Board Thread:Suggestions forum/@comment-26149161-20160212211558/@comment-26172435-20160214054910

Hm ... right. Was afraid of that. If we stick to 'lore only' it may turn out impossible to get some interesting and balanced spawning mechanisms defined for all if the biomes this concerns, for both good and evil forces.

Now, in finding an acceptable alternative, if a people distrust any 'foreign' military, it doesn't have to imply they won't take up arms in case of immediate threat and assist whoever shows up to counter it. An alternative could thus be, to assume the lands populated with villagers/peasants who would behave just like elven villagers. These would act as militia in my opinion, but maybe not exactly fit the definition ... but then consider that time scale in minecraft is also different from reality: what happens in a minecraft day, may represent 20 days irl. This implies we can justify quick formations of local militia overnight, to counter local enemy activity. For mod and balance purposes I propose to reduce overall spawn rates of both good and evil forces in Northedain and Dunedain controlled biomes (Eriador, Minhiriath) and for local militia (in addition to Ranger spawn), assume that  they could: mostly wear full armour of vanilla leather with one or two pieces of chain or iron armour, and wield iron hoes, axes, spears, daggers and swords, some (hunters) would have vanilla bows and daggers; spawn in small packs of 8 and only at night when the threat is most imminent. As soon as Northedain villages (assuming that name would be fitting) are implemented (like the Rhudaur Hillmen have), the random spawning is superfluous and like in the Rhudaur, they can just inhabit their settlements. Any enemy activity may then only be countered with randomly spawning Dunedain. What about that?

On a related note: It may be fitting to add some code to have regular good forces also spawn a little more often at night anyway. That functionality is not in the code yet.