Diplomatic Meetings |
This mod gives you (when playing as a good faction) the option to call a Diplomatic Meeting (pressing F2 key) to try to persuade your allies (based on your reputation) to temporally unite some of their forces with you against Sauron's Followers, you will be assigned as the commanding leader of this union, you and your persuaded allies will also declare war to all evil factions.
These are the conditions you need to met before summoning a Diplomatic Meeting:
- Have at least one ally.
- Own your starting capital (it doesn't matter if you move your capital somewhere else).
- Wait more than 50 turns since the last called meeting to summon a new one.
- Not be at war with a good faction.
- Not be allied with any evil faction.
- Be at war with at least one evil faction.
(NEW!!) If you met the conditions, you'll be able to call a meeting or get a summary about the expectations for the next meeting (persuading chances % and allies that have the posibility to help you).
You can call a Diplomatic Meeting every 50 turns starting form turn 5. Be aware that calling a Diplomatic Meeting with few allies and low reputation will most likely end in a total failure because you probably wont be able to persuade anyone.
The best way to have a very succesful Diplomatic Meeting is to raise your reputation and create as much alliances as you can (Gondor, Rohan, Eriador, Elves, etc...) , doing this will end with you commanding a full stack of allied units.
Once the Diplomatic Meeting starts you will have a chance to persuade your allies based on this conditions.
- You allies will send reinforcements only if they own at least 5 regions including their starting capital.
- The more reputation your faction has, the more chances you will have to persuade them (15%, 35%, 55%, 75%, 100%) .
If you doubt you'll be able to persuade your desired allies, you can END a started meeting (declining the event). Doing this will allow you to call a new meeting in the next 10 turns.
(NEW!!) If you fail to persuade all of your allies, you'll have 2 extra attempts to convince them (if you have enough gold).
- First attempt is free.
- Second attempt cost's 5000 gold.
- Third attempt cost's 15000 gold.
If you manage to persuade at least one of your allies, you will be able to chose a Gathering Point. This is going to be the place where you are going to receive your ally's units when they arrive. There are 5 options to chose as a gathering point:
- Center, near Wold in a centered position of Middle Earth, close to Anduin River and the town of Tirith Anduin (Default).
- North, near Anduin Vale, between the town of Beorn's Halls and the castle Wrakyaburg.
- South, South Ithilienh, between the towns of Pelargir and Tir Ethraid.
- East, East Rhovanion, between towns of Dorwinion and Uldonavan.
- West, South Cardolan to the west, between the town of Barrow-Downs and the castel Argond.
(NEW!!) Now, every faction will send a different amount of units, depending on how close is the selected gathering point from their own interests.
The following spioler will show you, in which locations of Middle Earth each faction has more interests on. Each { * } represents 1 unit that will be created if you manage to persuade that faction:
Once you chose a gathering point, your allies will send some units at the requested location, 4 turns after the Diplomatic Meeting ended.
Once the units arrive, you will be able to freely command them for some time. Each ally will pay their own wages (no upkeep for you).
Take this conditions into consideration when in command of allied units, they will leave your army if you don't.
- Do not loose your starting capital.
- Do not go at war with good factions.
- Always keep war active against Sauron's followers.
- Allied units will fight by your side for some turns (chances from 15 to 20 turns), after some time any remaining units will return home.
Once they leave your army you will have to wait some turns before you can call a new meeting again.
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Sauron's Counter Attacks (optional) |
(NEW!!) If you play so good, that you never let the AI get any closer to your starting capital. This optional feature will add some extra challenge to your game, allowing you to fight some amazing battles at your starting capital (Minas Tirit, Edoras, Erebor, Bree, Imladris, Dale, Thranduils Halls).
After the first succesfull meeting is called, Sauron will consider you a threat from that on, and will target your first capital for continous attacks (1 every 50 turns).
As long as you own your starting capital and Mordor exists, Sauron will assign a general from one of his evil factions to make preparations for an invasive attack.
After succesfully defending your kingdom from the invasion, you'll have some turns of peace before Sauron assings the next attacking faction.
Each wave of attacks will increase in quantity and quality of troops.
The are several ways to stop this:
- Weakening the invasive faction (leaving them with 3 or less regions)
- Conquering their base of operations (you'll receive a message showing you where).
- Destroying Mordor.
You'll always be warned about the status of each attack. Meaning that, an event will show when:
- The attacking faction is assigned by Sauron:
- An evil faction will be assigned randomly.
- The assigned faction must own more than 4 regions, including its starting capital.
- The event will point the settlement at where war preparations are being made (base of operations).
- At this point you'll have 20 to 30 turns before the army arrives to your capital. You can either prepare your defence or try to weaken the assigned faction.
- The starting faction is ready to make the invasion.
- At this point you'll have 10 turns before the army arrives to your capital.
- The attacking army is close to your capital.
- The attacking faction has been weakened.
Knowing this, when calling a diplomatic meeting, plan it very carefully.
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