(if you want to help developing the game, please send me a message or write to firstname.lastname@example.org)
The game is a mix based of a 4x strategic game engine with a hex framework and RPG elements, moddable and customizable by XML files to create different scenarios. The first release will contain a only a LOTR based scenario, but with basic knowledge of XML anyone could make his/her own scenario. New scenarios made by our development teams are also not discarted, as based for example in GoT.
The scenario gets its inspiration by CIVILIZATION saga (http://www.civilization) Fallen Enchantress (http://store.steampowered.com/app/216390/), Civ V LOTR Scenario (http://lord-of-the-rings-civ-v.wikia.com/wiki/Lord_of_the_rings_civ_v_Wiki) and Middle Earth, play by mail games (http://www.middleearthgames.com).
The quantity of allegiances and nations is configurable by xml, the default LOTR scenario has 3 possible allegiances: free people, dark servants and neutrals. Neutrals can join any side at any moment of the game, but once done it, they can't reverse their decision. Neutrals will be tempted with different proposals to join one or other side during the game.
Initially there are 26 nations: 10 Free People, 10 Dark Servants and 6 neutrals (although this will be completely moddable).
FP Nations: Woodmen, Northmen, Riders of Rohan, Dunadan Rangers, Silvan Elves, Northern Gondor, Southern Gondor, Noldo Elves, Sinda Elves and Dwarves.
DS Nations: The 9 nazguls (Witch-king, Fire King , Ice King, Dragon Lord, Long Rider, Dog Lord, Quiet Avenger, Cloud Lord, Blind Sorcerer) + the Dark Lieutenants of Sauron (Gothmog and Urzahil, the Mouth of Sauron).
Neutral nations: Corsairs, Rhun Easterlings, Dunlendings, White Wizard, Khand Easterlings, Harad
Map hexes are of the following types: mountain, hills, water, forest, grassland, coast, swamp and desert. TODO: think about the resources types / graphics / functionality.
There are 6 basic unity types: heavy infantry, light infantry, heavy cavalry, light cavalry, archers and men-at-arms.Each of them has its own weapon, armour and training level, as well as morale. They consume food when not in a population center hex. If they move without food, they lose morale, increasing the changes of disbanding.
These unity types are combined forming an army, and there are no restrictions of armies in an hex. All armies must be commanded by a character (a 'commander'), or the army will be disbanded.
Characters can travel with the army and help in battles. If a character wears a combat item, its effect will apply to the whole army. If a mage travels with the army, he/she can cast spells on it.
Armies with only cavalry move faster that if they contain any infantry unit.
Armies can embark from coastal tiles into transport ships. A commander can order create warships too, and then an army becomes a 'navy'. Navies can move through water tiles and coastal tiles with rivers.
Apart from commanders, there are 3 other character types: agents (a combination of assassins - thiefs - sabotagers) emissaries (kind of rulers - diplomats - spies - settlers) and mages (wizards - artifact sages). Each character type has its level. Mixed characters can be trained (emissary - agent, commander - mage, emissary - agent - mage, etc.)
Commanders: hire an army, train troops, improve armour, weapons, create siege weapons, embark into navies, create forts, attack, defense, siege, change taxes, etc.
Agents: Steal gold / resources, assassinate, sabotage, kidnap, harm, steal, scout area, etc.
Emissaries: Create pop. centers, increase / decrease their sizes, transfer cities to other nations, increase morale, decrease it in enemy PC, bribe, double enemy characters, start diplomacy, spread false rumours, find rumours, etc
Mages: Learn spells, cast spells, look for artifacts, retrieve artifacts from hex, hide artifacts, etc.
Some of them start assigned to a character (Narya to Galdaf, Nenya to Galadriel, Palantir of Orthanc to Saruman, etc.). Others are hidden randomly in th world. Only mages can find / retrieve hidden artifacts. Once retrieved, and if they have survived the encounter, they can transfer them to other characters.
Artifacts give bonuses to the beares: skill bonuses, bonuses to movement, magical powers (scrying, hidding / revealing powers, access to lost spell list...).
There are some artifacts that can trigger events in the game. In LOTR scenario, the One Ring, for example, will radically change the direction of the game.
Characters can bump into encounters. There are two types of encounters: individual and collective (the character is a commander of an army or a company). As a results, characters can get bonuses, get injuried, know information, discover things about the world / enemy nations, receive artifacts. There are different encounter types: characters / monsters, riddles, etc. Encounters have levels: if the level is too high for you to deal with, is better to run away.
To retrieve a hidden artifact, you will always have to deal with an encounter.
By now, only city fortifications (tower, fort, keep, castle and citadel) city harbor/port, hex fort, hex harbor/port, roads, bridges and fords.
Fore more information, check the articles and posts or send me an email to email@example.com
This is a list of the main advantages and disadvantages of choosing one or another nation in the main scenario of the Lord of the Rings: the Strategy Game. Each nation has its own game style, its advantages and disadvantages. Using them well could lead you to the victory.
The Northmen of Rhovanion:
The Lost Realm of Arnor:
The Wood Realm (Silvan Elves)
The Witch King (Murazor, the 1st Nazgul):
The Black Easterling (Khamul, the 2nd Nazgul)
The Dark Marshal (Dendra-Dwar, the 3rd Nazgul)
The Black Assassin (Ji Indur, the 4th Nazgul)
The Gloom of Nurn (Akhorahil, the 5th Nazgul)
The Black Threat (Hoarmurath, the 6th Nazgul)
The Dark Messanger (Adunaphel, the 7th Nazgul)
The Unclean (Ren, 8th Nazgul)
The Horseman (Uvatha, 9th Nazgul)
The Lieutenants of Sauron (Gothmog & the Mouth of Sauron)
The White Hand:
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