This is the unit roster of the Elven realm of Lóthlorien, in the campaign. DCI: Last Alliance is a Third Age: Total War submod.
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.
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'.
League members that can call and join the Tôl Acharn
Non-League members (can join the Tôl Acharn if player)
Sauron's followers (can call Invasions)
Invasion, Tôl Acharn or neither depending on player choice (Oathbreaker, Oathkeeper or neutral Middle-men)
The DCI: Last Alliance team is proud to present to you the
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.
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.
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].
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