moddb announce

'It is the Dominion of Men, the Age of Peace, but the roots of Evil run deep and always after a defeat and a respite the Shadow again seeks to assume some new form...The inevitable boredom of Men with that which is good, their quick satiety with peace, has already begun to make itself felt in Middle-earth and fostered another Evil, darker than the shadow that clouds the hearts of Men...The New Shadow has arisen. This is The Fourth Age: Total War!'

'The Fourth Age: Total War - The Dominion of Men' is a modification for 'Rome: Total War - Barbarian Invasion' (v1.6). Our aim with FA:TW was to accurately portray the lands and peoples of Middle-earth as we think they existed approximately three-and-a-half centuries into the Fourth Age. It is based on the works of Tolkien, and especially on his unfinished and abandoned sequel to 'The Lord of the Rings', entitled 'The New Shadow'. With an aim to staying true to the works and spirit of J.R.R. Tolkien's world of Middle-earth, whilst also aspiring to original creative excellence, 'The Fourth Age: Total War' is a must-have for anyone who loves the setting and peoples of Tolkien's mythic world.

"I['ve] played many games and many mods of the Total War series but your work is by far the best conversion and complete overhaul I have seen yet. The campaign is very immersive and motivating." (anumen, Moddb)

"Best Tolkien experience in Total War (or any other strategy game)." (Stark1.0, Moddb)

"Simply put, one of the most polished, well executed mod projects I have every played. The attention do detail in all aspects - graphics, music, lore, is almost unparalleled." (Pleistorus, Moddb)

"The attention to detail, faithfulness to original source material, amazing music, variety of factions, and fun replayability make this an awesome mod. Excellent work, folks!" (HighlandLaddie777, Moddb)

"Simply the best RTW mod. Amazing! The level of detail and painstaking attention to the lore of Middle Earth makes this mod a must for any LOTR fan!" (Rahonbass, Moddb)

"This is one of the best mods for any total war game. It's like a completely new game." (Balgeron, Moddb)

"A great, spectacular and just plainly refined mod. Fourth Age Total War oozes polish from every pore, with a lovingly detailed story, carefully and cleverly constructed gameplay mechanics, stunning visuals and incredible immersion...All in all, I would say there are no perfect mods, but Fourth Age Total War damn well comes close." (SuperTechmarine, Moddb)

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The Dominion of Men 3.2 - Cities of Middle-earth


Patch 3.2 - Cities of Middle-earth for Fourth Age Total War: The Dominion of Men is here! The second in a series of addons that aims to bring lore accurate, fully functional, and beautiful custom settlements to The Dominion of Men full conversion mod.

FATW - The Dominion of Men v3.2 Patch


This patch requires The Dominion of Men v3.0 or v3.1. This patch is cumulative, you do NOT need to install 3.1 first. It is NOT savegame compatible.

Download FATW: The Dominion of Men v3.0 Full Release here:

FATW - The Dominion of Men v3.0 Full Build


Installation Instructions

1. Unzip the 3.2_Cities_of_Middle-earth.rar file to a location of your choice.
2. Copy the data folder inside into your .../bi/fatw folder.
3. When promted, choose to overwrite all existing files and folders.
4. Start FATW: DoM in your usual way and enjoy!

Major Changes

The intimidating Minas Ithil joins the list of custom settlements in Dominion of Men. At the start of the mod it lies in ruins, but after the Tower of the Moon is reconstructed it may thrive once again as, and be known far and wide as a symbol of Dúnedanic power and skill.

FATW - The Dominion of Men v3.2 Patch

The rebuilt Tower of the Moon, a reminder that the Dúnedain are still mighty builders and craftsmen.

FATW - The Dominion of Men v3.2 Patch

The rebuilt city of Minas Ithil, in all it's glory.

There have been some other significant changes in patch 3.2, not least the addition of a new unit, courtesy of Arsaces II.

FATW - The Dominion of Men v3.2 Patch

The Rhovanion Rangers have a very interesting history and appear both as an elite AOR unit for Rhovanion and as mercenaries in and around Southern Greenwood.

Also in the above screenshot you might notice the excellent new UI, courtesy of Bercor. Both the Northman and the Dunedain factions now have new, much improved UI interfaces.

Finally, there were some significant changes to the Dorwinion roster, to help that faction develop it's own unique appearance and play-style.

FATW - The Dominion of Men v3.2 Patch

We have also included many minor changes, additions, and bug fixes. For a full list please see the patch notes included in the download.

Other News

Work has already begun on the third patch in the series, 'Cities of Middle-earth'. The next release will feature the Middle-earth famous settlement of Bree. Under the rule of the King once again, Bree thrived in the early years of the Fourth Age, becoming one of the most important cities in Arnor.

For more information, technical support, AARs, LPs and general mod related discussion please feel free to drop by our forums at twcenter.net.

If you have any questions about installation or any other part of the mod then the FAQs thread should be your first stop.

Finally, if you are enjoying the mod and would like to support us a quick review or rating here on moddb would be very much appreciated. And if you know other Tolkien fans, or Total War fans, who you think would enjoy the mod please do spread the word around, we want as many people to enjoy it as possible!

Wrath Redoubled: A Guide to the Beorning Chiefdom

Wrath Redoubled: A Guide to the Beorning Chiefdom

News 0 comments

Watching the tide of battle turn suddenly in your favor is one of the greatest pleasures of playing the Beorning Chiefdom. Your rough and ragged Woodmen...

Thundering Hooves: A Guide to the Chiefdom of Khand

Thundering Hooves: A Guide to the Chiefdom of Khand

News 0 comments

Situated at the crossroads of ancient kingdoms and rising empires, Khand is uniquely positioned to seize prominence in the region - or see its dynasty...

Dying Light: A Guide to the Elven Realm

Dying Light: A Guide to the Elven Realm

News 1 comment

The Elven Realm faces many dangers in the Fourth Age. But with a strong tradition and the aid of faithful Elvellyn, it can hold off the darkness and...

FATW: DOM - Diplomacy Guide

FATW: DOM - Diplomacy Guide

News 2 comments

Wambat brings us this stunningly thorough and well researched guide for diplomacy in not only FATW but also RTW and ME2 diplomacy in general. This guide...

RSS Files
FATW - The Dominion of Men v3.2 Patch

FATW - The Dominion of Men v3.2 Patch

Patch 2 comments

Patch 3.2 - Cities of Middle-earth for Fourth Age Total War: The Dominion of Men is here! The second in a series of addons that aims to bring lore accurate...

FATW - The Dominion of Men v3.0 Full Build

FATW - The Dominion of Men v3.0 Full Build

Full Version 63 comments

The Fourth Age: Total War - The Dominion of Men is a full-conversion & fully modfoldered modification for Rome: Total War - Barbarian Invasion 1.6. Inspired...

FATW - The Dominion of Men v3.1 Patch [OBSOLETE]

FATW - The Dominion of Men v3.1 Patch [OBSOLETE]

Patch 10 comments

NOTE: THIS PATCH IS NOW OBSOLETE, PLEASE DOWNLOAD THE LATEST PATCH FOR THE MOD, WHICH INCLUDES EVERYTHING IN VERSION 3.1. Patch 3.1 - Cities of Middle-earth...

FATW - The New Shadow v2.6 (Full Build) [OBSOLETE]

FATW - The New Shadow v2.6 (Full Build) [OBSOLETE]

Full Version 91 comments

The full build of "Fourth Age: Total War - The New Shadow" (as released in 2008) including the 2.6 patch and Hotfix. Installation: 1. If you have a previous...

FATW - Forth Eorlingas Wallpaper Pack2 [OBSOLETE]

Wallpapers 0 comments

The Fourth Age: Total War - Forth Eorlingas Wallpaper Pack II consists of five wallpapers in 1024 x 768 resolution. They can be previewed in the FATW...

FATW - Forth Eorlingas Wallpaper Pack [OBSOLETE]

Wallpapers 0 comments

The Fourth Age: Total War - Forth Eorlingas Wallpaper Pack consists of seven wallpapers in 1024 x 768 resolution (and one, the last, in 1280 x 960). They...

Comments  (0 - 10 of 584)
SilverGuy
SilverGuy

Wait, wait, wait I dont really understand in tw forum it says the mod is complete so the updates are supposed to end soon? I am a bit confused

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webba84 Creator
webba84

Well, complete is a relative term... ;)

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SilverGuy
SilverGuy

Could you explain a bit further?

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webba84 Creator
webba84

Well, the last big version of the mod has been released (there's been versions 1.x, 2.x, and now 3.x) and most of the team have retired. Two of us are still working on polishing up some things here and there (especially custom settlements), but there won't be any major changes or big new releases at this point.

Reply Good karma+2 votes
TearsOfla
TearsOfla

so when I download it, it comes out as a program, not a file that can be unzipped. do I have to run the file first, because I try double clicking and nothing happens.
Edit: Fixed, it was just taking a year and a half to run the program

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TearsOfla
TearsOfla

so when you install it, just run barbarian invasion and it should load up?

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hairboy
hairboy

So its not recommended to play on the highest campaign difficulty?

I'm just looking for the most realistic one. However I did enjoy having a a leader killed by Harad right as he was rallying forces after escaping from a city in 10 groups in all directions, then coming back together to attack a harad city. lol

I wish I could have accepted Harad Protectoratship eariler but it was to late. Khand took me out. Overall Im impressed to have finally found a campaign as hard as the original Western Empire campaign on Rome where I actually could lose. Where I wasnt in a stable postion. I like a game where factions take out one another and even me. Because I definately would bulldoze through a faction if could.

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webba84 Creator
webba84

It's recommended to play on medium campaign difficulty because it helps the ai factions to engage in diplomacy slightly less like homicidal maniacs (see our diplomacy guide - Moddb.com) while not really making anything much easier. It also keeps the auto-resolve balanced. If you want a particularly difficult and violent campaign you can by all means choose harder difficulty.

Reply Good karma+4 votes
hairboy
hairboy

Im just looking for the most realistic setting lol

And yes my campaign with them both on the highest was particularly violent I noticed lol

I think I lasted a decade maybe. Now I know better what Im doing. I looked at the guides and didnt realize I had chosen the hardest campaign.(I always prefer to start out as the smallest kingdom ready to get crushed and to rise up against the odds through my Supreme tactics on the battlefield.)

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webba84 Creator
webba84

Haha, yeah, some of the factions were designed as a real challenge. I still have to complete a Rhovanion campaign, afaik the only person to actually win that one (on the recommended settings) is CountMRVHS, the guy who writes our faction guides.

Reply Good karma+1 vote
hairboy
hairboy

lol the Rhovanion Campaign or the Far Harad one? I always love a good challege.

Also what year does it end?
And can you continue if you fufill the victory conditions?

Sorry for all the questions.

Will there ever be a sort of religious figures used to spread the cultures?

Also it looked like you wrote somewhere that the road basically equalize. I think they should increase trade profits greatly logically speaking. But be quite costly to build.

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webba84 Creator
webba84

Both of them are a close race for the toughest campaign in the game. I'd rate Rhovanion as slightly harder, just because you are surrounded by so many factions, all of them more powerful than you.

Campaign doesn't have an end date afaik (I've never reached it) and you can continue past the victory conditions. One of our testers (and the guy who wrote the diplomacy guide) likes to play until he has conquered the entire map.

No 'priest' figures to change the cultures, as we want those to be difficult to shift (requiring the CC buildings). One or two factions do get cultural influence traits on some of their agents that can speed up the process, though.

WRT Roads, we made some changes in 3.2 that make them better value for money, and more profitable. We also increased the number of places that technologically advanced factions can build paved roads.

Reply Good karma+1 vote
hairboy
hairboy

Oh man, I just looked at when you started on the first downloads of this mod...wow. A big thank you to you all, please be proud of your work so far. I really do appreciate the amount of time you've all spent on this mod.

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webba84 Creator
webba84

It's our pleasure mate - if something is worth doing at all then it's worth sticking with ;) So many people have worked on this mod, and come and gone over the years. I've only been involved in the last couple of years to help finish things up but its been a real privilege.

Reply Good karma+1 vote
hairboy
hairboy

Sweet. , the barbarian invasion scripts work perfectly. Though I don't remember priests being in that mod so I would assume they wouldn't be available as a class of units. But yeah I'm impressed that I haven't had any bugs in the latest version. Except with a script in the installation process which may have been resolved now.

The year thing is great then. How many turns are in a year?

The way I stood up to so far fighting through three cities and a Harad army is by remembering my history and using South African Zulu tactics to form the bull and Horns on the battle field with my quick troops.

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webba84 Creator
webba84

2 turns a year IIRC.

I love it when real world tactics work in the game, it's a testament to how good the core gameplay of RTW is, glad you're having fun with it!

Reply Good karma+1 vote
hairboy
hairboy

So whats the different with making the Elves and Dwarfs a provincial campaign compared to the past versions?

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webba84 Creator
webba84

In previous versions they didn't suffer from rebellion or revolt (a side effect of the mechanism that keeps them passive as AI factions), which meant that the best way to play them was just to blitz across the map with you powerful units.

This is literally the opposite of how we wanted these factions to play, so we had to bring that mechanic back in and the only way to do so was the provincial campaigns. There's also quite a few bug fixes and balance tweaks in 3.1 and 3.2 that affect them also (see patch notes).

Reply Good karma+1 vote
hairboy
hairboy

Yeah that would be the exact opposite. It should be very hardest to expand with them. Is three cultures the hardcoded limit then? Otherwise you could make them and the drawfs there own culture different from the Men of the rest.

I do see a 4th culture labeled 'Foriegn Influence', which I think could be used in such a way. Unless it is a script balancing feature.

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webba84 Creator
webba84

There's a 3 active culture (religion) limit (any other religions don't cause unrest, defeating the point), and you're right that the 'Foreign Influence' is needed for some of the game mechanics (believe it or not, thats how we help the AI to auto-destroy buildings it doesn't need).

Reply Good karma+1 vote
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Highest Rated (9 agree) 10/10

I must say it was simply AMAZING. First off, I am a fan of all the Lord of the Rings books, and the Silmarillion, and have always wanted to see what happened afterwards. And with this mod for Rome: Total War, you can! You can even change history and not be 'accurate', because , hey! NOTHING HAS BEEN WRITTEN ABOUT WHAT HAPPENED AFTER THE FOURTH AGE! Being able to fight and take cities without the feeling of: Oh, I am Macedon and I just took over Carthage...how historically accurate. You get the feeling…

Jan 31 2014 by Commander_Tacticus

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