This is a clean, balanced, historical and accurate total conversion mod for Age of Empires III (plus both expansions) It will take you to Middle-earth! with new civilizations, natives, technologies, units...

An update about the civsets in Wars of Middle Earth.

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races


In the original AoE3 civilizations were classified into civsets (or cultures) which have shared units, buildings, technologies, and gameplay. In WoME they are classified into races. This is a guide to explain the different races. There are 4 different races. The Elves, Dwarves, Men, and Orcs. They all have their own set of unique properties. I wrote this so you can get familiar with the races.

race elves

  • Realms: Lindon, Lothlórien, Mirkwood
  • Scout: Elven Sentry, a ranged stealthy scout.
  • Aging: They age through politicians. Each colonial politician costs a different resource and once you age with one, all future politicians will cost the same resource.
  • Gatherer: The Elven Gatherer. Builds and gathers resources. Has a ranged resistance.
  • Unit Upgrades: The Elves upgrade their units individually at the building from where they are made.
  • Market Upgrades: Elves have Market technologies that cost all three resources.
  • Late Game Resources: The Elves can gather both food and coin infinitely from Gardens.
  • Livestock: The Elven herdables are Apple Trees which can be trained from Gardens.
  • Bonuses:
  • All Elven units auto heal over time.
  • Have the Forge, a unique building has several technologies that improve units.
  • Can Build the Library, which can ally with native civilizations to research their technologies.
  • Units have a strong base attack and weak multipliers against other units.

race Dwarves

  • Realms: Erebor (Ered Luin, Iron Hills, and Khazad-dûm will be included in later versions)
  • Scout: Dwarf Explorer. A slow, strong melee scout that can reveal parts the map for a while.
  • Aging: They age by constructing buildings.
  • Gatherer: The Dwarven Settler. Builds and gathers resources. Moves slower and costs some coin.
  • Unit Upgrades: They have two upgrades available for each unit. One upgrade improves the unit more but also costs more, the other upgrade they have is cheaper and improves less.
  • Market Upgrades: Dwarven Market technologies improve the gathering rates of two resources.
  • Late Game Resources: The Dwarves have three buildings. One for food, coin and stone. The Storage Chamber, the Armoury, and the Masonry respectively. They spawn resource crates and can be gathered from.
  • Livestock: They can buy herdables using coin at the Market.
  • Bonuses:
  • Have a unique resource, Stone. Can be gathered from from the Masonry, Stone Mines, and from Crates of Stone.
  • Buildings are built with Stone, they take longer to construct and have more hitpoints.
  • Instead of a Town Center, they have a Dwarven Hall which doubles as a Fort.
  • Units have a stronger base attack and weaker multipliers against other units. Units are also slower, have less LOS but have more resistance and hitpoints.

race men

  • Realms: Arnor, Gondor, Harad, Númenor, Rhûn, Rohan
  • Scout: They have the Scout. Ranged infantry.
  • Aging: They age through politicians, which give buildings, resources, or units.
  • Gatherer: The Villager. Builds and gathers resources.
  • Unit Upgrades: Men have the Blacksmith, which upgrades basic unit types at the same time.
  • Market Upgrades: Their Market technologies cost two different resources and upgrade one.
  • Late Game Resources: Men can gather food and coin finitely from Farm Crops and Rock Quarries respectively.
  • Livestock: Farms can train herdables. Men have several different types of livestock.
  • Bonuses:
  • Blacksmiths offer some extra technologies to improve units.
  • Can Build the Inn (Tavern for Harad and Rhûn), which can train and upgrade Mercenaries.
  • Units have a normal base attack and multipliers against other units.

race orcs

  • Realms: Angmar, Goblins, Isengard*, Mordor
  • Scout: Orc Tracker. Weak melee infantry that is good against other scouts. Gathers less from treasures.
  • Aging: They age through politicians at buildings, which give buildings, resources, or units.
  • Gatherer: The Snaga. Builds and gathers resources. Has few hitpoints but has more attack.
  • Unit Upgrades: Units are upgraded at the building where they are made from and have more upgrades.
  • Market Upgrades: Market technologies cost the same resource it improves the gathering rate for.
  • Late Game Resources: Orcs have the Food Industry and Coin Industry which autogather a small amount of food and coin respectively. Snaga can gather slowly from them.
  • Livestock: Snaga Double as herdables. Military units gather from Snaga.
  • Bonuses:
  • Units are built by buildings instead of trained.
  • Can Build the Orc Camp which can train special orc units, mercenaries, and natives.
  • Units have a weak base attack and high multipliers against other units. Units also are weaker but cost less and are made faster.



I will explain each race separately even more in near future. If you have any questions please ask them.

Post comment Comments
Thorvaldo
Thorvaldo

Why Isengard has a * ?

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Hoar
Hoar

Maybe because they have a completly diferent roster? (armoured uruk-hai)

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checanos Author
checanos

Because Isengard starts out as part of the race of men but changed to the orc race when they reach the third age. It's one of their bonuses.

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Hoar
Hoar

Oh, but you forgot to put it! And so, what they will have before, a generic Numenorean roster? Isengard itself was built by the Numenoreans in the second age, before Saruman made it his property. That would mean that:
- 1st Age: It didn't existed yet :(
- 2nd Age: Numenorean colony (most of the factions in 2nd Age are numenorean as I think about it)
- 3rd Age: turns evil and gets orcs and Saruman
- 4th Age: gets Uruk-Hai?
And what with the human gatherers and units? Will they just morph into the orcs?

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checanos Author
checanos

I didn't put it because here I was explaining the Races, not each civilization. Yes Isengard will have a basic unit roster typical of the race of men and their units' textures and icons will be numenorean looking. Yes all buildings and units will transform into orc buildings and units when they reach the third age.

About the ages.. Im still thinking about which ages to have. the 2nd, 3rd, and 4th ages will be in for sure, but the 1st age will not be represented as there is just way too much going on in the first age to be properly implemented into the mod that focuses on the 3rd age. Most of the civs didn't even start until the 2nd age (some even in the third. So im still thinking about the ages.

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Belcazzi
Belcazzi

Yes, for the first age, you'd have to put Melkor himself and whole legions of balrogs, so... ^^

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ConstantineNeo
ConstantineNeo

where is imladris the gray mountens ?

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checanos Author
checanos

They will be natives.

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Hoar
Hoar

Herdable orcs lawl! XD This is a great idea!

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checanos Author
checanos

Thanks. The idea was given by Pepp (Mrs. Nun) from the Knights and Barbarians team.

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capomaster
capomaster

I know that is a stupid question but:
Angmar will have the witch king of angmar?
or Azog?

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checanos Author
checanos

As the civ leader? Witch King of Angmar. It's not a stupid question, you're fine.

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JjForcebreaker
JjForcebreaker

Great piece on info!

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