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LOTR – The Battle for Middle-Earth

LOTR – The Battle for Middle-Earth (2006) [ISO]

Developer(s) EA Los Angeles
Publisher(s) EA Games
Engine SAGE
Version 1.03[1]
Platform(s) PC Windows
Release date(s) December 6, 2004
Genre(s) Real-time strategy
Mode(s) Single player, multiplayer
Rating(s) ESRB: Teen (T)
PEGI: 12
Media CD, DVD
System requirements 1.3GHz CPU, 256MB RAM, 4GB Hard disk space, 32MB GPU video card (NVIDIA GeForce 2 GTS or greater, ATI Radeon 7500 or greater)[2]
Input methods Keyboard and mouse
Lord of the Rings: The Battle for Middle-earth is a PC real-time strategy game developed by EA Los Angeles. It is based on
Peter Jackson’s The Lord of the Rings film trilogy, in turn based on J. R. R. Tolkien’s original novel. The game uses short
video clips from the movies and a number of the voice actors, including the hobbits and wizards. It uses the SAGE engine
from Command & Conquer: Generals and was released on December 6, 2004. The sequel, The Lord of the Rings: The Battle for
Middle-earth II, was released on March 2, 2006.
The game retains the basic mechanics of real-time strategies. Warring factions gather resources, then use them to construct
military bases and armies on-site. In Battle for Middle-Earth, buildings may only be constructed on the building slots of
predefined plots. Plots range from farmhouses to full-fledged castles, with different slot arrangements and available
buildings, and plots can be purchased when they’re in the sole presence of a side’s forces. The only resource are the
nebulous "resources," which are produced inexhaustibly in dedicated buildings.
Four factions on two sides wage the War of the Ring: Representing the Free Peoples are the horse-lords of Rohan, and Gondor
with its forges and battlements. The Forces of Darkness are the fighting Uruk-hai of Isengard, and Mordor’s orc hordes,
bolstered by Haradrim, MÃmakil and Olog-hai.
Keeping with the trends of contemporary RTS titles, basic units operate in groups, significant characters are represented
by "hero units" as popularized by Warcraft III, and the destruction of units gathers points for the purchase of special
abilities. There is also a unit limit.
Unit strengths and weaknesses form a sort of rock-paper-scissors system. Cavalry beats swordsmen and can run down infantry
units while taking a fraction of the damage themselves, archers beat cavalry if they get the opportunity to fire, swordsmen
beat archers. Pikes beat cavalry, fire beats Ents, etc. Units gain experience and levels, becoming hardier and more
dangerous. Squads replace lost members when rank 2 or higher without losing experience.
Most normal units have purchaseable upgrades and may also have abilities such as changing formation, changing weapons,
combining with other squad types, Ranger stealth and orc cannibalism. Heroes are unique, far more potent units (and Hobbits
and Gollum) that lack upgrades but do have multiple, elaborate abilities, and can be purchased back if killed. Most hero
abilities require certain experience levels. Good has the advantage in the quantity and quality of heroes; Gandalf at the
peak of his strength is an anti-army device. Buildings also gain experience and may become able to build new units,
research new upgrades, or bestow better passive bonuses such as a reduction in cavalry build costs.
The player’s special powers are purchased from a small tree. They can be utilitary (Vision of the PalantÃr, reveals
an area), supportive (Healing), or able to call in temporary units (Summon Eagles, Summon Balrog). They are usable
indefinitely once acquired, with recharge times but no cost. Both factions on a side share the same powers, and the tree
is much larger (and slower to climb) in campaign mode than it is in skirmishes. Good has some powers that boost the ability
of a single hero (Power of the Istari, AndÃril). Evil receives aid in resource harvesting (Industry, Fuel the Fires).
::: HG2S-BV2K-GZ86-34XR-5VY2

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