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* RisingEmpire: Mordor, Harad, Rhun, and, especially [[MagicarpPower Arnor]], which goes from being a faction of wandering woodsmen and rangers to being a kingdom equal to Gondor in strength, wealth, and prestige, as it was before the kingdom fell.

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* RisingEmpire: Mordor, Harad, Rhun, and, especially [[MagicarpPower [[MagikarpPower Arnor]], which goes from being a faction of wandering woodsmen and rangers to being a kingdom equal to Gondor in strength, wealth, and prestige, as it was before the kingdom fell.

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* MagikarpPower: The Free People of Eriador start out rather weak and uninspiring, but work hard on them and they can form the Kingdom of Arnor, one of the most powerful factions in the game.

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* MagikarpPower: MagikarpPower:
**
The Free People of Eriador start out rather weak and uninspiring, but work hard on them and they can form the Kingdom of Arnor, one of the most powerful factions in the game.
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** Even further, [[TheComputerIsACheatingBastard the AI will receive multiple stacks of units for free whenever you attack important settlements]], as well as an army of elite units if you try to seize a capital city [[SequenceBreaking too early]]. This is obstinately to help the AI compensate for player mission rewards and to foil ZergRush tactics.

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** Even further, [[TheComputerIsACheatingBastard the AI will receive multiple stacks of units for free whenever you attack important settlements]], as well as an army of elite units if you try to seize a capital city [[SequenceBreaking too early]]. This is obstinately ostensibly to help the AI compensate for player mission rewards and to foil ZergRush tactics.

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* AnticlimaxBoss: Sauron can be immediately defeated after regaining possession of the Ring.



* BeefGate: If you manage to seize a faction's capital city before pacifying the rest of their empire, a fairly large army consisting of late-game units with full armor upgrades will spawn in, take back the city, and then go ransack the rest of your empire.



** Isengard starts with a fairly weak roster that mainly relies on Dunlending and Snaga auxiliaries. Stick with them, however, and you'll eventually be able to field several varieties of heavily-armored Uruk-Hai.



** Even further, [[TheComputerIsACheatingBastard the AI will receive multiple stacks of units for free whenever you attack important settlements]], as well as an army of elite units if you try to seize a capital city [[SequenceBreaking too early]]. This is obstinately to help the AI compensate for player mission rewards and to foil ZergRush tactics.



* RisingEmpire: Mordor, Harad, Rhun, and, especially Arnor, which goes from being a faction of wandering woodsmen and rangers to being a kingdom equal to Gondor in strength, wealth, and prestige, as it was before the kingdom fell.

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* RisingEmpire: Mordor, Harad, Rhun, and, especially Arnor, [[MagicarpPower Arnor]], which goes from being a faction of wandering woodsmen and rangers to being a kingdom equal to Gondor in strength, wealth, and prestige, as it was before the kingdom fell.



* TimedMission: Restoring Arnor must be done within Aragorn's lifetime. You could fulfill all the requirements, but unless Aragorn is king, you will not be able to rebuild the kingdom because he is the only character who possesses the Elendilmir. This means that, if you want Arnor, generally speaking, you have to garrison Aragorn in Annuminas to quickly the grow that settlement into a large city capable of building the House of Kings.

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* TeleportingKeycardSquad: A non-item variant: Certain settlements, when controlled by the AI, have the ability to instantly generate new units the moment it comes under siege, in order to supplement the existing defenders. Assaults on any settlement with this ability ([[AllThereInTheManual Usually designated in the lore-bearing 'structure' in the settlement's details]]), no matter how insignificant or under-defended it might seem, will require a fairly large army and lots of preparation beforehand. And no, [[MyRulesAreNotYourRules your own settlements do not have this ability]].
** Even better, if you abort the siege or otherwise fail to take the settlement, the generated units don't go away. Too many botched sieges can easily swell an AI empire's military beyond your ability to reliably fight.
** A straighter example occurs if you seize an enemy capital, while the empire itself still exists: A large army full of late-game units equipped with armor upgrades will spawn in and attempt to take back the capital. Unless you know it's coming, this will most likely end with your worn-down occupying force wiped out effortlessly, and your enemy now in possession of a PurposefullyOverpowered fighting force.
* TimedMission: Restoring Arnor must be done within Aragorn's lifetime. You could fulfill all the requirements, but unless Aragorn is king, you will not be able to rebuild the kingdom because he is the only character who possesses the Elendilmir. This means that, if you want Arnor, generally speaking, you have to garrison Aragorn in Annuminas to and quickly the grow that settlement into a large city capable of building the House of Kings.


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** [[DefiedTrope Defied]] in the campaign map. If you try to rush-attack vulnerable enemy settlements with cheap armies, you'll quickly discover that the game [[TheComputerIsACheatingBastard spawns in extra defenders]] in settlements specifically to counter this. And god help you if you manage to seize a faction's capital while the empire survives - The game will spawn in [[BeefGate a huge army of late-game units]] that will effortlessly crush your depleted occupying force before bulldozing the rest of your empire.
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* EarlyGameHell: All of the good factions suffer from this to some extent, but Gondor has it worst. You start off at war with Mordor and Harad, two factions that can churn out CannonFodder, and have protected settlements located deep within mountains or deserts, meaning that conquering either is a long slog. Meanwhile, Gondor has great infantry and a huge city, but slow recruit times, a very large and vulnerable coastline, and a lagging economy in its inland settlements. Playing as Gondor requires an active strategy of harrying both enemies until its economy is powerful enough to sustain multiple stacks of troops.
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* RagtagBunchOfMisfits: You can lead one in the Fellowship mode of the game.

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* RagtagBunchOfMisfits: You can lead one in the Fellowship mode of the game. In the Third Age campaign, the Free Peoples of Eriador are about as ragtag as one can be, being composed of Breeland settlers, woodsmen, hobbits, and Dunedain rangers, and a wizard. Rebuild Arnor, though, and watch this motley crew become a badass kingdom.



* TimedMission: Restoring Arnor must be done within Aragorn's lifetime. You could fulfill all the requirements, but unless Aragorn is king, you will not be able to rebuild the kingdom because he is the only character who possesses the Elendilmir. This means that, if you want Arnor, generally speaking, you have to garrison Aragorn in Annuminas, to quickly the grow that settlement into a large city capable of building the House of Kings.

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* TimedMission: Restoring Arnor must be done within Aragorn's lifetime. You could fulfill all the requirements, but unless Aragorn is king, you will not be able to rebuild the kingdom because he is the only character who possesses the Elendilmir. This means that, if you want Arnor, generally speaking, you have to garrison Aragorn in Annuminas, Annuminas to quickly the grow that settlement into a large city capable of building the House of Kings.
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* AnticlimaxBoss: Sauron can be immediately defeated after regaining possession of the Ring.


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* HiddenElfVillage: The High Elves start out controlling a bunch of unwalled settlements off the beaten path, including the archetypal one, Imladris.
* IstanbulNotConstantinople: Moria and Minas Morgul become Khazad-dum and Minas Ithil if they are recaptured by the Dwarves and Gondor, respectively.


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* VestigialEmpire: Gondor. All of its former land east of Anduin starts off as rebel territory or controlled by Mordor, including East Osgiliath.
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* TimedMission: Restoring Arnor must be done within Aragorn's lifetime. You could fulfill all the requirements, but unless Aragorn is king, you will not be able to rebuild the kingdom because he is the only character who possesses the Elendilmir.

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* TimedMission: Restoring Arnor must be done within Aragorn's lifetime. You could fulfill all the requirements, but unless Aragorn is king, you will not be able to rebuild the kingdom because he is the only character who possesses the Elendilmir. This means that, if you want Arnor, generally speaking, you have to garrison Aragorn in Annuminas, to quickly the grow that settlement into a large city capable of building the House of Kings.
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None

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* TimedMission: Restoring Arnor must be done within Aragorn's lifetime. You could fulfill all the requirements, but unless Aragorn is king, you will not be able to rebuild the kingdom because he is the only character who possesses the Elendilmir.
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* BadassArmy: Possible for any force, but inherent to the Dwarves. Any force of them will be a tough challenge. They're that tough.


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* GoingNative: The Free Peoples of Eriador are the remnants of the lost kingdom of Arnor, but they are culturally a Northmen faction. This changes once Arnor is rebuilt -- the faction becomes Dunedain again, and new cultural buildings have to be built to recruit Arnor troops.


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* RisingEmpire: Mordor, Harad, Rhun, and, especially Arnor, which goes from being a faction of wandering woodsmen and rangers to being a kingdom equal to Gondor in strength, wealth, and prestige, as it was before the kingdom fell.

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Added some stuff from my playing of it.


** Free Peoples Of Eriador - Guerilla/Ranger: Many units are cheap but comparatively weak in straight-up fights, with emphasis on light infantry, militia and rangers.

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** Free Peoples Of Eriador - Guerilla/Ranger: Many units are cheap but comparatively weak in straight-up fights, with emphasis on light infantry, militia militia, and rangers.Dunedain Rangers.



* BlackAndWhiteMorality: The forces of good, of many cultures, but many who are neighbors start the game allied, aligned against the forces of evil, who all have the culture ''followers of Melkor''.
* DefogOfWar: The use of the Palantír allows seeing certain small portions of the map around the settlement it’s in. There are a total of four in the game.

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* BlackAndWhiteMorality: The forces of good, of many cultures, but many who are neighbors start the game allied, aligned against the forces of evil, who all have the culture ''followers ''Followers of Melkor''.
* DefogOfWar: The use of the Palantír allows seeing certain small portions of the map around the settlement it’s in. There are a total of four in the game. However, using them can be dangerous for the general using them.



* MagikarpPower: The Free People of Eriador start out rather weak and uninspiring, but work hard on them, and they can form Arnor, one of the most powerful factions in the game.
* NintendoHard: The game was developed to give even great players of the vanilla game a real challenge. With poor economy to contend with, vast spaces to traverse, overall lower replenish rates of troops, not to mention various AI bonuses, it worked.

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* MagikarpPower: The Free People of Eriador start out rather weak and uninspiring, but work hard on them, them and they can form the Kingdom of Arnor, one of the most powerful factions in the game.
* NintendoHard: The game was developed to give even great players of the vanilla game a real challenge. With a poor economy to contend with, extremely limited settlement growth, vast spaces to traverse, overall lower traverse that are often hiding places for bandits, significantly lowered replenish rates of troops, not to mention various AI bonuses, ''it worked''.
** To put a few of these into perspective, in the original game
it worked. wasn't uncommon to get population growth up of a settlement to four or five percent, particularly with high chivalry governors. In the Third Age, getting it to two percent is hard even if you cut taxes and max out all available population buildings, and most places have very small populations on top of that. For troops, a militia unit in Medieval II would replenish at one per turn, so you could always at least raise one of those if you had the florins. Here, the approximately equivalent units often take ''five'' turns to replenish.



* OverratedAndUnderleveled: Quite a few of the factions, but perhaps most egregiously Gondor. Minas Tirith doesn't even have a ''grain exchange'', and there is no place in Gondor that begins the game with the ability to train it's primary troops, or even a standing army of any kind! The closest is a bunch of scattered militias, which are capable but not exactly what you'd expect from one of the greatest kingdoms of Middle Earth, a shadow of it's former glory or not.
* PowerUpLetdown: Tied to the above. A pop-up early on explains that because nobody is on a war footing yet you have to make due with militia and such, and you can't even max out any of your military buildings and most of the ones you have can only produce a limited amount of soldiers. Then you actually get a grand announcement that the war preparations are 'complete'... and discover that you are now merely allowed to build said infrastructure. Your existing buildings don't get the ability to make more troops, you just get a few more options to upgrade to at high cost.



* TheComputerIsACheatingBastard: If the AI controls certain settlements when the player decides to siege them, then a script will be activated giving the AI several units to help it withstand your siege or sally out and dislodge you if you didn't bring enough troops. This includes: Mordor AI if it controls Minas Morgul, Gondor AI if it controls Minas Tirith, Rohan AI if it controls the Hornburg, amongst many others. Note, this applies both if the player attacks the AI, and if AI attacks other AI.

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* ShownTheirWork: Besides the numerous settlements with Tolkien-accurate layouts, the loading screens hold a wide assortment of quotes from various Tolkien writings, from the books themselves to the Unfinished Tales. Many of the ancillaries are also based on more obscure items such as having one of the Blue Wizards in your general's entourage.
* TheComputerIsACheatingBastard: By design and explicitly noted in the game itself! If the AI controls certain settlements when the player decides to siege besiege them, then a script will be activated giving the AI several units to help it withstand your siege or sally out and dislodge you if you didn't bring enough troops. This includes: Mordor AI if it controls Minas Morgul, Gondor AI if it controls Minas Tirith, Rohan AI if it controls the Hornburg, amongst many others. Note, this applies both if the player attacks the AI, and if AI attacks other AI.

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!!Third Age Total War provides examples of:

* ACommanderIsYou:
** Gondor - Balanced/Generalist : Has a wide variety of heavy infantry, spearmen, cavalry, and archers, with no real roster weaknesses
** Rohan - Balanced/Specialist : As a human faction, has a similar unit production rate to Gondor, but focuses heavily on cavalry units
** High Elves - Elitist/Generalist : Has a wide variety of extremely high quality and versatile units, which can only be produced in small amounts
** Silvan Elves - Ranger/Specialist : The Silvan Elves have the same slow unit production as the high elves, but with almost no cavalry, a focus on spear infantry, and the best archers in the game
** Dwarves - Elitist/Brute Force : The Dwarves have the best heavy infantry in the game bar none, with no cavalry and few archers. Elitist due to the effectiveness and costliness of their high-tier units. Their early access to and focus on securing mineral-rich mountain territories gives them shades of the Economist as well.
** the Free People Of Eriador - Guerilla/Ranger early on, turning into Generalist when Eriador becomes Arnor, giving them access to strong melee infantry and heavy cavalry units while retaining their slight specialization towards archers.

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!!Third Age Age: Total War provides examples of:

* ACommanderIsYou:
ACommanderIsYou: In general Elf and Dwarf factions are Elitist, Men are Balanced and Orcs are Spammer.
** Gondor - Balanced/Generalist : Balanced/Generalist: Has a wide variety of heavy infantry, spearmen, cavalry, and archers, with no real roster weaknesses
weaknesses.
** Rohan - Balanced/Specialist : Balanced/Brute: As a human faction, has a similar unit production rate to Gondor, but focuses heavily on cavalry units
** High Elves - Elitist/Generalist : Elitist/Generalist: Has a wide variety of extremely high quality and versatile units, units which can only be produced in small amounts
amounts.
** Silvan Elves - Ranger/Specialist : The Silvan Elves have the same slow unit production Elitist/Ranger: Same as the high elves, High Elves, but with almost no cavalry, a focus on spear infantry, and ranged units to the best archers in the game
detriment of cavalry.
** Dwarves - Elitist/Brute Force : Force/Economist: The Dwarves have the best heavy infantry in the game bar none, with no cavalry and few archers. Elitist due to the effectiveness and costliness of their high-tier units. Their early They also have access to and focus on securing mineral-rich mountain territories gives them shades of the Economist as well.
territories.
** the Free People Peoples Of Eriador - Guerilla/Ranger early on, turning into Generalist when Eriador becomes Arnor, giving them access to strong melee infantry and heavy cavalry Guerilla/Ranger: Many units while retaining their slight specialization towards archers.are cheap but comparatively weak in straight-up fights, with emphasis on light infantry, militia and rangers.
** Arnor - Elitist/Generalist: Has the strongest (non-Elf) units in the game all-round.



** Dominion of Isengard - Balanced/Technician : Has access to a wider variety of troops relative to Orc factions and even Mordor. A relatively weak roster early on, but later-game development gives them access to viciously effective Uruk-Hai units, including the specialized pike units that will give them a huge advantage over Rohan.
** Mordor - Spammer/Brute Force : As you would expect, Mordor can field massive numbers of Orc units. Mordor has no cavalry and mediocre starting units, but makes up for it with the late game access to Olog-Hai, heavily armored troll units that can smash through almost anything in their way, as well as stronger Uruk infantry units. Also traces of Industrialist; their late-game economy can be quite powerful, and their most profitable starting territories are out of the reach of enemy attack, making protecting them while building them up rapidly easy. Mordor can eventually overrun most opponents with a combination of numbers and sheer power.
** Easterlings of Rhun - Ranger early on, Generalist/Economist later : The Easterlings begin as a Ranger faction, focusing on skirmishers, archers, and fast missile cavalry, and later gaining access to some of the most effective heavy infantry, spearmen, and heavy cavalry in the entire game with the Loke-Khan units, rounding out their roster. They also have the wealthiest starting territories in the game, and a starting position that pits them against Dale, one of the weaker good factions, and the Dwarves, who are ill-equipped to fight the Easterlings outside of sieges. Easy Game Breaker potential.
** Harad - Specialist : Harad features strong cavalry and light troops who are at their strongest in the desert, but their main trump card are the mighty Mumakil elephants, which are hugely expensive but very powerful
** Orcs of Gundabad - Spammer/Brute Force : Like other factions with mainly Orc troops, they rely on numbers, and compared to the other primary Orc faction, the Orcs of Gundabad focus on heavy infantry and troll units.
** Orcs of the Misty Mountains - Spammer/Economist: With the wealth of Moria and the Misty Mountains, this Orc faction can pump out vast numbers, but lacks much to distinguish its unit roster aside from a focus on cheap goblin soldiers
** Arnor - See Eriador
** In general, Orc factions and Mordor are the spammers, human factions are balanced, and Elves/Dwarves are Elitist

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** Dominion of Isengard - Balanced/Technician : Balanced/Industrialist: Has access to a wider variety of troops relative to Orc factions and even Mordor. A relatively weak roster early on, but later-game development gives them access to viciously effective Uruk-Hai units, including the specialized pike units that will give them a huge advantage over Rohan.
** Mordor - Spammer/Brute Force : Force: As you would expect, Mordor can field massive numbers of Orc units. Mordor has no cavalry and mediocre starting units, but makes up for it with the late game access to Olog-Hai, heavily armored troll units that can smash through almost anything in their way, as well as stronger Uruk infantry units. Also traces of Industrialist; their late-game economy can be quite powerful, and their most profitable starting territories are out of the reach of enemy attack, making protecting them while building them up rapidly easy. Mordor can eventually overrun most opponents with a combination of numbers and sheer power.
** Easterlings of Rhun Rhûn - Ranger early on, Generalist/Economist later : later: The Easterlings begin as a Ranger faction, focusing on skirmishers, archers, and fast missile cavalry, and later gaining access to some of the most effective heavy infantry, spearmen, and heavy cavalry in the entire game with the Loke-Khan units, rounding out their roster. They also have the wealthiest starting territories in the game, and a starting position that pits them against Dale, one of the weaker good factions, and the Dwarves, who are ill-equipped to fight the Easterlings outside of sieges. Easy Game Breaker potential.
** Harad - Specialist : Harad features strong Ranger: Harad's roster consists mostly of light infantry and cavalry and light troops who are at their strongest in the desert, except for the very powerful but their main trump card are the mighty Mumakil elephants, which are hugely expensive but very powerful
and rare Mûmakil.
** Orcs of Gundabad - Spammer/Brute Force : Force: Like other factions with mainly Orc troops, factions, they rely on numbers, and compared to the other primary Orc faction, factions, the Orcs of Gundabad focus on heavy infantry and troll units.
** Orcs of the Misty Mountains - Spammer/Economist: With the wealth of Moria and the Misty Mountains, this Orc faction can pump out vast numbers, but lacks much to distinguish its unit roster aside from a focus on cheap goblin soldiers
** Arnor - See Eriador
** In general, Orc factions and Mordor are the spammers, human factions are balanced, and Elves/Dwarves are Elitist
soldiers.



* DefogOfWar: The use of the Palantir allows seeing certain small portions of the map around the settlement it’s in. There are a total of four in the game.

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* DefogOfWar: The use of the Palantir Palantír allows seeing certain small portions of the map around the settlement it’s in. There are a total of four in the game.
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* NintendoHard: The game was developed to give even great players of the vanilla game a real challenge. With poor economy to contend with, vast spaces to traverse, overall lower replenish rates of troops, not to mention various AI bonuses, it worked.
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''Third Age: Total War'' is [[GameMod full-conversion modification]] of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''. It is a faithful rendition of JRR Tolkien's world. The main campaign lasts from the year 2980 TA until the end of the third Age. The game is currently on version 3.0 and is one of the most popular mods of Medieval II: Total War. There are over 125 settlements, including more than 25 custom settlements based on Tolkien’s descriptions. So, not only do they look distinct on the campaign map, they offer interesting environments and present unique challenges when engaging in battle in them.

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''Third Age: Total War'' is [[GameMod full-conversion modification]] of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''. It is a faithful rendition of JRR Tolkien's world. The main campaign lasts from the year 2980 TA until the end of the third Age. The game is currently on version 3.0 2 and is one of the most popular mods of Medieval II: Total War. There are over 125 settlements, including more than 25 custom settlements based on Tolkien’s descriptions. So, not only do they look distinct on the campaign map, they offer interesting environments and present unique challenges when engaging in battle in them.
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** Silvan Elves - Elitist/Ranger : The Silvan Elves have the same slow unit production as the high elves, but with almost no cavalry and the best archers in the game

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** Silvan Elves - Elitist/Ranger Ranger/Specialist : The Silvan Elves have the same slow unit production as the high elves, but with almost no cavalry cavalry, a focus on spear infantry, and the best archers in the game
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** Harad -
** Orcs of Gundabad
** Orcs of the Misty Mountains
** Arnor

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** Harad -
- Specialist : Harad features strong cavalry and light troops who are at their strongest in the desert, but their main trump card are the mighty Mumakil elephants, which are hugely expensive but very powerful
** Orcs of Gundabad
Gundabad - Spammer/Brute Force : Like other factions with mainly Orc troops, they rely on numbers, and compared to the other primary Orc faction, the Orcs of Gundabad focus on heavy infantry and troll units.
** Orcs of the Misty Mountains
Mountains - Spammer/Economist: With the wealth of Moria and the Misty Mountains, this Orc faction can pump out vast numbers, but lacks much to distinguish its unit roster aside from a focus on cheap goblin soldiers
** ArnorArnor - See Eriador

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** the Free People Of Eriador - Balanced throughout. Guerilla/Ranger early on, turning into Generalist when Eriador becomes Arnor, giving them access to strong melee infantry and heavy cavalry units while retaining their slight specialization towards archers.
** Dale - Balanced throughout. Ranger early on, with no real ability to produce strong melee troops, and a corresponding reliance on archers and skirmishers. Evolves to more of Generalist faction later on, with access to strong swordsmen and spearmen units, as well as fast cavalry.
** Dominion of Isengard - Balanced/Technician : Has access to a wider variety of troops relative to Orc factios and even Mordor. A relatively weak roster early on, but later-game development gives them access to viciously effective Uruk-Hai units, including the specialized pike units that will give them a huge advantage over Rohan.
** Mordor - Spammer/Brute Force : As you would expect, Mordor can field massive numbers of Orc units. Mordor has no cavalry and mediocre starting units, but makes up for it with the late game access to Olog-Hai, heavily armored troll units that can smash through almost anything in their way, as well as stronger Uruk infantry units. Also traces of Economist; their late-game economy can be quite powerful, and their most profitable starting territories are out of the reach of enemy attack, making protecting them easy. Left to their own devices, Mordor can eventually overrun most opponents with a combination of numbers and sheer power.
** Easterlings of Rhun
** Harad

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** the Free People Of Eriador - Balanced throughout. - Guerilla/Ranger early on, turning into Generalist when Eriador becomes Arnor, giving them access to strong melee infantry and heavy cavalry units while retaining their slight specialization towards archers.
** Dale - Balanced throughout. Ranger early on, with no real ability to produce strong melee troops, and a corresponding reliance on archers and skirmishers. Evolves to more of Generalist faction later on, with access to strong swordsmen and spearmen units, as well as fast cavalry.
** Dominion of Isengard - Balanced/Technician : Has access to a wider variety of troops relative to Orc factios factions and even Mordor. A relatively weak roster early on, but later-game development gives them access to viciously effective Uruk-Hai units, including the specialized pike units that will give them a huge advantage over Rohan.
** Mordor - Spammer/Brute Force : As you would expect, Mordor can field massive numbers of Orc units. Mordor has no cavalry and mediocre starting units, but makes up for it with the late game access to Olog-Hai, heavily armored troll units that can smash through almost anything in their way, as well as stronger Uruk infantry units. Also traces of Economist; Industrialist; their late-game economy can be quite powerful, and their most profitable starting territories are out of the reach of enemy attack, making protecting them while building them up rapidly easy. Left to their own devices, Mordor can eventually overrun most opponents with a combination of numbers and sheer power.
** Easterlings of Rhun
Rhun - Ranger early on, Generalist/Economist later : The Easterlings begin as a Ranger faction, focusing on skirmishers, archers, and fast missile cavalry, and later gaining access to some of the most effective heavy infantry, spearmen, and heavy cavalry in the entire game with the Loke-Khan units, rounding out their roster. They also have the wealthiest starting territories in the game, and a starting position that pits them against Dale, one of the weaker good factions, and the Dwarves, who are ill-equipped to fight the Easterlings outside of sieges. Easy Game Breaker potential.
** HaradHarad -


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**In general, Orc factions and Mordor are the spammers, human factions are balanced, and Elves/Dwarves are Elitist

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** Silvan Elves - Elitist/Ranger: The Silvan Elves have the same slow unit production as the high elves, but with almost no cavalry and the best archers in the game
** Dwarves - Elitist/Brute Force: The Dwarves have the best heavy infantry in the game bar none, with no cavalry and few archers. Elitist due to the effectiveness and costliness of their high-tier units.
** the Free People Of Eriador
** Dale
** Dominion of Isengard
** Mordor

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** Silvan Elves - Elitist/Ranger: Elitist/Ranger : The Silvan Elves have the same slow unit production as the high elves, but with almost no cavalry and the best archers in the game
** Dwarves - Elitist/Brute Force: Force : The Dwarves have the best heavy infantry in the game bar none, with no cavalry and few archers. Elitist due to the effectiveness and costliness of their high-tier units.
units. Their early access to and focus on securing mineral-rich mountain territories gives them shades of the Economist as well.
** the Free People Of Eriador
Eriador - Balanced throughout. Guerilla/Ranger early on, turning into Generalist when Eriador becomes Arnor, giving them access to strong melee infantry and heavy cavalry units while retaining their slight specialization towards archers.
** Dale
Dale - Balanced throughout. Ranger early on, with no real ability to produce strong melee troops, and a corresponding reliance on archers and skirmishers. Evolves to more of Generalist faction later on, with access to strong swordsmen and spearmen units, as well as fast cavalry.
** Dominion of Isengard
Isengard - Balanced/Technician : Has access to a wider variety of troops relative to Orc factios and even Mordor. A relatively weak roster early on, but later-game development gives them access to viciously effective Uruk-Hai units, including the specialized pike units that will give them a huge advantage over Rohan.
** MordorMordor - Spammer/Brute Force : As you would expect, Mordor can field massive numbers of Orc units. Mordor has no cavalry and mediocre starting units, but makes up for it with the late game access to Olog-Hai, heavily armored troll units that can smash through almost anything in their way, as well as stronger Uruk infantry units. Also traces of Economist; their late-game economy can be quite powerful, and their most profitable starting territories are out of the reach of enemy attack, making protecting them easy. Left to their own devices, Mordor can eventually overrun most opponents with a combination of numbers and sheer power.
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** Gondor
** Rohan
** High Elves
** Silvan Elves
** Dwarves

to:

** Gondor
Gondor - Balanced/Generalist : Has a wide variety of heavy infantry, spearmen, cavalry, and archers, with no real roster weaknesses
** Rohan
Rohan - Balanced/Specialist : As a human faction, has a similar unit production rate to Gondor, but focuses heavily on cavalry units
** High Elves
Elves - Elitist/Generalist : Has a wide variety of extremely high quality and versatile units, which can only be produced in small amounts
** Silvan Elves
Elves - Elitist/Ranger: The Silvan Elves have the same slow unit production as the high elves, but with almost no cavalry and the best archers in the game
** DwarvesDwarves - Elitist/Brute Force: The Dwarves have the best heavy infantry in the game bar none, with no cavalry and few archers. Elitist due to the effectiveness and costliness of their high-tier units.
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Added DiffLines:

* WalkIntoMordor: Good factions have the destruction of Mordor as a campaign victory condition. Therefore, when playing a Good faction, the endgame usually consists of the player massing his army/armies in preparation of assaulting Minas Morgul and the Morannon (Black Gates).
* ZergRush: Orc factions' most effective strategy, considering the numbers and quality of their troops.
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* TheComputerIsACheatingBastard: If the AI controls certain settlements when the player decides to siege them, then a script will be activated giving the AI several units to help it withstand your siege or sally out and dislodge you if you didn't bring enough troops. This includes: Mordor AI if it controls Minas Morgul, Gondor AI if it controls Minas Tirith, Rohan AI if it controls the Hornburg, amongst many others. Note this, of course, only applies if the player attacks the AI, not if AI attacks other AI.

to:

* TheComputerIsACheatingBastard: If the AI controls certain settlements when the player decides to siege them, then a script will be activated giving the AI several units to help it withstand your siege or sally out and dislodge you if you didn't bring enough troops. This includes: Mordor AI if it controls Minas Morgul, Gondor AI if it controls Minas Tirith, Rohan AI if it controls the Hornburg, amongst many others. Note this, of course, only Note, this applies both if the player attacks the AI, not and if AI attacks other AI.
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* ACommanderisYou:

to:

* ACommanderisYou:ACommanderIsYou:
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''Third Age: Total War'' is [[GameMod full-conversion modification]] of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''. It is a faithful rendition of JRR Tolkien's world. The main campaign lasts from the year 2980 TA until the end of the third Age. The game is currently on version 3.0 and is one of the most popular mods of Medieval II: Total War.

to:

''Third Age: Total War'' is [[GameMod full-conversion modification]] of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''. It is a faithful rendition of JRR Tolkien's world. The main campaign lasts from the year 2980 TA until the end of the third Age. The game is currently on version 3.0 and is one of the most popular mods of Medieval II: Total War. There are over 125 settlements, including more than 25 custom settlements based on Tolkien’s descriptions. So, not only do they look distinct on the campaign map, they offer interesting environments and present unique challenges when engaging in battle in them.

Added: 155

Removed: 160

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* DefogOfWar: The use of the Palantir allows seeing certain small portions of the map around the settlement it’s in. There are a total of four in the game.



* FunctionalMagic: The use of the Palantir allows seeing certain small portions of the map around the settlement it’s in. There are a total of four in the game.

Changed: 10

Removed: 261

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Remember to always capitalize every part of a Wiki Word to ensure proper formating. Cut Developers Foresight for misuse; trope concerns situations that are accounted for far beyond what would be expected of a normal player to find. A Commander Is You is currently a Zero Context Example; please write proper example text for it.


* AllThereintheManual: The manual being the Middle-earth legendarium itself, of course.

to:

* AllThereintheManual: AllThereInTheManual: The manual being the Middle-earth legendarium itself, of course.



* BlackandWhiteMorality: The forces of good, of many cultures, but many who are neighbors start the game allied, aligned against the forces of evil, who all have the culture ''followers of Melkor''.

to:

* BlackandWhiteMorality: BlackAndWhiteMorality: The forces of good, of many cultures, but many who are neighbors start the game allied, aligned against the forces of evil, who all have the culture ''followers of Melkor''.



* RagtagBunchofMisfits: You can lead one in the Fellowship mode of the game.
* TheComputerIsaCheatingBastard: If the AI controls certain settlements when the player decides to siege them, then a script will be activated giving the AI several units to help it withstand your siege or sally out and dislodge you if you didn't bring enough troops. This includes: Mordor AI if it controls Minas Morgul, Gondor AI if it controls Minas Tirith, Rohan AI if it controls the Hornburg, amongst many others. Note this, of course, only applies if the player attacks the AI, not if AI attacks other AI.
* TheDevTeamThinksofEverything: There are more than 25 custom settlements based on Tolkien’s descriptions. So, not only do they look distinct on the campaign map, they offer interesting environments and present unique challenges when engaging in battle in them.


to:

* RagtagBunchofMisfits: RagtagBunchOfMisfits: You can lead one in the Fellowship mode of the game.
* TheComputerIsaCheatingBastard: TheComputerIsACheatingBastard: If the AI controls certain settlements when the player decides to siege them, then a script will be activated giving the AI several units to help it withstand your siege or sally out and dislodge you if you didn't bring enough troops. This includes: Mordor AI if it controls Minas Morgul, Gondor AI if it controls Minas Tirith, Rohan AI if it controls the Hornburg, amongst many others. Note this, of course, only applies if the player attacks the AI, not if AI attacks other AI.
* TheDevTeamThinksofEverything: There are more than 25 custom settlements based on Tolkien’s descriptions. So, not only do they look distinct on the campaign map, they offer interesting environments and present unique challenges when engaging in battle in them.

AI.

Added: 1274

Changed: 717

Removed: 916

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None


* NoCampaignForTheWicked: Averted. The player can play as any faction, including Mordor.



* TheComputerIsaCheatingBastard: If the AI controls certain settlements when the player decides to siege them, then a script will be activated giving the AI several units to help it withstand your siege or sally out and dislodge you if you didn't bring enough troops. This includes: Mordor AI if it controls Minas Morgul, Gondor AI if it controls Minas Tirith, Rohan AI if it controls the Hornburg, amongst many others. Note this, of course, only applies if the player attacks the AI, not if AI attacks other AI.
* ElvesVersusDwarves: Can be played straight. As this is a Total War game, you can have them go to war in the main campaign. However, it would be very costly and might cost you the campaign as two good factions wailing on each other wouldn’t make you look good for the others, and Sauron’s followers will inevitably take advantage.
* RagtagBunchofMisfits: You can lead one in the Fellowship mode of the game.
* TheDevTeamThinksofEverything: There are more than 25 custom settlements based on Tolkien’s descriptions. So, not only do they look distinct on the campaign map, they offer interesting environments and present unique challenges when engaging in battle in them.
* FunctionalMagic: The use of the Palantir allows seeing certain small portions of the map around the settlement it’s in. There are a total of four in the game.

to:

* TheComputerIsaCheatingBastard: If BigBad: Sauron can show up towards the AI controls certain settlements when the player decides to siege them, then a script will be activated giving the AI several units to help it withstand your siege or sally out and dislodge you if you didn't bring enough troops. This includes: Mordor AI if it controls Minas Morgul, Gondor AI if it controls Minas Tirith, Rohan AI if it controls the Hornburg, amongst many others. Note this, of course, only applies if the player attacks the AI, not if AI attacks other AI.
* ElvesVersusDwarves: Can be played straight. As this is a Total War game, you can have them go to war in the main campaign. However, it would be very costly and might cost you the campaign as two good factions wailing on each other wouldn’t make you look good for the others, and Sauron’s followers will inevitably take advantage.
* RagtagBunchofMisfits: You can lead one in the Fellowship mode
end of the game.
* TheDevTeamThinksofEverything: There are more than 25 custom settlements based on Tolkien’s descriptions. So, not only do they look distinct
game with disastrous or awesome results depending on the campaign map, they offer interesting environments and present unique challenges when engaging in battle in them.
* FunctionalMagic: The use of
faction you’re playing at the Palantir allows seeing certain small portions of the map around the settlement it’s in. There are a total of four in the game.time.



* BigBad: Sauron can show up towards the end of the game with disastrous or magnificent results depending on the faction you’re playing at the time.

to:

* BigBad: Sauron ElvesVersusDwarves: Can be played straight. As this is a Total War game, you can show up towards have them go to war in the end main campaign.
* FunctionalMagic: The use
of the game with disastrous Palantir allows seeing certain small portions of the map around the settlement it’s in. There are a total of four in the game.
* MagikarpPower: The Free People of Eriador start out rather weak and uninspiring, but work hard on them, and they can form Arnor, one of the most powerful factions in the game.
* NoCampaignForTheWicked: Averted. The player can play as any faction, including Mordor.
* RagtagBunchofMisfits: You can lead one in the Fellowship mode of the game.
* TheComputerIsaCheatingBastard: If the AI controls certain settlements when the player decides to siege them, then a script will be activated giving the AI several units to help it withstand your siege
or magnificent results depending sally out and dislodge you if you didn't bring enough troops. This includes: Mordor AI if it controls Minas Morgul, Gondor AI if it controls Minas Tirith, Rohan AI if it controls the Hornburg, amongst many others. Note this, of course, only applies if the player attacks the AI, not if AI attacks other AI.
* TheDevTeamThinksofEverything: There are more than 25 custom settlements based on Tolkien’s descriptions. So, not only do they look distinct
on the faction you’re playing at the time.campaign map, they offer interesting environments and present unique challenges when engaging in battle in them.

Added: 843

Changed: 332

Is there an issue? Send a MessageReason:
None



to:

* ElvesVersusDwarves: Can be played straight. As this is a Total War game, you can have them go to war in the main campaign. However, it would be very costly and might cost you the campaign as two good factions wailing on each other wouldn’t make you look good for the others, and Sauron’s followers will inevitably take advantage.
* RagtagBunchofMisfits: You can lead one in the Fellowship mode of the game.
* TheDevTeamThinksofEverything: There are more than 25 custom settlements based on Tolkien’s descriptions. So, not only do they look distinct on the campaign map, they offer interesting environments and present unique challenges when engaging in battle in them.
* FunctionalMagic: The use of the Palantir allows seeing certain small portions of the map around the settlement it’s in. There are a total of four in the game.
* BlackandWhiteMorality: The forces of good, of many cultures, but many who are neighbors start the game allied, aligned against the forces of evil, who all have the culture ''followers of Melkor''.
* BigBad: Sauron can show up towards the end of the game with disastrous or magnificent results depending on the faction you’re playing at the time.

Is there an issue? Send a MessageReason:
None


''Third Age: Total War'' is [[GameMod full-conversion modification]] of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''. It is a faithful rendition of JRR Tolkien's world prior to the War of the Ring. The game is currently on version 3.0 and is one of the most popular mods of Medieval II: Total War.

to:

''Third Age: Total War'' is [[GameMod full-conversion modification]] of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''. It is a faithful rendition of JRR Tolkien's world prior to world. The main campaign lasts from the War year 2980 TA until the end of the Ring.third Age. The game is currently on version 3.0 and is one of the most popular mods of Medieval II: Total War.

Added: 512

Changed: 87

Is there an issue? Send a MessageReason:
None



to:

* AllThereintheManual: The manual being the Middle-earth legendarium itself, of course.
* TheComputerIsaCheatingBastard: If the AI controls certain settlements when the player decides to siege them, then a script will be activated giving the AI several units to help it withstand your siege or sally out and dislodge you if you didn't bring enough troops. This includes: Mordor AI if it controls Minas Morgul, Gondor AI if it controls Minas Tirith, Rohan AI if it controls the Hornburg, amongst many others. Note this, of course, only applies if the player attacks the AI, not if AI attacks other AI.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''Third Age: Total War'' is [[GameMod full-conversion modification]] of ''[[VideoGame/MedievalIITotalWar Medieval II: Total War: Kingdoms]]''. It is a faithful rendition of JRR Tolkien's world prior to the War of the Ring. The game is currently on version 3.0 and is one of the most popular mods of Medieval II: Total War.

It can currently be found [[http://www.twcenter.net/forums/forumdisplay.php?654-Third-Age-Total-War here]]


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!!Third Age Total War provides examples of:

* ACommanderisYou:
** Gondor
** Rohan
** High Elves
** Silvan Elves
** Dwarves
** the Free People Of Eriador
** Dale
** Dominion of Isengard
** Mordor
** Easterlings of Rhun
** Harad
** Orcs of Gundabad
** Orcs of the Misty Mountains
** Arnor
* NoCampaignForTheWicked: Averted. The player can play as any faction, including Mordor.

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