
Militia A.
1 - 1
-----
Blackroot Vale A.
1 - 2
-----
Gondor Archers
1 - 3
-----
Ithilien R.
1 - 4
-----
Dol Am. Guard.
1 - 2
-----
Dol Amroth Men-at-arms
1 - 2
-----
Dol Amroth Marines
1 - 2
-----
Dol Amroth Pikemen
1 - 2
-----
Dol Amroth Archer
1 - 2
-----
Dol Amroth Squires
1 - 2
-----
Cavalry Militia
1 - 1
-----
Gondor Cavalry
1 - 3
-----
Swan Knights
2 - 4
-----
Loss. Nobles
1 - 3
-----
Gondor Guardsmen
1 - 2
-----
Yeoman Archers
1 - 1
-----
Scouts
1 - 1
-----
Osg. Veterans
1 - 3
-----
Knights of M.T.
1 - 4
-----
Winged Sword.
2 - 4
-----
Minas Ithil Guard
1 - 3
-----
Loss Axeguard
1 - 2
-----
Loss Riders
1 - 2
----------=
Overall a nice diverse roster, the weaker miltita take only 1 turn for fast defense and the more advanced (though not elite) Lossarnarch and Dol Amroth troops require 2 turns to train. And, the better units such as their basic Gondor units take 3 turns. Whereas elites such as Swan Knights and Fountain Guards take 4 turns to train.
----------=
=====
Rohan:
=====
Militia
1 - 1
-----
Rohan Axemen
1 - 1
-----
Dismounted Eored Lancers
1 - 3
-----
Riddermark Axemen
1 - 2
-----
Eorling Swordsmen
1 - 2
-----
Dismounted Royal Guard
1 - 4
-----
Eorling Archers
1 - 1
-----
Helmingas
1 - 3
-----
Rohan Scouts
1 - 1
-----
Rohan Riders
1 - 2
-----
Rohan Horsearchers
1 - 2
-----
Rohan Heavy Horsearchers
1 - 3
-----
=====
NOTE: It's possible one of these does NOT exist... But I changed it anyway. I don't recall seeing it but.....
=====
Eored Skirmishers
1 - 3
-----
Eored Lancers
1 - 3
-----
Royal Guard
1 - 4
----------=
A good diverse roster, weaker units require 1 turn but are not very good at all... Some AOR units take 2-3 turns. Some more advanced but still basic units such as Swordsmen and Rohan Riders take 2 turns. And getting on up to Eored Lancers/Skirmishers they take 3 turns. Royal Guard take 4. Good and diverse I think.
----------=
=====
High Elves:
=====
Light Elven Archers
1 - 3
-----
Elven Archers
1 - 4
-----
Eldar Archers
2 - 5
-----
Elven Infantry
1 - 3
-----
Eldar Spearmen
1 - 5
-----
Eldar Swordsmen
1 - 5
-----
Warriors of Mithlond
1 - 6
-----
Eldar Cavalry
1 - 5
-----
Smiths of Eregion
2 - 3
-----
Eldar Guardians
1 - 5
-----
Rivendell Spearmen (?)
1 - 6
----------=
Overall a few AOR units spice things up. Their most basic unit will now take 3 turns to train. Their 'core' archer (Elven Archers) take 4 turns. Eldar tier units take 5 turns. Mithlond and Rivendell Spearmen (do they exist?) take 6 turns.
----------=
=====
Silvan Elves:
=====
Lorien Archer
1 - 3
-----
Lorien Spearmen
1 - 3
-----
Lorien Ranger
1 - 3
-----
Sent. of Woodlan Realm
1 - 4
-----
Mirkwood Rangers
1 - 3
-----
Galad. H. Swordsmen
1 - 5
-----
Galad H. Spearmen
1 - 5
-----
Galad H. Archers
1 - 5
-----
Silvan Spearmen
1 - 3
-----
Forest Wardens
1 - 3
-----
Silvan Heavy Spearmen
1 - 5
-----
Silvan Heavy Swordsmen
1 - 5
-----
Silvan Horsearchers
1 - 3
-----
Mirkwood Light Axmen
1 - 2
-----
Mirkwood Nobles
1 - 4
----------=
Similiar to HE... Except their roster is mostly 3-turn units. Eldar Counter-parts take 5 turns. AOR units are similiar to their vanilla counterpart (3-turns).
----------=
=====
Dwarves:
=====
Miners
1 - 1
-----
Halberd
1 - 2
-----
Warriors
1 - 2
----
Clan Warriors (No idea what this is...)
1 - 2
-----
Pikemen
1 - 2
-----
Iron Guard
1 - 4
-----
Crossbow
1 - 3
-----
Axethrowers
1 - 2
-----
Axemen of Erebor
1 - 3
-----
Dragon Slayers
1 - 3
-----
Khazad Guard
1 - 5
----------=
Miners are avaliable in 1 turn. Warriors, Axethrowers, Pikemen, Halberd, etc take 2 turns. Dragon Slayers take 3. Iron Guard take 4. And last but not least, the Khazad Guard take 5 turns.
----------=
=====
Dale:
=====
Axemen
1 - 1 (not used?)
-----
Spearmen
1 - 1 (not used?)
-----
Hearth Watchmen
1 - 1
-----
Rivermen
1 - 2
-----
Dalesmen
1 - 1
-----
Dale Swordsmen
1 - 2
-----
Rhovanion (unit? lol Not sure what this is...)
1 - 2
-----
Barding Hird
1 - 3
-----
Swordmasters
1 - 4
-----
Dismounted Earls
1 - 3
-----
Rivermen (Woodsmen?)
1 - 1
-----
Longbowmen
1 - 2
-----
Bardian Archers
1 - 3
-----
Athala Rangers
1 - 3
-----
Yeomen
1 - 1
-----
Horseguards
1 - 4
-----
Earls
1 - 3
----------=
Plenty of weaker units that are ready in 1 turn. Some 'elite' units ready in 2. Some better ones ready in 3 (eg Athala Rangers). And their best such as Swordmasters ready in 4.
----------=
=====
Eriador:
=====
Militia
1 - 1
-----
Hobbittry in arms
1 - 1
-----
Lumbermen
1 - 2
-----
Bandits
1 - 1
-----
Greenway Sentries
1 - 3
-----
Merchant Militia
1 - 2
-----
Battle Ready Dunedain
1 - 4
-----
Archer Militia
1 - 1
-----
Hobbit Archers
1 - 1
-----
Bandobras Archers
1 - 2
-----
Woodland Hunters
1 - 2
-----
Dunedaun Rangers
1 - 4
-----
Greenway Guards
1 - 3
-----
Merchants
1 - 2
-----
Mounted Dunedain
1 - 4
----------=
Good and balanced... Dunedain units take 4 turns. Greenway Guards take 3. Merchants, Hunters, Lumbermen, Bandorbras Archers, etc take 2. And the rest take 1.
----------=
=====
Arnor:
=====
Militia
1 - 1
-----
Archers
1 - 1
-----
Heavy Archers
1 - 3
-----
Arnor Men-at-arms
1 - 2
-----
Arnor Pikemen
1 - 3
-----
Dismounted Dunedain Knights
1 - 4
-----
Seargeants
1 - 2
-----
Arnor Knights
1 - 3
-----
Knights of Annuminas
1 - 4
----------=
Similiar to Gondor's and Eriador's roster sort of put together... Basic militia take 1 turn. Seargents/MAA take 2. And the better units such as Pikemen take 3. Dunedain/Annuminas units take 4.
----------=
=====
Rhun:
=====
Balchoth Clansmen
1 - 1
-----
Clansmen
1 - 1
-----
Rhun Swordsmen
1 - 2
-----
Halberdiers
1 - 2
-----
Pikemen (?)
1 - 2
-----
Rhun Elite Infantry
1 - 3
-----
Easterling Archers
1 - 1
-----
Rhun Crossbowmen
1 - 2
-----
Dis. Variags
1 - 2
-----
Rhun Elite Archers
1 - 3
-----
Variag Raiders
1 - 2
-----
Mounted Clanguard
1 - 2
-----
Kataphracts
1 - 4
----------=
Balanced, basic clansmen take 1 turn. Some more 'advanced' units take 2. And their 'Dragon' regiments take 3.
----------=
=====
Mordor:
=====
Orc Band
1 - 1
-----
Orc Raiders
1 - 1
-----
2handed Orcs
1 - 2
-----
Morannon Guard
1 - 2
-----
Uruks
1 - 3
-----
Halberd
1 - 3
-----
Scouts
1 - 1
-----
Archers
1 - 1
-----
Uruk Achers
1 - 3
-----
Mountain Trolls
1 - 5
-----
Olag-hai
1 - 6
-----
Dismounted Black Numenoreans
1 - 5
----------=
Basic 'meatgrinder' units take 1 turn. Their middle 'tier' units take 2 turns. Uruks take 3. M. trolls take 5 and A. Trolls take 6.
----------=
=====
Isengard:
=====
Dunlendings
1 - 1
-----
Uruk-Hai Raiders
1 - 2
-----
Uruk Cleavers
1 - 2
-----
Uruk-Hai Pikemen
1 - 3
-----
Uruk-Hai Infantry
1 - 3
-----
Orthanc Guard
1 - 4
-----
Berserkers
1 - 4
-----
Uruk-Hai Archers
1 - 2
-----
Uruk-Hai Crossbow
1 - 3
-----
Wargs
1 - 2
----------=
Dunlanders take 1 turn. Uruk 'rookies' take 2 turns. Uruk 'elites' take 3. And berserkers/O. Guard take 4.
----------=
=====
Harad:
=====
Desert Spearmen (Harad Separmen?)
1 - 1
-----
Corsairs
1 - 2
-----
Southron Spearmen
1 - 2
-----
Southron Pikemen
1 - 2
-----
Beastmaster
1 - 2
-----
Hasharii
1 - 3
-----
Half Men
1 - 3
-----
Dismounted Searpent Guard
1 - 4
-----
Harad Archers
1 - 1
-----
Corsair Archers
1 - 2
-----
Southron Archers
1 - 2
-----
Southron Lancers
1 - 2
-----
Raider Cavalry
1 - 2
-----
Beastmaster Cav
1 - 2
-----
Serpent Guard
1 - 4
-----
Mumakil
1 - 8
----------=
Basic Harad units take 1 turn, Southron units take 2. Serpent Guard take 4. And Mumakil take 8. (You don't have them ready to fight instantly. I think this is a vital balance change.)
----------=
=====
OoTMM:
=====
Snage Skirmishers
1 - 1
-----
Goblin Orcs (Gobling Infantry?)
1 - 1
-----
Heavy Goblin Infantry
1 - 2
-----
Goblin Halberd
1 - 2
-----
Snaga Archers
1 - 1
-----
Goblin Archers
1 - 1
-----
Moria Archers
1 - 2
-----
Cave Trolls
1 - 4
-----
Wargs
1 - 2
----------=
Snagas take 1 turn, Heavy Goblin units take 2. Cave trolls take 4.
----------=
=====
OoGB:
=====
Snaga Band
1 - 1
-----
Goblin Spears
1 - 1
-----
Orc Fellers
1 - 2
-----
Orc Halberd
1 - 2
-----
Heavy Orcs
1 - 2
-----
Hillmen
1 - 1
-----
Rhudar Axemen
1 - 1
-----
Rhudar Scouts
1 - 1
-----
Goblin Trackers
1 - 1
-----
Snow Trolls
1 - 5
----------=
Basic Snagas take 1 turn, better orcs take 2, Rhudar units take 1, Snow Trolls take 5.
----------=
=====
Ships:
=====
Corsair Pirate Ship
1 - 2
-----
Caravel
1 - 2
----------=
----------=
=====
Siege Engines:
=====
All Ballistas take 2 turns to build.
All Catapults take 3 turns to build.
All Trebuchets take 4 turns to build.
-----
*****
Bonuses:
*****
Isengard Ballistas build in 1 turn instead of 2.
ALL Dwarf Siege Engines build 1 turn sooner. (Not Rams or anything, but Catapults etc.)
Mordor Catapults build in 2 turns instead of 3.
Gondor and Arnor Trebuchets build in 3 turns instead of 4.
----------=
----------=
=====
AUM:
=====
Silvan Shieldbearers
1 - 5
-----
Arnor Infantry
1 - 3
-----
Hollowsteel Marksmen
1 - 4
-----
Arnor Spearmen
1 - 3
-----
Dismounted Arnor Knights
1 - 4
-----
All Lôke units take 3 turns. (Includes Easterling Cavalry)
-----
Royal Kinsmen (Includes both on foot and on horser)
1 - 3
----------=
----------=
=====
Dunland:
=====
Clansmen
1 - 1
-----
Tribal Axemen
1 - 1
-----
Dunland Spearmen
1 - 2
-----
Dunland Berserkers
1 - 3
-----
Pikemen
2 - 3
-----
Noble Swordsmen
2 - 3
-----
Huntsmen
1 - 1
-----
Hunters
1 - 1
-----
Isenmach Axemen
3 - 4
-----
Dunland Horsemen
2 - 2
-----
Isenmach Raiders
3 - 3
-----
Dunhird Champions
3 - 4
----------=
Basic clansmen take 1 turn. Better experienced and equipped units take 3. Some elites take 4.
----------=
**
Dunedain Beastslayers
2 - 5
------
All Pelargir Units take 2 turns.
-----
..........
..........
..........
One can argue why some factions can recruit better units quicker than others. Well this is RR/RC... I took into account the factions' means as well. Such as likely available smiths, coordination, etc.
|