Third Age Total War sub-mod that features the Kingdom of Arnor as its own start-up campaign faction. The old glory & splendor of the Ancient Kingdom of Arnor shall be renewed!

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Arnor Reforged is back as version 2.0 due to major changes from last release.

If you haven't read the summary description before, just know that this is a submod to Third Age Total War 3.2 (TATW 3.2), which, as the name suggests, focuses on having the Arnor faction campaign-playable from the BEGINNING.

In TATW 3.2, one would have to play as Free Peoples of Eriador faction and meet certain criteria, before converting it to Arnor faction. Which, not only was the conversion not 100% complete (some things remained from Eriador faction), but by the time you get there, THE CAMPAIGN IS PRETTY MUCH OVER.

Not anymore! Not only does this mod allow you to play as Arnor from the get-go, but all units, labels, culture-settings, textures, and other campaign items are 100% Arnorian, period!


WHAT'S NEW WITH VERSION 2.0 ?

Previous releases had minor issues with campaign building construction, unit textures, cultural settings, family tree, and recruitment. Version 2.0 is quite possibly light-years ahead of these problems!

FIXES:

1. Gandalf and Aragorn are no longer chrome, and have texture for Arnor faction.

2. Arnor had no campaign start-up relationships with any factions, not even rebels! This has been adjusted; Arnor starts off allied with Gondor, and at war with Eriador & Rebels.

3. Arnor faction still had captain portrait from Byzantium faction (vanilla base). This has been replaced with an Arnor soldier's portrait.

4. Many rebel settlements started off with no garrison, and were always captured right after 1st turn. These empty settlements have now been garrisoned, adding more challenge to all factions.

5. Mordor family tree was messed up; to be fixed.

I didn't stop at fixes, and so I strove on to make the gameplay more interesting, fun, and above all, unique.


IMPROVEMENTS:

1. Renamed rebels from "Bandits" to "Independent Realms" & all associated labels.

2. Changed Independent Realm's (IR's) faction symbol.

3. IR faction can now recruit all units of all factions in campaign, based upon locale. It's a great campaign for non-stop action!

4. IR can construct all buildings from all factions in campaign, based upon locale.

5. Campaign description for IR faction.

6. Campaign win conditions for IR faction.

7. New menu and loading screen backgrounds.

8. Adjusted win conditions for Arnor, Eriador & Gundabad factions.

9. Added more Dunedain start-up culture for Arnor & Eriador regions.

10. Added new rebel (AKA "Independent Realms") campaign start-up units.

11. Adjusted campaign start-up units for Arnor & Eriador factions.

12. New IR sub-factions!

13. Strengthened Arnor units to be on par with Gondor units.

14. New armor upgrade texture for Arnor Men-at-Arms (credit: Third Age Reforged team)

15. Made stronger Arnor units recruitable at earlier settlement stages (EG: Large Town barracks can recruit Arnor Men-at-Arms; this may be done a little more with other factions as well...)

16. Orc AI to be more aggressive (an attempt, may or may not be in next release).

17. Adjustments to Dwarf faction campaign income.

18. Adjustments to High Elves faction unit stats.


FINAL ANNOUNCEMENTS:

Some work is still left to be done before 2.0 is ready for release, but it should definitely be so within the next 1-3 months, safe guess.

Another edition of Version 2.0, "Arnor Reforged - Rampage Edition", which will be an extreme-action arcade-style adaption of Version 2.0, is in progress and should be released at the same time or shortly after regular Version 2.0, with the same fixes and improvements aforementioned.

Thank you all and hope you enjoy Version 2.0 within the next few months!

Version 2.0 ReleaseVersion 2.0 ReleaseVersion 2.0 ReleaseVersion 2.0 ReleaseVersion 2.0 ReleaseVersion 2.0 ReleaseVersion 2.0 Release


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essa1565301589
essa1565301589

Having been playing until around turn 40 as the Kingdom of Arnor, I have found several things which needed to be changed.

The With King is no longer the faction leader of Mordor. That title has been moved to an orc which starts in eastern Osgiliath. It makes some problems, as when that orc dies, and one of the Nazgul becomes the next factionleader also dies, Mordor is simply destroyed because there is no other character who has the faction leader or faction heir attribute. Which makes Mordor incredibly easy to destroy. It makes some problems when modders are changing in the faction leaders and faction heirs status for factions who dont have a family tree.

Kingdom of Arnor does not start in war with the rebels as every other faction does. Nor does it start with any diplomatic relations with any other faction. However its starts with an ridiculous strong army, consisting of more than 30 units of experienced, good Arnorian units and a treasury of no less than 100.000 gold. I would decrease the treasure, and give Arnor, no more than 10 units to start with.

In my game a deleted around 20 units to make the game more of a challenge. I recruited a diplomat and send him south to Gondor togheter with Aragon and an army consisting of 7 units. I made an alliance with Gondor and bought Minas Tirith for 70.000 gold, so I could have the line of Isildur sitting in the city of Kings. Until now a very fun game, though way to easy.

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Arnorian94 Creator
Arnorian94

Appreciate the info and am glad you enjoyed it (albeit not perfectly).

I've been working on a new release which fixes and improves many things including the Arnor faction by decreasing start-off army size and revenue. I had those buffed since you started off with essentially 0 dunedain culture, but that has been fixed for next release, just like everything else has/will be :)

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Guest
Guest

After installing this mod, both the Rebels and Dark Lord of Mordor factions are now playable from the campaign selection screen for some reason. Also, the textures for rebel armies on the campaign map are completely messed up AND any Arnor city without a general/units stationed in it has the Byzantine flag from the vanilla game.

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Arnorian94 Creator
Arnorian94

Next release is aimed at hammering up the rebel faction as a fun campaign player. Any quirks with them are being corrected. The Dark Lord of Mordor faction was left playable when I was experimenting with their gameplay, and I saw no reason to remove them since other players might have the same idea.

As for the Byzantine banners displayed in empty Arnor settlements, I don't see how that's an issue. It's not a good idea to leave any settlement empty anyway ;)

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Guest
Guest

Hello. How can i add this to my Steam Third Age?

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Arnorian94 Creator
Arnorian94

Click "Files" tab on this webpage. Select 1.3 version to open the download page. Click "Read More" @ description.

If that doesn't help, check my most recent comment there.

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Guest
Guest

i can not recruit any units i built the buildings and nothing shows up

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Arnorian94 Creator
Arnorian94

You have to wait till dunedain culture hits 25% for archers & cavalry, 33% for militia infantry, 50% (I think) for almost all units, 60% for elite units, and 66% for pikemen (lastly).

Around Turn #20 is when you have enough culture (if you built libraries first).

You should be able to hire Arnor Swordsmen mercenaries in the mean-time. What you start out with should allow you to wreck Eriador. Their units are weak compared to Arnor.

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Arnorian94 Creator
Arnorian94

ATTENTION ALL:

I heard that some people were having issues in building culture buildings for the Arnor faction in the campaign. The problematic file has been found, and I will upload a patch later today (after work).

Thank You for your patience and Apologies for Any Inconvenience.

Regards,
Arnorian94

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