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 2 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

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 4 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 67 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

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

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...

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A mod that doesn't feel like a mod, amazing work.

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Archonite
Archonite

I don't understand why Avast finds this f4tw exe a malware? Even I disable shields, it will delete it immediately.

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hairboy
hairboy

Been playing as the Kingdom of Rhovanion and its been hard and awesome. Three times Dale told me to surrender to their dominion. And three times I refused and fought back. First chasing them off from my surrounded city, then taking on three divided forces before they could come together and defeating them. Which left their city undefended.

Then Sacking two cities and letting them fall into rebellion. I even ended up killing their king and another lord at the river of Dale and the city itself would have been sacked if not for a few hundred drawfs holding the river. So after already taken heavy losses from the battle, I retreated back over the river. (In the battle 100 dale longbowmen I hired over made quite the difference.) Thus in the retreat, I was prevented from sacking the city.

In revenge, I attacked their other kin in the east with the last of my army and took their great hoard of gold. Paid off Dale finally and secured peace all around. Even Dale and Rhun and myself and all the others are allies. Now a fort is built on the ford manned with loyal mercs.

Dale is to my north, Rohan to the west, Beorns as well. Dominion to the east and Rhun to the south with the United Kingdom. After decades of war I have settled down and peace is finally had. Armies have been disbanded down and with five little regions I am increasing trade and preparing for a new king. As sadly many have fallen to the shadow cult and the ways of darkness. It seems only one man left is worthy to be king...

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AugustusNocturnis
AugustusNocturnis

Hah! The opposite is about to happen to me in my Adunabar campaign. The faith of my generals in the Shadow Cult seems to be waning and too many of them are becoming untrustworthy Patrons of the West. I am in the midst of war with the Reunited Kingdom and while the RK is on it's last legs, the potential traitors commanding my armies could defect soon.

I have already had 3 potential traitors sacrificed at sea for the glory of Herumor, but everyone worth their salt in Adunabar seems to be a Patron of the West, while the least talented hold true to the Cult with the exception of the king himself and the Captain-General. My only hope is to pray and offer sacrifice to Morgoth so that more Cultic masterminds may arise to retake control of my armies before the RK steals my generals.

Furthermore, my vassals in Harad and Rhun rebelled recently although Far Harad and Rhovanion remain faithful minions of the Cult. I hope that your next king and queen are aligned with the Shadow Cult, since we in Minas Ithil need more minions to throw at hordes of Rhun and shed the blood of Easterlings and Rohirrim alike for the dark glory of Herumor.

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hairboy
hairboy

There was too many from Rhun. I sold the lower half of my Kingdom to Rohan since the Reunited Kingdom wouldnt pay me. For some reason Rhun a longtime ally seems set on ending me. I defeated their first attack of two armies that total were an equal size of mine and lost 500 men and them 2500. Then I saw that possibly 10,000 more were behind them and lost hope.

Burning the countryside behind me and selling my people to those that hold true to the west is their only chance in the long run. I turn my gaze north and into the dark forest with the last thousands of my men there is a place to hide there.

I am considering sacking Dowinion, my first ally. Though sadly they sided with Rhun over me. And are therefore traitors. ALso it might anger Dale, my first enemy that I fought a long brutal war with until I beat them back and then paid them off and they never bothered me again.

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AugustusNocturnis
AugustusNocturnis

Dorwinion is too close to Rhun, I don't know what year you're in, but they'll get there in some cases by as early as the 370s. You might want to try and take Holt or Thirmfeld and fortify both until you can retake what you loose. Don't worry about Dale too much, Rhun's going to wage war on them soon if North Rhun has fallen. If Rhun isn't fighting anyone but you and other northern factions, those lands you gave to Rohan will soon have the banner of the ox flying over them. On that note, your time is still limited, since Rhun will probably get to any cities you may have in Mirkwood by around the 430s, and by that time, they will have berserkers...

Every game Rhun has almost overwhelming numbers, if their basic infantry was any stronger, they might be unbeatable. The one time I completely defeated them as the RK took me to about 498! So far my Adunabar has been able to keep them pinned in East Mordor but their armies seem to get larger each time, while it's more difficult for my cultic armies to be replenished. The amount of my human troops continues to dwindle and Orcs are present to fill in the gaps. They can generally carry the day with as little as 1 group of hill-trolls against Rhun's shoddy infantry and at least 3 units of archers and of course, a variety of melee Orcs. But even they cannot outpace Rhun's production.

Currently Harad's giving me problems in the west. Once you take Harondor, which fortunately yields a few Fiefdom dominions for Adunabar, Harad's forces come at you en masse as Rhun's do, except they are much stronger. Yet now that the RK's down to 2 small settlements with a small army and a weak king with the "fool" trait, I no longer have to worry about them and can hopefully build a navy to take the prized Umbar.

P.S, Can anyone who has tried North Rhun tell me how they played against the Chiefdom of Rhun? I would imagine North Rhun's campaign is extremely difficult with 2 very strong enemies bordering it.

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CountMRVHS Creator
CountMRVHS

I don't think I've ever *completed* a North Rhun campaign, but you're right - it's extremely difficult!

As NR, you have 3 basic options: go west (Dale), go south (Dorwinion), or go east (Rhun). I'm of the opinion that Dale can wait. Sure, hit that fort on the Carnen river, but don't bother going farther west.

If you hit Dorwinion early and grab Belegant, that'll be good for your finances in the short term. Belegant has big walls, so it's easy to defend, and it's unlikely that you'll have to worry about defending it for a while.

But the biggest threat is probably Rhun, which is why I think it's best to go east sooner rather than later. Honestly, you might even just leave those independent settlements alone and make a beeline for Raichost and Tham. Gut Rhun and *then* turn back to the western factions. For one thing, Rhun's territories are the only ones around that share your culture, so they'll be easier to hold and integrate into your realm.

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hairboy
hairboy

Rohan allied with Rhun and there was peace for a time as I sacked and conquered Dowinion. Allowing them to hold some land to the east as a buffer zone against Rhun and as my Vassel. My combined armies were larger than I expected as I abandoned my two main cities in the south and the dwarfen keep.

Holding out just south of the river Dale. In taking Dorwinion Capitol, I established a new captiol and allowed my cult king to die in the battle from my own arrows and spears. Then I left no survivors from ether of their armies and nearly ended their family line in my brutal timed invasion.

With some time I continued paid mirkwood mercs and brought them back to be resettled in my last northern lands. Then when Rhun of course attacked Rohan they found themselves also fighting the Reunited Kingdom as well. :) Just as planned...

As they've broken a hole on the western part of Rohan's zone through the brown lands they marched up to my lands and took my mirkwood foothold with 3000 men. But I was able to pay a large tribute for peace and after a show of arms even after the army entered my lands anyways. My plans kicked into action.

Rebellions broke out from the brown lands to mirkwood. And for the first time their military growth has stagnated. The men of Rhovanion will not submit while my spies and rogues continue to whisper of the return of their King Of The West one day.

In the meantime I've prepared my fleet to be able to sail across the Inland sea and strike at the heart of Rhun. I also had a standoff again with Dale whom I keep busy with north Rhun striking at them and their riots in the east I fan. Even though they are my ally, they are greedy and my river forts are the only thing keep them from blitzing across my little kingdom.

If they are not stopped now, Rohan is in decline from the dunlanders. The Reunited Kingdom could be as well for all i know. And Rhun is likely fighting Annunbar as well. The time to strike is soon, and they will be harder to bring down than Harad was when I played as Far Harad in my past campaign.

If I raid their main city for population I can sustain more mobile armies than them. My commanders can move faster than most any others as they are Wildermen. With Adept Commanders/ Adept governors. We will not kneel or be destroyed on my watch.

They will only get stronger and the number of those able to oppose them will dwindle as Khand is their Ally and pushing in the south. Wouldn't surprise me if they took out Harad, they defeated me as Far Harad and the only way I stopped them the second play through I had to strike first and only too late did I realize the horde mechanic. Hahahaha

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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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