Of Desert Kings, Giant Killers, Ice Runners and other would-be Emperors: A study in nation placement Fourth Age, circa 1000

by Mike Hunnersen
[edited by Game Systems Inc]

In Middle-earth PBM Fourth Age, circa 1000 a new and fantastic aspect of the game is that players can choose the specifics of their nation (unlike) the 1650 and 2950 scenarios where everything about each nation is predetermined). One of the most important decisions for the player to make is that of the nation's homeland location on the Middle-earth map. A player can have some fun with the Special Nation Abilities, Character skills, and Population Center improvements, but taking your nation's starting homeland lightly will only lead to frustration and possibly an early exit from the game.

Smart investors know that it is better to buy the least expensive house in the best location than to buy the most expensive house in the worst location. Successful retail businesses and restaurants know that the three most important things to their success is first, location; second, location and third, location! In order to find the best location, and hence give your nation a fair chance of prospering, three things must be considered about the area you are surveying. These are:

  • Defensibility - is the area you selected secure from invaders?
  • Economic potential - is there room for growth and is the area likely to be rich in resources?
  • Strategic influence - does the location provide you with access to areas that you want to be/expect to be important during the game? Will your tactical map (the one that comes with each turn) be a good one?
  • Popularity - the more popular a location appears to other players, the less likely you are to be able to secure this homeland for your nation.

With these three things in mind, I have combed the Middle-earth map to find some prime locations. Twenty or so locations were considered and narrowed down to twelve for the reader to consider and hopefully make a wise decision on where to plant their flag.

1. Southeast Mordor (Capital around 4028)

  • Overall: Excellent, but very popular!
  • Defense: Excellent+
  • Economy: Excellent
  • Influence: Average

The most defensible real estate you will find! It also promises a booming economy, a good tactical map, and access roads (without vulnerability). An army trying to assault this capital would find the going very tough. From 3628 or 3729 (both of which you can see on your tactical map) an army would take no less then 4 turns to reach your capital. In this time, you should be able to scout the army and build a sufficient force to repel the invaders. In fact, it is likely that you will never have to suffer the indignity of a foreign army at your capital - your opponents just won't bother.

From 4028 you can see the eastern edge of the map. You have access to a rich area of rough to your immediate south and a bottle neck of plains hexes, right on the road, for which to build cavalry and bring them to battle quickly (if you so desire). Of course weather will be favorable all-year round keeping the economy producing. This is a particularly excellent location for a mage and/or agent based nation and would be suited to a hard-nosed Free People player (a Dwarven kind of guy) or a Dark Servant who wishes to be left alone to pursue his sinister goals.

2. Umbar (Capital around 2337)

  • Overall: Good+, but popular!
  • Defense: Average
  • Economy: Excellent
  • Influence: Good

A fantastic location overall, particularly for a nation that wants to cultivate a solid economy supporting a powerful navy. Defensibility is good because you will see any attack coming and will have at least a turn to react. Access to numerous rough hexes will give you all the gold you need. Three forest hexes are nearby and will supply the timber required. The capital location was chosen because it provides immediate access to all three forest hexes (2135, 2136, 2137) and is the natural spot to build a population center with a port.

If a port does not interest you, and you want a slightly better tactical map with better defensibility, then 2435 is a good alternative. This location lets you see more eastward while still being able to keep an eye on the Coast. Your navy will allow you to get to theaction very quickly even though you are at the south edge of the map. I recommend this position for all allegiances - particularly as a non-traditional Elven homestead.

3. South Enedwaith (Capital around 1621 - hidden)

  • Overall: Good+, but popular!
  • Defense: Fair
  • Economy: Excellent
  • Influence: Excellent

An excellent location for a Neutral player in this writer's opinion and good for all political leanings. Close (but not too close) to the action, Enedwaith is the perfect area to take full advantage of the hidden capital option and to see which way the winds are blowing while churning out a solid economic base. This has one of the best tactical maps (with capital placement at 1621). You can see the coast to the west and south; as far north as 1715 - an important bridge hex; and as far east as the bottle neck at 1920! I also like this area a lot because it is not likely to be considered that good by many surveyors. If you don't want to pay for a hidden capital, you may want to fortify with a fort or opt to be a Neutral player.

Alternatively, I would suggest a capital location a few hexes south to tuck in below the mountain range (such as 1524). This will give you more defense but a worse map. Note, Enedwaith is also a great area if you wish to dabble with a navy - an option I highly recommend - by putting one of your satellite population centers at 1322 or similar, with a harbor.

4. The Sea of Rhun (Capital around 4412)

  • Overall: Good, but popular!
  • Defense: Good
  • Economy: Good
  • Influence: Average

This area has it all. The only problem is that it is likely to be popular (nations will naturally congregate near a large body of water). You may want to try your capital at 4415 and fortified satellite population centers at 4417 and 4413, you create a defensive perimeter that is tough to crack. Because you are at the edge of the map, you will likely be able to see other nation's capitals where they won't necessarily see yours (their maps will be centered, where yours will be offset from the edge of the map). You have access to the mountain hex in the middle of the Sea of Rhun - an unreachable hex for any army.

The economic potential is fantastic with access to each of the different terrain types and good weather. Roads to the north and south allow for your armies to range far and, if you are daring, a harbor at the capital allows instant access to Mirkwood (the timber factory and likely location for nations that you can plunder or assist if needed). An excellent starting point for any allegiance, but a Neutral nation will benefit most. The choice of 4412 is a little more vulnerable, but would allow you to see the group of rough hexes around 3707 - a great place to build camps.

5. Fangorn Forest (Capital around 2218)

  • Overall: Good
  • Defense: Average
  • Economy: Good
  • Influence: Good

This location is recommended for Neutrals and Free Peoples. From 2218 you can see the road leading into Mirkwood, and the road through the "pass". Well-placed and protected satellite population centers will allow you to march your armies east or west as the situation demands. A nation in Fangorn is too far away from the either of the Twin Kingdoms to be a target, but is situated such that both will want you as an ally. With time to build, your nation should be able to give the North or South Kingdom some serious trouble - you may end up as the game's "Giant Killer".

Your economy will do fine with access to all four terrain types in acceptable climates. Defensive considerations are taken care of with the Misty Mountains to your west and army slowing forests all around. This location works well with the Special Nation Ability of "build fortifications at half timber cost" and allows a wide range of viable options for your nations starting characteristics. An alternative is to hide your capital and place it a few hexes east for a better tactical map and additional defense.

6. Northeast Mordor (Capital around 3722)

  • Overall: Average+
  • Defense: Average
  • Economy: Good
  • Influence: Average

A decent second choice if you want to be in Mordor and you figure the best location in the game is going to be nigh impossible to get. Economic growth should be brisk. Double row of mountains to the top will force attackers to go the long way around to get to you. You won't get back-stabbed here. The minus is that the tactical map is not all that great and it will take you a long time to march armies to where you want them to be.

This location is another mage/agent type and is particularly suited to Dark Servant players or daring Free People players. A option here for a Neutral player would be to build several hexes east at 4022 for a better tactical map but less defensibility.

7. East Arnor (Capital around 2106)

  • Overall: Average
  • Defense: Average
  • Economy: Average
  • Influence: Average

An exciting location to be for any allegiance. Here you are nicely secured in a cul-de-sac, and are impervious to naval assault but 'ware the North Kingdom! If not for him Defense would be 'Good'. You are on his side of the Misty Mountains and any wrong move on your part will most assuredly send him after you. Economy has potential but the weather is going to work against you. The tactical map is fair but the Misty Mountains run down the center of your map and it would be best if they were on one edge or the other. You have access to a northern road, the Misty passes and Moria is at your southern edge. I recommend this location as the best "second choice".

8. North Mirkwood (Capital around 2909)

  • Overall: Average
  • Defense: Average
  • Economy: Average
  • Influence: Average

A conservative location choice, North Mirkwood should allow for quiet expansion whilst not being hard pressed by neighbors. Cold weather will slow your production, but being in the middle of the timber factory will offset this disadvantage somewhat. Your tactical map is acceptable. At 2807 you an see the top edge of the map the Misty Mountains to your west, and the road running down Mirkwood is on your eastern edge. At 2909 you can see all of Mirkwood and you can commission a small navy to harbor at 3111, but you are a little more vulnerable to armies coming through Mirkwood on the road that bisects. A compromise between these ideas would be 2808.

9. South Gondor (Capital around 2023)

  • Overall: Average
  • Defense: Average
  • Economy: Average
  • Influence: Fair

A solid second choice and perhaps first in some situations. This position would seem at first glance better then it is and many players are likely to try and jump on it. Defense would seem higher because of the mountainous pillow surrounding the capital, but plains hexes to the south make you vulnerable to naval attacks without much warning and the mountain hex 1922 is a single mountain, so it can be traversed by a determined opponent. Economy would seem to be fantastic, but you will have to fight with the South Kingdom for the valuable rough hexes to the east; there is no real timber on you map; the plains hexes to the south are vulnerable; and placing anything on the north side of the mountains is a temptation for anyone in the area that would be hard to resist.

And lastly, the tactical map is such that much will be happening all around you, but you won't know about it. There is much waste on the map with an unwanted view of the ocean deeps and if anyone locates at 2227 or 2430, you will find your starting location choice to be very disappointing. I stress this spot is only average, yet many will find it to be just what they want

10. Near Harad (Capital around 4438)

  • Overall: Fair
  • Defense: Average
  • Economy: Average
  • Influence: Poor

This is the second most isolated spot on the map. A desert king ye shall be! You won't be in the thick of things any time soon and your tactical map shows much that is useless, but there is a large chunk of rough for the taking and you are so far away that no one is likely to bother with you. The road nearby does allow you to send a scout/raid army north to take a peak, but will they find anything? This location is a decent second choice for anyone wanting to study arcane lore or explore the realm of shadows.

11. West Forlindon (Capital around 0507)

  • Overall: Fair
  • Defense: Average
  • Economy: Fair
  • Influence: Average

This location becomes MUCH better if you are friends with the North Kingdom player and intend to ally with him; otherwise it is recommended only as a second choice. The line of mountains will help protect your main group of population centers and will deter the North King if he has designs on your holdings. The tactical map is a good one as you can see the west and north edges of the map and effectively see any naval movement north of the 'xx13' line.

Economy will be sluggish due to the short "growing season". You have a little room to expand, but the area protected by the mountains will fill quickly, forcing you to consider venturing forth and leaving yourself vulnerable. If you are into navies, this location is the second best area on the map if you want to build an armada. In this case capital placement at 0508 with a port is a good variation for capital placement.

12. The Northern Waste (Capital around 4401)

  • Overall: Fair
  • Defence: Fair
  • Economy: Fair
  • Influence: Poor

This location is mostly mentioned for its role-playing potential. As an Icerunner, you will truly be in the most isolated area of the map. Its polar all year long and there are no roads nearby - you won't be bothered any time soon. Anyone that could reach you is unlikely themselves to be able to afford an army of any size. This location does have some potential if no one builds in northern Rhun. The Iron Hills will be all yours and you can get by with 6 to 10 villages placed intelligently in the northeast. The tactical map has the advantage of being able to see an attacker long before he gets to your capital. If you want to be more in the thick of things and like the challenge of playing in the waste, an alternative capital location would be at 2903 or 2803. I call this area the "Horseshoe". It gives you more influence and access to more terrain types, but you will be penned in a bit and a determined army can come through your single line of mountains or come around. This is area is a strong candidate for a hidden capital.

And that is my list of 12!

Please note, the above information is very subjective in nature. It represents my personal opinion on nation placement and does not necessarily take into account particular variables that may exist from game to game. I strongly advise that you temper the suggestions given with your own insights and personal judgements. Furthermore, the more popular that a location is perceived, the less likely you will be able to secure the location as your homeland's primary choice.

To conclude, there is at least one other very desirable (Excellent+) location on the map that I have not discussed. Simply because that's where I intend to be! Take a look and see if you can locate this "secret" area. If you do, you'll know where to find me . . .


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