There are 26 different Factions in Divide and Conquer, each with their own strengths and weaknesses. A Faction is a nation or other group of people united under one banner, by shared beliefs or by the power of a great ruler; this might be in order to face down the imminent threat of invasion, to win glory through mighty conquests, or for some other, more mysterious aim. Each Faction has its own unique selection of generals, units, settlements, and objectives, and fights as one to win its place, or else maintain its standing, in the world. Most of the Factions belong to either one of two moral categories; those that fight for good, and those that fight for evil. There are however two exceptions; the Clans of Enedwaith, hemmed in between the Greyflood and the White Mountains, and the Ar-Adûnâim, sailing northwards from the distant and unknown realms of the far south, can both be rightly described as morally neutral, and the path they will take is in the player's hands. That said, any Faction can, of course, take the side of good or evil depending on the will of the player. Some Factions, such as the Dwarves of Ered Luin and the Variags of Khand, may even find their moral standing shift in accordance with one of the many fascinating gameplay events that are available to different Factions. Factions are also largely divided into nine different cultures. They are as follows (as of version 4.5 - released april 2020):
Third Age Total War Divide And Conquer Units
This mod has completely changed my outlook on Medieval 2 total war. The map, units, music and factions are all amazing. I think if J.R.R Tolkien liked PC video games, this would be his all time favorite!
Divide and Conquer is a total conversion submod for Third Age Total War focusing on new factions, plenty of new units, numerous new events, much larger and more detailed map and depicting Middle-earth in a unique way. Play any one of 26 factions, from the Dúnedain of the North to the Haven of Umbar.
Once a faction is on their last stand, the capital will be filled up with army and can be pretty hard to conquer, especially if it is not an open type terrain like dwarven caves. Barad Dur is basically one small tunnel with only two access points. Bringing catapults to fire directly into the tunnel slope is a must or you will simply run out of time even with enough units in battle. You simply can't kill 3700+ units, a lot of them of heavy type, encamped in such a small area before the clock runs out.
Finally, the biggest problem is how to avoid a major war with Easterlings. If you expand into Dol Guldur you get a border sooner or later (Dale tends to be pushed back). You can usually defend there with fully upgraded walls (ballista towers). You can potentially conquer one of their strongholds nearby and have it as a gravity point. Ballista towers can generally clear their armies a lot before they even break through the walls so defending is quite easy but it is problematic to replenish the defending army in the period when settlement can not yet produce units. You should absolutely not push deeper into their territory while you are fighting Mordor, they will push you back and probably crush you. By staying in close proximity you drain a bit of their resources and help Dale not getting eradicated this way.
B. Breadth Requirement (minimum 27 units: 9 units each)Complete three courses, one each from Category 1, Category 2, and Category 3. Students may use two minis totaling 9 units or more to satisfy one of the categories, with permission of the Assistant Dean for Undergraduate Education, if the minis meet the goals of the desired category.
2. It is a demagogic technique to divide and conquer! The heretofore existing inability of management and labor to find a formula for unity has certainly played into the hands of the bureaucrats and given thousands of unnecessary bureaucrats jobs. Labor and management will never find unity under political auspices because the party system and the politician both thrive on their disunity. 2ff7e9595c
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