The Powers of ArdaWe already have a lot of hotseats with youngbloods and experienced veterans, but now is the time to open a new one just for those players who already showed their talent for hotseating as they impressed us in various other games. May that be old veterans or young players with great talent and lust for greatness, all are welcome here! A winner of this hotseat may receive a special reward at the end but despite of that there will be a lot of fun so you don't want to miss it! It will be moderated by Dux as I will join the players and ten factions will be randomly given to players. You will find all instructions regarding downloading this mod here, while I suggest you also to download and install fraps which you will need in game for taking pictures of battles as a proof of your success or failure. Check this site for informations regarding hotseating and ask your own questions if you cannot find an answer.
Third Age 3.2 Total War
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Official hotseat hosted by TATW hotseating staff for the most experienced players who wish to enjoy in Middle Earth and confirm just how great military commanders they are!
Map (area west of the white line is inaccessible):Spoiler Alert, click show to read:
General information: Long Campaign, Manage all settlements, M/M, password
Admin:Loose Cannon
Players:
- Kingdom of Gondor: *Ranger*
- Kingdom of Rohan: Knight of Meh DEFEATED
- Kingdom of Dale: Joeroc22
- Dwarven Kingdom: Nice
- Woodland Realm: Jwant
- Mordor: subbed by Gimli10 (afterArrow2daknee left)
- Isengard: PandaChef
- Orcs of the Misty Mountains: TheBlackWolf
- Rhun: Chieftain Khuzaymah
Rules: (adapted from Aldor's Hotseat and Big Four Hotseat)
General
- Reloading allowed (to certain extent, see battle-section)
- 24h to play your turn, though you may ask for 48h or someone to sub.
- Visitor message for the next player, when you upload the turn.
- Raging against participants cannot be tolerated. Use in-game faction name and be polite.
- It is almost impossible to list all possible violations. The admin has the final word. Please use common sense.
- Delete old attachments to lower the burden on the site (My Account > Miscellaneous > Attachments). Keep the previous 3 turns you've played in case a replay would be needed.
Gameplay
- No good vs evil restrictions.
- Play to win.
- Original moves must be kept when replaying turns if they involve battles versus other players. The factions which were the reason of the replay, can move forces involved freely, but other battles must be done as in the original save.
Victory conditions
- Victor is declared by a voting system
Spoiler for Extra info on this topic::Destroying buildings and siegesSpoiler Alert, click show to read:
- Buildings cannot be destroyed after capturing a settlement. After 10 turns, you are allowed to destroy inns and guilds. After 20 turns these settlements are considered 'own settlements'.
- You can destroy buildings in your 'own settlements', but only when they are not at risk to be captured.
- You are only allowed to exterminate a city once, and should you capture the city again you must either sack or occupy it.
- You cannot sally out when facing certain defeat for any reason such as denying the attacker the option to sack/exterminate or luring him/her in a trap.
- You cannot besiege a settlement to deny the besieged arrmy from participating in battles (with enemy forces next to the settlement).
Agents
- No assassins. No recruiting allowed.
- Whether a spy may open the gates of a city depends on the size of the city garrison. If a city is defended by 456+ men, or 756+ orcs, then spies may NOT open the gates. If a city is defended by fewer than this number, then spies may open the gates without restriction.
- The purpose of this rule is to allow players to defend their cities without fear of losing their garrison due to spies. Its justification is that cities with more defenders have better surveillance and it would be harder for spies to operate. I also want to keep the rule simple, which is the reason for the hard limit.
- So basically if you defend a city with 6 full units worth of troops, you are safe from spies
- Spies may open the gates against the Rebels (AI) without restriction
- No bribing.
- Gifting settlements is allowed, but spawned troops must be disbanded except for one unit within 3 turns.
- You cannot gift settlements that are at risk to be captured.
- You cannot kill agents by surrounding them with troops, unless this move was needed for other purposes.
Battles
- Battles against other players must be auto-resolved. Battles against the AI can be fought.
- Post screenshots of all battles against other players: deployment screen and results screen. I think this makes following a hotseat much more interesting. Note – you do not need to post screenshots for lopsided battles, i.e. 1,000 vs. 100, but please mention the battle in your post
- No surrounding of an army with single units to deny a retreat.
- You are not allowed to move armies next turn if they were defeated by a player that comes after you in turn order.
- Use of ships is not allowed in any way.
- You can cross Anduin in the South only in Osgiliath, Cair Andros and just south of the falls of Rauros. All other crosses cannot be used.
- If you can get clear victory use that instead of heroic victory. Battles with only heroic victory as a result are not allow to be played.
- The admin must be able to get a similar outcome after 'reloading' 5 times. (adapted from Emperor of Hell)
Spoiler for Extra information concerning this rule::Spoiler Alert, click show to read:














