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The Last Alliance : Features : Showcases - First Age : FA Sindar Buildings


The Noldor

The Sindar
First Age Civilization
Units (1 2)
Buildings (1 2)
Equipment (1)

Back to Civilization Showcases: First Age of the Sun

Male Citizen

Great Hall
The 'lost' elves, those that never arrived in Valinor and instead remained in Middle-Earth in the forests and by the rivers did not always remain behind alone. Many times small communities of 'unwilling' would decide to not continue the Journey and form a settlement. Key to these settlements are Great Halls. Built of mostly wood it is a large hall in which elves of the settlement can gather and manage everything from politics to diplomacy. Sindarin Great Halls are also their only trade center, so resources will be imported and exported here, with the use of Caravans. Great Halls can be built on or outside of Home Area, and once built they grant Home Area. This is TLA's method of creating cities, since it forces the player to build civic buildings close to each other, forming cluster of buildings and cities such as those described in the books.

Units Trained: Citizen, Herald, Scout, Guard, Songweaver
Equipment Built: Work Cart, Caravan
Resource Deposit for: all depositable resources Building
Expansions: Embassy, Market


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Male Citizen

Dwelling
While many of their cousins lived in the tree-tops upon flets, the Sindar lived in beautifully built dwellings on the ground. As with all dwellings in TLA, the Sindarin dwelling is only a means to increase the population allowage of the civilisation. Dwellings must be built within Home Areas, and do provide Home Area (thus extending the size of the city and allowing it to grow).

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Male Citizen

Mineshaft
Mineshafts in TLA are unlike mines in most other games of the same genre. In order to mine mineral deposits, the Noldor first must find a deposit on the ground, identifiable by characteristic sparkles, rocks, metallic glints, etc. Then a Citizen may construct a mineshaft over these locations. The mine is only the representation to the entrance to a network of tunnels in which resource minerals may be found, like in real life. Citizens must be garrisoned within the mineshafts to begin gathering resources. Technologies can improve the rate and yield of mining. Mineshafts, along with most economic buildings do not require Home Area to be built and do not grant it.

Resources Gathered: Gold, Silver.


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Male Citizen

Timber Camp
The Sindar are heavily dependent on lumber, for their buildings and many of their day-to-day tools. But the Sindar also hold the trees around them with great respect. They will not needlessly cut a tree down, and will often only cut branches. They always give trees time to recover. But because of this they must gather wood from a larger area, and Timber Camps are often built in places too far from the settlement. It provides a cheap and easy way to allow citizens to add wood to the resource stockpile. The Timber Camp can be built outside of Home Area so it is not restricted in its use. But the Timber Camp does not provide Home Area either.

Resource Deposit for: Wood

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Male Citizen

Artisan's Guild
The Sindar, while less famous than their great cousins the Noldor, did create beautiful pieces of jewelry. Artisans at the Artisan's Guild, a small shop from which citizens may work to create the trade good jewelry, did these. Citizens must be garrisoned within the building to begin production. This is a civic building and requires Home Area to be built. It also expands Home Area thus adding to the city.

Resources Gathered: Jewelry.


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Male Citizen Orchard
The Sindar Citizen can also plant Orchards. These buildings, if you wish to call them that, allow Citizens to grow and harvest many fruits and foods. Similar to the Mannish farms, they are fields of different orchard trees that Citizens may be tasked to in order to gather food. As a citizen gathers food, he will fulfill his capacity and bring it back to a food deposit in order to add it to the stockpile. Orchards can not be re-seeded though, but if Citizens stop collecting resources before they empty the Orchard it will grow back with time. So switching Citizens between orchards will prove a useful method of providing food to your civilization. But due to their cost they do not replace other forms of food gathering like hunting. Orchards do not require Home Area to be built.

Resources Gathered: Food

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The Last Alliance | Wildfire Games | 0 A.D. | Rome At War

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