I like this campaign so much for the story of it I imagine Gimilzor the first born son of his father just left in the west doesn’t know if his whole family is dead or made it to dorwinion he is completely surrounded in the west by tribes in Lond Daer which was the first Numenorean colony in middle earth and it echos his ancestors who probably felt the same when they came to middle earth
how about Adunaphel for the western kingdom and Pharazindil for the eastern kingdom, also loving both playthroughs and would recommend taking tharbad and rebuild the Bridge you get some good stuff trust me helped a ton with my AA play through. edit remember you don't get access to the faction alliance units if you brake the alliance even if you re ally with them so pick your friends wisely
I've been following your channel for a bit now and I've got to say that this is by far my favourite campaign. I was counting the days for the new upload. I love the two kingdoms concept. Keep up the good work. I noticed while playing that factions tend to not accept alliances right off the bat. In my experience, I would need to wait around 10-20 turns while having trade rights with the faction for them to accept an alliance (no need to give them money). A tactic I tend to do which is a bit cheesy is asking for a cease-fire if I have too many enemies. Sometimes a ceasefire is very generous to the other faction so I ask for money with it as well. I simply attack the faction again shortly after.
1:57:40 What's frustrating about seeing this in the video is that there's literally no reason to not reload or restart the battle, since seeing a settlement fall due to a pathfinding bug of all things would be infuriating.
Hello, my friend. I'm always very happy to see that you play this mod, it's so interesting and it has so many good units... On the campaign map, you have won an incredible victory in Ondosto and this region needs to be reinforced with every military building you can, as this is where Dale will press you. Good fight in Strondost, maybe you want to siege out the Dorwinion army in the fort right south, so as to get rid of them - or make them sally out and beat them in the battle. Surely Sant Annui is your next target, it's a very precious one and it will surely shield Caras Pharazon - which is the purpose of its position, after all. Step by step, you are about to substitute Dorwinion in its own lands... On the other hand, I don't like the moves of Dunland, as they do border you - they have Argond, right east of Suduri. Enedwaith is actually funneled in Lond Daer, cutting them from the regions north of Gwathlo, which is the best you can have right now. This leaves the opportunity to raise an army with Gimilzor and simply march to north of him, so as to expand his realm in Bregost, Dol Vorn and Buzra-dum. The position of the Conscription Camp, however, is not wise in Lond Daer, as you'll have a big drop in public order, it is better in Suduri, where Gimilzor's son will come of age and he will lead the forces north to those regions I mentioned before. Also, pay attention to Cor Wilishar, another castle you might want... Economy related, this situation is expected, as you raise armies to defend and the King's Purse has fallen significantly. Though the construction path you follow is a very good one, you are among the best players in the economic matters. For namesaking, I propose you to name Suduri either as Suthure or Mistalonde, those are its two names in Quenya, used in Numenor. On the other hand, Deadlysoupyt has two very interesting names for the two kingdoms you have and also good advice, which you must pay attention. Finally, for the alliances, since you want to show both parts of the alliances, why don't you make two parts of this campaign, the one with alliance with Mordor and the other with alliance with Gondor? That would be interesting, so that you get a full gameplay with both sides and show all the features. Have a nice time.
About the cavalry trying to push through your units in the siege early on(and infantry in general),apparently in this mod,if your city center is empty,they will go straight for it,if you station any unit at all they won't push like that.
You should name Suduri in honor of the heroic and respectful death of the Enedwaith king. He died with honor. That cannot be said for most kings. Tremec has earned the respect any enemy could have. And based on Roleplay you can say you buried him in Suduri after the honorable death of the noble enemy king Tremac Use a numenorean word for "city of" Tremac. He earned that. You as well given you valiantly slain him and the Ar Adunaim Numenoreans are a glorious honorable people! "Minas Trimac"
After Enedwaith commit their troops, you need to take the pikes off guard mode. Holding formation is good while the landscape of the battle is being determined, but once it's done they need to be free to chew as they see fit.
There is a way to increase charging distance as cavalry in this game if controlled correctly have a zero delay 180 turn. So you can move away from your target but having them spin around in an instant and keeping their momentum. Which in turn means you can achieve charges at quite small distances. For example in that battle, you'd run the half distance away until you reach close to your wall, then turn around and keep the momentum, then attack with the cavalry and they'll be at full sprint or close to it when you're far enough away to almost assure a charge. However, you need clear line of sight for charges as it is a bit wonky, so very often in sieges, the path the AI sees might not be straight, making it impossible to charge as your cavalry will naturally slow down around corners, even tiny ones of like 15 degrees. If anyone tries this themselves, giving an attack command resets the pathfinding of your cavalry, so you don't want to make the turn by attacking but just moving as that doesn't reset the pathfinding AI. Although it can if you're unlucky, but there are ways to brute force it to work.
Here's an idea that blends Islamic and Numenorean nomenclature: If I'm right about this, Pharaz is "gold," Pharazon is "golden one," so you could name the entire culture the Pharazonid Dominion or just the Adunaim Empires informally. For the East under the command of Gimilkhad, I think calling them the "Phazganids," loosely meaning "sons of the ruler/overlord," could denote the cultural differences between them and the Western "Sakalthids," since the army of Gimilzor and Admiral Sakalthor landed on the shores of Lond Daer, they could then take the name that loosely means "sons of the shore."
While I was playing AA, somebody advised me to get the horses running at full speed before telling them to charge in a settlement. Although this doesn't always work, I have had much better luck with it than without in settlements.
If you end up in debt in the next episode, you could consider checking the buildings that are in your settlement. Some of them provide nothing as they are not of AA culture like the Hunters guild/Archery guild. You can demolish them for some quick cash in case of dire needs.
I think it would be interesting if you kept track of who was king in the east vs west and you can have a cool moment where way down the line the two kingdoms meet
As a name for the western kingdom new Andustar (the word new translated into the language of the Ardunaiam), for Suduri Andunie. Then the 2 Citys in the west would have a common theme same as the name of the kingdom: all 3 Names come from the western part of Numenor, as they are the western part of your kingdom. So from a roleplay perspective you would indirectly call Middle Earth yours and also have a callback to Numenor.
For the eastern kingdom I suggest a rename to Adanadar - its sindarin for "the fathers of men" which fits the father faction leader going eastward. For the Western kingdom perhaps Hinanya - which means "my child" fitting for the son going west to lond daer
After the Downfall of Numenor I imagine the surviving King's Men called their new capital in the far south New Numenor. Since the Eastern Kingdom was created first it would be New New Numenor, and the Western Kingdom must therefore be New New New Numenor. You're welcome
Great vid mate have not finished watching it about half an hour through but when you were saying about your pikes not doing well get them off guard mode as they never swipe their pikes and the pike formation is ineffective and decreases their attack stats which are terribly low as it is. But keep up the great work and never have pikes on guard mode and can you rename Suduri to Zâdan Belegaer meaning sea fortress
you losing money fast so you must think about that,also meyby you should sell Ondosto to Rhun and send all your army to fight Dorwinion first and let Rhun deal with Dale in North for now because i dont think you can hold it for much long..
I like this campaign so much for the story of it I imagine Gimilzor the first born son of his father just left in the west doesn’t know if his whole family is dead or made it to dorwinion he is completely surrounded in the west by tribes in Lond Daer which was the first Numenorean colony in middle earth and it echos his ancestors who probably felt the same when they came to middle earth
Ligizd last episode: ''I will try to limit future episodes to about an hour in length''
This episode: ''Oh no you aint!''
😂
how about Adunaphel for the western kingdom and Pharazindil for the eastern kingdom, also loving both playthroughs and would recommend taking tharbad and rebuild the Bridge you get some good stuff trust me helped a ton with my AA play through.
edit remember you don't get access to the faction alliance units if you brake the alliance even if you re ally with them so pick your friends wisely
For eastern Armenelos, also known as Armenelos the Golden and City of the Kings, was the capital and eventual largest city of Númenor
I've been following your channel for a bit now and I've got to say that this is by far my favourite campaign. I was counting the days for the new upload. I love the two kingdoms concept. Keep up the good work. I noticed while playing that factions tend to not accept alliances right off the bat. In my experience, I would need to wait around 10-20 turns while having trade rights with the faction for them to accept an alliance (no need to give them money). A tactic I tend to do which is a bit cheesy is asking for a cease-fire if I have too many enemies. Sometimes a ceasefire is very generous to the other faction so I ask for money with it as well. I simply attack the faction again shortly after.
The idea for this campaign is brilliant!
1:57:40 What's frustrating about seeing this in the video is that there's literally no reason to not reload or restart the battle, since seeing a settlement fall due to a pathfinding bug of all things would be infuriating.
“In this version of the game the AI doesn’t seem to be attacking as much.”
“Boys, we may be in trouble 😅.”
The AI: "Anyway, I took that personal..."
Glad you like the name for capital
Also just realized the sea of rhun looks a bit like a star… so a bit like numenor island shape :p
Thanks for the suggestion bro :)
Hello, my friend. I'm always very happy to see that you play this mod, it's so interesting and it has so many good units... On the campaign map, you have won an incredible victory in Ondosto and this region needs to be reinforced with every military building you can, as this is where Dale will press you. Good fight in Strondost, maybe you want to siege out the Dorwinion army in the fort right south, so as to get rid of them - or make them sally out and beat them in the battle. Surely Sant Annui is your next target, it's a very precious one and it will surely shield Caras Pharazon - which is the purpose of its position, after all. Step by step, you are about to substitute Dorwinion in its own lands... On the other hand, I don't like the moves of Dunland, as they do border you - they have Argond, right east of Suduri. Enedwaith is actually funneled in Lond Daer, cutting them from the regions north of Gwathlo, which is the best you can have right now. This leaves the opportunity to raise an army with Gimilzor and simply march to north of him, so as to expand his realm in Bregost, Dol Vorn and Buzra-dum. The position of the Conscription Camp, however, is not wise in Lond Daer, as you'll have a big drop in public order, it is better in Suduri, where Gimilzor's son will come of age and he will lead the forces north to those regions I mentioned before. Also, pay attention to Cor Wilishar, another castle you might want... Economy related, this situation is expected, as you raise armies to defend and the King's Purse has fallen significantly. Though the construction path you follow is a very good one, you are among the best players in the economic matters.
For namesaking, I propose you to name Suduri either as Suthure or Mistalonde, those are its two names in Quenya, used in Numenor. On the other hand, Deadlysoupyt has two very interesting names for the two kingdoms you have and also good advice, which you must pay attention. Finally, for the alliances, since you want to show both parts of the alliances, why don't you make two parts of this campaign, the one with alliance with Mordor and the other with alliance with Gondor? That would be interesting, so that you get a full gameplay with both sides and show all the features. Have a nice time.
I mean, you picked the music, which sounds awsome
About the cavalry trying to push through your units in the siege early on(and infantry in general),apparently in this mod,if your city center is empty,they will go straight for it,if you station any unit at all they won't push like that.
I am loving this series and the long episodes 😁
Great videos man. Very relaxing to watch!
You should name Suduri in honor of the heroic and respectful death of the Enedwaith king. He died with honor. That cannot be said for most kings. Tremec has earned the respect any enemy could have. And based on Roleplay you can say you buried him in Suduri after the honorable death of the noble enemy king Tremac
Use a numenorean word for "city of" Tremac.
He earned that.
You as well given you valiantly slain him and the Ar Adunaim Numenoreans are a glorious honorable people!
"Minas Trimac"
Pharazonian empire in the east and new numenoria in the west
After Enedwaith commit their troops, you need to take the pikes off guard mode. Holding formation is good while the landscape of the battle is being determined, but once it's done they need to be free to chew as they see fit.
There is a way to increase charging distance as cavalry in this game if controlled correctly have a zero delay 180 turn. So you can move away from your target but having them spin around in an instant and keeping their momentum. Which in turn means you can achieve charges at quite small distances. For example in that battle, you'd run the half distance away until you reach close to your wall, then turn around and keep the momentum, then attack with the cavalry and they'll be at full sprint or close to it when you're far enough away to almost assure a charge. However, you need clear line of sight for charges as it is a bit wonky, so very often in sieges, the path the AI sees might not be straight, making it impossible to charge as your cavalry will naturally slow down around corners, even tiny ones of like 15 degrees.
If anyone tries this themselves, giving an attack command resets the pathfinding of your cavalry, so you don't want to make the turn by attacking but just moving as that doesn't reset the pathfinding AI. Although it can if you're unlucky, but there are ways to brute force it to work.
Dude that victory was epic
Here's an idea that blends Islamic and Numenorean nomenclature:
If I'm right about this, Pharaz is "gold," Pharazon is "golden one," so you could name the entire culture the Pharazonid Dominion or just the Adunaim Empires informally.
For the East under the command of Gimilkhad, I think calling them the "Phazganids," loosely meaning "sons of the ruler/overlord," could denote the cultural differences between them and the Western "Sakalthids," since the army of Gimilzor and Admiral Sakalthor landed on the shores of Lond Daer, they could then take the name that loosely means "sons of the shore."
Maybe for the eastern kingdom do Mirudor which roughly translate to land of wine
Great stuff. Don’t forget to move your spy to strondost
While I was playing AA, somebody advised me to get the horses running at full speed before telling them to charge in a settlement. Although this doesn't always work, I have had much better luck with it than without in settlements.
If you end up in debt in the next episode, you could consider checking the buildings that are in your settlement. Some of them provide nothing as they are not of AA culture like the Hunters guild/Archery guild. You can demolish them for some quick cash in case of dire needs.
Crossbow cav are suprisingly a great unit. I like using them while playing as Poland in Med 2
divide & conquer. divide you own forces so that enemy can easy conquer you. nice job
I have 2 kingdoms for the challenge and the roleplay. Do you really think that i think this is the most effective way to play? 😂
Zonsondergang for the west and Zonsopkomst for the east to describe the beginning and end of your land
I think it would be interesting if you kept track of who was king in the east vs west and you can have a cool moment where way down the line the two kingdoms meet
Did I see that right?! Gondor has pushed into the Khand heartlands at turn 45?!!!!
Best series on yt
2h episode? good stuff 👍👍
Awesome intro !
As a name for the western kingdom new Andustar (the word new translated into the language of the Ardunaiam), for Suduri Andunie. Then the 2 Citys in the west would have a common theme same as the name of the kingdom: all 3 Names come from the western part of Numenor, as they are the western part of your kingdom. So from a roleplay perspective you would indirectly call Middle Earth yours and also have a callback to Numenor.
You should name Suduri Morlond it sounds cool and means black port
For the eastern kingdom I suggest a rename to Adanadar - its sindarin for "the fathers of men" which fits the father faction leader going eastward. For the Western kingdom perhaps Hinanya - which means "my child" fitting for the son going west to lond daer
After the Downfall of Numenor I imagine the surviving King's Men called their new capital in the far south New Numenor.
Since the Eastern Kingdom was created first it would be New New Numenor, and the Western Kingdom must therefore be New New New Numenor.
You're welcome
You should leave your commander longer in battle when he charges he has 13 attack statt he dont need to go out of fighting after 2 seconds
Azgarâ for the western kingdom
It means “to wage war” i think it would suit the western kingdom since it had a rougher start than the eastern one
Great vid mate have not finished watching it about half an hour through but when you were saying about your pikes not doing well get them off guard mode as they never swipe their pikes and the pike formation is ineffective and decreases their attack stats which are terribly low as it is. But keep up the great work and never have pikes on guard mode and can you rename Suduri to Zâdan Belegaer meaning sea fortress
you losing money fast so you must think about that,also meyby you should sell Ondosto to Rhun and send all your army to fight Dorwinion first and let Rhun deal with Dale in North for now because i dont think you can hold it for much long..
👌🙏❣
Awesome intro!