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Thread: THIRD AGE HOTSEAT GUIDES COMPILATION

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    joerock22's Avatar Leader of Third Age HS
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    Default THIRD AGE HOTSEAT GUIDES COMPILATION




    Authors:
    joerock22
    Chieftain Khuzaymah

    "For even the very wise cannot see all ends." - Gandalf

    Thrice Welcome to Middle-Earth! Third Age Total War is a Medieval 2:Kingdoms mod based on The Lord of the Rings. In Third Age Total War (TATW) you will find yourself in Middle-Earth, controlling one of the noble races of Men, the evil and bloodthirsty Orcs, or perhaps the honourable Elves. You can control each and every one of those, and more!
    TATW contains 13 factions and the map stretches from the very East of the lands of Harad and Rhun to the very West, the Grey Havens of the High Elves and the Blue Mountains of the Dwarves.

    This Guide contains 2 topics, from the very basic steps and instructions for beginners, to some more advanced knowledge and understanding of every faction in TATW:
    1) General Hotseat Information and Instructions.
    2) Third Age Total War Specific Information.
    Last edited by joerock22; January 20, 2018 at 12:33 PM.

  2. #2
    joerock22's Avatar Leader of Third Age HS
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    Default Re: THIRD AGE HOTSEAT GUIDE

    1) General Hotseat Information and Instructions.

    General Hotseat Information and Instructions will cover the basics of hotseating, but perhaps also a couple of useful tips for players with experience.

    1.1) What is hotseating? How does it work?

    A hotseat is a type of gaming which is not played simultaneously, like for example a shooter. Obviously, when you are playing a shooter online, all the players are in the game at the same time. A hotseat does not require this. Before the hotseat starts, every player chooses his so called 'Faction', 'Race', or 'House' (basically, your own empire) to play with. A hotseat is played in a turn order, which is determined at the start of the hotseat, and this is how it works:
    1) Player 1 downloads his first turn*, provided by the admin of the hotseat. He has to enter his password to start the turn. (Bear in mind, you will need to enter this password every turn before you can access your empire!)
    2) Once Player 1 finishes his turn, he presses 'End Turn' and the password screen for Player 2 will pop up. This is the point where player 1 will save the game, using the appropriate name.*
    3) Once it is saved, Player 1 can upload the save and share the link to this save in the thread of the hotseat. Player 1 will send Player 2 a notification by Private Message (PM) or Visitor Message (VM) to let him know his turn is up.
    4) Player 2 downloads his first turn, provided by Player 1 and ..... back to 1). This process continues until all players played their first turn, and then we circle back to Player 1 to start with turn 2 (for which your password is required to enter the save!).

    *
    Spoiler Alert, click show to read: 

    - To play TATW in our hotseat section, you need Medieval 2: Kingdoms patched to 1.5 and TATW mod patched to 3.2, below a useful installation help link.
    http://www.twcenter.net/forums/showt...ferent-submods


    - The name of the save is usually denoted as follows: *Name of the hotseat*_*Faction that is up*_*Turn number*. So for example, if Gondor is up next to play turn 4 in the hotseat called "Dominion of Men", the name of the save should look like this: DoM_Gondor_4 or DM_Gondor_4. Hotseat names are usually abbreviated.


    1.2) Strategy.

    So now you know how to participate in a hotseat, I guess you want to know how to win a hotseat, as well! Unfortunately, you should not expect to immediately win your first or second hotseat, but if you do, you might be a natural! Depending on the set up of the hotseat (Good vs. Evil, FFA, or Team-Based), you have to come up with a strategy. Movement of your armies is important in a war, but it is not the only thing that will decide the outcome of it! What else do you have to think of?
    - Your Economy/Infrastructure. Some buildings increase your income, but is it worth it?
    - Your Military. What units will you make? Cheaper/Weaker or More expensive/Elite units?
    - Your Generals. Which general(s) will lead your armies? Which will govern cities?
    - Know your neighbours! Will they side with you, or go to war with you? (Now, in a Good vs Evil or a Team-Based hotseat, this is already determined at the start of the hotseat. In these kind of hotseats, you are not allowed to betray your allies. You win together or you lose together).



    1.3) Your Economy. Capital & Corruption.

    Every faction has a capital. The capital of a faction can not be bribed. The further your settlements lie from the capital, the more unrest (decreases Public Order) and corruption (decreases Settlement Income) they face. So it is wise to centralize your capital as much as possible. You can change your capital every turn, if you wish. Ingame it says the cost of this is 5000 florins. In a Single Player Campaign, this is true. However, in a hotseat, it will not cost you anything (even though it will tell you it costs 5000).

    Some factions have better potential to upgrade their economy than others. To find out if it is beneficial to make an economic building, you open the Show Settlement Details screen. In this section you see a decomposition of population growth, public order and settlement income. Once you click to make a building, you can see what effect this will have on each of these components. It is recommended to take a look at this screen yourself. It is quite self-explanatory, just hold your mouse over all icons and it will tell you what it is.



    1.4) Generals.

    Generals can govern cities and lead armies. They can obtain traits and ancillaries to improve their skills, but some traits and ancillaries decrease skill. It is important to know how expensive generals are. Normal units have only ‘upkeep’, while generals also have a ‘wage’ in addition to upkeep. Depending on the type of bodyguard of the faction, a general can be very expensive. Therefore, an important thing to consider is if the generals you have, are worth keeping. So, don’t just accept any ‘Candidate for Adoption’ or ‘Suitable Husband’ pop-up you receive at the start of a turn!



    1.5) Miscellaneous tips and tricks.

    - A settlement provides you a number of free upkeep units, in case you have a settlement wall or fortress. When you right click on this, it will tell you how much free upkeep units this settlement provides. Note: A unit will only be considered free upkeep if you have the required tier of barracks or archery range in that settlement! In other words, if you can recruit that unit in the settlement.
    - The yellow movement indicator. When you hold your mouse over an agent or army from another faction, a yellow movement indicator will pop up, showing how far this agent or army can reach. This indicator always resets at the start of the new full turn, or, once the last faction in turn order ends his turn. This is a very useful tool, but, be careful! This indicator can also be misleading. Things to note:
    1) If you come after someone in turn order, this player could already have moved his agent or army. In this case, the yellow movement indicator will only show how much movement points this agent or army has left from that particular turn, which is less than the full movement it can utilize next turn.
    2) Determination of movement. Only the leading general will determine the movement penalty or movement bonus for all the units under his command. Now consider the following: A leading general has 30% movement bonus and there is a 2nd general in this army which has no movement bonus and both generals have infantry bodyguards. In this case, the yellow movement indicator will show the movement range of the 2nd general, because he restricts the movement of the entire army. But once the player selects the leading general plus all his armies (so without the 2nd general), he can move with 30% movement bonus (which is beyond the yellow indicator).
    This is a restriction by a 2nd general, but you can also get the same problem with a ballista or catapult. Naturally, those move slower than infantry, so instead of the general, now the ballista or catapult puts restrictions on the yellow movement indicator.
    Last edited by joerock22; June 27, 2017 at 09:18 PM.

  3. #3
    joerock22's Avatar Leader of Third Age HS
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    Default Re: THIRD AGE HOTSEAT GUIDE

    2) TATW Specific Information.

    This section will cover both tips & tricks, as well as some detailed information per faction, all about TATW.


    2.1) TATW General Information.

    - In TATW, unlike most mods, you are not able to make forts. Instead, there are a couple of forts already on the map at turn 1 and they will stay there forever. These forts could provide a strategic position for your plans, but they also provide 2 free upkeep units. (No need to occupy these forts with a certain number of units).
    - Because forts are not much in play, TATW is highly dependent on strategical movement. Increasing the movement of your generals is therefore a necessary part of your strategy!*
    - The Art of War is to Know Your Enemy! If you know where your opponent moves his armies, you can anticipate his plans. Not knowing where your opponent has armies, could result in a nasty surprise! Hence it is wise to build up a spy network. Also, single units can be a valuable (but less reliable) scouting source.

    Spoiler Alert, click show to read: 

    - Movement of generals can be increased in several ways, both per retinues as per traits. All you need to know about how to do it, can be found in the following 2 links, which represent requirements to obtain retinues and traits:
    Traits: http://www.gamefaqs.com/pc/931592-me...war/faqs/50116
    Retinues: http://totalwar.honga.net/retinue.ph...tw3&f2=eriador


    2.2) Faction Specific Information.

    In this section you will probably see General Good Faction weaknesses listed as weakness for all good factions. This is what it means:
    - Good factions have no or very little Night Fighter generals.
    - Good factions have substantially smaller unit size than Evil factions. Mostly 120 or 150 compared to 250.
    - All evil factions have the same culture, whereas the Good factions have 5 different cultures.

    Select the boxes below to see the Faction Specific Guides:

    Gondor




    Capital: Minas Tirith
    Culture: Dunedain
    Likely Allies: Rohan
    Likely Enemies: Mordor, Harad

    The Kingdom of Gondor is chief among the realms of Men. Its capital Minas Tirith is a glorious tribute to beauty and engineering. Its lands are vast and wealthy, its soldiers numerous and well-armed. Long has Gondor stood alone against the constant forays of the orcs and corsairs, while the rest of Middle Earth lives in peace. But years of war have taken their toll. Gondor is waning, its strength and vitality fading with time, as an old enemy rises in Mordor. Soon Sauron will march forth, and Gondor will be the first to feel his vengeful wrath. But all is not lost. A strong leader could marshal his people and throw back the orcs as they have done countless times before, and sack the corsair bases so that no filthy desert-dweller dares to set foot on a ship ever again. It will require tremendous resolve and sacrifice, but the people of Gondor are prepare for what is to come. Man will not perish from Middle Earth so easily.

    Strengths:
    - Gondor starts with a good movement general. Boromir is Eager and Denethor has the Drillmaster retinue (transferable!), which results in a 35% movement bonus right at the start if it is transferred to Boromir!
    - Strong economy with much potential for improvement
    - Starts with a small navy. Mordor and Gondor are separated by the Anduin river. Mordor does not have any navy at the start and cannot recruit ships (can only recruit mercenary ships after it has already crossed the river). Gondor therefore has the advantage it could use the ship as a bridge between Western and Eastern river bank

    Weaknesses:
    - Basic unit Gondor Militia is quite weak. A full stack of Militia’s will not be able to win against a full stack of Mordor with equal command of generals.
    - If both Mordor and Harad are in play, Gondor will have difficulty fighting both of them at the same time without substantial aid from Rohan
    - Harad ships are generally superior in AR to Gondor, though with naval battles the result in evenly-matched battles is usually “attacker wins.” Gondor does have a slight naval recruitment edge over Harad (3 ports to 2)
    - General Good Faction weaknesses.

    Rohan


    Capital: Edoras
    Culture: Northmen
    Likely Allies: Gondor
    Likely Enemies: Isengard

    A horse’s soft snorting, the pure power of a mighty steed, the feel of the wind whipping past one’s face…these are things all Eorlings love. There is no sound sweeter to a soldier of the Rohirrim than the thunder of a thousand raging hooves as they ride down upon an enemy. Forged upon the bloody field of Celebrant five hundred years ago, the Kingdom of Rohan has grown into a large and powerful realm, secure in its friendship with Gondor, its forebear and ally to the south. But this success has drawn envious gazes from both old enemies and former friends. The ruthless savages of Dunland have allied with the corrupt wizard, Saruman of Isengard. Their mission: to destroy Rohan once and for all. It is a mission which they will not accomplish. The Rohirrim will muster. Whether it be on horseback or on foot, the Eorlings will fight to protect what they love. Spears shall be shaken, shields shall be splintered! A sword day. A red day. Ere the sun rises!

    Strengths:
    - Versatile faction with large variety of infantry and cavalry. Can adopt many tactics to surprise the enemy.
    - Higher tier units (Riddermark Axemen, Eorling Swordsmen) are strong and a force to be reckoned with!
    - Four retinues that provide in total +5 command stars which can be transferred between generals

    Weaknesses:
    - Basic unit Eorling Militia is weak. Full stack of Militia will not be able to win against a full stack of direct opponent Isengard.
    - Cavalry units can be useful, but they are also fewer in number than infantry and more costly in upkeep.
    - General Good Faction weaknesses.

    DALE

    Capital: Dale
    Culture: Northmen
    Likely Allies: Dwarves, Silvan Elves
    Likely Enemies: Rhun

    Led by King Bard, slayer of the great dragon Smaug, the men of Dale hold onto a small kingdom between the forest of Mirkwood and the vast eastern desert. They are farmers, fishermen, and merchants by nature, averse to violence and merely wishing to live out their lives in peace. But they are northmen, and are far hardier than outsiders would give them credit for. And when orcs and evil men threaten to encroach on their lands, to loot and pillage their tranquil towns and villages, even farmers, fishermen, and merchants will fight to protect what they hold dear. Led by Bard, they will drive the Easterlings back into the desert from whence they came. The Dwarves have been close allies for many years, but Bard has seen the sickness of Erebor with his own eyes. The diminutive mountain dwellers must be watched closely, for they too may come to covet the lands of Dale. Bard will fight whomever he must, in order to preserve the lives of his people and the independence of his kingdom.

    Strengths:
    - Has adequate army at start and two good recruitment centers in Dale and Esgaroth.
    - Basic axemen are armour-piercing and solid units. Overall, Dale can hold an advantage in AR over its principal enemy, Rhun, depending on army composition.
    - Dale’s higher tier units which can be recruited from the Barracks onwards, massively improve Dale’s AR.
    - Has decent economy despite small size.

    Weaknesses:
    - Basic units are fairly weak, especially Hearth Watchmen. Dale will struggle mightily in AR against the Dwarves (this is not a problem in good vs. evil games).
    - Small empire to start (2 good towns, 2 small towns).
    - Infantry bodyguards, few cavalry options.
    - General Good Faction weaknesses.

    DWARVES

    Capital: Erebor
    Culture: Dwarves
    Likely Allies: Dale, Silvan Elves
    Likely Enemies: Orcs of the Misty Mountains, Rhun

    The Dwarves are a proud people. Despite the hardships which have confronted them over the centuries, they persevere through strength of heart and sheer force of will. Though few in number, the Dwarven infantry is the finest in Middle Earth. King Dain rules over the Dwarven realms with an iron fist, ready to summon its armoured war machine to deal death to the enemies of his people.

    Strengths:
    - Possess the finest infantry in Middle Earth, especially Axemen and other elite units. Dwarven Warriors are quite possibly the best units available with level 2 barracks. An army of Dwarven elites will defeat any army in Middle Earth, bar none (and sometimes several enemy armies at the same time!)
    - Can often win battles where they are severely outnumbered due to their excellent AR
    - (for a good vs. evil game) Holds an ideal position from which to march against the forces of evil. Its flanks are protected and there are few directions from which to be attacked

    Weaknesses:
    - Low numbers at the start and weak initial recruitment
    - Kingdom is divided (2 regions in the east and 2 far to the west). This makes for a relatively weak economy, as one half of the kingdom will always suffer from rampant corruption due to the distance from capital penalty
    - (for a free-for-all game) Holds lands adjacent to many other factions (Dale, Rhun, OotMM, HE, SE). This creates many options for expansion, but also many directions from which to be attacked
    - Infantry bodyguards, few cavalry options
    - General Good Faction weaknesses

    FREE PEOPLES OF ERIADOR

    Capital: Bree
    Culture: Northmen
    Likely Allies: High Elves
    Likely Enemies: Orcs of Gundabad

    Eriador is loose collection of semi-autonomous regions of men and hobbits, centered around Bree but also including the Shire to the west. Or at least it was, until a mysterious man named Aragorn rose to power and unified the free peoples. And none too soon. Old enemies arise in the north and east, as Gundabad and the Misty Mountains prepare for war. To the west, the Dwarves begin to show signs of emerging from their mountain strongholds. Who can be certain if even the Elves of the Grey Havens can be trusted? In these times of uncertainty, only a man of iron will could hope to lead his people to victory. Fortunately, Eriador possesses such a man. Aragorn is the finest military leader west of the Misty Mountains. Supported by Gandalf, the wise if somewhat eccentric wizard, there is no limit to what the coalition of men and hobbits can accomplish.

    Strengths:
    - Starts with two excellent generals, Aragorn and Gandalf
    - Good starting military forces, can expand immediately against rebel settlements. No other faction starts the game with major forces on Eriador’s doorstep
    - Large starting empire with a good economy

    Weaknesses:
    - Is not able to recruit any units (except from newly-constructed buildings) until turn 6 or 7. This is a bug having to do with the formation of the Kingdom of Arnor in single player
    - Below average in AR. Most units are weak, excepting lumbermen (armour piercing) and higher-tier units which are difficult to recruit. Eriador will have to make due with armies composed of several lumbermen and filled out with weaker units
    - Possesses a central position in northwestern Middle Earth. In a free-for-all game, can be attacked from any direction. In a good vs. evil game, can still be attacked from 2 or 3 directions
    - General Good Faction weaknesses

    HIGH ELVES

    Capital: Imlandris
    Culture: Elves
    Likely Allies: Free Peoples of Eriador
    Likely Enemies: Orcs of the Misty Mountains

    The power of the Elves has diminished over the centuries, as wars against the forces of evil reduced their numbers, and more and more of their people fled across the sea to the Undying Lands. But the High Elves of Rivendell and the Grey Havens still remain, a force to be reckoned with west of the Misty Mountains. The life of every Elf is precious, but these brave and highly skilled warriors are willing to fight and if necessary, make the ultimate sacrifice for the freedom and prosperity of their homeland. As Evil once again attempts to establish dominion over all of Middle Earth, the High Elves can be counted upon to lead the resistance. And with victory, perhaps Elven power and influence will grow once again…

    Strengths:
    - The Grey Havens offer one of the safest starting positions in Middle Earth. In a good vs. evil game, the High Elves will seldom need to worry about their homelands coming under enemy attack
    - Average in AR. Can often win battles while outnumbered, particularly if their numbers are made up of swordsmen and other higher-tier units

    Weaknesses:
    - Weak recruitment. Level 2 barracks offer no additional recruitable units
    - Kingdom is divided (Imlandris in the east and other 4 regions far to the west). Changing the capital to Mithlond will greatly reduce corruption and improve the economy. But the best city, Imlandris, can be difficult to hold due to being so isolated
    - Small unit size (less than half the size of standard orc units). Will be outnumbered in almost every battle they fight
    - General Good Faction weaknesses

    SILVAN ELVES

    Capital: Thranduil’s Halls
    Culture: Elves
    Likely Allies: Dale, Dwarves
    Likely Enemies: Mordor, Orcs of the Misty Mountains

    The deep, dark forests of Mirkwood are full of danger, some of it in the form of bow-wielding Elves who creep silently through the trees and guard their homelands fiercely. King Thranduil is a cautious ruler, distrustful of outsiders. But this caution has served his people well over the centuries, allowing the Elves to live in relative peace. Until now. With orcs invading from seemingly every directions, the Elves of Mirkwood and their kin in Lorien will need all of their cunning and bravery to survive. But the Elves possess a formidable willpower and great skill at arms. The forces of Evil will find them far from an easy conquest. If Mirkwood can be tamed, if the Misty Mountains can be cleansed, then perhaps Thranduil can rule a far greater empire…

    Strengths:
    - Legolas is one if the best generals in Middle Earth. He starts with a natural +4 movement bonus (as seen in his biography) and can very easily reach 9 or 10 command stars
    - Very good economy, despite small size. Thanks to rich regions, the Silvan Elves can afford strong military forces even without expanding

    Weaknesses:
    - Relatively weak in AR, compared to nearby enemies (Mordor and to a lesser extent OotMM). Basic spearmen are especially weak in AR despite being expensive and having good stats
    - Slow recruitment, but level 2 barracks and archery ranges do provide additional recruitable units
    - Kingdom is divided (Lorien in the south and Thranduil’s Halls far to the northeast). Corruption will always be a drain on the economy, but a good governor (such as King Thranduil) can minimize this problem
    - Lorien is only a short distance from the orc stronghold of Moria, and will likely come under assault from OotMM and/or Mordor fairly quickly
    - Small unit size (less than half the size of standard orc units). Will be outnumbered in almost every battle they fight
    - Infantry bodyguards, few cavalry options
    - General Good Faction weaknesses

    MORDOR

    Capital: Barad-dur
    Culture: Followers of Melkor
    Likely Allies: Harad, Rhun
    Likely Enemies: Gondor, Silvan Elves

    Mordor, the black land, the beating heart of darkness. It is the center of everything that is evil in the world, and can lay claim to being the strongest faction overall at the outbreak of this great war. Sauron’s power is nearly at its peak, and so is the strength and ferocity of his armies. The orcs of Mordor are numbered beyond counting, loyal to the dark lord and hungry for man-flesh. Led by the Nazgul, they march forth to lay waste to the lands of Gondor. They will not stop until all of Middle Earth falls under Sauron’s dominion.

    Strengths:
    - Large unit size, excellent AR especially with higher-tier units. Even an army of basic orcs is superior to an average Gondorian army
    - Starts with 3 elite Nazgul generals, all with high command ratings and cavalry bodyguards
    - Mordor’s terrain makes it a natural fortress. The mountains allow only three points of entry for enemy forces – the Black Gate, Minas Morgul, and the vast plain east of Nurnen. The first two are easily fortified, and the latter is protected by allies and the great marching distance to reach it
    - Fairly strong economy due to owning many regions, can support large armies
    - Holds several fortresses capable of constructing level 3 barracks and recruiting elite units
    - Evil faction, so most generals will naturally be night fighters

    Weaknesses:
    - Dol Guldur is isolated at the start of the game, along with a spy and a Nazgul general
    - Most settlements are castles, meaning that Mordor will have difficulty recruiting spies
    - Has no ability to recruit ships, which can play a huge role in the war against Gondor, whose ships can sail up the Anduin as far as Osgiliath
    - Infantry bodyguards, few cavalry options

    ISENGARD

    Capital: Isengard
    Culture: Followers of Melkor
    Likely Allies: None
    Likely Enemies: Rohan

    Ambition, thy name is Saruman. The great wizard, once friend to all who desired peace in Middle Earth, has now turned to dark pursuits. From the top of Orthanc, the impenetrable tower at the center of his fortress at Isengard, he looks over the world with covetous eyes. At the moment, Saruman swears allegiance to Sauron, dark lord of Mordor, promising to conquer the Rohirrim in his name. But deep in his rotten soul, Saruman desires to establish his own empire, and rule over all of Middle Earth. When the time comes, he will destroy Sauron and take his place on high. Such ambition might seem foolhardy to some, but backed by the vicious Uruk-Hai and the savage men of Dunland, Saruman has all of the tools he needs to realize his objectives. First Rohan, then the world. To war!

    Strengths:
    - Large unit size, very good AR particularly with its higher-tier units, which are armour-piercing. Superior in AR to immediate enemy, Rohan, with the possible exception of Rohan’s axemen and swordsmen
    - Economy is relatively strong, even for a small faction. Is able to maintain significant armies even without expanding
    - Relatively secure position, sheltered by the Misty Mountains. Will usually have only Rohan to deal with
    - Ugluk naturally possesses a +2 movement bonus. Saruman is an elite commander, a match for whatever Rohan can muster
    - Evil faction, so most generals will naturally be night fighters

    Weaknesses:
    - Its two main settlements, Isengard and Duneard, are somewhat isolated from each other. Beware that the Rohirrim do not take advantage…
    - Begins the game without a spy, and only one diplomat. Only two towns available at start, limiting the number of spies and diplomats which can be recruited
    - Infantry bodyguards, few cavalry options

    ORCS OF THE MISTY MOUNTAINS

    Capital: Goblin Town
    Culture: Followers of Melkor
    Likely Allies: Orcs of Gundabad
    Likely Enemies: Dwarves, High Elves, Silvan Elves

    Long have the orcs dwelled in the deep reaches of the Misty Mountains, where creatures of the light fear to enter and the sun cannot reach. They have not always been content to live out their days in their underground realms. The orcs have risen before, attempting to spread their influence through conquest. Each time, they have been defeated and driven back to their secret lairs. Defeated, but never destroyed. And after each setback, they have bided their time and risen once again, more powerful than before. The time has come. The orcs are strong, ready to march to war from their mountain strongholds for the final time, to cast all of Middle Earth in shadow. The time of the free peoples of Middle Earth is over. The time of the Orcs is just beginning.

    Strengths:
    - Large unit size, good AR
    - Settlements are sheltered by the natural defensive terrain of the Misty Mountains. There are only a few points of entry on either side of the mountains, making the home regions easier to defend
    - Above average economy, despite relatively small initial size. Moria is one of the best regions in Middle Earth in terms of military and economic potential
    - Evil faction, so most generals will naturally be night fighters

    Weaknesses:
    - Kingdom is spread out in a long line from north to south. It can be difficult to defend all of one’s regions and go on the offensive at the same time.
    - Multiple potential enemies on all sides (SE in the southeast, HE and Eriador in the west, and the Dwarves in the northeast)
    - Infantry bodyguards, few cavalry options

    ORCS OF GUNDABAD

    Capital: Gram
    Culture: Followers of Melkor
    Likely Allies: Orcs of the Misty Mountains
    Likely Enemies: Dwarves, Free Peoples of Eriador

    Gundabad. The very utterance of that name formerly struck fear into the hearts of the people of Eriador. Once the center of the great Kingdom of Angmar, now a ruined land, devoid of spirit; its inhabitants beaten down, never to trouble Eriador again. Or so the fools believe. For many years, Gundabad has slowly been building up its strength. The great fortress of Carn Dum has been restored to its former glory, its barracks capable of churning out vast quantities of heavily armed and armoured warriors. Together with their steadfast allies, the men of Rhudaur, the Orcs of Gundabad march to restore the Kingdom of Angmar to its proper place of dominance in Middle Earth.

    Strengths:
    - Large unit size, very good AR particularly with its higher-tier units, which are armour-piercing
    - Ideal position to expand westward and southward against the forces of Good. The edge of the map lies to the north, and its eastern border is protected by its ally OotMM
    - Able to recruit Rhudaur mercenaries in many surrounding regions, including cavalry
    - Evil faction, so most generals will naturally be night fighters

    Weaknesses:
    - The lands west of the Misty Mountains are wide open. Must march great distances to attack its enemies, and carefully watch for any enemy attempts to mount sneak attacks on its home regions
    - Infantry bodyguards, but has more cavalry options than other evil factions

    RHUN

    Capital: Rhomen
    Culture: Followers of Melkor
    Likely Allies: Mordor
    Likely Enemies: Dale, Dwarves

    Rhun is a sleeping giant. Its lands are vast, its towns rich and its armies eager for battle. The Loke-khan rules with an iron fist, as the Easterling war machine prepares for conquest. The men of Dale have persisted in defiance for too long, and the Dwarves of the northern mountains will need to be put in their place. Beyond that, the forest of Mirkwood and the great plains of the south beckon. For an Easterling is at home in the desert, but will fight in any terrain. With gold and manpower in ample supply, the Loke-khan looks to expand his empire by any means necessary.

    Strengths:
    - Very safe starting position, protected in the east by the edge of the map and in the south by allies
    - Possesses a very good economy, with the potential to develop into the finest gold-production machine in Middle Earth. Played correctly, Rhun can become an economic powerhouse
    - Has the best chance to capture Uldonaven, a key fortress and troop production center for both Rhun and Dale
    - Has many towns, and is therefore able to recruit a vast network of spies
    - Cavalry bodyguards, the Loke-khan starts with an ancillary which grants him a movement bonus

    Weaknesses:
    - Basic units are relatively weak in AR, slightly inferior to Dale and drastically inferior to the Dwarves. Rhun must recruit as many higher-tier units as possible
    - Until Uldonaven is captured, possesses only one settlement (Rhomen) capable of building level 3 barracks and level 2 archery ranges, both of which allow the recruitment of higher-tier units
    - Depending on the game setup, Rhun may find itself engaging both Dale and the Dwarves simultaneously, which is a difficult matchup
    - Most generals will not start as night fighters

    HARAD

    Capital: Hyarmen
    Culture: Followers of Melkor
    Likely Allies: Mordor
    Likely Enemies: Gondor

    Harad is a harsh land, breeding a harsh people. Invaders who dare to enter the vast deserts do so at their own peril. If thirst, the baking sun and hostile sands do not kill them, then scores of fierce warriors perfectly adapted to desert combat will finish the job. With his borders secure, the Haradrim Chieftain looks to the north, desire welling in his chest. Long have his brothers, the Corsairs of Umbar raided the Gondorian coasts, sacking villages yet never establishing a true foothold on the mainland. The time for mere raiding is over; it is time for conquest. The armies of Harad cannot hope to match the heavily armoured hosts of their enemies man for man. But what Harad lacks in quality, it makes up for in sheer numbers and bravery. For no man who can survive life in the sands will ever flee from battle. Harad will go north, bringing the fury of the desert with it.

    Strengths:
    - Very safe starting position, far from neighboring factions and inhospitable to invading armies
    - Economy is decent due to owning many regions, and Umbar is an excellent economic and military center. But corruption will always be a factor due to the size of the empire
    - Has many towns, and is therefore able to recruit a vast network of spies
    - Is able to recruit Corsair ships, the finest naval units in Middle Earth
    - Cavalry bodyguards, many starting generals have a movement bonus

    Weaknesses:
    - Weak in AR. Level 1 and level 2 spearmen are terrible. Harad will often lose battles even when they significantly outnumber the enemy. Higher-tier units are much better, but they are difficult to recruit
    - Starts with only one settlement capable of building a level 3 barracks (Umbar). This is as opposed to Gondor and Mordor which have at least 3 each
    - Most generals will not start as night fighters
    Last edited by Chieftain Khuzaymah; June 28, 2017 at 03:18 AM.

  4. #4
    joerock22's Avatar Leader of Third Age HS
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    Default Re: THIRD AGE HOTSEAT GUIDE

    Third Age Total War
    HOTSEAT INSTRUCTIONS

    By: Matto16





    a) What is hotseating?
    b) How can I participate in Hotseat?
    c) Which rules must I follow?
    d) Recommendations


    What on Earth is hotseating?

    Well that is a question that everyone of us once asked. Third Age Total War Multiplayer subforum is the first step, if you want to join our community and enjoy playing Third Age Total War with fellow members instead of boring computer. All you need to own is Third Age Total War 3.2 submod and you are ready!

    Hotseats are multiplayer campaigns, that aren’t played in the real time but with saves. First admin start a hotseat and create the first save. Since Gondor is always on the first place, it’s player must download admin’s save and puts it in Medieval II Totalwar/mods/modfolder (Third Age 3)/saves. Now the first player must start the mod and loads the save as he would load any save game.
    At this moment we can mention the hotseat screen.

    Spoiler Alert, click show to read: 

    On this screen you can find general informations regarding the hotseat and also set your password that you will be using during the entire hotseat, so remember it or write it somewhere! You will have to type this password at the beginning of each of your turn. Once you typed your password your turn will open and you can start playing.
    Now comes some very important things which are vital for hotseating. Once you finish your turn you must end it. After you done that, another hotseat screen comes up and the second player in line is ready to play. That is most often Rohan. Now you have to save the game by using the same name admin provided.

    For example: YB2_Rohan_T1 (NAME OF THE HOTSEAT – NAME OF FACTION – TURN)
    Once you are done with that you will have to upload your save in the hotseat thread. For saving you can use any uploading site (from MediaFire to Filedropper, 2shared and many more) because saving directly on this site by using attachments feature is not reliable and many time save won’t work. Now you must notified the next player in turn order and than he will repeat the same process.

    Allright. But how can I participate in a Hotseat?

    This is also a very important question which will soon be answered. First you will have to visit Third Age Total War Multiplayer subforum, that you can find here and then check all available hotseats. If they are searching for a new player in one that already runs or a new hotseat has been just opened, you should simply write in this hotseat thread that you want to join.
    Hotseats are hoasted mostly by Gaming Staff members and experienced players so you shouldn’t start a new hotseat unless you have already found players or ask one of the Gaming Staff members for a permission.
    Joining hotseat is a very easy job but with that come also responsibilities that are part of every hotseat. You must know that hotseats can be played for a long time which you must bear in mind when joining one because it can easily takes many months of gameplay for one game to come to an end. You must also visit this site at least once a day since most hotseats have a 24h rule and turns can come and go very quickly. If you cannot promise to do that it is better that you don’t join any hotseat.

    Rules, rules, rules. Why I must always obey rules?

    Because otherwise there would be a chaos like in real life. Every hotseat has its rules which are similar and must be respected all the time, from the beginning till the end. This rules included cheating and bugs, which are often described in the opening post. You must always read the rules and stick to it or you will be punished. There are many punishments, from small ones like taking some money or troops from your faction to big ones, like banning from hotseat or even entire community. So think twice before you have some ill intentions on your mind. If you think that somebody has broken a rules you must always contact admin via pm and not announce this in public until he decide what to do. Hotseat admin must always be respected and you must trust in his decisions.

    Some small tips are always useful

    • It is very important to communicate with other players in hotseat because you are playing with real peoples after all. Establishing relationships and making deals is very exciting and the best way to do it is via pm or ingame messages (to send that you must open a diplomatic tab and clicking the faction’s banner in game)
    • Some Third Age hotseats are created as good vs evil while others are not. In the first ones you cannot make pacts with evil factions and betray other good factions while in the second ones that is possible.
    • Some factions are harder and other easier. If you want to play a hard hotseat campaign pick Eriador, Gondor or Dale, but if you want to play more comfort you should pick factions which have more secure position, better recruitment options or stronger units like High Elves, Mordor, Dwarves or Rhun for example.
    • Know that Third Age Total War hotseats aren’t balanced which means that some factions will always defeat others in battle despite the same strenght. To prevent that play carefully and avoid openly attacking factions with many units and good generals (Mordor and Isengard) or factions with strong units (Dwarves). Wait for them to attack first and make a good strategy how to surprise them in battle.
    • Make yourself a goal before start playing in one hotseat. What you want to achieve in it?
    • Use spies to investigate the area and act only when you are sure where are enemy troops.
    • Make sure that you are the attacker as their position seems to be better in hotseats. However do not attack straight powerful factions like Mordor, Isengard and Dwarves because it is better if you split their armies first by luring them in different locations and weaken them as the same time.
    • Build watchtower and forts if they are available.
    • Be prepared to lose your first 2 or 3 hotseats.
    • Play many hotseats to become more experienced.
    • Build building which will bring you the most money like paved roads, ports and mines + military building which will allow you to recruit more and better units + buildings to increase your own culture. Avoid building unnecessary buildings which won’t help you in hotseats like farms and markets.

  5. #5
    joerock22's Avatar Leader of Third Age HS
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    Default Re: THIRD AGE HOTSEAT GUIDE

    Reserved.

  6. #6
    joerock22's Avatar Leader of Third Age HS
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    Default Re: THIRD AGE HOTSEAT GUIDE

    Reserved 2.

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