This is what i was waiting for. The guy was talking about it last September and it seemed like he was gonna finish it. but its here and better
Lord of the Rings Mod Fourth Age Total War
https://2img.net/r/ihimizer/img153/1122/elvesjpgre0.jpg
https://2img.net/h/i208.photobucket.com/albums/bb297/hayabusa1277/RomeTW-BI2008-02-0317-53-29-77.jpg
City Development & Diversification
Large cities can now be developed along a path of your choosing, ultimately providing greater diversification for your faction. For example, if you are playing as Rhûn (aka the Easterlings) you might choose to develop a Thrall Stockade in order to have that settlement rely upon cheap slave labour for the construction of buildings, or you may opt to bolster your economy by developing a Cattle Trader, or perhaps you may wish to develop a Wain Workshop to allow your Settlers to use Wains so that they can move greater distances and thus increase population growth and spread.
Wonder-capture
When you take a region with a Wonder you will not immediately gain all its effects. You will need to seize the Wonder, then secure it and then exploit it. Each of these phases will bring more of the Wonder's benefits to your faction. Wonders offer some faction-wide bonuses but such effects will vary by faction.
Marvels
In addition to Wonders there will also be Marvels such as The White Tree of Gondor. These Marvels act much like Wonders except that they exist in or by a settlement rather than distant from it and as such they are considered captured when the settlement itself is taken. Guard these Marvels well as they can bring great blessings to your faction!
Unique Cities
Minas Tirith, Thranduil's Halls and other well-known cities of Middle-earth will populate the landscape of the campaign map, each graphically designed and modelled to be unique and accurate.
Landmark Features
Various features of Middle-earth that we all know and love will also be represented on the map - and some will even afford your faction with beneficial effects. These will include the Beacon-tower Hills of Gondor, the Carrock, the Sea-ward Tower of Dol Amroth and other less prominent features such as castle ruins and barrows.
MEZoRS
The Middle-earth Zone of Recruitment System has been designed like no other. As you would expect with any good ZoR system, units are not immediately able to be recruited as soon as you capture a foreign region but certain local levies drawn from the conquered population may be; you will need to build your own recruitment buildings in order to start training and recruiting your own troops. MEZoRS discriminates between the Mannish, Elven, Orkish and Dwarven races. It establishes up to three types of region per faction (homelands, fiefdoms and outlands) taking into account old loyalties as well as old hatreds. It allows for the deepening of loyalty among local levies but also restricts the building of certain troops that might be available in your faction's homelands.
Assimilation Units
If you take a chief city of another faction, or (where they exist) the chief city of a subculture of a faction, you may in process of time be able to recruit a unit assimilated from the conquered faction. For example, if Dale was to capture Edoras it would have Riders of the Mark available for recruitment once it had built up to the appropriate level of stables.
Settlers & Population Dispersion
Peasants have been renamed to Settlers, downgraded in ability and cost, upgraded in unit size and given zero-time recruitment. Their chief purpose will be to move your population about between settlements. They should be guarded by your armies when on the move, for although they will be able to engage battle they are very likely to run away, unless they seriously outnumber a foe. They should no longer be considered military units. They will also be recruited in a more realistic manner according to the geographic spread of the population.
Factional Fertility
A relatively simple yet slick system has been implemented to base population growth more directly upon race/faction rather than region alone. In Middle-earth, the Elves and the Dwarves had few children, whereas the Orcs multiplied like the proverbial rabbits (except not so cute!). This system allows us to represent such factors in the game regardless of which regions those races occupy.
Seven Cultures
We will be incorporating the extra culture slot to provide you a full complement of cultures to populate Middle-earth, and some of these will even have subcultures. The cultures represented in the Mod will the Dúnedanic, Northmen, Barbarian, Haradrian, Elven, Dwarven and Orkish.
Factions
Complete Unit Roster coming soon...
CAMPAIGN FACTIONS
The Reunited Kingdom of Gondor and Arnor
The Reunited Kingdom of Arnor and Gondor was reforged by King Elessar Envinyatar Telcontar after the Fall of Barad-dûr. The Men of the Reunited Kingdom have highly-trained, well-equipped infantry and a large variety of special units, though their cavalry is very limited.
Adûnabâr
The Kingdom of Adûnabâr is ruled by the younger brother of the King of the Reunited Kingdom. It bears the Star of Eärendil on its banners, looking back to the glory that once was and that - they believe - has been lost. Among the people and leaders of Adûnabâr there are followers of a dark faction known as the Shadow CultThis movement may grow if temples to this Cult are built, and access to darker forces made available...
The Empire of Harad
The Haradrim are many in number, and have long lusted after the lands of Gondor. Their units are balanced, they have a strong fleet thanks to the feared Corsairs, and on the battlefield their Mûmakil cause great terror to their enemies.
The Chiefdom of Rhûn
The Easterlings are the only faction capable of hording. Only the Haradrim and the Orcs can field larger armies than them, and they have a good mix of troops, with strong infantry such as the bloodlusting berserkers and the wains their chieftains ride - a fearsome sight.
The Chiefdom of Dunland
The Dunlendings have been the enemies of Rohan since the Mark's foundation, but their hatred was renewed under Saruman's influence and they took up arms and attacked the Rohirrim during the War of the Ring. The Dunlendings are Barbarians with little cavalry and few bowmen, but their infantry consists of good pikemen, strong hillmen and efficient skirmishers.
The Kingdom of Rohan
Rohan was originally a Gondorian province called Calenardhon but after Eorl, the first King of the Mark, assisted Cirion of Gondor in battle he was awarded the plains north of the White Mountains. The Rohirrim are famous for Middle-earth's best cavalry, but they lack in infantry units.
CUSTOM BATTLES FACTIONS
The Kingdom of the Elves
The Elves are the Eldar, the Firstborn, created by Ilúvatar when the world was young. Excepting wounds from battle, they are immortal, though most now have departed Middle-earth across the Sea. Those who are left, though few in numbers, are master warriors, and have the best archers available.
The Kingdom of the Dwarves
The Dwarves are a tough race. Unlike the Men and Elves they were created not by Ilúvatar but by Aulë the Smith; many Dwarves take his trade as their own. They have no cavalry, but heavy axemen and strong infantry of other kinds. They also have a large variety of siege weapons and employ mercenaries to good effect where needed with their gold.
The Kingdom of Dale
The Kingdom of Dale lies betwen the Celduin and Carnen with its heartland on the edge and north of the Long Lake. It is famed for its trade in toys among other things. Despite this, it boasts fearsome warriors - in particular its Dragon-slaying archers who carry great bows of yew. Tall and proud, the Men of Dale use longswords and wear fine mail, although they lack cavalry.