Imperator: Rome

Imperator: Rome

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War of the Ring v1.12
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933.015 MB
29 Jul, 2022 @ 11:34am
9 Jul @ 3:18pm
26 Change Notes ( view )

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War of the Ring v1.12

Description
Year 2985 of the Third Age. Middle-Earth is in turmoil, disastrous plagues and invasions have caused many great realms to fall. Many believe Gondor's defeat by Mordor is inevitable. Sauron has been preparing for his final war, breeding immense armies of Orcs and allying with the easily corrupted nations of Men. The Corsairs of Umbar threaten to attack Gondor's southern coastal subjects, while Orc raids begin to trouble the borders of Rohan. The White Wizard Saruman has taken the fortress of Isengard as his own, causing some to question his intentions.

This is the full mod - no other mods are needed. Compatible with Imperator: Rome v2.0.5



v1.12 improvements:
• New 3D unit models have been added for the Easterling tribes
• Distinctions can now be awarded to Legions for notable battles
• Osgiliath, Pelargir, and Emyn Beraid have unique 3D models
• New Orc tribes have been added to the Grey Mountains in the north
• Dunedain cultures have a new improved city building set
• Plus new deities, events, holy sites, and other map improvements

Other major changes can be viewed on the Major change list or in the mod's changelog.



Scripted War of the Ring:
This appears as a mission called "Frodo's Quest" where you protect him on his way to destroy the Ring.
• You need to keep the way of Frodo and the Fellowship cleared of Orcs and other followers of Melkor while more and more countries attack you.
• Should lead to an actual "War of the Ring"
• On completion of the mission, Sauron and the Nazghul will die, Barad-Dur and the Black Gate will be destroyed and Orcs and followers of Melkor will get major debuffs for 40 years, the latter being given the option to convert away instead



Note:
Assimilation doesn't make sense in this scenario ("How long does an Elf take to turn into a Dwarf?), so it is disabled. This submod can bring it back if you wish. However, Orcs have a religious law called "Age of the Orc" where non-integrated pops do get "assimilated" (read: eaten and replaced by Orcish settlers) over time. We have also included a passive form of Assimilation where pops of the same race will assimilate to the nation's culture over time.



The mod team:

Blood Royal: Mod founder, gameplay design, realm setup, bug fixing, etc.

Matt Alexi (MattTheLegoman): 3D artist for cities/wonders, map environment artist, etc.

Owlcoholic/Rewinged: 3D custom units and 3D custom portraits/clothes, etc.

Arsonium: Advanced scripting, legion system, UI, etc.

ChloeLorde: Map province names, areas, locs etc.

Gratak: Scripting, events, missions, characters, bug fixing, etc.

Pureon: 2D + 3D GFX, events, religion, missions etc.

Contributors: QualitySalt, Snowlet, Dementive, Agami, Arsakes


Thanks to our sister CK3 mod, the Imperator Mod Coop[discord.gg], and all other contributors!




The mod is also available on Paradox Mods here[mods.paradoxplaza.com]. Any other websites hosting this mod are doing so without our permission. We do not accept any form of donation.

Bug reports and suggestions can be made on our War of the Ring discord[discord.gg]
Popular Discussions View All (13)
3
26 Jan @ 12:54am
Any plans for the far East? I have a suggestion, if you would read it.
brunachos
7
25 Feb, 2023 @ 9:32am
Ranger -> Arnor cohort unit types
Arrean
6
23 Dec, 2022 @ 8:09am
gave 1.6 a try, here are a few things that need adjustment
Brindle
356 Comments
Gratak  [author] 20 Jul @ 9:35am 
Absolutely. Open the mod setting decision. Has settings to make Mordor weaker. You can also make other factions that oppose Mordor stronger.
Nilasarrow 20 Jul @ 8:07am 
Is there a way in any menus to make sauron weaker as the only way for me to survive and have a chance to play the mod I have to play either isengard or gondor? I like playing lorien for example but sauron qonquers everyone and eventualy just overwhealm me I cant counter it in any form?
Pureon  [author] 9 Jul @ 3:19pm 
A small mod update has just gone live. It adds new random events, revamps some event graphics, and improves existing events. Minor unit model and map improvements are also included.
Nikator 9 Jul @ 3:46am 
Amazing mod
Gratak  [author] 4 Jul @ 11:32pm 
No major content updates being worked on atm but if there are any issues we are quickly fixing them.
Pirku 4 Jul @ 5:13am 
Hey, is it still updated?
quandarian 2 May @ 11:50am 
Thanks @pureon. The map is certainly very decent as is. I won't hold of my Elessarionath world conquest then
Pureon  [author] 29 Apr @ 2:36pm 
@quandarian: We have Bellakar, Tulwang, and Bozisha-Miraz to the far south of Umbar. There are no plans to expand further south as the landscape there is a good border for this mod. We also have no plans to add the Valinor in the far west - the Belegaer (Great Sea) provides a natural border for our map.
quandarian 29 Apr @ 12:01pm 
Hi devs, loving the mod as always! Wanted to ask if there are any plans to add the south-western end of Middle Earth, that was added to the Crusader Kings Realms in Exile mod? I believe the region is pseudo-canonical in the sense that it was fleshed out in a campaign book for the pen and paper MERP RPG in the 90s
Gratak  [author] 26 Apr @ 9:34pm 
See pinned FAQ in the discussions