Imperator: Rome

Imperator: Rome

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War of the Ring v1.12
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Jul 29, 2022 @ 11:34am
Apr 17 @ 11:21am
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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
Jan 26 @ 12:54am
Any plans for the far East? I have a suggestion, if you would read it.
brunachos
1
Jan 26 @ 1:47am
Regarding AI and subject states
brunachos
1
Jan 13 @ 11:14pm
On Hobbiton landscape
brunachos
349 Comments
Pureon  [author] Apr 29 @ 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 Apr 29 @ 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] Apr 26 @ 9:34pm 
See pinned FAQ in the discussions
qgmo2009 Apr 26 @ 4:40pm 
cant seem to be able to assimilate cultures?
Gratak  [author] Apr 25 @ 9:15am 
Arnor can be formed yes. They cannot unite with Gondor though and do not get Anorian culture.

No plans for adding separate legion units as the game isn't really made for the number of units we already have and we only very carefully add more.
nordstern Apr 25 @ 8:14am 
Is Arnor as formable nation implemented?

And do you plan to give the dwaves an armored heavy soldier variant as Legion and the current one for levys?
Pureon  [author] Apr 18 @ 12:39am 
This mod has now been updated to work with the latest Imperator 2.0.5 beta release.

If you are a GOG user, or haven't updated to 2.0.5 of Imperator, please use the Paradox Mods version of this mod instead. Link is in the above description.
Gratak  [author] Mar 30 @ 11:47am 
You can run the game with this mod for 7014 years. That should be enough :P.

If you want to go very slowly you probably need to go into the mod settings (in-game decision) and make Mordor weaker. Otherwise they would conquer the map within 100-200 years.
Wagon Wheel Mar 30 @ 11:23am 
How many years does this mod go for. The original game is very short.

What is the end date?
Gratak  [author] Mar 30 @ 9:57am 
There is our discord, see the link in the description.