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Difference between revisions of "Divide and Conquer"

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(Factions and cultures: additional fixes)
(additional fixes)
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===Factions and cultures===
 
===Factions and cultures===
There are 26 playable factions in this submod that can generally be divided into two groups: The "good" factions and the "evil" factions. This is the morality axis Tolkien himself based his legendarium on and Divide and Conquer stays true to this. This does not mean that the player cannot choose who to ally with and who to fight, but there are certain limits, e.g. an alliance must first be broken via diplomacy. Wars between evil factions and more frequently between good ones are indeed not unheard of, either through AI choices or through scripts. Additionally the '''Clans of Enedwaith''' faction starts with neither allies nor enemies and can therefore choose sides freely. '''Ar-Adunaim''', who replaced Umbar from previous versions, start as a neutral horde nation, therefore they can choose where they will land and which side they will join - when controlled by A.I., however, they always land in Umbar and become aligned with evil. '''Variags of Khand''' can swith sides and become one of the good nations if they accept Blue Wizards in an event.
+
There are 26 playable factions in this submod that can generally be divided into two groups: The "good" factions and the "evil" factions. This is the morality axis Tolkien himself based his legendarium on and Divide and Conquer stays true to this. This does not mean that the player cannot choose who to ally with and who to fight, but there are certain limits, e.g. an alliance must first be broken via diplomacy. Wars between evil factions and more frequently between good ones are indeed not unheard of, either through AI choices or through scripts. Additionally the '''Clans of Enedwaith''' faction starts with neither allies nor enemies and can therefore choose sides freely. '''Ar-Adûnâim''', who replaced Umbar from previous versions, start as a neutral horde nation, therefore they can choose where they will land and which side they will join - when controlled by A.I., however, they always land in Umbar and become aligned with evil. '''Variags of Khand''' can swith sides and become one of the good nations if they accept Blue Wizards in an event.
  
  
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| Principality of Dol Amroth
 
| Principality of Dol Amroth
 
| Dol Guldur
 
| Dol Guldur
| Ar-Adunaim ''(replaced Umbar)''
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| Ar-Adûnâim ''(replaced Umbar)''
 
|-
 
|-
 
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! style="background: #FFDDDD;"|11
 
! style="background: #FFDDDD;"|11
 
| Dwarves of Ered Luin
 
| Dwarves of Ered Luin
| ''Haven of Umbar (replaced by Ar-Adunaim)''
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| ''Haven of Umbar (replaced by Ar-Adûnâim)''
 
| -
 
| -
 
|-
 
|-
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Furthermore, factions can be classified '''according to culture'''. There are nine cultures in the game, plus one "other" culture, scarcely seen in some settlements. Cultures are mostly either good or evil, so Dúnedain, Northmen, Dwarves and Elves include only good factions, while Melkor's Shadow and Men of the East include only evil factions. Middlemen culture is split between good '''Breeland''', evil '''Dunlendings''' and neutral '''Clans of Enedwaith'''. '''Ar-Adunaim''' start neutral with their unique culture called King's Men, but when controlled by AI, they always join evil factions. '''Variags of Khand''' can switch cultures from evil Men of the East to the good-alligned Nomadic if they accept Blue Wizards in an event.
+
Furthermore, factions can be classified '''according to culture'''. There are nine cultures in the game, plus one "other" culture, scarcely seen in some settlements. Cultures are mostly either good or evil, so Dúnedain, Northmen, Dwarves and Elves include only good factions, while Melkor's Shadow and Men of the East include only evil factions. Middlemen culture is split between good '''Bree-land''', evil '''Dunlendings''' and neutral '''Clans of Enedwaith'''. '''Ar-Adunaim''' start neutral with their unique culture called King's Men, but when controlled by AI, they always join evil factions. '''Variags of Khand''' can switch cultures from evil Men of the East to the good-alligned Nomadic if they accept Blue Wizards in an event.
  
  
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| Mordor
 
| Mordor
 
| Haradrim Tribes
 
| Haradrim Tribes
| Ar-Adunaim
+
| Ar-Adûnâim
 
| Variags of Khand ''(after event)''
 
| Variags of Khand ''(after event)''
 
|-
 
|-

Revision as of 08:47, 1 December 2020

DaCBanner.jpg
Divide and Conquer
Platform Medieval II: Total War: Kingdoms
Mod Type Total Conversion, Lord of the Rings, Mod Foldered
EraThird Age
Mod Leader Arachir Galudirithon
Release Status Full Release 1.01
Forum / Thread Here


Divide and Conquer is a total conversion submod for Third Age Total War focusing on new factions, plenty of new units, numerous new events and depicting Middle-earth in a unique way. Play any one of 26 factions, from the Dúnedain of the North to the Haven of Umbar.

Features

Factions and cultures

There are 26 playable factions in this submod that can generally be divided into two groups: The "good" factions and the "evil" factions. This is the morality axis Tolkien himself based his legendarium on and Divide and Conquer stays true to this. This does not mean that the player cannot choose who to ally with and who to fight, but there are certain limits, e.g. an alliance must first be broken via diplomacy. Wars between evil factions and more frequently between good ones are indeed not unheard of, either through AI choices or through scripts. Additionally the Clans of Enedwaith faction starts with neither allies nor enemies and can therefore choose sides freely. Ar-Adûnâim, who replaced Umbar from previous versions, start as a neutral horde nation, therefore they can choose where they will land and which side they will join - when controlled by A.I., however, they always land in Umbar and become aligned with evil. Variags of Khand can swith sides and become one of the good nations if they accept Blue Wizards in an event.


Factions Overview: Morality (v4.5)
Good Evil Neutral
1 Kingdom of Gondor Mordor Clans of Enedwaith
2 Principality of Dol Amroth Dol Guldur Ar-Adûnâim (replaced Umbar)
3 Northern Dúnedain Dominion of Isengard -
4 Kingdom of Rohan Goblins of Moria -
5 Bree-land and the Shire Orcs of Gundabad -
6 Kingdom of Dale Haradrim Tribes -
7 Vale of Dorwinion Variags of Khand (at start) -
8 Anduin Vale Easterlings of Rhûn -
9 Dwarves of Khazad-dûm Dunlendings -
10 Dwarves of Erebor & Iron Hills Remnants of Angmar -
11 Dwarves of Ered Luin Haven of Umbar (replaced by Ar-Adûnâim) -
12 High Elves - -
13 Woodland Realm - -
14 Realm of Lothlórien - -


Furthermore, factions can be classified according to culture. There are nine cultures in the game, plus one "other" culture, scarcely seen in some settlements. Cultures are mostly either good or evil, so Dúnedain, Northmen, Dwarves and Elves include only good factions, while Melkor's Shadow and Men of the East include only evil factions. Middlemen culture is split between good Bree-land, evil Dunlendings and neutral Clans of Enedwaith. Ar-Adunaim start neutral with their unique culture called King's Men, but when controlled by AI, they always join evil factions. Variags of Khand can switch cultures from evil Men of the East to the good-alligned Nomadic if they accept Blue Wizards in an event.


Factions Overview: Cultures (v4.5)
Dúnedain Northemen Middlemen Dwarves Elves Melkor's Shadow Men of the East King's men Nomadic
1 Kingdom of Gondor Kingdom of Rohan Bree-land and the Shire Dwarves of Khazad-dûm High Elves Mordor Haradrim Tribes Ar-Adûnâim Variags of Khand (after event)
2 Principality of Dol Amroth Kingdom of Dale Dunlendings Dwarves of Erebor & Iron Hills Woodland Realm Dol Guldur Easterlings of Rhûn - -
3 Northern Dúnedain Anduin Vale Clans of Enedwaith Dwarves of Ered Luin Realm of Lóthlorien Dominion of Isengard Variags of Khand (at start) - -
4 - Vale of Dorwinion - - - Goblins of Moria - - -
5 - - - - - Orcs of Gundabad - - -
6 - - - - - Remnants of Angmar - - -