This is a full conversion Tolkien mod for Crusader Kings 2 which will feature bookmarks throughout the Third Age. This mod is being developed independently from any other LotR or Middle Earth mods out there. The map will cover the main areas of Middle Earth, known in the books and films. So, Middle-Earth is waiting for you! Will you play as the descendant of one of the noble families of Rohan or Gondor? Will you try to reforge the ancient kingdoms of Elves in Eriador? Or will you try to destroy all the Free Peoples, and claim Middle Earth for Morgoth? This mod will give you a unique strategy experience of the Third Age in Middle-Earth. From Forodwaith to Bellakar, from Lindon to Rhûn, lead your dynasty and survive the Dark Times. Become one of the most important Lords of the Age!

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Map (and not only) Suggestions (Games : Crusader Kings II : Mods : CK2: Middle Earth Project (CK2:MEP) : Forum : General Discussion : Map (and not only) Suggestions) Locked
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Sep 8 2015 Anchor

Lindon Area
1. The Ered wethrin were taller than Dorthonion and their eastern peaks survived the ruin of Beleriand so add those as a wilderness county under the name of Dol Darthir (tallest peak of Ered wethrin)
2. Rename Low Lands to Mount Dolmed and add ruins of Belegost and Ruins of Nogrod and Mount Dolmed Outpost containing the building (Birth Place of the Dwarves)
3. add the buildings: Remnants of the Great East Road that could be rebuild as the great east road in counties:sandariand, lowlands,amon mithlond and lond thalos (the east road was first built during te first age to connect Nogrod and belegost to Khazad dum and on to the iron hills)
4. Rename apariath to Amon Ereb
5 rename Ethir lindon to Annon Lindon, Morwenaer to Hithaer, himlingaer to Ringaer, estoriandaear to Himgaer, gondobaer to Nor-nu-Falmar. dunhaear to Gaer Din. Ardalyalinya to Dor-Firn-i-Gwinar and its settlements to Tol Galen and LAnthir LAmmath
6. Numeriador duchy renamed to Lindon Rhunen

Shire Area
1. switch Oatbarton and Greenfields
2, Gamwich named Nobottle
3. the waymeet and whitwell where in the part shown as tookland, I would suggest adding them as settlements to tookland, renmae whitwell county to micheldelving, waymeet to little delving, little delving to gamwich, micheldelving to Greenholm, and greenholm to Undertowers
4. make Brandy hall buckland's county capital
5. add in baywater the building Three-farthing stone
6. If the tookish familly dies out the Brandybuck familly gain a claim for the thainship (they were the first thains until replaced by the tooks)

Arnor Region
1. switch Archet and combe as archet was the northernmost of those towns.
2. Emyn sul should have the mountain-borders only in their east part
3. switch Ost Gothrad with Andrath
4. break tyrn gothraed in tow duchies: Tyrn Gothraed to the west and south downs to the east
5. Ghoil borba renmaed to Eryn Vorn
6. Lond Daer have a settlements named Ruins of Vinyalonde
7. Tharbad and thaendor and emyn sul should be wildernesses
8. The Dunedain of the north should own the Ianth Methad
9. Rhudaur nimrais renamed to Hoardale

Lossoth if they upgrate renamed to Forochel, and gain the decision to form Forodwaith (by owning Angmar), and angmar loosing its claims if Forodwaith is reestablished. Also leaders of the Lossoth to have an event of finding the northern PAlantiri in the bay and choice to keep for prestige or return to the Dunedain for piety or money

Hithaeglir and angmar
1. Gundaband regions should be a part of Durin's folk Empire
2. Gundabad HAve a fortress named Gunduzbar with the Birthplace of the Dwarves Buildings.
3. All Dwarves should have a claim to take Gunduzbad Fortress.
4, The Eagle's Eyrie was north of Goblin Town, And goblin town nearer to Rivendell: so switch Imlad Thoron with Goblin Town and make the new imlad Thoron the Eagle's capital. Also the pass across the mountains should also move with the new Goblin Town
5. Dwarf owned Dimril Dale named Azanulbizar
6. Khazad Doom has redhorn lodes building as a mine.

Enedwaith.
1. rename Echad Mirabel to Hollin's Ridge
2. the Greenway should continue across: gwathlolin, Bhainnan. dunered, and duncillien
3. Emyn Hithui be dejure Dunland and named so
4. the lands of druwaith iaur be wildernesses
5. Add an island in the small bay of the mouths of Isen.
6. Aearandrast region did not belong to Gondor. it was part of Druwiath Iaur but the county of Bar Morthil was so it should go to Nedhandrast

Eotheod
1. Framsburg switched with eredlanwed
2. there should be a path connectingathrad LAegrim to mirkmaer (Elven gate and elven path)
3. NAn Anduin duchy should be wilredness and dejure part of Shadows of Mirkwood
4. CElebrand belonged to Lothlorien. Rohan's borders ended at limlight.
5.During thw WR the wold and East Emnet were unpopulated could be made into wilderlands
6. he counties of Eastwall, Amon Hen, Amon Lhaw and Emyn Muil should be a distinct duchy and wilderness in the WR and de jure part of Gondor
7.Marton should be united with helm's deep
8. Edoras should have the building Mounds of the Kings

Mirkwood and Lorien
1. If Emyn Guldur is taken by Lorien become dejure part named East Lorien
2. Lorien: name of realm, Lothlorien name of duchy, Nimrodel be one with Lothlorien duchy.
3. Eryn Galen, Shadow of Mirkwood and Lorien should belong to the Empire of Eryn Lasgalen
4. the Eryn Galen contain only theTaeg Din and Thranduil's halls counties the rest being wilderlands

Rhovanion
1. Men -iNaugrim should continue across celduinim,bardtown and forsteard
2. All parts of Men-i-NAugrim should be in ruins during the WR
3. the LAnds of Rhunwaith and upper rhunwaith should be wilderness and part of Rhovanion
4. Arandal county should be renamed to Nindalf and added as a part of Dagorlad. while drinbar and finnarpher should be part of Forithilien
5. Gelebrin, Dol Dagor and Bagronk should be a distinct duchy and part of Rhovanion. Dagorlad should be dejure part of Gondor and along with the emyn muil duchy be a kingdom of Uvandor
6. The Sea of Rhun had an Island.

Gondor.
1.Araglas be named Glanhir
2. Amon Anwar be given the building of Eilenar Beacon
3. Harnastin Be given the building Calenhad Beacon
4. Sindbar be given the buildings: a) Min Rimmon and Erelas Beacons, b) Mines of Rimmon
5.Druadan forest be indipendent. and its southern line be wilderness named Imrach Gondrais containing NArdol and Eilenach Beacons
6.MAldred be named Amon Din or Grey Woods=Singlad, and be given the building Amon Din Beacon.
7. the Beacon building should give faster reinforcement
8. Pelennors fourth slot be a fortress named Foranest (northgate of Rammas)
9. Asgaril renamed to Cormallen
10. Curedain should be part of Arnen. Usuluni be named Emyn Arnen Lemir, named Pen Arduin and the Duchy named Arnen
11. Tir Ethraid renamed to Ethraid Poros and given Building Haudh-in-Gwanur
12. Beleganor was named Imloth Melui, Imduin was named Tumladen, Bar Tumladen should be named Imlad Gilrain, and teh existing Imloth Meluin named Nan Sirith
13. the duchies of Arnach Pelargir Celosien Gilrain and Lebennivet be remade thus:
- Pelargir containing: Pelargir, Landor, Arthor, Minas Arnach
-Lebennin containing: Nan Sirith, Tumladen, Imlad Gilrain, Caragost, Enedhir, Calimir and Brethil
-Ethir Anduin: Linhir, Arnbad, Lindon(better named Rath Galen or something other than lindon), Lanthiriath and Daldor
>>> those three duchies along with the duchy of Lossarnach should be the Kingdom of Arnach (as the entire region was named in the LAnds and River Hills of Gondor.)
14. the counties of Bar Lymen, BAr Gilrain, Tarnost and Andram should form the Duchy of Tarnost
15. the counties of Naur amrun, Angahabar(rename it to Beldor), Eregost and Dudhrandir form the duchy of Thenfalas
16 Methrast renamed to Belfalas, adn Belfalas renamed to Mar-en-Ernil
17 switch ethring with lothgobel name the duchy Imlad Ringlo
18. Morlad was named Imlad Morthond, Corgonin renamed to Calenhit and along its south border add a river
19. Kingdom of Andrast vanish as the lands of Aearandrast were part of Druwaith Iaur
20. NEdhanrast be given Bar Morthil (rename it to Ras Morthil). Rename the duchy to Angast, and add it to the kingdom of Anfalas
21. Abarloni Duchy should belong to Akhor and Harad
22. Caragost, Tarnost, Dol Amroth, Lond GAlen, and Annon wain should have beacon towers (there were beacons in that region though their location is unknown)

Also I Think that most of the regions should have more elvish (real Elvish) names and names with a logical meaning (for example Cemenduril meaning Earth-servant-brilliance, and Rond rhandir meaning wandering-caverns both found in gondor make no sense) In Middle Earth names were descriptive of the place or the use of every land and region

Edited by: Galdeor

Oct 17 2015 Anchor

On de-jure empires:

Angmar is currently a Titular Empire, but why should it be, when there are exactly three unempired kingdoms made just for it? Have a creatable de-jure empire of Angmar consisting of the kingdoms of Angmar, Forochel and Gundabad!

Mirkwood also fits as a de-jure empire quite nicely.

Duchy of Nan Anduin is a bit too big. Divide it into Nan Anduin and East Lorien, give East Lorien to de-jure Lorien kingdom.

Can the Witch-King have the title Witch-King instead of Emperor? :)

Oct 23 2015 Anchor

For another suggestion, why is stealing the ring from a prisoner not allowed after 11363? It makes little sense for the ring to be unstealable after that year.

The auto murder system needs to be reworked, as if, as in my game, Sauron gets ousted somehow and the Mouth of Sauron inherits, all the rulers (Including Nazgul) get auto-murdered because he's black numenorean.

Edited by: MasterTitan

Oct 29 2015 Anchor

Decided to move my suggestions to here, in case if they will be lost.



Wishing you improve Nurn (South-East Mordor). Here are suggestions:
1. Add Nan-Ungol (Valley of Spiders) in south-west of Nurn the Kingdom. Make it Spider culture and wasteland like Gorgoroth.
2. Remove Russian names of Nurniags. ._.
3. Make Eastern Nurn (the Kingdom) a wasteland, like Gorgoroth.
4. Add more building slots. This region fed the Mordor, why it needs to only have 1 castle provinces (except for Valley of the Fellbeasts, which has other 2 building slots)?
5. Make Nurn more "canon":
5.1. Replace Urlutsu Nurn with Thaurband;
5.2. Replace Ronknurn with Nurngost;
5.3. Replace Sturlurtsa Nurn with Caran;
5.4. Replace (Duchy of) Neburkha with (Duchy of) Lithlad;
5.5. Replace Krimp-hai with Maegond Imrath;
5.6. (Not really Nurn, but still) Replace Gap of Nurn with Nurza-Shûk, with Nargroth as its capital;
5.7. Replace Zarok-Iorag with Amrûn-Tirnen.
6. Remove Duath-Hai passage.



Talking about The One Ring, more precisely - searching for it:
1. Why scouts can't find the holder of the ring even after finding him before? Is it done for balance?
2. If there is no holder of The One Ring, the only option to choose if scouts found "him" will be "Nevermind...". I have 2 suggestions what can be done:
2.1. Generate random character with The One Ring trait and banish him somewhere, then continue the chain of events;
2.2. Make events where The One Ring was found in Anduin.



That's all. I hope you are alive. :)

Edited by: Montferrat

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