Hey guys,

so as most all of you already know, Medieval 2 has many arbitrary hard coded limits for things like number of factions and total units. Fellow modder have decided to make a petition to CA to change these and asked us to spread the word.
So please sign up and help us modders give you better games!


In Brief:

DCI: Last Alliance is the independent sequel to Dúnedain Counter Invasions: Tôl Acharn and is a Third Age: Total War submod.
Take the role as Gil-galad, last High-king of the Noldor, or Elendil, High-king of the Númenóreans in exile, as they rally Elves and honourable Men into the League which is called the Last Alliance, at the end of the Second Age.
The counter-invasion Tôl Acharn, 'Vengeance Comes', allow you to move mighty hosts against the Dark Lord.

Strenghten the cause of the League if you wish to, as the indomitable Durin IV of Khazad-dûm or as the brave riders of Rhovanion (using DCI mechanic).

Unless you instead fulfill the will of Sauron? Unleash the hunger of Orcs and wolves, be the warlord over the Easterlings, command the savage natives of Eriador to recapture their homelands or reign as a Black Númenórean lord at the head of the grim Haradrim, in the Invasion of the West.

Will the Men of the Mountain be loyal to the Númenóreans or become the Oathbreakers? The choice is yours.


Official thread, at Total War Center: Twcenter.net
French fan thread, at MundusBellicus: Mundusbellicus.fr
Our Polish friends cover our progress here: Forum.totalwar.org.pl

Tôl Acharn and DCI mechanics in short

The "Tôl Acharn" is a 'counter invasion', the M2 Jihad-feature renamed; just as TATW have "Invasion" for the evil factions, which in turn is the Crusade-feature renamed .
Factions with the culture 'Hosts of the West' [religion islam] can join the Tôl Acharns at will. The uniqe DCI mechanics allow factions of other cultures [religions] to temporary join the Tôl Acharn, if allied to the calling faction of the 'counter invasion'.


  • Third Age campaign map adapted to Last Alliance era - Preview
  • New provinces and settlements, new ownerships
  • New UI (interface, menu, loading screens) - Preview faction symbols
  • New factions
  • New models & units
  • New buildings
  • New scripts (exemple: Tôl Acharn script)
  • Palantirir: six truely useful palantirs, now without drawbacks
  • Extensive AOR system and corruption-balancing for the Númenórean
  • Immortal Nazgûl
  • Ample lore credibility


League members that can call and join the Tôl Acharn

Non-League members (can join the Tôl Acharn if player)

  • Kingdom of Khazad-dûm - ancient Dwarven realm Preview
  • Rhovanion - the Northmen riders Preview

Sauron's followers (can call Invasions)

  • Hill-men of the North - Barbarians and sorcerers
  • Orcs of the Misty Mountains - the Goblins rally Preview
  • Wildmen of Enedwaith - light but cunning savages
  • Mordor - realm of Sauron Sneak peak
  • Rhûn Confederacy - the East is moving Sneak peak
  • Harad - southrons under Black Númenórean lordship

Invasion, Tôl Acharn or neither depending on player choice (Oathbreaker, Oathkeeper or neutral Middle-men)

  • Men of the Mountains - Fierce fighters with a burdensome past
Image RSS Feed Screens
[DCI: Last Alliance] Numenorean Custom Settlements [DCI: Last Alliance] Numenorean Custom Settlements [DCI: Last Alliance] Native/Northmen Settlements

The DCI: Last Alliance team is proud to present to you the

Sample preview of the new settlements of DCI:LA

Angrenost (Isengard)

The great black tower Orthanc was raised in Angrenost, that in the tongue of common Men is Isengard, by the Númenóreans. Crafted by unbreakable black stone it ward the fords in the Gap of Calenardhon, from the Wild Men of Enedwaith as well as invasions from Mordor against Eriador.

Minas Ithil

The fortress of Isildur is named the Tower of the Rising Moon, and it was built to guard the road into and from Mordor.
Tweaking the settlement by leo.civil.uefs, wall spikes are removed, gargoyles removed, whiter and brighter, 'normal' environment. Much improved compaired to the old model that been sneak peaked earlier.

Native Men and Northmen

The native peoples of the north-west of Middle-earth are granted new and rustic villages, towns and large towns, to reflect their ancient customs and cultures.
These are Rhovanion are "Northmen" culture. Hill-men of the North (HotN), Wild Men of Enedwaith (WoE) and Men of the Mountains (MotM) are "Native Men" culture. Settlement wise they are the same but with some faction-specific differences...

These models are courtesy of xHolyCrusader, Red_Devil and the EBII team [wall textures in the case of MotM]. Examples:

Village (WoE, Rhovanion and HotN)

Town and Large Town (MotM)

Large Town (WoE and HotN)

Large Town (Rhovanion)


All of leo.civil.uefs Gondor settlements plus some new ones, as are vanilla M2TW southern_european models with Leo's gondor textures. Example:


This faction's settlements reflect its unique situation of being a mixture of Haradrim and (Black) Numenoreans. Settlements contain both styles of buildings: the "middle eastern" look (as per Rhun) and the Numenorean look (as per, well, Numenoreans). The larger the settlement size the higher proportion of Numenorean buildings there is, i.e. as settlements grow they adopt the more civilised architecture design to a greater and greater degree (according the the Black Númenóreans perspective, that is, and they are the ruling despots so go figure).
Meaning that the very same concept of Númenórean influence on native populations, and not the other way around, applies here as it does in the Númenórean Kingdoms [Arnor and Gondor].



Harad Fortress

For the full preview with more settlements, images and information as well as detailed and proper credits, visit our official page found here: Twcenter.net

Preview of Lothlórien

Preview of Lothlórien

2 months ago News 0 comments Report

This is the unit roster of the Elven realm of Lóthlorien, in the campaign. DCI: Last Alliance is a Third Age: Total War submod.

Preview of Elendil

Preview of Elendil

6 months ago News 7 comments Report

This is the battle model preview of Elendil, from DCI: Last Alliance, a Third Age: Total War submod.

Preview Faction Symbols

Preview Faction Symbols

11 months ago News 3 comments Report

This is the faction symbols and banners preview of DCI: Last Alliance, a Third Age: Total War submod.

Preview Kingdom of Khazâd-dûm (Dwarves)

Preview Kingdom of Khazâd-dûm (Dwarves)

1 year ago News 5 comments Report

This is the unit roster of the Kingdom of Khazâd-dûm, the Dwarven faction, in the campaign. DCI: Last Alliance is a Third Age: Total War submod.

DCI: Last Alliance is a submod for Third Age: Total War, focused on the War of the Last Alliance of the Second Age of Middle-earth, featuring Elendil's and Gil-galad's hosts against the full might of Sauron.
Post comment Comments  (0 - 10 of 153)
Thrandy Sep 3 2015 says:

Can't wait to se Isildur! :D

+1 vote     reply to comment
gardfield Sep 1 2015 says:

This submod i think XD stop the AI spawn armys?

+1 vote     reply to comment
Ngugi Creator
Ngugi Sep 1 2015 replied:

Hello gardfield
Our aim has indeed been to avoid the issue of stackspam, which we do not like, in favour of fewer but hopefully more important armies and battles.
I think we managed to a fair degree as it is now, while we'll see for sure once all is done ;)

+1 vote   reply to comment
Vieltrien Sep 2 2015 replied:

Couldn't you just copy what Baron Samedi do get rid of stack spam?

+1 vote     reply to comment
Araval Sep 3 2015 replied:

Firstly, Baron's way was bugged which lead to crashes later in the campaign.
Secondly, we can't use other people's work without having a permission and Baron has not been around for a long time.
And thirdly, spawned stacks are usually there to help the poor AI.

+2 votes     reply to comment
Vieltrien Sep 3 2015 replied:

So this will be an off-topic question, with baron samedi's submod compilation, if you did use the vanilla stack spam would that stop the crashes that happen in the campaign?

+1 vote     reply to comment
Ngugi Creator
Ngugi Sep 4 2015 replied:

Hello Vieltrien

Why stam spam occurs is not a mystery or technically hard (but usually laberous) to handle, indeed as there are many mechanics involved there are also many ways to tackle the matter.
We take into account AI economical settings, capacities and scripts, unit prices, unit replenishment, AI ability to develop settlements, spawned forces, garrison scripts and so on.
There is no fear we won't be able to set at a good level for the game balance, what will be a work is to find the balance we deem proper and we deem fun, since as Araval is on, the enemies abilities to muster forces against us is a core part of the challenge.

+1 vote   reply to comment
gardfield Sep 2 2015 replied:

Thanks you very much this mod look awesome :D dammit why i delete the third age installer.

Sorry for the problems and thanks you :)

+1 vote     reply to comment
Thrandy Aug 30 2015 says:

Ngugi is it possible to make the High Elven AI do like the formation in the movie but only in the Last Alliance?
Like not charging but holding the formation and doing the shield wall and commanding the archers to fire.

+1 vote     reply to comment
Ngugi Creator
Ngugi Aug 30 2015 replied:

Hi, well, the short answer is: no, not AFAIK.

DCI do use the latest version of ReallyBadAI by Germanicu5 however, that enhance the AI in battle, so hopefully Kingdom of Lindon utlize their forces well enough anyhow ;)

+1 vote   reply to comment
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DCI: Last Alliance
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