DCI: Last Alliance is a submod for Third Age: Total War, focused on the War of the Last Alliance in the Second Age of Middle-earth.

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Rhûn Tribes chart
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Edna1
Edna1 - - 1,617 comments

Cool!

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Argeomer
Argeomer - - 5,578 comments

Like it :) so it has the same system as the Shrines in Rome: Total War?

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Ngugi Author
Ngugi - - 891 comments

Yes, a good compairison. You chose one line of [tribe] buildings, in favour of the others, granting you some advantages while surrendering those of other lines.

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Argeomer
Argeomer - - 5,578 comments

i like that :) it's something that the Third Age total war mod or the DaC are lacking a bit in some factions, in my opinion

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Description

[The final Rhûn PV content, in short; from our TWC page's OP for player convenience]

;;; Tribes ;;;

Rhûn has a 'tribal system', where the three groups of Balchoth, Khand and Haerhûn provides uniqe units and bonuses.
Each starting region has a Homeland-building representing a tribe; two regions for each tribe.
The Homeland offers the tribe's special units (some are avilable first after the Barrack Event).

When the Easterlings expand and conquer new regions, they can construct a Rhûn Outpost and then dedicate the conquered region to a preferred tribe, by upgrading the Outpost into a Camp > Residence > Court, of the preferred tribe.
Each specialization provides different units and bonuses (see chart).

;;; Notes ;;;

- The Outpost can not be constructed in Homelands (because those are dedicated by default to the native inhabitants).
- If you want to change tribe after a Camp or higher tier been constructed, the current building must be demolished and the Outpost-tree rebuilt, from Outpost onwards; this is a game limitation, but also enforce the need for planning and strategic decisions.
- The highest Outpost tiers [Courts] provide retraining of all tribe units, even if the building do not allow them to be recruited (the exception is the Balchoth Tribesmen, who can only be retrained in Balchoth buildings).

;;; Strategic considerations when choosing tribe for a new settlement ;;;

- Balchoth offers numerical unit superiority. The population growth bonus makes this tribe a good choice for smaller settlements desired to upgraded.

- Khand offers the heaviest units in the Confederacy, and a Law-bonus. Best in larger settlements, for public order and where higher tiers are avilable.

- Haerhûn offers offensive units, and a trade bonus that is profitable in settlements with good trade.
Best in larger settlements, due to only 2 tiers, though as the 1st tier provides Axemen it is also a good choice for settlements on vulnerable fronts.