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* AdaptationalVillainy: Downplayed with most Northmen factions, with the exception of Rohan. In the Third Age they were firmly on the side of good; in the Fourth Age, their motives have become a lot greyer: they aren't really interested in fighting the Shadow Cult and more concerned with expanding and strengthening their empire, and don't care about whom they have to step on to achieve this goal. This is especially pronounced with Dale, who need to conquer the fellow Northmen of Rhovanion and Dorwinion to finish the campaign, and the Beornings, who have to backstab Dale (their ally) to fulfil their victory conditions, and are very aggressive against the Elves if you are playing as them.



* BalkanizeMe: No less than three secesssionist movements have succeeded in the Reunited Kingdom, creating the Kingdom of Adûnabâr, the City-kingdom of Tharbad and the Principality of Harondor.

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* BalkanizeMe: No less than three secesssionist movements have succeeded in the Reunited Kingdom, creating the Kingdom of Adûnabâr, the The City-kingdom of Tharbad and the Principality of Harondor.Harondor have declared independence from the Reunited Kingdom.



* BlackAndWhiteMorality: Subverted. If not taking into account the always-good Elves, Dwarves and Hobbits, outside of the ObviouslyEvil Shadow Cult, all Mannish factions follow either the Ways of the West or the Ways of Darkness, but this is no longer very indicative of good or evil like how it used to be during the Second and Third Ages. The motifs of the supposedly 'evil' Darkness or 'good' West factions are no longer serving or fighting against Sauron, but have become a lot greyer, usually focusing on expanding their empire and fighting against their enemies. Indeed, for half of the Mannish factions (Adûnabâr if following the West, Dale, Beornings, Rhûn, Khand, Harad, Far Harad and Harondor if following Darkness), it is necessary to fight a faction of the same alignment as you since their starting territories are on your list of victory conditions.

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* BlackAndWhiteMorality: Subverted. If not taking into account the always-good Elves, Dwarves and Hobbits, outside of the ObviouslyEvil Shadow Cult, all BlackAndGrayMorality: Most Mannish factions follow either the Ways of the West or the Ways of Darkness, but this is no longer very indicative of good or evil like how it used to be during the Second and Third Ages. The motifs Ages--the Fourth Age is rather 'grey', so to speak. Followers of 'Darkness' in Dominion of Men, unlike their ancestors in the supposedly 'evil' Darkness or 'good' West factions are Third Age, no longer serving or fighting against serve Sauron, but have become a lot greyer, usually focusing and their traditions, though still opposed to the Ways of the West, are not themselves warped by an intelligent evil force. Whether aligned with the West or Darkness, most Mannish realms now focus on expanding their empire and fighting against their enemies. Indeed, for half of the Mannish factions (Adûnabâr if following the West, Dale, Beornings, Rhûn, Khand, Harad, Far Harad and Harondor if following Darkness), it is necessary to fight a An actual, full-on evil faction still exists in the form of the same alignment as you since their starting territories are on your list of victory conditions.Shadow Cult (which can be followed by Adûnabâr, Dunland and Harad), who ''do'' serve Sauron and Morgoth under a new form (the closest things to a fully good faction, the Elves, Dwarves and Hobbits, play an extremely small role if they aren't controlled by a human player).



* CivilWar: After Eldarion's death, his realm fractured into two--the Reunited Kingdom, based in Gondor and Arthedain, who hold true to their ways; and the Kingdom of Adûnabâr, based in Mordor, Ithilien, Rhudaur and Angmar, who look back to the old glory that they believe has been lost. The two factions start the game at war, and each side's very existence is a challenge to the other's legitimacy.



* CrutchCharacter: Glorfindel for the Elves. He commands a unique unit of Noldor Riders – the finest cavalry in Middle-earth, and is also accompanied by a separate unit of Noldor Swords. These two units can each take on incredible odds by themselves (the Noldor Riders in particular can single-handily slaughter armies of thousands and take zero to few casualties doing so); add a few starting Mithlond units such as Elven Bows, Lindon Guards, and Mariners, rally some Mannish mercenaries in the field, and you'll have a tiny army capable of destroying just about anything in its path. Since Glorfindel's time is limited (if not killed in battle, he'll eventually pass into the West, taking the Riders with him), you'll need to use him well.

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* CrutchCharacter: Glorfindel for the Elves. He The Elves have Glorfindel, who commands a unique unit of Noldor Riders – the (the finest cavalry in Middle-earth, Middle-earth), and is also accompanied by a separate unit of Noldor Swords. These two units can each take on incredible odds by themselves (the Noldor Riders in particular can single-handily slaughter armies of thousands and take zero to few casualties doing so); add a few starting Mithlond units such as Elven Bows, Lindon Guards, and Mariners, rally some Mannish mercenaries in the field, and you'll have a tiny army capable of destroying just about anything in its path. Since Glorfindel's time is limited (if not killed in battle, he'll eventually pass into the West, taking the Riders with him), you'll need to use him well.



* GreyAndGrayMorality: Despite every faction being aligned either to the Ways of the West or the Ways of Darkness, the good/evil distinction doesn't quite apply in the Fourth Age, which is rather 'grey', so to speak. Followers of 'Darkness' in Dominion of Men are not necessarily evil, but they are technically ignorant of the Ways of the West. These people have their own traditions, some of which are strongly opposed to the Ways of the West, but these traditions are not themselves warped by an intelligent evil force, per se. The closest thing in the mod to a completely evil faction is a full-on Cult-aligned Adûnabâr.

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* GreyAndGrayMorality: Despite every faction being aligned either to GrayingMorality: The Fourth Age is much more morally grey than the Ways Third Age once was. Most Mannish kingdoms, whether their ancestors were enemies or servants of Sauron, aren't really interested in fighting the Shadow Cult and more concerned with expanding and strengthening their empire, and don't care about whom they have to step on to achieve this goal. Indeed, for half of the West or the Ways of Darkness, the good/evil distinction doesn't quite apply in the Fourth Age, which is rather 'grey', so to speak. Followers of 'Darkness' in Dominion of Men are not necessarily evil, but they are technically ignorant of the Ways of the West. These people have their own traditions, some of which are strongly opposed to the Ways of Mannish factions (Adûnabâr if following the West, but these traditions are not themselves warped by an intelligent evil force, per se. The closest thing in the mod Dale, Beornings, Rhûn, Khand, Harad, Far Harad and Harondor if following Darkness), it is necessary to fight a completely evil faction is a full-on Cult-aligned Adûnabâr.of the same alignment as you since their starting territories are on your list of victory conditions--the Beornings, in particular, will have to backstab their ally Dale, and are quite aggressive against the Elves if you play as the latter.



* VestigialEmpire: During Aragorn's reign, the Reunited Kingdom once encompassed half of the known parts of Middle-earth, from Arnor to the north to Dunland, Gondor, the coast of Haradwaith up to Umbar in the south to southeastern Rhovanion and the Sea of Rhûn in the east. After Eldarion's death, half of the Kingdom seceded and became the Kingdom of Adûnabâr; the Haradrim and corsairs seized Umbar and the rest of the coast up to Harondor, who declared independence along with the Dunlendings; the rest of the Reunited Kingdom's lands east of the Anduin is taken by the Easterlings; and the city of Tharbad also declares independence. As of the start of the campaign, what was left of the Kingdom is Gondor (minus Ithilien) and half of Arthedain.

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* VestigialEmpire: During Aragorn's reign, the Reunited Kingdom once encompassed half of the known parts of Middle-earth, from Arnor to the north to Dunland, Gondor, the coast of Haradwaith up to Umbar in the south to southeastern Rhovanion and the Sea of Rhûn in the east. After Eldarion's death, half of the Kingdom seceded and became the Kingdom of Adûnabâr; the Haradrim and corsairs seized Umbar and the rest of the coast up to Harondor, who declared independence along with the Dunlendings; the rest of the Reunited Kingdom's lands east of the Anduin is taken by the Easterlings; and the city of Tharbad also declares independence.independence; and the rest of the realm is plunged into a civil war between the Reunited Kingdom and the Kingdom of Adûnabâr. As of the start of the campaign, what was left of the Kingdom is Gondor (minus Ithilien) and half of Arthedain.
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* {{Foreshadowing}}: The page quote; note that this is an unofficial sequel, [[BetterThanCanon sadly.]]

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* {{Foreshadowing}}: The page quote; note that this is an unofficial sequel, [[BetterThanCanon sadly.]]

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* AdaptationalVillainy: Downplayed with most Northmen factions, with the exception of Rohan. In the Third Age they were firmly on the side of good; in the Fourth Age, their motives have become a lot greyer: they aren't really interested in fighting the Shadow Cult and more concerned with expanding and strengthening their empire, and don't care about whom they have to step on to achieve this goal. This is especially pronounced with Dale, who have become imperialists that need to conquer the fellow Northmen of Rhovanion and Dorwinion to finish the campaign, and the Beornings, who have to backstab Dale (their ally) to fulfil their victory conditions, and are very aggressive against the Elves if you are playing as them.

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* AdaptationalVillainy: Downplayed with most Northmen factions, with the exception of Rohan. In the Third Age they were firmly on the side of good; in the Fourth Age, their motives have become a lot greyer: they aren't really interested in fighting the Shadow Cult and more concerned with expanding and strengthening their empire, and don't care about whom they have to step on to achieve this goal. This is especially pronounced with Dale, who have become imperialists that need to conquer the fellow Northmen of Rhovanion and Dorwinion to finish the campaign, and the Beornings, who have to backstab Dale (their ally) to fulfil their victory conditions, and are very aggressive against the Elves if you are playing as them.



* DyingRace: This is taken further from ''Literature/TheLordOfTheRings'':
** The Elves now number a few thousand at most as they sail west. The centre of their culture is now Thranduil's realm in Eryn Lasgalen, that and Mithlond are the only places you'll likely be able to recruit Elven troops. Most of their other settlements are likely to be replaced with a Mannish population over time.
** The Dwarves downplay this. They have reclaimed most of their ancestral homes and even established a settlement in the Ered Rhûn, but they still need Mannish hirelings to complement their numbers due to their slow population growth.



** Harondor starts sandwiched between Harad and Adûnabâr, with its next-nearest neighbour being the Reunited Kingdom across the mouths of the Anduin. Put plainly, this four-province faction begins play surrounded by the three largest factions on the map – with no nearby rebel-held provinces for easy picking.
** Far Harad is one of the smallest factions in Dominion of Men, starting with only 3 settlements. These towns are some distance from each other and vulnerable to attack from large and aggressive foes, almost from the very start. There are no rivers, mountains, or even notable hills, and Adabbara - the town most exposed to attack - doesn't even have walls. Like Harondor, Far Harad will find enemies quickly: both Harad and Khand will be quick to attack.
** North Rhûn also starts out with only 3 settlements and can’t afford the luxury of snapping up a rebel settlement here and doing some building there before a major assault. They begin the campaign already at war with Dale, and in the very next turn the (thankfully passive) Dwarves will join their ally to declare war as well. Dorwinion will attack as soon as they think they can capture one of North Rhûn's towns. And as soon as the eastern rebel settlements are conquered – if not before – Rhûn will send an invasion north as well. In short, from turn one every single faction that can attack North Rhûn soon will, and the only way to avoid being stomped is to push back fast and hard.
* DyingRace: This is taken further from ''Literature/TheLordOfTheRings'':
** The Elves now number a few thousand at most as they sail west. The centre of their culture is now Thranduil's realm in Eryn Lasgalen, that and Mithlond are the only places you'll likely be able to recruit Elven troops. Most of their other settlements are likely to be replaced with a mannish population over time.
** The Dwarves downplay this. They have reclaimed most of their ancestral homes and even established a settlement in the Ered Rhûn, but they still need Mannish hirelings to complement their numbers due to their slow population growth.
* EasterEgg: In ''The New Shadow'', Rohan got a unit of Dwarves in Aglarond, the settlement founded by Gimli after the War of the Ring. The Reunited Kingdom got a unit of Elves due to the settlement founded by Legolas in Ithilien. These two were removed once ''Dominion of Men'' was released, due to the addition of the Elves and Dwarves as full-fledged factions.
* EliteArmy: You hardly ever have more than a few Elven units in the same army – but those Elves can, more often than not, handle 10-to-1 odds. Even the basic Threshold Troops are superior to many Mannish warriors. Enemies can and will throw plenty of bodies at the Elves, but they can (and often have to) withstand such battering and hold the field with few losses of their own.

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** Harondor starts sandwiched between Harad and Adûnabâr, with its next-nearest neighbour being the Reunited Kingdom across the mouths of the Anduin. Put plainly, this four-province faction begins play surrounded by the three largest factions on the map – map, with no nearby rebel-held provinces for easy picking.
** Far Harad is one of the smallest factions in Dominion of Men, starting with only 3 settlements. These towns are some distance from each other and vulnerable to attack from large and aggressive foes, almost from the very start. There are no rivers, mountains, or even notable hills, and Adabbara - the Adabbara--the town most exposed to attack - doesn't attack--doesn't even have walls. Like Harondor, Far Harad will find enemies quickly: both Harad and Khand will be quick to attack.
** North Rhûn also starts out with only 3 settlements and can’t afford the luxury of snapping up a rebel settlement here and doing some building there before a major assault. They begin the campaign already at war with Dale, and in the very next turn the (thankfully passive) Dwarves will join their ally to declare war as well. Dorwinion will attack as soon as they think they can capture one of North Rhûn's towns. And as soon as the eastern rebel settlements are conquered – if conquered--if not before – Rhûn before--Rhûn will send an invasion north as well. In short, from turn one every single faction that can attack North Rhûn soon will, and the only way to avoid being stomped is to push back fast and hard.
* DyingRace: This is taken further from ''Literature/TheLordOfTheRings'':
** The Elves now number a few thousand at most as they sail west. The centre of their culture is now Thranduil's realm in Eryn Lasgalen, that and Mithlond are the only places you'll likely be able to recruit Elven troops. Most of their other settlements are likely to be replaced with a mannish population over time.
** The Dwarves downplay this. They have reclaimed most of their ancestral homes and even established a settlement in the Ered Rhûn, but they still need Mannish hirelings to complement their numbers due to their slow population growth.
* EasterEgg: In ''The New Shadow'', Rohan got a unit of Dwarves in Aglarond, the settlement founded by Gimli after the War of the Ring. The Ring, and the Reunited Kingdom got a unit of Elves due to the settlement founded by Legolas in Ithilien. These two were removed once ''Dominion of Men'' was released, due to the addition of the Elves and Dwarves as full-fledged factions.
* EliteArmy: You hardly ever have more than a few Elven units in the same army – army, but those Elves can, more often than not, handle 10-to-1 odds. Even the basic Threshold Troops are superior to many Mannish warriors. Enemies can and will throw plenty of bodies at the Elves, but they can (and often have to) withstand such battering and hold the field with few losses of their own.



** Ost-in-Edhil, the former Elven city of Eregion is a settlement in this game despite lying in ruin, but can be rebuilt by an Elf-lord of great power and foresight.

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** The ruins of Ost-in-Edhil, the former Elven city of Eregion in Eregion, is treated as a settlement in this game despite lying in ruin, but game, and can be rebuilt by an Elf-lord of great power and foresight.



* HumansAreDivided: Elves, Dwarves and Hobbits are united under one faction each, and never suffer from rebellions. Men can be seen in all factions, and Mannish factions will spend most of their campaign fighting other Men (in fact, there's very little incentive for a Mannish faction to fight the Elves, Dwarves and Hobbits, with these races being out-of-the-way, passive, and their settlements being heavily defended and on the list of victory conditions of no one).

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* HumansAreDivided: Elves, Dwarves and Hobbits are united under one faction each, and never suffer from rebellions. Men can be seen are present in all factions, and Mannish factions will spend most of their campaign fighting other Men (in fact, there's very little incentive for a Mannish faction to fight the Elves, Dwarves and Hobbits, with these races being out-of-the-way, passive, and their settlements being heavily defended and on the list of victory conditions of no one).

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The mod is on Version 3.4, and is considered to be complete. This means that all of Middle-earth is now unlocked and playable. It also makes various other factions such as the Elves, Dwarves, Dale and many others playable in campaign. The development team is now working on ''Wainriders'', another standalone mod largely built on the foundations established by the Dominion of Men. It will feature fully overhauled factions, an updated campaign map, and new mechanics and gameplay systems all designed to effectively transport the setting of the main campaign to T.A. 1864 as well as it can be realised in ''Rome: Total War: Alexander''.

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The mod is on Version 3.4, and is considered to be complete. This means that all of Middle-earth is now unlocked and playable. It also makes various other factions such as the Elves, Dwarves, Dale and many others playable in both custom battles and the campaign. The development team is now working on ''Wainriders'', another standalone mod largely built on the foundations established by the Dominion of Men. It will feature fully overhauled factions, an updated campaign map, and new mechanics and gameplay systems all designed to effectively transport the setting of the main campaign to T.A. 1864 as well as it can be realised in ''Rome: Total War: Alexander''.



* {{Mithril}}: when the Dwarves reclaim Moria they are able to start mining it again, and any of their settlements with a Mithril Armoury can use it to upgrade their troops. If the Elves rebuild Ost-in-Edhil they can build their own armoury and trade with the Dwarves for the precious substance.

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* {{Mithril}}: when the The Dwarves reclaim Moria they are able to start mining it again, can mine mithril after reclaiming Moria, and any of their settlements with a Mithril Armoury can use it to upgrade their troops. If the Elves rebuild Ost-in-Edhil they can build their own armoury and trade with the Dwarves for the precious substance.



** The Elves or Dwarves can only expand or suffer from revolts when played by a human player. Otherwise, when controlled by the AI, they keep to themselves and never fight anyone else unless another faction trespasses on their territory.
** If playing as the Dwarves, Dale will be more passive to prevent them attacking you mid-game. Eodor will also be an independent settlement which you can use to get Hirelings quicker. Moria will also still need recapturing as well, in other faction campaigns the Dwarves will already have taken it.

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** The Elves or Dwarves can only expand or suffer from revolts when played by a human player. Otherwise, when controlled by the AI, they keep to themselves and never fight anyone else unless another faction trespasses on their territory.
** If playing as the Dwarves,
territory. A Dwarven campaign also has three additional differences: Dale will be is more passive to prevent them attacking and will not attack you mid-game. mid-game, Eodor will also be is an independent settlement which you can use to get Hirelings quicker. Moria will also still need recapturing as well, in other faction campaigns quicker, and Dwarrowdelf (Moria) starts off controlled by Orcs and must be reclaimed (in a normal campaign, Eodor and Dwarrowdelf begin the Dwarves will game already have taken it.controlled by Dale and the Dwarves).
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* {{Mithril}}: when the Dwarves reclaim Moria they are able to start mining it again, and any of their settlements with a Mithril Armoury can use it to upgrade their troops. If the Elves rebuild Ost-in-Edhil they can build their own armoury and trade with the Dwarves for the precious substance.
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** If playing as the Dwarves, Dale will be more passive to prevent them attacking you mid-game. Eodor will also be an independent settlement which you can use to get Hirelings quicker.

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** If playing as the Dwarves, Dale will be more passive to prevent them attacking you mid-game. Eodor will also be an independent settlement which you can use to get Hirelings quicker. Moria will also still need recapturing as well, in other faction campaigns the Dwarves will already have taken it.
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** If playing as the Dwarves, Dale will be more passive to prevent them attacking you mid-game. Eodor will also be an independent settlement which you can use to get Hirelings quicker.
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* TheRemnant: The Elves, while still being in possession of the territory they had (sans Rivendell) at the end of the Third Age now only number a couple of thousand at most as the remaining people sail into the west. Even if you expand as them, you'll be needing loads of mannish allies to do so.

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The mod is on Version 3.4, and is considered to be complete. This means that all of Middle-earth is now unlocked and playable. It also makes various other factions such as the Elves, Dwarves, Dale and many others playable in campaign. The development team is now working on ''Wainriders'', another standalone mod largely built on the foundations established by the Dominion of Men. It will feature fully overhauled factions, an updated campaign map, and new mechanics and gameplay systems all designed to effectively transport the setting of the main campaign to T.A. 1864 as well as it can be realised in ''Rome: Total War''.

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The mod is on Version 3.4, and is considered to be complete. This means that all of Middle-earth is now unlocked and playable. It also makes various other factions such as the Elves, Dwarves, Dale and many others playable in campaign. The development team is now working on ''Wainriders'', another standalone mod largely built on the foundations established by the Dominion of Men. It will feature fully overhauled factions, an updated campaign map, and new mechanics and gameplay systems all designed to effectively transport the setting of the main campaign to T.A. 1864 as well as it can be realised in ''Rome: Total War''.
War: Alexander''.



!!The Fourth Age Total War provides examples of:

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!!The !!''The Fourth Age Age: Total War War'' provides examples of:



* HereThereWereDragons: Magic is almost completely gone, only elements such as the last Palantír remain as hints of what once was. This is due to how Tolkien envisioned Middle-earth gradually becoming the modern world and this is continued in the game. The Fourth Age is the [[TitleDrop Dominion of Men]] where most fantasy elements were disappearing, the Elves sailed into the West with the Wizards and the Ring-bearers, taking the Three Elven Rings with them. The Balrogs and Nazgûl are destroyed, the Dwarves and Ents slowly declined and kept to themselves and Hobbits kept to themselves while under the protection of the Reunited Kingdom.



* TheMagicGoesAway: It's almost completely gone, only elements such as the last Palantír remain as hints of what once was. This is due to how Tolkien envisioned Middle-earth gradually becoming the modern world and this is continued in the game. The Fourth Age is the [[TitleDrop Dominion of Men]] where most fantasy elements were disappearing, the Elves sailed into the West with the Wizards and the Ring-bearers, taking the Three Elven Rings with them. The Balrogs and Nazgûl are destroyed, the Dwarves and Ents slowly declined and kept to themselves and Hobbits kept to themselves while under the protection of the Reunited Kingdom.


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!!''Wainriders'' provides examples of:

* ContinuityNod: The Gondor roster shares many units with that of the Reunited Kingdom in Dominion of Men, with some additions and omissions to represent a version of Gondor that is still ruled by the heirs of Anárion.
* HordesFromTheEast: The titular Wainriders are a numerous and warlike confederacy of Easterling tribes who launched an invasion to the west, killed Narmacil II of Gondor in the Battle of the Plains and defeated his army less than a year prior to game start.

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It has proven to be a popular and well received, if perhaps an underrated mod. The developers have been working on this since ''Rome'''s release back in 2004 and their insistence of fully researching the setting and game engine as well as releasing it in complete yet playable portions, rather then simply releasing a buggy and unfinished mod of the game. Another fact is that it is a very faithful recreation of the world it is set in, being filled to the brim with lore and references to all of Tolkien's works to make it as immersive and true to the HighFantasy setting it is in.

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It has proven to be a popular and well received, if perhaps an underrated mod. The developers have been working on this since ''Rome'''s release back in 2004 and their insistence of fully researching the setting and game engine as well as releasing it in complete yet playable portions, rather then simply releasing a buggy and unfinished mod of the game. Another fact is that it is a very faithful recreation of the world it is set in, being filled to the brim with lore and references to all of Tolkien's works to make it as immersive and true to the HighFantasy setting it is in.
in. As this based off a HighFantasy work where a lot of fantasy elements [[FridgeBrilliance are removed]] a mixture of fantasy and realism tropes are present.



Officially the mod is at Version 3.4 and is currently available for download. This means that all of Middle-earth is now unlocked and playable. It also makes various other factions such as the Elves, Dwarves, Dale and many others playable in campaign. As this based off a HighFantasy work where a lot of fantasy elements [[FridgeBrilliance are removed]] a mixture of fantasy and realism tropes are present.

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Officially the The mod is at on Version 3.4 4, and is currently available for download.considered to be complete. This means that all of Middle-earth is now unlocked and playable. It also makes various other factions such as the Elves, Dwarves, Dale and many others playable in campaign. As this based off a HighFantasy work where a lot The development team is now working on ''Wainriders'', another standalone mod largely built on the foundations established by the Dominion of fantasy elements [[FridgeBrilliance are removed]] a mixture of fantasy Men. It will feature fully overhauled factions, an updated campaign map, and realism tropes are present.
new mechanics and gameplay systems all designed to effectively transport the setting of the main campaign to T.A. 1864 as well as it can be realised in ''Rome: Total War''.



* AdaptationDeviation: Tolkien stated that the Fourth Age was one of peace between men, with Eldarion ruling for several centuries (however this was after he abandoned the sequel).



* BeastOfBattle: The War Hounds of Dunland are bred hounds with wolf blood. They are ferocious, unrelenting and can cause fear, but a disciplined force can dispatch them without much difficulty.
* {{BFS}}: Southron Champions wield great curved blades, which even the strongest among other Men would struggle to use.



* BlackKnight: Clad in heavy armour inscribed with the Shadow Cult's script and symbols, Knights of the Dark Tree dominate the battlefield.



* CannonFodder: The lesser Orc units. They are just as numerous as, and cheaper than, peasants from ''Rome: Total War'' and you can make a staggering 9 units of them in one turn if you have enough population, which is heavily boosted by the Orc pits that breed them. On the other hand, they are no match for even low-tier Mannish soldiers, and while they can be useful in flanking or against weakened or demoralised foes, they will not win your battles for you.

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* CannonFodder: The lesser Orc units. They units are just as numerous as, and cheaper than, peasants from ''Rome: Total War'' and you can make a staggering 9 units of them in one turn if you have enough population, which is heavily boosted by the Orc pits that breed them. On the other hand, they are no match for even low-tier Mannish soldiers, and while they can be useful in flanking or against weakened or demoralised foes, they will not win your battles for you.



* DeathOrGloryAttack: Beorning units have little staying power, but on the other hand all Beornings cause fear, and put out a pretty respectable amount of pain in melee. Beorning battles tend to be very 'swingy': either an absolute disaster where you lose most of your army, or you're able to spark a mass rout early on and run down the majority of the enemy while they're fleeing, leading to crushing victories where you lose less than a hundred men.

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* DeathOrGloryAttack: Beorning units have little staying power, but on the other hand all Beornings cause fear, fear and put out a pretty respectable amount of pain in melee. Beorning battles tend to be very 'swingy': either an absolute disaster where you lose most of your army, or you're able to spark a mass rout early on and run down the majority of the enemy while they're fleeing, leading to crushing victories where you lose less than a hundred men.



** Prior to ''Dominion of Men'': Places like Helm's Deep or Minas Anor being generic cities on the battle map due to the way the game handles battles, although in the campaign map they are unique. This is currently being corrected as of ''Dominion of Men''. Minas Anor, Minas Ithil and the Hornburg all now have unique cities on the battlemap, with more currently planned.



** The Elves or Dwarves can only expand or suffer from revolts when played by a human player. Otherwise, when controlled by the AI, they keep to themselves and never fight anyone else unless one of their settlements is attacked first.

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** The Elves or Dwarves can only expand or suffer from revolts when played by a human player. Otherwise, when controlled by the AI, they keep to themselves and never fight anyone else unless one of another faction trespasses on their settlements is attacked first.territory.



* VideoGameHistoricalRevisionism: Within the history of Middle-earth itself. Tolkien's work stated that the Fourth Age was one of peace between men, with Eldarion ruling for several centuries. However this was after he abandoned the sequel, plus this mod is done so well it may be considered BetterThanCanon.



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not a subversion


Officially the mod is at Version 3.2 and is currently available for download. This means that all of Middle-earth is now unlocked and playable. It also makes various other factions such as the Elves, Dwarves, Dale and many others playable in campaign. As this based off a HighFantasy work where a lot of fantasy elements [[FridgeBrilliance are removed]] a mixture of fantasy and realism tropes are present.

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Officially the mod is at Version 3.2 4 and is currently available for download. This means that all of Middle-earth is now unlocked and playable. It also makes various other factions such as the Elves, Dwarves, Dale and many others playable in campaign. As this based off a HighFantasy work where a lot of fantasy elements [[FridgeBrilliance are removed]] a mixture of fantasy and realism tropes are present.



** The Dwarves subvert this. They still populate slowly and need mannish help. But they've actually reclaimed most of their ancestral homes and even established a settlement in the Ered Rhun. But are still far fewer in number than at their prime. Chances are a couple of their native settlements will be populated by men to help them.

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** The Dwarves subvert downplay this. They still populate slowly and need mannish help. But they've actually have reclaimed most of their ancestral homes and even established a settlement in the Ered Rhun. But are Rhûn, but they still far fewer in number than at need Mannish hirelings to complement their prime. Chances are a couple of numbers due to their native settlements will be populated by men to help them.slow population growth.



* PlayerExclusiveMechanic:
** When playing as Adûnabâr, a human player can choose which way he wishes to take the Kingdom: toward a reborn, glorious Dúnedain realm, or into the darkness of the Shadow Cult. When Adûnabâr is AI-controlled, it will always follow the Cult.
** The Elves or Dwarves can only expand or suffer from revolts when played by a human player. Otherwise, when controlled by the AI, they keep to themselves and never fight anyone else unless one of their settlements is attacked first.



* ZergRush: Orc champions and Uruks. Their quality is low, but still comparable to low-level Mannish soldiers, and their sheer numbers mean one-to-one fights are a rarity. The point of such troops (especially Uruk Berserkers) is to hurl themselves at the foe, frothing at the mouth, killing (and dying) in alarming numbers. With enough mirian and population (which can be provided by Orc breeding pits), you can just send out endless waves of these and overwhelm the other factions through sheer numbers.

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* ZergRush: Orc champions and Uruks. Their quality is low, Uruks are low in quality, but still comparable to low-level Mannish soldiers, and their sheer numbers mean one-to-one fights are a rarity. The point of such troops (especially Uruk Berserkers) is to hurl themselves at the foe, frothing at the mouth, killing (and dying) in alarming numbers. With enough mirian and population (which can be provided by Orc breeding pits), you can just send out endless waves of these and overwhelm the other factions through sheer numbers.
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* DyingRace: This is taken further from the LordOfTheRings

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* DyingRace: This is taken further from the LordOfTheRings''Literature/TheLordOfTheRings'':



** The Dwarven colony of Aglarond in Hornburg, founded by Gimli after the end of Literature/TheLordOfTheRings, was abandoned after he left Middle-earth, as the Dwarves grew fewer and withdrew to their ancestral halls.

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** The Dwarven colony of Aglarond in Hornburg, founded by Gimli after the end of Literature/TheLordOfTheRings, ''Literature/TheLordOfTheRings'', was abandoned after he left Middle-earth, as the Dwarves grew fewer and withdrew to their ancestral halls.
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* DyingRace: This is taken further from the LordOfTheRings
** The Elves now number a few thousand at most as they sail west. The centre of their culture is now Thranduil's realm in Eryn Lasgalen, that and Mithlond are the only places you'll likely be able to recruit Elven troops. Most of their other settlements are likely to be replaced with a mannish population over time.
** The Dwarves subvert this. They still populate slowly and need mannish help. But they've actually reclaimed most of their ancestral homes and even established a settlement in the Ered Rhun. But are still far fewer in number than at their prime. Chances are a couple of their native settlements will be populated by men to help them.
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The current version of the mod is known as ''The Dominion of Men'', the sequel to version 2.6 "''The New Shadow''". [[MeaningfulName It is based off]] Tolkien's abandoned manuscript (of the same name) for a sequel to ''Literature/TheLordOfTheRings'' where Eldarion, the son of Aragorn Elessar and king of the Reunited Kingdom, has to deal with his people turning to evil practices in the lands of Gondor. However Tolkien abandoned this after only a few pages without providing additional [[WhatCouldHaveBeen backstory or characters]]. A case of [[JustifiedTrope justified]] GameplayAndStorySegregation changes a few of the ideas that were in the unfinished tale due to the developers using their imaginations, this manages to create a realistic and true setting within Tolkien's work. In this setting the Reunited Kingdom of Gondor and Arnor has become badly weakened by political strife amongst Aragorn's descendants, resulting in half the kingdom splintering and forming the Kingdom of Adûnabâr in Mordor, Angmar and Ithilien, with rumors that a dark cult is behind this civil war. Not only has relations between Rohan and the Reunited Kingdom become strained, but thanks to said strife several emergent factions of men have risen up, and the Chiefdoms of Dunland, Rhûn and the Empire of Harad have gone on the offensive.

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The current version of the mod is known as ''The Dominion of Men'', the sequel to version 2.6 "''The New Shadow''". [[MeaningfulName It is based off]] Tolkien's abandoned unfinished manuscript (of the same name) for a sequel to ''Literature/TheLordOfTheRings'' where Eldarion, the son of Aragorn Elessar and king of the Reunited Kingdom, has to deal with his people turning to evil practices in the lands of Gondor. However Tolkien abandoned this after only a few pages without providing additional [[WhatCouldHaveBeen backstory or characters]]. A case of [[JustifiedTrope justified]] GameplayAndStorySegregation changes a few of the ideas that were in the unfinished tale due to the developers using their imaginations, this manages to create a realistic and true setting within Tolkien's work. In this setting the Reunited Kingdom of Gondor and Arnor has become badly weakened by political strife amongst Aragorn's descendants, resulting in half the kingdom splintering and forming the Kingdom of Adûnabâr in Mordor, Angmar and Ithilien, with rumors that a dark cult is behind this civil war. Not only has relations between Rohan and the Reunited Kingdom become strained, but thanks to said strife several emergent factions of men have risen up, and the Chiefdoms of Dunland, Rhûn and the Empire of Harad have gone on the offensive.
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The current version of the mod is known as ''The Dominion of Men'', the sequel to version 2.6 "''The New Shadow''".[[MeaningfulName It is based off]] Tolkien's unfinished manuscript (of the same name) for a sequel to ''Literature/TheLordOfTheRings'' where Eldarion, the son of Aragorn Elessar and king of the Reunited Kingdom, has to deal with his people turning to evil practices in the lands of Gondor. However Tolkien abandoned this after only a few pages without providing additional [[WhatCouldHaveBeen backstory or characters]]. A case of [[JustifiedTrope justified]] GameplayAndStorySegregation changes a few of the ideas that were in the unfinished tale due to the developers using their imaginations, this manages to create a realistic and true setting within Tolkien's work. In this setting the Reunited Kingdom of Gondor and Arnor has become badly weakened by political strife amongst Aragorn's descendants, resulting in half the kingdom splintering and forming the Kingdom of Adûnabâr in Mordor, Angmar and Ithilien, with rumors that a dark cult is behind this civil war. Not only has relations between Rohan and the Reunited Kingdom become strained, but thanks to said strife several emergent factions of men have risen up, and the Chiefdoms of Dunland, Rhûn and the Empire of Harad have gone on the offensive.

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The current version of the mod is known as ''The Dominion of Men'', the sequel to version 2.6 "''The New Shadow''". [[MeaningfulName It is based off]] Tolkien's unfinished abandoned manuscript (of the same name) for a sequel to ''Literature/TheLordOfTheRings'' where Eldarion, the son of Aragorn Elessar and king of the Reunited Kingdom, has to deal with his people turning to evil practices in the lands of Gondor. However Tolkien abandoned this after only a few pages without providing additional [[WhatCouldHaveBeen backstory or characters]]. A case of [[JustifiedTrope justified]] GameplayAndStorySegregation changes a few of the ideas that were in the unfinished tale due to the developers using their imaginations, this manages to create a realistic and true setting within Tolkien's work. In this setting the Reunited Kingdom of Gondor and Arnor has become badly weakened by political strife amongst Aragorn's descendants, resulting in half the kingdom splintering and forming the Kingdom of Adûnabâr in Mordor, Angmar and Ithilien, with rumors that a dark cult is behind this civil war. Not only has relations between Rohan and the Reunited Kingdom become strained, but thanks to said strife several emergent factions of men have risen up, and the Chiefdoms of Dunland, Rhûn and the Empire of Harad have gone on the offensive.
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Has nothing to do with familiarity with in-universe fiction.


* GenreSavvy: If you have been paying attention to the details then you'd realise that [[spoiler: Herumor]] is this, compared to Sauron and Morgoth. He hasn't declared himself openly or set himself up as the obvious Dark Lord but manipulated everything behind the scenes, as such you wouldn't even know he was behind everything unless you played as Adûnabâr. Therefore, as far as everyone else is concerned, it's the King of Adûnabâr who is the BigBad, except if you're playing as Adûnabâr and choose to turn away from the Shadow Cult.
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* CrutchCharacter: Glorfindel for the Elves. He commands a unique unit of Noldor Riders – the finest cavalry in Middle-earth, and is also accompanied by a separate unit of Noldor Swords. Glorfindel and these two units can take on incredible odds; add a few starting Mithlond units such as Elven Bows, Lindon Guards, and Mariners, rally some Mannish mercenaries in the field, and you’ll have a tiny army capable of destroying just about anything in its path. Since Glorfindel’s time is limited (if not killed in battle, he'll eventually pass into the West, taking the Riders with him), you’ll need to use him well.

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* CrutchCharacter: Glorfindel for the Elves. He commands a unique unit of Noldor Riders – the finest cavalry in Middle-earth, and is also accompanied by a separate unit of Noldor Swords. Glorfindel and these These two units can each take on incredible odds; odds by themselves (the Noldor Riders in particular can single-handily slaughter armies of thousands and take zero to few casualties doing so); add a few starting Mithlond units such as Elven Bows, Lindon Guards, and Mariners, rally some Mannish mercenaries in the field, and you’ll have a tiny army capable of destroying just about anything in its path. Since Glorfindel’s time is limited (if not killed in battle, he'll eventually pass into the West, taking the Riders with him), you’ll need to use him well.

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