The Moors are a strong people recently united from their nomadic previous existence to the kingdom they are now. The Moors have a lot on their hands if they are to turn their small kingdom into a might empire, and their biggest threat... Comes from the north...
Getting Started: The Moors have very few expansion options, and the best option for you is to take Tunis and the city to the south east of it as soon as possible. The Moors have the Spanish and the Portuguese to worry about, so in order to actually have a very good chance, the Moors must unite with one of the Iberian nations to fight the other... Lest we forget however, that the Sicilian threat lies just at our doorstep. Sicily wants Tunis with all its heart, and the Pope is willing to help. Improving your relations with the Papacy will probably decrease the level of threat there... And the likeliness of a crusade, will drop.
Sending a good force down to Timbuktu will be a wise idea, the Ivory and Slave Trade down there is a perfect thing for your merchants.
Trade - The Moors have very few trading regions, their trade is almost non-existent, and this situation is easily rectified; Taking Tunis and its neighboring province, building ports there and getting trade rights with the Italian states will boost your trade up to no end, setting up a port at Cordoba, Marrakseh and Granada will open a whole new trade lane also, getting trade rights with France and the Iberian nations will be a wise move for the rest of your campaign.
One might also consider improving relations with the Byzantine Empire, they can supply you with great trade, and when you take down Sicily, Venice might just be a large obstacle that would need be dealt with...
Navy - The Moors have the potential of getting a great and powerful navy, as all Arabian states, and the Moors will need this navy in their wars against Sicily, for Sicily strikes through sea, and to reach Sicily by lands means getting through most of Europe, which is, at best, a terrible decision.
Getting a strong navy early on can ensure the survival of the Moors in their war with Sicily, sending troops through battleships, stopping the massive Sicilian fleet, and possibly even blockading a few trading ports, will severely damage the Sicilians, and will cut them off from the rest of their provinces, completely.
Army - The Moors' true power lies in its cavalry. Their powerful missile cavalry is devastating towards armor, they are also swift and numerous. In addition, the Moors have great spears and light infantry, so you are boasting an army reliant on cavalry that can easily counter cavalry, an army that will not be easily taken down.
The lack of armor in the Moorish army is clear, however, not critical. The variety of armor in the Portuguese, Spanish and Sicilian armies is also very clear, and will be their demise. Their armor makes it so they run slower, making them an easy target for your horsemen, and the heat effect can be used to your advantage also. You have an army built for hit and run, use it.
Alliances - The Moors must choose their early path quite swiftly, setting up an alliance against Spain with Portugal means utter destruction for Spain, and vise versa for Portugal. Choosing which of these to ally is critical, because if they unite, while not impossible, it will be very hard to take the Iberian peninsula.
France, for now, can be a very good ally against Spain. The Spaniards and the French have no love for each other, and using that to your advantage can boost your relations with this mighty faction while destroying the Spanish kingdom and turning it to dust, in addition, France can also help you if you feel like taking Britain.
England could also be a fine ally, however, against Portugal. The English and the Spanish have good relations and setting up a triple alliance with them against Portugal early on will be wise both economically and strategically. Getting good relations with the English early on helps later on, once the Portuguese are dead, and the Spanish no longer bother you (You can choose to destroy them or not), your next target might just be France, and the English would never object to that.
Venice and Milan are both extremely powerful naval forces and trading empires, getting trade relations and aligning yourself with one of them (Trade doesn't have to be restricted just to one) could help you greatly in your wars against Sicily, as much as the Italian counterparts rarely interact... This does not mean they share a mutual love... The flame of greed and hate burns through their hearts, and one less faction out of the way, so they think, means one step closer to their glory. Using that to your advantage can be extremely wise.
Terrain - The Moors have the advantage of heat. Every single faction the Moors will fight will suffer from heat due to their armor, the Moorish home is a desert, the sun will burn anyone who comes through without proper clothing, and the Moors are perfectly suited for such a thing, having no heavy armor, swiftly moving and lightly clothed, using this terrain advantage, well, to your advantage, could mean the difference between a crushing defeat, and a heroic victory.
Threats - The Moors have three immediate threats, this might seem daunting, but those three might turn into two; Sicily, Spain and Portugal (Or, Sicily and Spain/Sicily and Portugal).
The Spanish and the Portuguese are to be treated firmly and swiftly, you must be strong and decisive. Pick a side, choose your ally carefully, align your military efforts with the ally, and turn the other one to dust.
The Sicilian front will mostly be fought at sea, however, they might try and invade you at Tunis and Algiers, and you must retaliate with an attack on Caligari and Ajaccio (If the Sicilians even have it). An attack on Naples or Palermo must be done through the sea, and the Sicilians will attempt to defend those two settlements at all costs.
*COMPARISON*
Sicily
Strong heavy infantry.
Strong cavalry.
Okay bowmen.
Strong navy.
Good trade.
Perfect position to attack you.
Okay position to be attacked by you.
-Is a complete natural fortress, three-four islands, very hard to take down.
-Doesn't have any natural enemies aside yourself.
Spain
Strong heavy infantry.
Very good cavalry.
Good bowmen.
Good navy.
Very good trade.
Great position to attack you.
Great position to be attacked by you.
-Powerful early army, will be hard to take down too early.
-Has only one more natural enemy aside yourself, France, which will hardly keep her busy.
Portugal
Strong heavy infantry.
Very good cavalry.
Good bowmen.
Great navy.
Good trade.
Okay position to attack you.
Perfect position to be attacked by you.
-Not as strong as Spain, but not to be under-estimated.
-Has only two natural enemies, you being one of them, and the other, England, will not keep her busy, at all.
Agents - The Moors have a great supply of resources for its Merchants and is in great need of Imams and Spies.
*MERCHANTS* - Sending your Merchants downs to Timbuktu and using the Ivory/Slave Trade down there will boost your economy up by the thousands, and this is something you desperately need if you are to fight three different nations at two different fronts.
*IMAMS* - Your Imams will be in great use for your conquest of Sicily or the Iberian nations, you must have at least five Imams if you are to win this war, or at least, utterly crush the enemy.
*DIPLOMATS* - Yet again, sending diplomats all over will be a wise idea, but the best thing for you is to send them to Portugal and Spain first, figuring out who will be your first ally/foe, afterwards to England, France, Italian States, Byzantium, Turkey and Egypt, getting trade rights from all of them and setting up alliances as I have said above.
*SPIES* - Your spies will be greatly needed, dropping them at Naples, Caligari, Palermo, Toledo and Lisbon will be the key to your victory, watching over every corner of your enemy.
*ASSASSINS* - Your Iberian foes field a wide variety of spies and assassins themselves, and in addition, quite a few cardinals and priests, so using your assassins can be of great use, getting rid of those pesky converters and assassins...
The Pope - Having a good relationship with the Pope is purely optional, but rather easy as the Moors. Setting up a good trade lane with the Pope is easy, and in addition, getting him happy will decrease the chance of a crusade against Cordoba, Tunis, Granada or any other important city or castle you have...
For conclusion...
The Moors must use all their strong points in order to breed victory, sadly, they have very little recruitment hubs, so you must use Cordoba, Algeirs and Granada as such, quickly developing them into recruitment and trade hubs so you can face off with all your opponents.
The Moorish Strong Points:
Potential of becoming a grand trade empire.
Excellent against armor.
Heat effect in home lands.
Great navy.
Amazing cavalry.
Great spears.
Has a variety of allies and foes to choose from.
A great hub for your merchants, Timbuktu, is right at your doorstep.
Does not have to listen to the Pope.
Has a great position to launch an attack at any of your early enemies, and many of your late ones also.
The Moorish Weak Points:
Having to face off against three rather strong factions early on.
Low income early on.
Slow start.
Enemies field many agents.
Terrible expansion options.
Must rely on navy.
The Polish are a proud people with a powerful heritage and a great pious inclination. They have great neighbors to their south and terrible enemies to their north, facing off with menacing empires and mighty seafarers is no easy task, but it is one Poland must take...
Starting Off: One thing you must remember as the leader of this proud people, is that your powerful neighbor to the north is your sworn enemy, Russia will strike at you whenever it can, however it can, to defend against such things Poland must press all its advantages and build a web of agents beyond most factions'.
The first thing you should do is quickly take the village to your west and the castle to your north (Of Warsaw), afterward, striking at Kiev might just prove useful, and steering clear of Hamburg will be also.
Sending diplomats over to Hungary, the Holy Roman Empire and Denmark (In that order) and setting up trade and alliances with these mighty three will be a wise decision; The Holy Roman Empire can defend your borders from western attacks, the mighty Danes, after solidifying their position in Norway and Sweden, can help you with Russia later on in the game, and Hungary will probably be your closest ally in your campaign due to its strong need of a powerful ally to guard its borders, its later toughness at fighting the Holy Roman Empire and the immense trade possibilities you have with each other.
Trade - Land trade is your only way. Setting up a strong land trade with the trio (Hungary, the Holy Roman Empire and Denmark) will prove ever so profitable, in addition to that, you must strive to gain control of a shore-side region in the Black Sea if you truly want powerful trade. Sadly, your trading options are very limited as Poland.
Navy - As you have literally minimal sea access, you will not use your navy to anything aside small ferries across certain tough spots, so advancing your fleet is hardly in your best interest early on in the game.
Army - Poland's might is at its horse missile troops, strong nobles throwing javelins are extremely devastating to armor, the rest of your archer cavalry can easily out maneuver your enemies and strike from a distance, in addition to that, Poland boasts a very strong melee cavalry and infantry powers, spearmen and heavy infantry so powerful none would dare oppose them unprepared, and your light infantry prove ever so effective against armor, making Poland deadly from the start!
Alliances - Sadly, as Poland, you have a small variety of profitable alliances to pick from, much like your trade and enemy options.
Your strongest alliance will be with Hungary, both of you will be fighting two factions who are extremely fond of each other (The Byzantine Empire and Russia), so forming a line against them will stop their advance into Europe and possibly even trap them, causing their demise.
Your second alliances should be with Denmark, the mighty Danes could easily be crushed by you as you out maneuver their armies and you are extremely deadly to army. The Danes should provide a nice trade, and if you build a small port in your northern conquered castle, the sea trade will help, but it won't make much of a difference.
Your third alliance should be the Holy Roman Empire. The mighty Germans do not like you and will try to invade you, but early on they are important allies, keeping your western borders safe. Whilst they are very strong, they are also heavily reliant on cavalry and armor, both things you easily can destroy. Also, Denmark and Hungary are your best allies right now, so a three-way assault at the Holy Roman Empire will crush it completely.
Terrain - Poland has one of the more interesting terrain types of all factions, a big forest near its capital and all around it, huge plains to the east, mountains to the south... The forests can easily trap attackers wanting to surprise you, however, the plains offer no cover at all, that is why your fights against the Russians, will be the fiercest.
Threats - Russia and the Holy Roman Empire are your only initial threats, Poland's selection of everything is very limited, but this is the only good part about it. Having a few enemies will make your life easy, for you can get used to fighting them, and get the hang of it quite quickly, however strong they may be.
*COMPARISON*
The Holy Roman Empire
Powerful cavalry.
Reliant on cavalry.
Reliant on armor.
Powerful infantry.
In a great position to attack you.
In a good position to be attacked by you.
Capital not too vulnerable to your attacks.
Russia
Very powerful cavalry.
Reliant on cavalry.
Not too reliant on armor, almost non-reliant.
Okay infantry.
In a great position to attack you.
In a great position to be attacked by you.
Capital is not vulnerable to your attacks.
Your complete counter parts, you two are very similar in many ways, that is why fighting the Russians will be extremely hard at times.
Has a clear advantage - Its lands are spread wide, making it very hard for the assailant.
Agents - Poland must have spies and merchants in order to survive this, spies looking after the massive lands of the Russians and the Germans, and merchants sent to all corners of the world, trying to get some money back to their proud nation in need...
*MERCHANTS* - Sending your merchants to trade slaves near Kiev and Amber south of Warsaw (In the forest, near the ridge's passing) will be the two best business decisions you will make early on, sending more to Constantinople to utilize its textiles later on will be even better.
*PRIESTS* - Poland is extremely pious and fights an enemy with a different religion, making priests a must. Sending priests all over to your enemies lands will wreak havoc and make it that much easier for you later on in the campaign.
*DIPLOMATS* - Poland's relative distance from most factions makes her completely isolated, the only factions you truly need to send diplomats to are Denmark, Hungary and the Holy Roman Empire. The rest are optional, and you might want to start alliances with them while planning the rest of your campaign later.
*SPIES* - Sending spies to the vastness of Russia will be wise, seeing where your enemy is, also sending spies to Germany, to watch for a sneak attack, might just save you from a premature demise.
*ASSASSINS* - The icing on the cake. Assassins are the best agents at Poland's disposal, wreaking havoc through the Russians, who start rather poor early on, will do you much good, assassinating German generals will make their campaigns at distant borders harder, and will sway their attention from you to the other factions it must fight.
The Pope - The Pope loves you, you are a very pious nation fighting the very unholy enemies, no matter what you do the Pope will hardly ever excommunicate you, but building cathedrals is still wise, both to fight your enemy and to appease the Pope.
And for conclusion...
Poland's Strong Spots:
Strong land based army, mainly cavalry.
Strong spears.
Extremely effective against armor.
A few foes.
Foes are unfavorable of the Pope, making him love you even more.
Very reliable and powerful ally to your south.
After dealing with Russia, has all the space it wants to develop and wait for the time it wants to strike, without anyone dictating the rules.
Has an extremely good variety of land based units later on in the game, making them a very formidable force.
Poland's Weak Spots:
Horrible navy.
Horrible sea trade.
Bad trade overall.
No options, same enemies, same allies, no options to choose from early on.
Starts weak relatively to the Holy Roman Empire.
Has to fight in the immense plains of Russia. Back to start.
Portugal
Portugal is a young nation, forged only relatively recently, as such, it is relatively weak compared to its neighbors and must unite with one of them if it is to survive the other, however, Portugal has the potential to become the greatest sea power, and land power, this world has ever seen...
Starting Off: The Portuguese are strong on both land, and sea, utilizing this to your advantage will be your enemies' downfall. You have many options of trade, multiple alliance options, however, your expansions are limited.
A strong strike at Zaragoza (And taking it) will not only block off the Spanish, it will give you greater income once you send a diplomat to the French and get trade rights. Also, allying with the French will undoubtedly help you in the war of Iberia.
Now you must choose, either gain the Pope's favor and unite with Spain against the Moors, or drive the Spanish off Iberia, destroying the ones who has oppressed you for so long and fight shoulder to shoulder with the proud Moors... The choice is yours!
Sending diplomats over to the Spanish, or Moors, early on will ensure your survival in the Iberians, your next targets of approach should be France, England, the Holy Roman Empire and the Italian states, all of them, in that order, I will explain:
The French and English can supply military support and will give you immense trade, and relations between you and England (And France) are easily maintained.
Relations with the Holy Roman Empire needs to be upgraded early on, so incase you want to strike at the French, you have an ally that would appriciate that (Two even, England as well), sending an emissary to the Italian states and getting trade rights will boost your economy greatly, and forming an alliance with Milan or Sicily will supply you with help against the French or the Moors, respectively. Venice is just a powerful trading empire, you want a cut of their trade.
Making the Pope happy can make your raggedy start very easy, as he will send you gifts here and there and approve of you, other factions will not attack you light headedly.
Trade - As stated before, Portugal has the power to become a gigantic trading empire, after taking Zaragoza you should start building trading buildings at both Zaragoza and Lisbon, this includes ports. Pamplona should build a few roads and a port, but nothing more for now.
Navy - Portugal has a very powerful navy, one that can easily overpower most of the European ones, this will be one of the corner stones of your new empire. Building ports is vitally important for your success later on, upgrading your port at Lisbon and building(Upgrading) your port in Pamplona will ensure two seas under your control and the complete boxing in of the Spanish, getting a navy early on is not vital, for your will be mainly in Iberia, but later on it becomes very vital, you might want to expand, and looking for the riches of England or Italy... Is not shooting for the stars...
Army - Powerful cavalry mixed with later strong infantry make Portugal a force to be feared. Your missile cavalry are very strong and effective against armor, much like the rest of the Iberians', so utilizing them to your advantage will be very hard as they will be counter acted with other Iberian forces' missile cavalry, you must use them only as a means to tone down the other armies' missile cavalry, if you can, use them to destroy their infantry, but they are best used against other missile cavalry at the moment.
Your later infantry make you a very strong force, this could greatly help you against both the Moors and the Spanish, if you evolve quick enough. Utilizing spears will cripple both of those armies for they are quite reliant on cavalry, as Portugal you will have a struggle on your hands, but utilizing your infantry and naval advantage might just give you the edge you need.
Alliances - Several powerful alliances can be done with Portugal, either Spain or the Moors, the consequences are shown above and I will repeat them shortly, would be strong allies against the other.
In addition, a strong alliance with France can ensure a safe northern border and some possible help with Spain, a strong alliance with England will not ensure military assistance against Spain, but it will ensure military assistance against France. In addition, it will strengthen your trade and allow you to expand further, with more money in your pockets.
A strong alliance with Milan or the Holy Roman Empire can also ensure a strong military assistance against France and a gigantic increase in trade.
Alliance with the Pope is mandatory - Great for relations with him.
Alliance with Sicily will give you military assistance against the Moors in many levels, by land and sea. It will also increase your trade to a very high extent.
Terrain - Portugal has only one good terrain advantage: Rivers.
Pamplona, Zaragoza and Lisbon are all blocked by rivers who have one or two entrances, blocking them off with forts will supply you the defenisve edge you need. Also, the forests at Lisbon will allow you to repel most attackers.
Threats - Spain and the Moors are the obvious earliest threats, however, another threat may consist of France.
*COMPARISON*
The Moors
Great cavalry.
Great against armor.
Weak trade.
You and Spain are its only enemies, keeping her busy depends on your decisions.
Good navy.
Okay infantry.
Spain
Great cavalry.
Heavily armored.
Good trade.
You and the Moors are its only enemies, keeping her busy depends on your decisions.
Good navy.
Good infantry.
-Powerful all 'round, very rich and favorable by the Pope.
France
Powerful cavalry.
Heavily armored.
Good trade.
The English, Milan and the Holy Roman Empire are its threats, undoubtedly will keep her busy.
Okay navy.
Very powerful infantry.
-Rich and powerful, its production rate is immense.
Agents - Portugal can field strong assassins and spies and will have to send out its priests out of their homes to the whole of Iberia.
*MERCHANTS* - Sending some Mercants to Timbuktu might help your trade, and the wine in France can too, but it is not mandatory nor unrecommended. It will be a wise move, but with no utter fate changing consequences.
*PRIESTS* - These are very important if you are fighting the Moors, the Moors will send Imams to you to convert your religion, countering this with priests in their lands and in yours will counter them and make life that much harder for your foe.
*DIPLOMATS* - Nothing more to say than moderately important, sending them to your targetted allies can greatly help you.
*SPIES* - Extremely important, your spies will keep an eye on your much stronger foes and will make sure you know everything that's going on, and can stop armies in a Jihad against you, or against your ally (Crusades also apply).
*ASSASSINS* - Vitally important, they will kill Imams and strong generals, cripple the enemy's defenses and trade, these agents are, without a doubt, your best and most needed agents.
The Pope - The Pope loves you because you are hostile towards the Moors, he will love you even more if you go to war with them, however, let this not affect your decision, you have the entire game to make the Pope happy, you don't have to start from day one.
And for conclusion...
Portugal's Strong Points:
Strong cavalry.
Very powerful navy.
Strong infantry.
Very strong trade.
Choices of alliances and enemies.
The Pope likes you early on.
Has a great terrain advantage, rivers that are easily cut off.
Portugal's Weak Points:
No option but to fight one of its neighbors who are stronger than her early on.
Hardly any rebel-expansion choices.
Any decision you make early on will shape your entire game later.
Heavily reliant on agents such as Assassins and Priests.
Two lands that are completely separated from each other.
Lisbon quite vulnerable to attacks. Back to start.
Russia
The Russians of Novgorod are a proud and sturdy people, they are mighty and have various terrain advantages to use against their foes. Their weakness lies in their religion, being one of the only two Orthodox factions in the campaign, strong alliances are scarce, and Russia will be tested, again and again...
Starting Off: Russia's expansion options are numerous, but the first two regions you must take control of are the castle to your north west, and Moscow (To your south east), from there, advancing down to Riga, Kiev and the castle(s) in between. With the same force you took Riga, take down Vilnius, securing a stronghold against the Polish invasion.
Now, after doing all that, send a (Strong enough) force to start taking territories to your east, and with your main force, keep the Polish border at check at all times. Taking Caffa with the force you sent east (South east of Kiev, near the Black Sea) will secure a strong trade lane later on with the Byzantine Empire.
**(Exception, especially for Russia) - Russia is a very unique faction, Poland is your sure enemy, so don't be afraid to attack it if it took one of the cities I mentioned above, also, the best way to be rid of Poland is to flank it from the west, advancing toward Thorn and Warsaw, and striking hard, taking either or both of those settlements, while attacking also from the east, this will neutralize Poland for good, however, you should not strike at Poland too early, doing so will be your demise, you must wait until you are powerful enough to send a full stack down the west to strike at Thorn and Warsaw, and a powerful force to strike in the east.
If Poland strikes at you first, be prepared for a massive fight and go into a massive recruitment spree, you armies are completely equal, so the fights will require much greater numbers on your side or a better strategy.
Trade - Russia has, literally, no trade early on. Its closest neighbor is its worst enemy, causing that Russia has only in-nation land trade. In order to fix that, taking the settlements to the west of Novgorod, with a shore, will be a wise choice to set up a trade lane with Denmark, also, taking the settlements to your far south (Caffa) will secure a later trade lane with the Byzantine Empire, however, while you do all that, it will take a long time until you have a viable sea trade, so your best option is in-land-in-nation trade, upgrading roads and markets is the best thing you can do right now, but don't expect a lot of income too early.
Also, sending a merchant or two down to Kiev for the slave trade is a good early on way of getting income.
Navy - Russia doesn't have, and has no need for, a navy. Later on in the game, as you advance down the Black Sea to reach your ally, you will need your navy, however, in the meanwhile, all your battles will be fought in land.
Army - Your might is in your Boyar Sons, dismounted or mounted. They are very powerful, strong ranged cavalry or infantry, extremely versatile. Utilizing your early on units, Woodsmen and spearmen, and your early on missile cavalry units in an effective strategy together will be the end of Poland, you must master the arts of the ranged horse and the weak infantry if you are to win this war.
Your bodyguards are extremely devastating against Poland's bad infantry early on, using them also for repeated charges will demoralize the already cowardly foe and will easily make them route... However, be careful, most of Poland's army will be spearmen... Watch yourself, or should I say, your generals.
Alliances - Your only strong alliance early on must be the Byzantine Empire, they are your only religion counterpart, and this contributes greatly to the Byzantine Empire's relations with you.
Another good ally would be Denmark, using them later on to fight the Polish or the Holy Roman Empire will definitely be your enemies' downfall, and in addition, they are your only northern trade lane outside of your nation.
The Holy Roman Empire can be a good temporary ally also, if you need them. The Holy Roman Empire wants to attack the Polish, being allied with you will give them the excuse, and you the edge.
Terrain - The vastness of the forests and plains in Russia can be easily used to outflank and outmaneuver most enemies, however, this forms a different problem; Of conquest. Early on, you must run a force strong enough through the entire land of Russia and the southern parts of it, to properly start your campaign, this will take a very long time and will likely not be completed by turn 20 or 30.
Threats - Your only immediate threat is Poland, this is both good and bad. The Polish are completely equal to you in any field of land combat, but, if you destroy them, down goes your only threat and you have time to upgrade yourself and your economy, and to emerge out of your slumber to crush the rest of Europe!
Another threat, however quite unlikely, is the Turks. You have a good interest in attacking them; To help the Byzantine Empire and to expand further into the world, securing more trade and money, the Turks are a very strong people and will be very hard to take down... And you must consider: Are they worth it?
I must include the Mongols in your list of threats, for they have a big chance of spawning in your lands, which is bad. The Mongols, as you might know, are almost invincible, but I will tell you how to defeat them, later on...
*COMPARISON* -
Poland
Completely equal to you in any aspect of land combat.
Your earliest enemy.
Quite vulnerable to your attacks, this includes their capital.
Hates you, very very much.
Has a very strong ally which is a very strong enemy of the Byzantine Empire, all the more reason to attack them.
Is your gateway to the rest of Europe, all that seperates you from glory.
Turks
Superior to you in cavalry, but definitely not in infantry nor archery.
Has a potenital of becoming your enemy, your choice really.
Its strong terrain in the east of Asia Minor makes them a bad target for attacks, however, they rarely have a strong garrison there.
Doesn't hate you too much, hates the Byzantine Empire though.
Has a strong ally which is, undoubtedly, one of the few factions you do not want to fight early on.
Is your gateway to the Middle East and Africa, gold and white gold.
The Mongols (THIS IS VALID ONLY IF THEY SPAWN IN YOUR LANDS!)
Completely superior to you in all fields, ten full stacks with very strong cavalry and infantry.
Not vulnerable to your attacks.
Will hate you.
Has no allies.
Is not your gateway, you are most likely theirs.
The Mongols (SPECIAL FOR RUSSIA) - The Mongols, if spawned in your lands (If not, don't worry about them for now), are extremely strong, beyond you capabilities unless you spent your entire campaign preparing for them, which I doubt you have, however, not all hope is lost, there are many ways of defeating them:
1) Conquering a random settlement far far in Europe, and once they arrive, give it to them and watch them run to it and wreak havoc, or be destroyed along the way.
2) Giving them one of your settlements while surrounding it with about three of your stacks, once given to them, taking back the settlement (Make it far from them, so they won't have time to reach it) and killing the Mongols... Now you have ten full stacks of rebels running through your lands... Better than Mongols any way.
3) Assassins - Assassinating the Mongols will take a long time and about thirty assassins, but it is worth it. It is the most cunning way to kill them and the way you will lose far less than any other.
4) Face them in the open! Gathering big armies and preparing for their arrival and facing them in the open will not only be tough, it will be nigh-impossible, but I've seen people pull it off (I managed to pull it off, with different factions though), also I assure you, it is the funnest way of all, seeing a clash of five full stacks, there is nothing more satisfying in this game.
Agents - Russia is huge. Using agents can be vital to your survival, especially against the Mongols.
*MERCHANTS* - Sending them to the Middle East and to the slave trade in Kiev will give you the (So desperately needed) economic support. Also, sending them to Constantinople to their textile trade will give you even more trade income.
*PRIESTS* - You are fighting enemies that are all in a different religion than you, you must recruit priests if you are to appease your public. Sending them across your lands or to your enemies' lands will always be useful.
*DIPLOMATS* - Since you have a sworn enemy so early on, you must send diplomats to seek assistance, the Byzantine Empire, the Holy Roman Empire and Denmark should be your prime targets.
*SPIES* - Sending your spies to your border with other nations will be completely vital. The only other way of monitoring your entire land is to build watchtowers all over, and as we all know, moving watchtowers isn't really possible.
*ASSASSINS* - Very good against the Mongols, a perfect strategy against them, also sending them to far lands to rid yourself of your enemies may not be a bad idea either.
The Pope - He naturally hates you, and there is literally nothing you can do about it, and you don't need to do anything about it. He will rarely call a crusade on you, I have only seen this happen once, so ignoring him will be the key to a healthy campaign.
And now, for conclusion...
Russia's Strong Points
Very powerful cavalry units.
Good against armor.
Good trade when Poland dies.
An extremely reliable ally at your disposal.
The vastness of your lands allows you to maneuver easily and flank your enemies.
Can ignore the Pope, completely.
Overall, one of the funnest campaigns in the game.
Russia's Weak Points
Completely matched by your earliest enemy early on.
You have a very powerful first enemy.
You have a very powerful threat to an enemy (The Mongols).
Your lands are completely spread out and managing them can be a pain.
No trade early on, at all.
Only one good ally that you can actually trust.
Must conquer in order to get any access to anything in this campaign (You may think: All factions do, not true, England doesn't, the HRE doesn't... I can continue the list). Back to start.
Scotland
The Scots are a people at constant war with their 'beloved' neighbor, England. Years of oppression have drove the Scots to take up arms and fight for their right of proper living, and fight they will...
Starting Off: Sending your diplomat over to the English will have to be your first step, whilst it is true that they are your mortal enemy, for now they can be your mortal enemy that supplies you with trading rights.
Sending (All) your army to strike at York will have to be your first military move, you -HAVE- to take York because England wants it too, and taking York will harm their economy to no end.
After the capture of York, putting a small garrison there and leaving to Caernarvon would be a very wise thing, taking Caernarvon down will give you sufficient troop recruitment to fight off and destroy the English and deny that from the English themselves. While the siege continues, you need to move your navy next to Caernarvon.
After taking Caernarvon, use your ship to ferry to Dublin (This will be a very hard fight, mercenaries are mandatory), afterwards it's just a matter of four to five turns until you also have Inverness (Yes, attack it ).
Now, sending your diplomat to France will also be a very good idea, and starting the recruitmenet (And retraining) of troops will be wise, because your next step... Is taking over England...
Trade - Scotland has the potential of becoming the northern trade hub, it has (A lot of) shore access, rich in-nation land trade and possible expansions with ports.
Your first goal with trade would be to upgrade York as soon as possible, get better ports and roads in Inverness, Caernarvon and Edinburgh, also upgrade Dublin as soon as possible (Put York and Dublin on low tax rate, it hardly affects your income, but it greatly affects your population growth), now you will set up a very powerful trade base. (This is to represent what you must do if you accomplished what I have said above, or at least half of it, and before the war with England).
Navy - Scotland has an okay navy, it has little naval recruitment options, but its navy is as good as the English's navy early on, and with your eyes set on taking the whole of Britain, your navy will be your main lifeline and power in this campaign, upgrading it early will be a very wise idea, meaning, focus on getting ports, and as many as possible.
Army - The noble and proud Scots have pride in their strength of arms and power of swords, they are mighty warriors, feared even by the worst of savages. Focusing on heavy infantry early on will be your victory in the campaign against England, as England lacks heavy infantry too early, and will mostly focus on spears. Utilizing your powerful infantry to that advantage will be the doom of the English.
One must remember also, that the English are (Vastly) superior to you in the field of archery, I am not saying do not use archers, for the Highland's archers are strong, however, I am also saying, use your cavalry well, taking out both the English's spearmen and archers at the same time will mean that you will take London, and Britain, by the hour.
Alliances - Your greatest and most powerful alliance will, undoubtedly, be with France. The French and the Scots have always united in their one specific goal: The destruction of England. Achieving that goal will be much easier with France pushing at Caen.
Your second greatest ally might just be the Danish. Whilst they have a tendancy to invade Britain, the Danes are also mighty in their trade, uniting with them could also mean forming a three way alliance with them and France, strengthening your armies even more.
Your third ally could possibly be either Spain or Portugal, or maybe both! Allying with these mighty sea and trade powers will give you all the trade income you need and all the support you will need in future campaigns, it will also ensure safe passage to the holy lands if you wish to embark on a crusade.
Terrain - The Highlands are, well... Highlands. Your are set on a very mountainous terrain, using this to your advantage in battles could mean the difference between victory and a flawless victory. Only a madman would attack the Scottish Highlanders in their Highlands.
You have also a forest and a running stream of water seperating you from Nottingham, blocking the entrances through the stream could block off your foe from your lands for good. In addition, another channel of water blocks Caernarvon, blocking it off might cut off the English's attacks for good, and will give you the initiative.
Threats - Your only threat is England, without a doubt. This nation wishes to oppress you again, and letting it do so means more years of agony...
Your second threat might be, and this is a big "if", the Danes. They love invading Britain, but mostly when under English control. Getting good relations with them early on can stop this from happening.
*COMPARISON*
England
Poweful heavy infantry later on.
Very powerful archers.
Okay spears.
Good navy.
Great trade.
Very vulnerable to attacks by you.
Can easily launch an attack at you, the question is, will it make it?
Has three main enemies, you, the Danes and the French.
Denmark
Extremely powerful heavy infantry on all stages.
Good archers.
Very powerful cavalry.
Okay spears.
Very powerful navy.
Great trade.
Vulnerable to attacks by you.
Can easily launch a successful strike at you.
Has two main enemies, England and the Holy Roman Empire.
Agents - Scotland can make great use of all agents, starting from merchants sent to France or other lands within Europe, priests to appease the Pope and also spies to look at your friends and foes alike, from a better view...
*MERCHANTS* - Sending these agents all across Europe will give you great trading income, something you gravely need in order to square off with England, and not end up as its vassal. Getting three to eight of those will do wonders with your economy.
*PRIESTS* - Mainly to appease the Pope because you are fighting a Christian enemy, these agents will be handy... Up to a certain limit. Getting two or three of those is a good choice.
*DIPLOMATS* - Scotland needs allies, and it needs them fast. You must set a diplomatic web with the Papcy, France and the Danes as soon as possible, sending emissaries to the Iberians might not be a bad choice either. Getting three of these allows you quick access to everyone, and will be a wise idea.
*SPIES* - These guys can watch over the English at London and Nottingham, also in Caen, making sure you are strong enough to take them down is a vital step before actually doing so. Sending them over to the French and the Danes might also be wise, making sure they are behaving well... Getting three to six of these can be a very good idea.
*ASSASSINS* - Will hardly come of use to you aside for some mindless fun, sabotaging enemy settlements and killing generals from afar is very pleasing, you shoudln't get too many of these.
The Pope - The Pope will not like the fact that you are fighting England, but he pretty much likes you early on, continuing to make your peace with him and keeping him appeased will be a vital step to the continuum of your campaign.
Now, to wrap things up...
Scotland's Strong Points:
Very good heavy infantry, early on and later on.
Has the potential of becoming the largest of all trading empires.
Has a wide variety of allies to choose from and only one natural enemy.
Edinburgh is a trading hub.
The Highlands are great for defending.
Easy way to block access from the English to Caernarvon, York and the rest of Scotland.
Can field a proper and succesful attack at almost any point in northern Europe and the Iberian Peninsula.
Very, very good use of spears.
Scotland's Weak Points:
Natural enemy is very strong.
Cavalry is poor.
Compared to its enemy, the bowmen of this faction are pathetic.
Starts with a riggidy economy early on.
Taking over England is a daunting task.
Sicily has a clear advantage over the rest of the factions, its terrain. The terrain it is in forces your enemy to assault you at three navy fronts at the same time, this makes a daunting and near impossible task, in addition, you take control of the mighty Norman Knights, to which rivals are few...
Starting Off: Your power is in your navy, sadly, you are also highly dependent of it.
Upgrading your ports in Palermo and Naples should be your very first move, boosting your trade and navy, you are in a perfect position in the Italian Peninsula also, you are close to the Papacy, you are far from the greedy Milanese or Venicians, making you a far less appealing target, in addition, you have the capacity to mount a naval invasion few have ever seen before.
Sending (all) your army (Aside for one unit per settlement for garrison, you decide which) to Caligari and taking it will further establish a strong point in Southern Italy, now you face a choice:
Taking Ajaccio, another castle, boosting up your entire military infrastructure and a distinct possibility of a very early war with Milan, or taking down Tunis, boosting up your economy and trade, giving you a foothold in Africa and risking a (Late) war with the Moors.
The latter is the more conviniant choice as you choose the place of engagement and the time of engagement, the Moors have enough trouble in the Iberian Peninsula, they don't want to fight you, yet... However, the greedy Milanese have the power and the economy to strike at you, hard, fast and early, risking a power struggle with them too early will be the end of you.
Your diplomat(s) are to be sent to the Papacy, Milan, Venice and the Byzantine Empire in that order, from there on, it's your choice.
Trade - The power of the Italian states is in their trade, they are very rich and have a perfect position for trade, you, as Sicily, are no different, however, you are capable of trade in a much smaller scale.
Sicily starts off weak, trade-wise, and must conquer a city or castle or two in order to really boost it up, gaining trade agreements with the Iberians, the Papacy, Venice, Milan and the Byzantine Empire will be your first move, France and The Holy Roman Empire with Hungary, will be your next.
You must upgrade your ports as they are pretty much the only way you can trade, and guard your borders at the same time...
Navy - Sicily must rely on a powerful navy for two reasons:
Number one: The ultimate power of any Italian faction is in its navy, to be able to face off with the rich Italians to the north, you must have a proper navy.
Number two: Your first, second and third lines of defense are your ships and navy. You are a kingdom of isles, defending the isles can be done most effectively from the ocean, mastering the arts of naval warfare will bring you safety.
Sicily, luckily, has the typical-powerful Italian navy, but has a much better navy recruitment option than Milan or Venice, use this to your advantage and get War Galleys as soon as possible, and you will dominate the Mediterranean.
Army - The might of your early land army lies in your Dismounted Norman Knights and Muslim Archers. These two combined reach devastating effects, the Norman Knights and Dismounted Norman Knights are amongst the strongest of earlier units, this allows you a proper naval invasion of multiple lands.
Taking Caligari was, undoubtedly, your best move, you have now boosted your military infrastructure and production completely, and recruiting a lot from Caligari and Palermo, regularly, will make you powerful enough to mount an invasion, and to take the whole of Italy (Don't mess with Rome).
Terrain - The power of Sicily is in navy and terrain, and those two are linked in an almost unbreakable bond.
The fact you are (mostly) an isle kingdom, causes you to be heavily reliant on navy, yes, but it makes it nigh-impossible to destroy you. Your enemies must mount a three front assault at you, Naples, Caligari and Palermo, at exactly the same time in order not to allow you to rush to the rescue, in addition, your enemy must field a gigantic navy to stop yours from assisting and transporting troops, all of these elements together make Sicily a gigantic navay fort, which no wall can rival, and no rampart destroy.
Alliances - Your, undoubtedly, most powerful alliance will be with the Byzantine Empire. These Roman remnants, whilst not favorable by the Pope, are extremely powerful both in trade and in army, assisting them against Venice will mean two things:
One: Allowing the Byzantines to expand and develop, creating an extremely mighty ally.
Two: The Byzantines will kill every single Venician they see, they share no love for them, thus giving you unbelievable military help, that you so greatly need.
Your second alliance should be the Holy Roman Empire, allying with them allows you to invade Northern Italy and have some sort of an assistence from Bologna and the Alps.
Your third alliance chould be the Iberian states, they are powerful indeed and are a very bad enemy for the Moors, and aligning with those two nations against the Moors will gain Papal favor to all three of you, in addition, the utter destruction of the powerful Moors.
Threats - You are facing off with nations twice your size and twice your stength, in the earlier section I showed you how to align with stronger nations, in order to destroy those who are just a bit weaker than them, and a bit stronger thna you... Confused? Let's make it easy:
*COMPARISON*
Venice
Extremely rich.
Very powerful navy.
Powerful land army.
Okay cavalry.
Okay archery.
Strong production.
Very strong trade.
Okay position to attack you, your capital is quite vulnerable. Good position to be attacked by you, capital is quite vulnerable.
Milan Extremely rich.
Very good navy.
Powerful land army.
Okay cavalry.
Okay archery.
Okay production.
Strong trade.
Okay position to attack you, your capital is quite vulnerable. Excellent position to be attacked by you, capital is quite vulnerable.
The Moors
Not too rich.
Good navy.
Very powerful land army.
Very good cavalry.
Good archery.
Okay production.
Miserable trade.
Okay position to attack you, your capital is not too vulnerable.
Excellent position to be attacked by you, capital is not too vulnerable either.
As you can see, these factions are (In most areas) stronger than you, that's why you must be as cunning as a fox and as brave as a lion, in order to strike fast and hard, and eliminate them for good... Use your allies, turn your enemies against each other... And you will gain glory...
Agents - Sicily, as most Italian nation, fields a good position to spread agents all over, Assassins are extremely fun as Sicily and Merchants are highly effective.
*MERCHANTS* - You are far away from everyone, but because of your navy, you are also very close to everyone, what do I mean? You are far enough to get a lot of money from your merchant trade nodes all around the world, but you are close enough to transport them easily to those positions! Fun, eh?
*PRIESTS* - Sicily has trouble with its religion early on, getting a lot of priests (4 - 6) will make the Pope extremely happy and your citizen extremely Catholic, a very good move early on.
*DIPLOMATS* - You must set a web of alliances early on, getting three to four Diplomats and sending them to Iberia, Byzantium and Germany (Papcy as well) must be your first move. Your need of a web of alliances comes from the power of your enemies, setting an alliance with the Papacy will cause the excommunication of the other Italian states, and thus you can declare a crusade on them, making your fight against them that much easier.
*SPIES* - These are hardly of any use to Sicily, putting them at Iberia and other Moorish states, in addition to Northern Italy will tell you when to strike, but since all attacks against you will likely come from sea, you cannot use the spies to tell you who's going to attack you and when. Getting three to four, putting them in Northern Italy and the Moorish regions will be wise... Just don't rely on them too much.
*ASSASSINS* - Ahh, the utter fun of Sicily. Creating a gigantic army of Assassins, landing them in Northern Italy and starting to pick off generals, merchants and sabotage buildings will utterly cripple the rich Italian states and will cause them to face off with each other (In search for riches), you need to target buildings of trade and strategic importance, this will cripple them completely, you can operate your Assassins from afar and see your enemies scramble and run around, helplessly, and you didn't even have to deply an army!
The Pope - Forming an alliance with him early on will be the best thing to do, it will cause the (later) excommunication of the other Italian states, in addition he will be a buffer state for you in the war between Venice or Milan, forcing them to strike by sea.
The Pope naturally loves you because you face off with the Moors rather early on and you are forced to have about six priests early on, but keeping him even more appeased with some gifts will help you later on.
Addition - Sicily is a very fun faction, you can easily launch a successful crusade on the Holy Lands, invade and conquer there, you can also conquer France, the Iberian States, North Africa, Greece and its surroundings, England... And the list goes on (If you feel really adventorous, Denmark!), your navy should be amazing, overpowering any othe faction... And the last thing: This is the best faction for fun. Landing Marine invasions, Assassin assaults, far away lands conquered by your hand, will all contribute to a very, very fun campaign.
Sicily's Strong Points:
Strong navy.
Strong trade.
One of the funnest campaigns.
Powerful early units.
Can field a lot of agents with great effectiveness.
Has strong allies.
Can easily appease the Pope.
Sicily's Weak Points:
Heavily reliant on navy.
All its enemies are stronger.
The second expansion will start a war with either Milan or the Moors.
Limited expansion options early on.
Must form strong alliances with strong empires. Back to start.
Spain
The Spaniards are a strong people, riddled with wars within the Iberian peninsula, their Portuguese neighbors can be their most valuable allies or their worst enemy, and the same could be said of the Moors, pushing from the south. The Spaniards are also mighty seafarers and horse masters, powerful both in pride and in arms...
Starting Off: Your earliest and most important decision is 'Which Side?'; the future of your nation will be decided on the manner of how you take back the Iberian Peninsula, either join up with the Portuguese, ally with the Moors or fight both of them for total domination, that's all up to you, but one must remember that your decision will not only affect how you will control the Iberian peninsula, it will also determine how powerful your allies will be, and how much the Pope will love you.
The true power of the Spaniards lies in their cavalry and ships, they are mighty in both these fields and utilizing both of them to your advance will, without a doubt, signal the demise of your foes.
Sending a diplomat over to both the Portuguese and the Moors to choose your allegiance early on will be a mandatory move, in addition, sending borders up north to the French and the English, getting trade rights and an alliance (With England, further explanations will come in the Alliances section) will calm your northern border until you are powerful enough to deal with it, another diplomat must be sent to the Italian states, securing trade with these wealthy seafaring empires will give you a very good income boost and a strong ally (Sicily) against the Moors.
You only have two expansion options and you must act quickly to take them, Valencia will be your prime target to block the Moors off and supplying you with a great base of operations to send a sneak attack, Zaragoza will be your second, wrap up with Valencia quickly and run to Zaragoza, take it before the Portuguese can.
If you can, you can also launch an attack on Bordeaux and take it before the French manage, will completely block off the Portuguese and supply you with a great position to attack the French later on.
Trade - The Spaniards are in a perfect position for sea trade, they are both in the Mediterranean, and in the Northern Sea, what do I mean, you ask? How is that even possible? You have ports at both the north west of the Iberian peninsula and the south east of it, supplying you direct trade routes to both Italy and England, in addition, your expansion options boost up your trade in magnificent ways, land and sea trade with France from Zaragoza and land and sea trade with the entire Iberian peninsula and France + Italy (Respectively).
Spain has the potential of becoming a trade empire, but in order to preserve this trade, one must have a powerful navy to guard it...
Navy - As Spain, you are a complete seafaring power, your mighty navy and navy production possibilities make you a rival to even the mightiest of navies. Upgrading your port at Leon early on, taking over Valencia and Zaragoza, and also getting ports there as soon as possible will make you a formidable force in the waters.
Also, Spain has one of the best navies when it comes to differentiability, I will explain: You start off with those normal Cogs everyone has, but before you know it you command mighty Lanternas and soon enough, Carracks with amazing power, the Spaniard navy is truly one of the best.
Army - Ah, the true pride and joy of the Spaniards. The Spanish land army starts off very strong compared to your neighbors, your production capabilities from the start are quite formidable, and the power of your heavy infantry and cavalry mid-game is quite amazing.
Spain goes through rather nice transformations:
At the start of the campaign, you have powerful ranged cavalry units along with some rather nice militia units and powerful skirmishers, who can cripple the opposing army from afar, utilizing thier very fast sprint and very powerful attack, they are also extremely deadly against armor. at the mid-game campaign you have very powerful heavy infantry and strong cavalry (Most notably, Gendarmes and Conquistadores), to support your rather powerful archers.
Later on in the campaign you field very strong gunpowder and cavalry units, most notably the Knights of Santiago.
Spain seems to be a combination of all factions, I will explain:
Spain has the very good Pavise Crossbowmen, usually seen in Italian factions, to supply a strong backbone for all the rest of the army, in addition, the Spaniards have the mighty French Gendarmes, extremely powerful cavalry units, that only a few can defeat, in addition they also have powerful skirmishers early on, normal Iberian units, and Sword and Buckler men, powerful early heavy infantry units, also quite common for the Iberian factions.
Addition - The Spaniards are really diverse in their choice of armies, they are the ultimate faction for all of those who do not know what their style of gameplay is yet, the Spaniards have an amazing combo of powerful cavalry, powerful heavy infantry, extremely powerful cavalry archers, magnificent skirmishers and strong archers, allowing almost any strategy to work when playing as this mighty faction.
In addition, the extreme power of the Spaniard naval units, allows you to field strong invasions to distant lands and to match even the most powerful of all navies.
Terrain - You have very little terrain advantage over your Moorish or Portuguese foes, aside for river passings being easily blocked, you are all in one big flat peninsula, making it almost impossible to use terrain advantages agaisnt them.
The French have only three ways to attack you, the middle mountain pass to Zaragoza, the eastern one from Toulouse to Zaragoza and the western from Bordeaux to Pamplona, blocking off these three is very easy and can easily create a choke-hold against the French.
Alliances - Your earliest alliance will either be with the Moors or the Portuguese, these two are your most likely allies early on and choosing one of them will completely alter your campaign (See more in the addition after this section).
Your secondary allies should be England; England is a trading power beyond belief, securing trade and good relations with them will bring your very powerful income early on, and in addition, the English share no love for the Portuguese, once you want to take over the entire Iberian peninsula, the English will be the best choice for an alliance.
Your third ally should be Sicily, the powerful sea power in southern Italy; The Sicilians share no love for your Moorish foes, and can easily keep them busy at Algeirs and Tunis while you strike at them in the Iberian peninsula, even if you want to side with the Moors, you will eventually want Cordoba and Granada... So taking up arms and joining with the Sicilians is a very wise choice.
In addition, the Sicilians are mighty searfarers, creating a barrier between yourself and the other Italian states, and providing you a gateway to the Italy and the states beyond, aligning with this power will allow you greater invasion freedom later on in the campaign.
Your fourth allies, the Holy Roman Empire and Venice or Milan. I will explain:
The Holy Roman Empire are mighty, and they completely hate the French, the French do not love you or them either, so securing a strong alliance with these mighty Germans could mean the demise of the French when you decide to attack.
Milan or Venice - Choosing one of them wisely would mean extremely powerful trade early on in the campaign and a strong base of operations in Italy available to you, you must choose one as these two are mortal enemies, and will undoubtedly fight, taking sides in this struggle could mean a possibility to crush the French from two sides.
Addition - Choosing the Moors - If you choose the Moors as your starting allies, you will have a very tough faction, with amazing cavalry units by your side, however, you will not gain the favor of the Pope and you will eliminate the only natural enemy (Portugal) the Moors have that can keep them busy, meaning that you are now the prime target...
Choosing the Portuguese - The Portuguse are not as powerful as the Moors, but they are not weak. The Portuguese field very strong heavy infantry and cavalry, in addition to very strong naval units, in addition, if you choose them, the Pope will grant you his favor. Choosing the Portuguese means siding by your Catholic and most natural allies, and striking at the heathens to the south, pushing them out of the Iberian peninsula for good.
The Portuguese will less likely attack you later on because you are about ten times stronger than they are, and you can easily squish them as if they were a bug, in addition, they can be very good allies (See the "How to make your worst enemy your best friend" guide in later posts) if handeled correctly.
Threats - Spain has a few threats, but they are extremely deadly, strarting from the powerful French to the north, and ending with the mighty Moors and Portuguese at your doorstep.
*COMPARISON*
Portugal
Powerful naval units.
Very good cavalry.
Very good infantry.
Good archers.
Very good skirmishers.
Good position to attack you, your capital is quite vulnerable.
Perfect position to be attacked by you, their capital is extremely vulnerable in comparison.
Has only three enemies, you, the Moors and England, the Moors are likely to keep them very busy, you are also, the English will supply random attacks, but nothing more.
The Moors
Okay naval units.
Very good cavalry.
Good infantry.
Good archers.
Okay skirmishers.
Good position to attack you, your capital is not vulnerable however.
Perfect position to be attacked by you, taking Valencia will supply you with a perfect edge to launch a quick attack at both Cordoba and Granada, their capital isn't too vulnerable though.
Has only three enemies, you, Portugal and Sicily, Sicily will hardly keep her busy, Portugal can't really, so it's all up to you.
France
Okay naval units.
Very strong cavalry.
Very strong infantry.
Very good archers.
Bad skirmishers. (None)
Bad position to attack you, your capital isn't vulnerable at all and you can easily block their mountain passes.
Good position to be attacked by you - Taking Bordeaux early on will allow you a great base of operations in France, in addition, you can easily perform a sea invasion to Marseilles and easily taken down Toulouse with a surprise attack. Their capital is not too vulnerable.
Has many enemies to keep her busy.
Agents - Spain has almost no use for agents such as Spies, but has an extreme use for Priests and Diplomats... Merchants and Assassins are a good addition, but no more than such...
*MERCHANTS* - Having 3 - 5 of these is always a good thing, sending them to the African lands to trade gold and white gold is even better, in addition, you can launch them over to the Middle East with your fleet and reap the benefits.
*PRIESTS* - These are highly important whether you are fighting the Moors or not; The Moors love sending over Imams, whether they are your allies or your enemies, countering this with a big bunch of priests will grant you the Pope's favor and the edge in the oncoming wars.
*DIPLOMATS* - These are highly essential for Spain, sending them over quickly to Portugal or the Moors could determine your campaign, also you need about three in order to head over to England and France, the Holy Roman Empire and the northern Italian states, and also The Papal States and Sicily.
*SPIES* - These agents will come of little importance; Maybe having one in your northern border with France will be a nice idea, but nothing more. The close proximity you are in with your enemies allows you to easily replace these agents with watchtowers, who do the same work for less money.
*ASSASSINS* - These agents are good for taking out Imams or striking at France's early fragile trading economy, but nothing more than that.
The Pope - The Pope will love you if you face off against the Moors and hate you if you face off against Portugal with the Moors at your side, building multiple priests and churches (Chapels too) will help you greatly in the relations with him, and in addition will help you in the war against the Moors (Even if it doesn't happen), to counter the Imams.
And now, to wrap it all up...
The Spaniards' Strong Points:
Powerful navy.
Very powerful cavalry and cavalry archers.
Great skirmishers.
Great heavy infantry and light infantry.
Has multiple alliance choices.
Can easily become the greatest trading power in Europe.
Clear terrain advantage when fighting the French.
Great faction for all-'round strategies and newbies.
Two very strong starting settlements.
The Spaniards' Weak Points:
Hardly any terrain advantage not easily bypassed when fighting the other Iberian nations.
Has too few expansion options without fighting other nations.
Its main expansion option (Valencia) is a very tough one also.
No neighboring friendly faction from the start.
Must build up its trade from scratch.
The Turks
This strong nation is located at a very good terrain, and its good horsemen make the terrain even better for hit and run and to tire out enemy armies, utilizing these two separately or together would bring you utter victory even against the most powerful of all armies...
Starting off: The power of the Turks truly lies in its strong missile cavalry, however, later on you have the magnificent Janissary troops, and those troops are amongst those who are most revered...
The Turks have a lot of expansion options, expanding to Baghdad and its surroundings, Adana, to the east and to the north will all be good ideas, and will not risk unnecessary wars;
The wars with the Byzantine Empire is expected and will happen no matter what you do, so you might as well expand eastwards.
A war with the Egyptians is highly unlikely, they are subject to a lot of crusades, and if anything, will need your help rather than fight you.
A war with the Russians is unlikely unless the Byzantines actually ask ti from them, the Russians have Poland, Hungary (Possibly) and Denmark (Possibly) to deal with, they will not be quick to attack you.
Addition - Expansions - The Turks can easily expand southwards, northwards and westwards, taking over islands, lands and gigantic peninsulas.
Expanding northwards will risk a war with the Russians and will make sure you will have to face the Mongols.
Expanding southwards will bring you great riches but might just make you a crusading target also.
Expanding westwards will be frowned upon by the Venicians and the Byzantines, the Byzantines are your enemies no matter what, but the Venicians might just strike at you after the Byzantines are gone...
To conclude this; The Turks have magnificent expansion options, able to bring them riches and total dominance of trade, choose your expansions wisely.
Trade - With access to the Mediterranean and the Black Sea, The Turks are a complete trading empire.
Getting trade rights with Hungary, Venice, Sicily, Russia, Egypt and Milan (Not necessarily in that order) will be very wise, your ports reach all of them and will bring you much income.
Your land trade with Egypt and Russia also is quite powerful, upgrading it along with your ports will support your much needed economy, and will not hinder you at all, it will repay its entire cost three or four turns later.
In addition to all that, the Turks are in a position with a magnificent variety of trade resources, the Middle East, the Egyptian lands, the Slaves at Russia, Silk at Constantinople, all of these, sending Merchants to them will make you very very wealthy.
Navy - Your navy is strong, you have many ports, powerful navy units early on, and you will need your navy if you are to fight the Byzantine Empire.
The Byzantine Empire might be able to rival you in navy, so you must use every bit of spare ships you have to fight them, using your ships and taking Rhodes early on, in addition to attacking Greece, will give you a great base of operations in within the Byzantine Empire for the war. (Greece is Byznatine - controlled)
Army - Your army, early on, relies on cavalry mostly. Your cavalry units are very strong, and your high selection of ranged cavalry allows you to great strategies of 'hit and run' to wear out your foes and strike at them from a distance with quick and agile cavalry, in addition, you get Janissary units later on, very strong units who are extremely versatile, utilizing them to your advantage will allow you to beat almost any army.
Terrain - The rocky terrain of Asia Minor allows you great advantage over your foes when defending, you can easily outrun them and use hit and run tactics with your good cavalry, or use armies on the campaign map, and forts, to force your foes into a choke point, and crush them in one fell swoop.
Also, Asia Minor is huge, taking care of all of it is quite annoying, so one thing that is very important if you wish to choke your enemies in a choke point - watchtowers.
Watchtowers are a great idea for the Turks to look after their massive borders and gigantic lands, you need them at one spot, most of the time, and you need them with a good line of sight, making watchtowers a great idea rather than spies.
In addition, watchtowers can be placed on hills or mountains to increase their radius, viewing over even more lands.
Alliances - Venice, Hungary and Egypt would be great allies to you at the start and at the continuum of your campaign;
The Venicians and the Hungarians can both assist you in the destruction of the Byzantine Empire and they are also great trading partners, fighting side by side with them will make your job much easier.
The Egyptians are fantastic trading partners, especially if you take Rhodes and Nicosia, they are also great military allies, against the Mongols later on in the game.
Threats - The Byzantine Empire is your immediate threat, and the Mongols are also one of the worst threats you will face. (I do not speak of the Timruids, I've had too little experience with them).
*COMPARISON* The Byzantine Empire
Powerful infantry, early and late.
Powerful cavalry, early and late.
Good navy.
Good trade.
Too many enemies, that are also too strong, will be kept busy for a long time.
Capital quite vulnerable to your attacks.
Almost no terrain advantage.
Your capital is vulnerable to their attacks.
The Mongols
Okay infantry.
Very powerful cavalry.
(From now on, IF gets a capital)
Good navy.
Great trade.
Will fight anything it sees.
The rest is dependent of the capital it chooses to take.
Agents - The Turks have an amazing position for agent-established economy and warfare, in addition, its main enemy is a different religion, so the Turks can easily throw Imams at them and wreak havoc across their lands. Imams are important to the kingdom's welfare as well as its warfare...
*MERCHANTS* - Sending these most valuable agents over to the southern Egyptian lands at Dongola and using the Ivory and Gold there, or sending all across the Middle East to the Spices, Sugar, Iron and many other things found there, can easily make the Turks the richest nation in the known world.
Your surroundings are packed with good resources, utilizing the agents you have to your advantage as I have already said, will make you far superior to your enemies, with a stronger economy, comes a strong army.
*IMAMS* - The Imams are very important to the Turks for many reasons:
1) The Islam is a minority religion in Medieval 2 Total War, so keeping your lands at maximum Islam can hinder your foes' attacks, and help you defend your lands with unrest, in case they take them.
2) Sending Imams over to the Byzantine Empire's larger cities and castles, will make them an easy target for conquest or, if you feel like it, just raise the unrest in that region an cause it to rebel, that way you can just take it without even declaring war!
3) Imams can declare a Jihad, and, a Jihad is a magnificent way of sending a cry for aid from your Egyptian allies, an aid you will likely need later on in the campaign, or even early on.
All of these together make Imams very important to the Turks, or at least, very effective to the Turks' survival.
*DIPLOMATS* - These are quite important, establishing trade lanes all across the Mediterranean and the Black Sea with Russia, Venice, Hungary, Sicily, Poland, Venice, Milan and the Egyptians will bring you much wealth. In addition, you will need some allies to take down the Byzantine Empire, Venice and Hungary, with Egypt, are your prime targets for alliances. After taking down the Byzantine Empire and becoming larger, having good relations with the nations of Europe can only do you good.
*SPIES* - Spies are quite important in Asia Minor, your land is huge, and looking after all of it is quite tiring, for this, you have your watchtowers (See the Terrain part for more info), spies can be very good for infiltrating your enemies' cities and, along with your Imams, cause unrest and eventually the city to rebel, and you will conquer it without even declaring war.
Spies are also important because the Turks have gigantic borders, so looking even beyond these borders can prepare you for an attack by the enemy, use these agents wisely, the Turks might just need them.
*ASSASSINS* - These agents are powerful indeed, can contribute to even more unrest in cities through killing governors, destroying buildings and so on, hastening the rebellion.
In addition, these agents (In massive numbers and greatly trained) can take care of the Mongols for you, and a good way of taking down the Mongols is with these strong agents, this is one of the ways to destroy the Mongols. (If you want to see more, go to the Russia guide, it has a very detailed explanation of how to take down the Mongols, or, look at my guide "How to Bring Down the Mongols" in the next post).
The Pope - You don't care about the Pope, and he doesn't care about you. He usually declares crusades on your allies, the Egyptians, so setting up some good trade with him will not hurt you, but it really won't matter, either.
Addition - The Crusades - The Turks are the European gate to the Holy Lands, and prime Crusading targets, and as that you have two options:
1) Stop the Crusades.
2) Let them pass.
I will explain:
The first option will allow you to stick by your most wealthy ally and help him in his wars, in addition to that, might even boost up your relations with them (The Egyptians), stopping the Crusades before they even reach their target is a very daunting task, Crusading armies are usually huge, and taking them down will take a force equal or stronger to them, you must choose your enemies wisely though, if they are weak enough for you to take down, if they are far enough from you to actually affect you (England, France, Denmark) and so on and so on...
If you allow them to pass you will risk your ally hating you, and you will risk a crusading army that had to leave a crusade because it just got finished, roaming around your lands, which is not a good thing to have. Also, if you allow them to pass you will risk the European nations taking over the Holy Lands, and allowing them to strike at you from two different fronts, beware.
And, for conclusion...
The Turks' Strong Points:
Great trade.
Great navy.
Great land army.
Powerful terrain advantage.
Only one natural foe early on.
Can utilize many agents in a variety of great ways.
Great expansion options.
Great alliances able to be formed.
Prime ally is one of the richest nations the known world has.
Can easily control the access to Crusades.
The Turks' Weak Points:
Powerful early enemy.
The natural enemy outdoes them early on in cavalry and in infantry.
Huge lands to take care of, sometimes too big.
One of its prime enemies are the Mongols.
Is a religious minority and will have to recruit many Imams.
Needs plenty of Spies. Back to start.
Venice
The Venicians, powerful, greedy, rich and well armored, are also one of the (Arguably) strongest powers in Europe. Their seafaring abilities are difficult to match, their army is extremely powerful and well armored and their militia units will best even the strongest of people...
Starting Off: The Venicians have very few expansion options, however, every single option is good for them, I will explain:
Taking over Zagreb (North east east of Ragusa and west of Venice itself) will help your trade in ways you cannot even imagine. It will link up Venice and Ragusa, while also supplying a very strong trade route to central Europe and eastern Europe. Taking over Durazzo (Small village to the south east of Ragusa) will give you a foothold in Greece and a perfect place to launch an attack against your mortal foes, the Byzantine Empire.
In addition, taking Durazzo will stop the Sicilians from assisting their formerly-Roman trading partner. The Sicilians really want Durazzo, so taking that will also stop one of your enemies from having another base of operations against you.
Taking over Florence (South south west of Venice) will give you a powerful trade lane with the Papal states and further access to the seas, however, in the opposite direction this time, increasing your trade even more.
In the Iraklion area (The city you have in the Cretes), taking over Rhodes will supply you with a naval base of operations and a possibility for a naval invasion of either Asia Minor, or the Byzantine Empire's lands in Cyprus, Greece or near Constantinople, while doing all of that, it will also supply you with (Yet even more) trade opportunities with the mighty and rich Egyptians, and the ever so powerful Turks, who will also be a very good ally against the Byzantine Empire.
Now, building ports in your newly acquired cities or existing ones will allow you to become an even greater sea and trade empire. Building roads in Zagreb and Ragusa will allow you trade to the almost whole of Central Europe, giving you more income than you ever imagined.
Upgrading Ragusa and Rhodes, being your only castles, and getting Drill Squares and other military buildings will allow you the military production you need to overpower your Milanese foes and to match the Byzantine Empire's military production.
Drill Squares are also good in cities, the Venicians have mighty militia units, and utilizing them to your advantage, will subdue your foes easily. These militia units are cheap, effective and powerful, great early advantage for Venice.
Trade - Venice is a complete trading empire. Building ports and roads early on will make you a total monopoly and give you so much money that you will swim in Florins. The worst mistake you can possibly make with Venice, is not upgrading your ports, this will cripple your trade, and navy...
Navy - Venice, without any doubt, is the grand authority and power at sea. It is only matched by the powerful Danes, but they are so far away from you that you need not concern yourself about them just yet.
Upgrading your foes will give you a supreme advantage over Sicily and the Byzantine Empire, the Sicilians are sea dependant, and destroying the Byzantine Empire at sea will give you a great advantage and the possibility to create shore landings that would put D-Day to shame.
Army - Your land army is fast, sturdy, powerful, cheap and ever so full of hate to the Byzantines. Your militia units will be able to counter the Byzantines very early, and later on, getting your heavy infantry will completely destroy the Byzantine Empire, who cannot match those powerful knights. Your miltias are, however, matched by the Milanese militias, but you have one clear advantage: Production. Your army production rate are immense compared to the Milanese army production rate, overpowering them with numbers will truly destroy them.
Sadly, your cavalry are not the best, but you make up for it with crossbowmen, these soldiers, excellent against armor, will destroy anything that comes near, another clear advantage you have over the Byzantine Empire.
Terrain - Sadly, the Venicians hardly have a terrain advantage. In Iraklion, you have the sea seperating you from an attack, and with your mighty fleet, this should be a great advantage, in Durazzo and Ragusa, you have a very mountaneous area, and you can perform at least four choke points, however, aside from a small river in Zagreb, you literally have no other terrain advantage, not in Northern Italy and not in Greece's area.
Alliances - Sadly, trustworthy allies are in short supplies for Venice, but the might of your newly formed empire, will not be easily subdued, allies or not...
Your prime, and most powerful, alliance would be Hungary. The Hungarians share no love for the Byzantine Empire, and using them as allies early on will give you even more power over the Byzantine Empire, and also the Holy Roman Empire. The Hungarians, however, will probably want your lands too... Once the threat of the Byzantines is gone... One must take good care of one's borders... If he is to sleep soundly at night...
Your second ally could be the Holy Roman Empire, however surprising as these Germanic people are also your threat, and ally... They share no love for the Milanese, utilizing this to your advantage could mean the utter destruction of your Milanese counterparts.
Your third ally would be France, these people have extreme hate for both the Holy Roman Empire and Milan, the French would be considered your most powerful ally, however, they are not in close proximity to you and have so many enemies to take care of, that the military aid they will supply you will be (Compared to the Hungarian aid) neglect-able.
Your fourth alliances could be with Portugal and Spain. These are also quite the strong empires in names of trade, and having good relations with them cannot be a bad thing, if you wish to spread to western Europe.
One must also consider an alliance with Sicily. Whilst the Sicilians share no love for you and are both a threat and ally, the Sicilians can provide an important trade lane and help against the Milanese, and whilst it is obvious Venice and Sicily will become foes, using them early on, is not a bad idea.
And how can I forget the Pope? The Pope is probably your best ally for one reason: It will not betray you. It is extremely powerful in trade, keeping a great alliance with the Papal States will cause excommunication of your Milanese and Germanic foes, and the fact you fight the Byzantine Empire will make the Pope adore you.
Even more foolish of me was to forget the Turks: The Turks are mighty and rich, establishing a good trade with them through Iraklion and Rhodes (Cyprus too) can really boost your economy, and also, establishing a strong alliance with them means three things:
1) You just opened another front for the Byzantines, hastening their defeat.
2) You have a very strong ally which will serve as a buffer between you and the Mongols
3) You have just set up the united Asia-Minor Italy alliance, breaking this will not be hard, it is nigh-impossible.
The Turks are overwhelmingly powerful later on in the game, maintaining your alliance with constant gifts and profitable treaties (Maybe making them turn against the Russians, and than help them in that fight too) will not only benefit both sides, it will benefit you, especially. Your best friend, is the one you perceive to be a threat, yet wish to keep closely, The Turks answer just that. An alliance with them could also mean the demise of the Hungarians.
From personal experience, the Turks can be a very profitable and reliable ally, and to make them a better ally, giving them a city from your conquests will boost your alliance and will make the Turks think very highly of you. (Thank you very much, Spartacuz, I completely forgot about them).
Threats - Your threats are numerous: The Holy Roman Empire, the Byzantine Empire, Hungary, Milan and Sicily. Some of these could be your early allies too, and all of these will not like you, eventually. Treating them as both friends and enemies, will be the best bet.
*COMPARISON*
The Holy Roman Empire
Very strong infantry.
Very strong cavalry.
Okay archers.
Okay trade.
Horrible navy.
Numerous enemies, will be kept busy for a long long time, but will look to your lands as a refuge, least likely to attack you.
Capital is not vulnerable to your attacks, at all, whilst your capital is extremely vulnerable to their attacks.
A distinct terrain advantage over you, the Alps and forests (Vienna), and an advantage in production.
The Byzantine Empire
Very strong infantry.
Strong cavalry.
Good archers.
Good trade.
Good navy.
Three very powerful enemies, you amongst them, will be kept busy for a while, but will attack you first, second most likely to attack you.
Capital is not too vulnerable to your attacks and your capital is not vulnerable to their attacks.
A small terrain advantage over you (Mountain areas) that can be easily bypassed by an attack by sea, has a small production advantage over you.
Hungary
Very strong infantry.
Good cavalry.
Okay archers.
Bad trade.
Bad navy.
Only one true enemy, and one option of an enemy (The Holy Roman Empire) and a very powerful ally to its north, will not be kept busy, at all - The most likely to attack you aside Milan and the Byzantine Empire.
Capital is vulnerable to your attacks and yours isn't to theirs.
No terrain advantage over you, and definitely no production advantage over you.
Milan
Very strong infantry.
Okay cavalry.
Strong archers.
Great trade.
Very good navy.
Has three true enemies, but you are on the top of the list, they are the most likely to attack you.
Capital is very vulnerable to your attacks, and same will be said about yours to theirs.
No terrain and no production advantage over you, at all.
Sicily
Strong infantry.
Okay cavalry.
Okay archers.
Good trade.
Good navy.
Has only one true enemy, making you a prime target. Least likely to attack you (Yes, the Holy Roman Empire and Sicily have the same likeliness to attack you).
Capital is quite vulnerable to your attacks, and yours is quite vulnerable to theirs also.
No terrain advantage and no production advantage, taking out their navy will completely cripple them.
Agents - Sicily can send out agents to the whole of Europe, but rarely needs it, aside from just a few...
*MERCHANTS* - War or no war, sending them to Constantinople will give you immense income, also, sending them to Ragusa, in the mountains to the gold resource, will also be a great source of income.
*PRIESTS* - Will be needed to fight the Byzantines, however, will not be needed to appease the Pope early on (See "The Pope" section after "Agents" section).
*DIPLOMATS* - Venice has almost no true allies, these will come in handy for trading, sending them over to Egypt and Turkey will give you great trading opportunities, same will be said about the Iberian Peninsula and France.
*SPIES* - Sending one spy to Milan and two to Hungary and the Byzantine Empire will give you an exact read-out on your foes, something that might just be needed, but is not totally necessary.
*ASSASSINS* - These are not mandatory, at all. If you feel you need them or want them, getting them will not be a bad idea, however, only one or two will be needed, to counter the Byzantine Priests... But still not mandatory, at all.
The Pope - The Pope naturally loves you because of three reasons:
1) You are fighting a most unholy enemy, the Byzantine Empire.
2) You are fighting an almost unholy enemy, the Holy Roman Empire which are very likely to get excommunicated.
3) Your Milanese foe will undoubtedly get excommunicated for fighting you and France, making the Pope love you even more.
Keeping the Pope happy, should be no problem at all.
Now, to wrap things up...
The Venician Strong Points:
Very strong infantry.
Very strong milita.
The most powerful navy early on.
A trade empire from the start.
Favorable by the Pope.
Can establish a very strong trade with Egypt, one of the biggest trading empires.
Good crossbowmen.
Can overpower the Milanese with its superior production rates with ease.
The Venician Weak Points:
Too many enemies and hardly any allies.
Powerful enemies from the start.
Sometimes must rely on navy.
Bad cavalry at times.
All its neighbors are its enemies, early on or later on.
Will probably fight about three to five factions at the same time.
Must capture three settlements quickly to ensure its survival in Northern Italy and the wars with the Byzantine Empire.
Economy - The base drive for all conquests, the foundation of every true army and the lifeline of every nation... What is it exactly? How does it work? Well, here I will explain, everything.
Trade - The trading system in M2TW is quite simple compared to say, E:TW (Empire Total War); You build a port, it starts to trade.
Important thing: The trade is apparently NOT run by your own government but by inside merchants, so having trade rights with a nation doesn't matter that much, it will not stop you from trading with said nation, however, it will grant you more income.
The fact is, that even if you do not have trade rights with a nation, you will trade with it, only you will have less trade routes with it and much less income, allowing your people trade rights with their will boost your income and will allow you even further trade with them.
A question I have been hearing lately a lot is "Is trade really that good?" Yes. (I know, sounds like a commercial...) I recall several times in which I got well over 20,000 florins a turn from just naval/land trade, I'm not speaking of Merchant Trade just yet.
Trade is also influenced by several things: Resources - What indigenous do you have in your lands, the more, the better, the pricier, the more money you get. Ports - Naval trade is highly reliant on your ports, your ports allow you more base income from your trade, meaning that you will trade more goods and make more money from specific routes, BUT, they do not give you extra trade routes.
In order to get more naval trade routes, you need to build a Merchant Wharf and its upgrades, the only port upgrade this does not apply to is Docklands, as it provides you both base trade income and trade routes. Roads - Land trade is reliant heavily on roads, without roads the trade will either be minimal or non existent. With dirt roads your trade will improve, but as said in naval trade before, you will have approximately 2 - 3 trade routes, when you get paved roads, this will develop to about 6 - 8. Land trade can be very productive and a very good source of income, a source of income you rarely have to care about as the only ways it can be blocked is if the roads are destroyed or the city is besieged, and if either of those happen... You have much bigger troubles to think of than land trade. Marketplaces - These buildings give you a hefty bonus to BASE trade, this means it allows you further trade in land and sea, also it boosts your trade in ways you didn't even imagine, allowing you even more money from trading partners.
In addition, Marketplaces give you more Merchant agent limit to allow you to build more of them, but more on that, later on. Wars - Pretty obviously, a nation at war with you will not trade with you, and vise versa.
Blockade - A blockade on one of your ports blocks trade and access to that port, but not land trade.
Siege - A siege blocks ALL trade relating to the besieged settlement.
In a single trade route you can get endless resources, depending on what that province has to offer, a province with no natural resources will give you resources from its farms and markets, also known as Common Goods. Common Goods are the least profitable of all resources, however, no trade is a bad trade.
Merchants, or Merchant Trade, is probably the best means of income in this game;
Merchants can 'stand' on resources to start trading them, and can generate from 5 florins per turn to 2100 (The most I've ever seen) per turn!
Merchants, in addition, are free of upkeep, meaning they do not cost you any money to maintain per turn, so sending these Merchants around to valuable resources all around the globe and forgetting about them won't really hinder you.
Which resource is best, one might ask, and one will get the following answer: Ivory. Found only in N. Africa in three different spots, Ivory is the best resource in the game, followed by either the Silk in Constantinople or Gold all around, these are followed by Slaves. Those are the four best resources.
How can I tell how much I will get? Hovering your mouse over a resource you had 'discovered', meaning you have it in your line of sight or had it in your line of sight before, or you got map information from your fellow nations, will tell you how much exactly can this Merchant generate out of this resource, also, the amount of florins generated from a certain resource will vary in according the Merchant's finance level.
Taxes - Taxes will be your prime monetary generating tool (Arguably, as Merchants can generate almost just as much), taxes are collected from every settlement you have through-out your kingdom each turn from your people, in castles, the taxes are permanent on "Normal", whilst on cities, you can change them according to whatever you feel.
Taxes are very good for many reasons:
1) It allows you control of your population happiness.
2) There's rarely a difference in income between High and Normal tax rate, or Normal and Low, allowing you to control your civilization's happiness with minimum monetary problems.
3) Taxes do not rely on anything aside your population size, and since (For most cases) population size only increases, it is a very reliable source of income.
Now, taxes are blocked by sieges but not by blockades, making them sometimes also quite vulnerable, but not too much.
Farms and Mines - These two are a very good money generator for you, they are available at almost every settlement and can never be a bad thing.
Farms - These allow you further growing of your civilization by giving you a bonus for health and sanitation, thus allowing your citizens to reproduce more. Farms also generate a lot of "Common Goods" resources and allow you further inland and by sea trade.
I have heard one advice, sadly, a stupid one, and I advise ALL of you not to heed it: "Do not build farms because they boost squalor", squalor can easily be countered by traits your generals have, tax level or improvements to your city, clogging down one of your best money production resources, farms, for stopping squalor is not ill advised, it will be your demise. Mines - Mines can only be built in provinces where there are resources that can be mined, such as Tin, Coal, Gold, Iron and so on and so on. Mines are also a very good source of income, however, also a very costly one. The mines give you a certain income level depending on their level, the monetary value of the mine-able resources you have and how many of said resources you have.
Mines boost your trade by giving you more and more of that resource and allow you to trade it more, however, as far as I can see, merchant income does not increase by mines.
Important thing about mines - They usually cost in the 2000s, or even more, so getting a mine to gives you 100 florins a turn for 2000 florins right now is a waste of your money, however, mines that give you 350 per turn for 2000, is money well spent.
Traits - Your generals get economy boosting traits or ancillaries either when they are spawned or when they stay long enough in a city, the traits usually say:
"+10% to tax income"
or "+10% to trade"
This means, that the tax income you get per citizen will increase by 10% and (or), that the income you get from each trading resource will also increase by 10%.
There is also the "+1 to farming" trait, which gives you literally +1 to farming, meaning more bonus for citizen reproduction and common goods for trade.
Upkeep - Upkeep plays a very big role in Medieval 2 Total War and greatly affects your economy, building too many troops and not being able to support them with your income will easily throw you into bankruptcy, and buying too little troops could mean your demise against your enemy, so you should find a very nice balance between both.
How do you do this? Easy! Open your financial expectation menu, look at the total "Income" and "Expenditure", it should be at the bottom part of the scroll, in bold black.
Now, this should easily tell you how many soldiers you can keep supplied and ready, with these few brief pointers:
Instead of starting to calculate how much each unit costs, there are arbitrary numbers, in average, of how much every branch costs in upkeep.
Earlier and cheaper archers cost around 100 upkeep (Per unit), when more expensive ones (Later) cost around 200-300.
Earlier and cheaper infantry (Light Infantry usually, this includes Spearmen!) cost around 90-150 upkeep, and the later, more expensive (Mostly heavy infantry) cost up to 400-500 upkeep.
Earlier heavy cavalry cost around 200-300 upkeep, and the later ones cost up to 1000 - They are easily the most expensive unit branch in the game.
Light cavalry and missile cavalry cost around 300 - 400, even 500, to all stages of the game.
Artillery units cost around 400 - 600.
Ships can cost up to 1000 or so, Cogs around 200-300.
You can average up all these numbers, and easily find out how much of your army you can support, if between your expenditure and income you have a (positive) difference of 2000, meaning you get 2000 florins per turn, you can support a half stack of an army, with about 3 archer units, 1 light/heavy cavalry and 4 infantry.
These calculations will become far simpler as time passes, and you won't even have to remember the numbers since you will remember from past experiences.
However - You must remember that the numbers you calculate with are arbitrary average numbers, meaning that the costs can easily divert to both sides, so it is far safer to take around 100 florins more than the average, this way you will easily avoid bankruptcy.
Bankruptcy - Bankruptcy is a situation in which you and your nation go into the "Red Minus" section of your balance, meaning, you spend more money than you should, or you spend more money than your income allows you, and as I had already covered the ways to try and avoid it, it is time to address the way of how to get out of it.
Most players panic when going into bankruptcy, and you shouldn't. You have plenty of ways to get out of it, and the most common way of getting into it is going on an all out war, and building too many troops.
So, the solution is right here? Isn't it? Wrong.
You still need to support your war, don't you? So here's what you should do.
1st stage - You have just reached the "Red Minus" section of your balance! This is usually caused because of lack of trade, so your first step should be getting trade rights from whoever you possibly can.
2nd stage - At the same turn, go to all your large cities (Bigger than Large Towns) and turn them to "High Tax Rate" or "Very High Tax Rate" as long as the population happiness DOES NOT go under 120%!
3rd stage - Go to the rest of your settlements, find those with 140% population happiness (Or more), and disband units there until you reach 120% (No less). Now, if you have already moved the taxes to "Very High" or "High", DO NOT disband units there as you will need anything you possibly can to keep the population high.
In addition to that, do NOT disband units who are in free upkeep slots! (Background of unit card in the settlement is blue instead of gray) - It will help you if you need an emergency response army to an attack while not affecting your upkeep.
4th stage - Cut down your army.
Yes, you have a war, and you are most likely on the offensive if you lost all that money, so what you should do is cut down on the offensive.
If you had 4 full stacks roaming around, demolish 2 of said stacks and use the other 2 to conquer CITIES, not castles. If you conquer cities, you will help your economy recuperate, and in addition to that, removing half of your army or so will drastically improve your income.
Important! If you have ONLY 2 full stacks (Or less) - DO NOT cut down in your army as it will most likely cause you to lose the war, instead, simply fall back to your settlements and bunker up until this crisis passes.
5th stage - I'm in the green!
Great work, you're now in the green, BUT, you are not out of the woods just yet, you just passed the swamp, but the woods are still filled with bandits.
You need to now develop your economy sufficiently to once again go on the offensive in this war, so what you should do is build the least expensive trade generating or income generating buildings (Markets, roads, ports... And the likes) in anywhere possible, meaning, if you have 3000 florins and can build Dirt Roads in 3 cities, or one Paved Road in one huge city, build the 3 Dirt Roads instead as to boost up the overall trade, you will easily get back on your feet.
6th stage - Now that you get around 2000-3000 florins per turn, you can regain the offensive.
7th stage - This is just a pointer really - Try not to move your armies in open fields too much, capture cities as fast as possible, both to avoid too much upkeep costs and to reduce the chances of being ambushed by a far superior army.
8th stage - Another pointer.
Merchants.
Merchants will easily keep you out of bankruptcy, simply throw them on a resource and forget all about them, they cost you no upkeep and they become far better in what they do over time, giving you more and more income, so building about 3 - 4 of them will easily keep you out of bankruptcy and also (If, for example, each of them generates only 100 florins per turn) give you the ability to support around 1/5 of a full stack, and whilst this may not sound like a lot, remember that 1/5, out of 20 units (In a full stack) is 4 units. 4 units is a lot of money down the drain.
What I'm trying to say is, the more merchants, the better.
This should easily bring you out of your bankruptcy and keep you out of it, good luck!
This is the end of this guide! If you have any questions or if you see something I had forgotten, please tell me!!
Let me just say that this guide is one guide I have been anxiously waiting to write, and will possibly be the longest of my secondary guides.
In this guide, I will cover battle formations, battle situations, terrain advantages and siege combat experiences, meaning, all battle aspects, I will focus on the utilization of units in the battlefield, certain formations which I had found best and several veteran experiences I would like to implement.
**These battle formations or tactics have NOT been tested on multiplayer! This guide is for SINGLE PLAYER!
Battle Formations
Spoiler Alert, click show to read:
This section will include many battle formations, from what I had known to work to what I believe can work in theory (I will test those our personally), with image-type descriptions (As informative as possible) and text descriptions.
The Box
Whilst so many players may call this a "Noob tactic" or "Annoyance", this tactic (Formation) is by far the best and most effective defensive tactic there is, and that's why so many player hate it.
The Box is a nice formation, forming a rather powerful defensive line, in the middle of it your archers and artillery stand. The lines of defense mostly consist of spearmen at the flanks, heavy infantry at the front and light infantry at the back, and I will explain why:
The Front - Mostly spearmen and heavy infantry. The front will, most likely, take the strongest blow, thus, it must have sturdy and powerful troops to stop the charge, heavy infantry are pretty much as good as they come, the spearmen are for anti-cavalry charges, making the front quite a hard line to breach.
The flanks - Consisting mostly of spearmen. The flanks will, most likely, be attacked by cavalry, meaning that you need a stopping force for those cavalry in order for your archers and artillery not be trampeled, as we all know, spearmen are the best people for this job, not only because they are usually cheap, but because they are just good at stopping cavalry charges.
The back - The back will be attacked the least, however, defenses in the back must be, so sending your light infantry there is the best.
Light infantry are the worst shock absorber or combat infantry in the game, however, they are many as they are cheap, the back will most likely be attacked only at one spot, so once that spot is attacked, you can break that entire formation to swarm the attacking force and prevail, putting your cheap soldiers to use.
Also, your light infantry at the back, if have not come to defensive use, can charge down to the front and demoralize the enemy troops whilst supplying aid to your own, giving them an even greater value.
*Pikemen - The Pikemen are rarely of good use aside for stopping cavalry charges, this means they can be placed in the front line and be put to very good use, or at the edges of the box, I will explain.
Putting your pikemen only at the flanks will expose their flanks for an attack, and pikemen are not that good at hand to hand combat, they are a good shock absorber though, thus, putting them at the front will cover their flanks and help you stop cavalry or infantry charges.
Also, putting them at the edges of the box (One battalion to the flank, one to the front/back line, in the edge) will cover each other's flanks and support your box formation with a nice shock absorber at its most tender spot, the edges.
*Cavalry - You should utilize your cavalry in such a way as to send them to either of your flanks (Preferably just one flank) and move them so they flank the attacking enemy and crush them against your lines, and a different battalion of cavalry move to the further back, to sweep the remaining foes.
*Archers and artillery - Your archers should be placed as lines of archers, in a "Zig-Zag", meaning that one line near the middle but leaning to the front, and another behind it, starting at the half line of the earlier, but more leaning to the back, and again and again, your artillery should be placed between them for maximum protection on the most valuable unit - artillery, and also, not to get in the way.
The picture will explain if this confused you.
*Skirmishers - If you have Skirmishers (Javlinmen), those should be placed between the archers and the front or back lines, if at the back, they can easily support the light infantry at the back from incoming assaults, but if at the front, they will be most effective against the oncoming assault.
*Missile Cavalry - Should be used the same way as regular cavalry, aside from a few hit and runs that are completely at your discretion.
***The Enemy - The enemy will most likely fire at you from afar with his archers, which yours can easily take care of along with your artillery, afterwards possibly charge head on with his cavalry, that's why you have your spearmen, or try and flank you with them, that's why you have the rest of your defensive units in the formation.
The enemy will most likely send all infantry to the front and focus the heavy infantry on the edges and flanks, that is why it is your weakest point, but that is also why you have your cavalry.
The Terrain - This formation works best on a hill or at an incline, meaning that the back will be higher or level with the front, giving your archers much better range and protection.
This picture will explain the formation I had just tried to explain (Hopefully, successfully) with words.
Brown - Cavalry
Yellow - Artillery
Orange - Archers
Purple - Heavy Infantry and Spearmen
Light Green - Light Infantry
Blue - Spearmen
Pink - Possible movements of attacking enemy
Black Outlines - Positions where your pikemen should/possibly be incase you want to use them. (The outlines are supposed to be inside the lines, but I did not want to confuse you... Too much... )
Spoiler Alert, click show to read:
Standard Line Formation The Standard Line Formation is a versatile formation, useful for mostly assaults but also sometimes for defenses (Mostly hasty ones with a handful or archers) - This formation utilizes great use of a defensive line and a very good flanking action by your cavalry whilst supporting skirmishers and archers, however, unlike the Box, this formation is extremely vulnerable to attacks from behind or the flanks, which means that unless you micromanage your troops at all times, things can get very messy.
SLF 1 - Assault
The Standard Line Formation at an assault mode will consist of your cavalry and missile cavalry to the sides, archers and skirmishers to the front and infantry behind them.
Your archers will run until reaching range and start showering down death on your enemies, and your skirmishers run up close and harass them from up close, whilst also your missile cavalry will move from the sides and weaken them.
Your skirmishers will make their archers firing at yours run back and hide and inflict damage on them, in the meantime, the rest of your ranged units will continue firing.
The rest of the army will move together, the cavalry to the far flank, moving in from behind enemy lines, and the infantry marching until reaching the enemy lines, head on.
On the assault, you need to make your line formation stretch, meaning that it will be at least 1.5 times longer than your enemies, so you can flank them with your infantry also.
Orange - Skirmishers
Yellow - ENEMY archers
Gray - ENEMY infantry
Sewage Green - ENEMY Cavalry
Brown - Cavalry
Red - Archers
Black - Missile Cavalry
Blue - Main Infantry Line
(Dotted line - Ranged attacks, archer not marked!
X mark - Stop ranged attacks
Normal arrow line - Movement)
Part one - Skirmishers assault, archers volley.
Part two - Archers hold fire, infantry come closer, skirmishers and cavalry archers harass, cavalry begin flanking action.
Part three - All ranged units fall back, infantry engulfs enemy infantry and cavalry finish them off. (NOTICE, ALL RANGED UNITS HOLD FIRE, IN ORDER NOT TO MAKE A HUGE MESS I DID NOT MARK THIS)
Part three version 2: Backup plan, continue firing with your skirmishers, as they are the least probable to hit your own troops. (NOTICE, UNITS HOLDING FIRE ARE MARKED BY AN X WITH THEIR CORRESPONDING COLOR AND ABOVE THEM)
SLF 2 - Defense For defensive purposes, there is no formation that I'd suggest LESS than the Standard Line Formation, for several reasons;
Minimal covering of the flanks and back
Easily engulfed and destroyed (As seen in SLF 1 - Assault)
Easily broken line of defense.
With that said, I would never presume or say that it has no virtues, the Standard Line Formation allows excellent archer firing over-heads of the soldiers, somewhat good maneuverability and the freedom to allow your most expensive units to escape whilst your cheap ones die. (I'm not brutal... I'm realistic... )
The most important thing on the defensive with this formation is to watch your flanks and be sure not to get engulfed, meaning, either engage the flanks of the enemy with yours, making it unable for him to engulf you, or make sure your line of defense is bigger than his, meaning that if someone will get engulfed, it would be him.
Covering your flanks will be immensely difficult, if not impossible, this is the main reason I would not recommend this formation.
The main formation of this formation should be as such:
Infantry soldiers and spearmen at the front, spearmen preferably to the sides (Red - Spearmen, Purple - Spearmen and Infantry)
Archers behind them (Includes Artillery) (Yellow)
Skirmishers between the two (Orange)
Cavalry and missile cavalry to the flanks, running down the flanks of the enemy. (Cavalry - Brown, Missile Cavalry - Black)
Pink will represent enemy movements (Infantry), Teal will represent cavalry enemy movements.
Enemy archers are UNMARKED, as their role is obvious (Stand behind their lines and fire)
As you can clearly see, the enemy can easily outmaneuver even your cavalry and destroy your flanks, making your infantry, archers, skirmishers, heck, your entire army, an easy target and easy pegging.
Highly unrecommended.
This formation, however, has a very interesting alternative, a hybrid of the Standard Line Formation and the Box, putting your spearmen in a line at the flanks, supplies minimal coverage but does not hinder your main line of defense.
Also - Do not expect said spearmen to survive the fight.
(For forest fights, the general will be BEHIND the archers, rather than the flank, see below)
This, however, still has a gigantic drawback, the enemy can (And will, the AI is smarter than you think) flank you and attack your back sides, making this formation vulnerable at best.
Overall, this is a very unrecommended formation, unless you are hopelessly outnumbered or you simply do not have enough troops to pull any other defense off, this is the most hasty of all defense, it is quite maneuverable and easy to make, but what's easy to make, is just as easy to break.
Bridge Battles
Spoiler Alert, click show to read:
Bridge Battles are, without a doubt, the easiest type of battle to win and also to lose (If on the offensive), the main tactic of bridge battles lie in choking the enemy on the bridge with your infantry while pummeling him again and again with your trebuchets, cannons, catapults, mangonels or whatever other artillery you use, archers cause a bit less area damage but are just as effective, a prime tool in bridge battle defenses.
Now, as for your defensive formation in said battles;
Placing your infantry and spearmen (I find pikemen extremely effective in such defenses) on the bridge or at the entrance to the bridge, your archers at the flanks of said soldiers and behind them, and the artillery behind them, yet close enough not to hit your own troops accidentally.
The archers at the flanks will make it so that it is possible to hit the enemy very effectively (from the sides) whilst it is approaching, the archers at the back will fire at their front, causing a morale decrease, and the artillery... Well... Do I really have to explain what a flaming boulder might do?
The problem with bridge battles is that you rarely get to use your cavalry, not missile cavalry, but cavalry. The issue is as such: If you rush your cavalry into the gigantic ball of many troops hacking and slashing, there's a very good chance they won't come back, in addition, they have no room to properly charge.
The only way you can actually use your cavalry in said situation is to run over the fleeing foe, or, supply a final and desperate push in hopes of victory.
Skirmishers should be placed between the Archers and the Infantry, Skirmishers are highly effective in this kind of battles as they got a lot to aim at and little chances of killing your own troops, use them well!
Enemy Movements
Archers and Skirmishers
Spearmen, Infantry and Pikemen
Artillery
Cavalry
Missile Cavalry
Now, as you might see, I have placed the Missile Cavalry to the flanks of the infantry and spearmen, this is, in case there is a breach, you can use your cheap missile cavalry to hold off the attackers until your main pushing force arrives, the cavalry. A good diversion and a very nice distraction, useful and handy in a tight spot.
In addition, the missile cavalry are far more accurate than your archers due to the fact they are taller and smaller in numbers, so putting them up close so they can fire at close enemies is much wiser than allowing your archers to do that.
Your artillery shall be placed BEHIND the archers so it does not hinder the archers' aim.
In addition, the artillery should be used to target generals, whilst this may be a sort of abuse for some players, they rarely hit the general specifically, but if they do... You can't say that's a bad thing, right?
Your spearmen and infantry should be placed in 3 lines of defense:
Pikemen and infantry at front
Spearmen and infantry at the middle
The rest at the back line, the back line is simply a backup, the first line is the shock absorber, hence the pikemen, and the middle line is the auxiliary shock absorber and cavalry slayer, hence, the spearmen.
Now, as for the Offensive... I really have little advice for such a situation, aside from two things:
A) You can choose to abuse the AI by positioning your missile units on the bridge and firing at them.
B) You can charge head on and try and breach their lines.
Sadly, offensive bridge battles can be sometimes frustratingly hard, however, having cannons or other siege equipment really helps, as the enemy will likely have no choice but to attack or rout.
Forest Battles
Spoiler Alert, click show to read:
Forest battles in M2TW do not carry a gigantic military nor strategic changes as do bridge battles and sieges, yet, you cannot fight with regular strategies in a forest battle for many reasons:
1) Visibility - The player cannot see what goes on, on the battlefield, unless he zooms in completely or watches the radar, this hinders your strategic thinking and or strategic decision making, I will teach you how to counter this.
2) Wood Cover - Soldiers can hide behind trees in order to evade arrows, or, simply hide and be made unseen until it is too late, I will teach you how to counter this as well.
3) Artillery is Useless - Using artillery in forest battles can breed one of two outcomes - Amazing success or terrible failure, your artillery will most likely fail to do their job as the tree cover will make it nigh impossible to hit their marks.
4) Formations are Often Useless - Fighting in a, for example, Box Formation at plains or mountainous terrain is a very good implementation, however, you must always micromanage your formation, make sure there are no faults and to block all said faults, make sure your soldiers hold their lines and your archers protected - Due to terrible visibility, this is nearly impossible at forest battles, making such defensive formations almost useless. I will teach you the formations I find best at such battles.
5) Cavalry Charges - The cavalry charges are simply not as strong, as an experienced and award winning horse back rider, I can tell you that horses are afraid of almost everything, so making them ride, in a single column or a special formation, holding down your lance AND charging at your enemy is a task that simply cannot be done unless you are very lucky, this is clearly shown in Medieval 2 Total War as horsemen need a lot more room and fields to gain up a proper charge, and even then, it is usually interrupted.
6) Archers and Skirmishers - These two units are very useful and are also a gigantic pain when your enemy uses them, now, if you are attacking the enemy, they can rip you to shreds, and if you are defending, they can ALSO rip you to shreds. The problem is, that archers and skirmishers are also troops that can remain hidden in forests, but when they rise up, you will not see them, you are in their range, but you will likely not see them, meaning they can shoot and shoot and shoot until you finally find them... And by then... Who knows? However, this can be also a great advantage if you are on the defensive, or feel like harassing. I will teach you how, and how to counter them.
7) Stakes - Oh... The Stakes... Cavalry bane and general killer of the finest order... Impossible to spot in the forest. This is the worst enemy you have in the woods and is extremely hard to counter for the sole reason you simply cannot spot it, however, there is a way to counter it - Instead of flanking with your cavalry (Charging from the side), simply move them to the flank and past the enemy lines, converge them back parallel to the enemy, and charge. This will, most likely, allow you to evade certain death. (This does NOT apply to mods who allow deploying of stakes even in a battle!)
Now, with that said, the only true strategies I can offer you for forest battles are: Complete mayhem or stealth.
Complete Mayhem
When on the offensive in a forest battle, the best thing you can do is disorient your foe, and this can easily be done by moving your cavalry units (ALL cavalry units) to the flanks, and move them parallel to your main army.
Your main army should be formed as follows:
Archers at the front - Whilst the forest may hinder the archers' capabilities of harming your foe, unless you use them, they are useless, and there's nothing worse than an unused useless troop on the battlefield.
Infantry at the back - Behind your archers you should place your infantry, once your archers are in range, you have two options, either continue the march towards the enemy with your infantry, or, stop everyone and let your archers fire until they finish off their ammo.
Red - Archers
Black - Cavalry
Blue-Light Blueish - Infantry/Spearmen
Pink - Enemy
Once engaging the enemy, try and make it so that your infantry/spearmen form a "C" shape around the enemy lines, meaning, covering their front and left/right flanks, with your cavalry, move up from behind and to the sides of the enemy, and charge.
The forces at the flanks will be caught off guard as they must fend for their lives in the fight against your troops, and the forces at the back will not even see you, thus creating complete mayhem and utter destruction of your foe. Red - Archers
Black - Cavalry
Blue-Light Blueish - Infantry/Spearmen
Pink - Enemy (The little X above the archers means they are holding fire)
Notice that it doesn't matter if you use heavy infantry, spearmen or just light infantry in this, as this strategy relies heavily on speed and accuracy, rather than quality.
Note also that it does not matter whether you have bigger or smaller numbers, all you need is to envelop the enemy into a big ball and close it tightly, and you should be able to easily rout them.
In addition to that, notice that you can use your archers if you must, to fill in the ranks.
Stealth
When on the defensive, you should place your general directly behind your main line of defense, and place the line of defense in a box or standard line formation, your general being behind your archers. (See above with the minor change of general behind archers)
Now, make sure all your troops are hidden, or, if some cannot hide or there are spots which do not enable them to hide, make sure they are IN FRONT of the general, meaning, at the center of the formation! Thus making sure your foe attacks the center of your formation - Your toughest spot - Instead of the flanks - Your weakest spots.
The rest of your cavalry (All of them, all types) should be hidden, all of them, in the flanks, not too far away from your formation, but far enough for random troops not to reveal them, in addition to that, they should be a bit further than your formation, meaning that they can just charge at a straight line into the flanks of the attacking enemy.
With that - Your cavalry archers should be put on "Hold your fire" so they don't accidentally give in your location. Red - Archers
Black - Cavalry
Blue-Light Blueish - Infantry/Spearmen
Pink - Enemy Orange - Stakes
Once the enemy engages, move all your cavalry and attack their flanks (Preferably ONE flank at a time, meaning, concentrate all your cavalry at one flank, this is due to the lack of effectiveness of cavalry, making up for it with numbers, in addition to that, the lack of your general in their ranks also demotes their power, meaning they should have the maximum numbers they can), after you cause said flank to rout, send your light cavalry/cavalry archers and your general after the routing units, and use the rest of the heavy cavalry to gain momentum again (Move them back) and charge at the enemy, whilst doing that, move the rest of your infantry/archers and block off the enemy's escape route, killing them all. Red - Archers
Black - Cavalry
Blue-Light Blueish - Infantry/Spearmen
Pink - Enemy
Orange - Stakes
Using stakes with this strategy can be unbelievably devastating, placing the stakes at the front of your lines (Far in front of your infantry line, for example) and then running back to your lines, the cavalry will be incredibly hindered.
However, if you want to use stakes, MAKE SURE that your cavalry, flanking the enemy, DOES NOT engage into the stakes, for if you will, you will be forced to facepalm, and I will be forced to facepalm with you, and no one likes facepalms.
[/spoiler]
M2TW is a game highly reliant on religion for many things, amongst such are public order and Papal favor, which the latter contributes to the first also.
Religion isn't all that complicated, but it can be at times, so I'm here to help you sort things out and get your started!
Priest class agents are agents you can recruit from Chapels, Churches, Orthodox Churches/Chapels and Mosques/Masjids.
These agents are necessary, no matter what religion or faction you pick. Using these agents you can 'set up the soil' for an invasion, what do I mean? You can send your priests over to enemy territory you want to occupy, or neutral territory you want to occupy, and start converting them to your religion. This helps in two aspects:
1) You will have a major public order boost once you do take this settlement.
2) You easily raise the chances that the settlement will enter open revolt and thus will be an easy target for your army, in addition to that, you will not have to declare war to take it down.
Also - Priest class agents in Islam can declare Jihads once they have enough piety and Priest class agents in Catholicism will enter the College of Cardinals once a seat becomes vacant if they have enough piety - Giving you more control over the Papacy and far more Papal favor.
So, you're probably thinking "That's all great, in theory. How the hell do I raise piety?!". The answer's far simpler than you think.
Send your agent over to a land who has a certain percentage of 'rival' religion to convert (Preferably under 30% of your own religion) and forget about him. Eventually he will grow amazingly.
Also - Having a priest is never bad, they can execute heretics and thus gain even more piety, while stopping your regions from being converted into heresy.
Now - It is not 'bad' to send your agent over to a land with 80% of your religion, but if you have a land with around 50%, 30%, 20% or even 10% of your own religion, he will grow far better and faster, while converting the religion of the people he will start believing in it more and more.
Also - The higher the piety of the priest - The faster the population will be converted.
Sadly, the Orthodox have no main use aside 'religion warfare', no Papal standing, no Crusade, no Jihad, but this does not make them any less important.
As an Orthodox nation you will have the toughest time, as both of those nations are surrounded with Catholics and Muslims, so fighting the war of the religions will be twice as important for you and twice as hard.
Inquisitors - Inquisitors are agents of the Papacy set out on making your life a living hell, executing low piety generals and agents for the heck of it, and it usually does not matter how much favorable the Pope is to you, they will kill whomever they want. The higher the Piety of your general, the lower the chance the Inquisitor will succeed.
An important note is that if you put a Priest in a general's army, it will gradually increase his piety with various traits. It is very good to have when you wish to evade Inquisitors.
Religion - Who To Pick?
This is a tricky question for the sole reason that you will never know if you like a religion or not.
There are three types of religions - Orthodox, Catholic and Muslim. Russia and the Byzantine Empire are Orthodox, Turkey, Egypt and the Moors are Muslim, and the rest of the factions are Catholic (I'm not counting Timruids nor Mongols).
Now - Each religion has its own bonuses which add up and will pretty much tell you who you want to pick, I will start with Islam.
Islam
As an Islamic nation you will undoubtedly be a crusading target and will be forced to (Sometimes) fight wars that are so big and tough you will exhaust all your resources, but, you have plenty of positive aspects of Islam in this game.
Imams - Imams are the Muslim 'priests', they convert religion to Islam.
Imams can also declare a Jihad once they reach more than 4 piety with no one to answer to, meaning they can declare a Jihad whenever you want, as long as it is not too soon since the last Jihad, without getting a mission which says "Join the Jihad or face my wrath!" from some Pope.
A Muslim nation-based religion is not a bad religion to be in, but it is disconnected from the rest of the world, causing major wars between them and the Catholics, also being a crusading target doesn't help... CA made up for it with that that each Muslim nation has PLENTY of space to develop and expand early on.
Orthodox
As an Orthodox nation you will have your share of wars, and you will have a hard time, but you are -NOT- a crusading target, once bright spot at the end of the tunnel.
Orthodox Priests - The Orthodox Priests hold no real big impact aside for the above mentioned religion-war... But are, sadly, VERY important for your survival as an Orthodox nation.
An Orthodox nation does not have a lot of room to develop early on, but it has enough.
The Orthodox nations are indeed tough and full of wars, but are not a crusading target so you won't have to worry about taking on the whole world at once.
They are, however, Jihad targets. The Turks hate you, oh so dearly (Whether you're with Russia or Byzantine Empire), and will take every single opportunity they have to strike at you and kill you. Watch yourself, as the Turks have only one big/major enemy to fight, you are their prime target, especially as The Byzantine Empire.
Catholic
Ah - The main religion of the game.
Almost all of the game's factions are Catholic, but as much as this can be perceived as a good thing - It can be quite the opposite.
Priests - Your priests are one of your more important tools. Aside from the religion wars (Especially if you're Hungary, Poland, Venice, Sicily, Spain or Portugal), they will be elected Cardinal when they have enough Piety and also, eventually, Pope! (If you're lucky or smart).
The Catholic Priests are high in numbers, so if you are playing as a West-European nation aside Portugal, Spain or Sicily, you have nothing to fear of religious negativity as you are surrounded by Catholic nations.
As a Catholic nation, however, you are met with a very big obstacle; The Pope.
The Pope hates his 'children' fighting amongst themselves and will pull no stops at stopping your squabbling, he will hate you, excommunicate you or even declare a crusade at you after you're excommunicated if you act -REALLY- naughty.
There is a bright spot though - You can unleash the wrath of the Pope at your enemies by gaining his favor. Giving the Pope generous gifts (Not offers, GIFTS) of 3,000 - 10,000 florins once in a while can only do you good and will only do you good.
In addition, allying with the Pope on the first few turns and giving him a gift of 250 florins for 1000 turns on the first few turns will not only help your relations with him and solidify your alliance (And prevent you excommunication problems in the future), it will also improve your global reputation greatly (For more on this, see Rebel6666's grand guide on "Tips on Reputation")
A good way of getting more Papal favor is building a Cathedral.
These are EXTREMELY costly buildings that grant you amazing Papal favor and sense of pride, these are wise to be built in large-far-from-the-frontier cities (Leon, Lisbon, Edinburgh, London, Paris and so on) - Your capital cities usually.
Another good way of getting Papal favor, however small, is to recruit more and more priests while building more and more churches/chapels. Now, each time a building/training completes of the previously stated agents or buildings, your Papal favor will rise by a bit, but when building 3 chapels or churches at once, you will see how your relations with the Pope improves significantly.
Contrary to popular belief, when the Pope sends you a mission "Build a small chapel" or "Build a small church" - It DOES NOT give you an extra bonus compared to just building one WITHOUT the mission, it gives exactly the same bonus, so waiting for the mission makes no sense unless you really want that 500 extra florins.
Being on the good side with the Pope, aside from relative defense against Catholic nations, will also provide you with random gifts from him which can range from 1,000 to 3,000 florins and a hefty bonus in public order, the opposite is right when excommunicated - The Catholic nations will target you and your public order will deteriorate considerably..
Now, onwards to the interesting part!
Crusades
You can join a Crusade with a Catholic nation as long as you have an army with a general/family member inside and 8 units including his bodyguard unit. Once joining the Crusade, your army costs you 0 upkeep (The crusading army) and any new mercenaries you hire cost considerably less with 0 upkeep and are in much bigger supply.
An army in a Crusade gets an amazing boost for morale, meaning they will not rout as easily and will fight battles better and usually - To the death.
Crusades are also what I like to call "Chivalry generators". As mentioned in Rebel6666's reputation guide, if you have your faction leader with high chivalry, your global reputation will rise amazingly, this is why I usually send my prince/king on a Crusade whenever possible, unless I am in the middle of a big campaign... I'll explain:
Entering a Crusade gives your general special traits and ancillaries, amongst them are "Templar Knights", "Crusader" and "Defender of the Faith" - These all add to Chivalry and Piety, not only increasing your global reputation, but decreasing the chance that an inquisitor will successfully denounce them.
Important to add, the COMMANDING general of the army joining the crusade gets MOST (If not all) of the traits and ancillaries! This is why I make 2 armies, for my King and Prince.
It is not mandatory however that your king/prince be sent to the Crusade, you can send whomever you want.
In addition, it is also not mandatory/necessary to send someone to the Crusade, as the damage done to the Papal relations is easily fixed with a hefty gift.
You can also use a Crusade to kill a nation, how you ask?
By calling a Crusade you (Usually) guarantee that 6 - 7 Catholic factions will join said Crusade, unless you called it too soon since the last one or too early on, this means that there's a relatively high probability that the Catholic nation you want to attack will send an army or two to the Crusade or its allies would, meaning the forces you will be up against will be quickly and noticeably diminished.
Jihad
Jihad is exactly the same as a Crusade aside from the fact that you don't have a Pope to answer to.
Desertion
A main problem with Crusades and Jihads is that they tend to desert, A LOT, and there are several reasons why:
1) The army is discontent.
2) You stayed in one place too long.
3) You diverted off course.
All of these are easily fixed - Starting with the 3rd.
What you should do is WALK, do NOT use naval forces or they WILL desert!
In addition to that, always try to stay on the same general course of the crusading destination.
The 2nd:
Don't stay in one place. Your army MUST remain in motion, at all times.
However, if you do not want it to remain in motion, let it fight someone or siege a city, they will be content and will not desert.
The 1st:
Now, an army can be discontent if any of the above is done, and the answer is already given - To make an army content, attack someone, siege a city, or make sure you make your way up to the destination as soon as possible!
IMPORTANT NOTE: No matter what you do with a naval invasion Crusading crew, unless it is on a very short distance (Example, Naples to Jerusalem), THEY WILL DESERT! If you try to reach Jerusalem from London, Toulouse (West side), Spain or Portugal (West side), THEY WILL DESERT. The problem is that your navy will be forced to go in a straight line downwards (South) for far too long and they will think they are not heading towards the direction, so they will desert. This is why a straight line in sea WILL work (Again, Naples to Jerusalem) whilst an L shaped line will not (London to Jerusalem for example).
We all know, in all Total War games, that every single faction has an early enemy to start with, I'm going to teach you how to make your worst, first and most natural enemy, your best and most powerful ally.
To start off:
Develop your relations early on, getting an alliance and a trade agreement (Even if you must add some florins on your part to the equation) will be your first move, don't move any armies around its borders and only take half the settlements you wanted to take that are bordering you (For example, if you are England, take York or Caernarvon, not both, so the Scots can have one of those).
The best way to start an alliance to get him to be your best friend is marrying your faction leader/heir to their princesses or vise versa, the more marriage alliances the better!
Now, after this, fight off your ally's natural enemy, in some positions it is tough, as you are its natural enemy, but this is doable. I will give an example:
France, worst enemy? The Holy Roman Empire. Oh wait, I mean, best friend
Take Metz early on and let them take Bern, now, after that, wait for someone to attack them (For example, Milan) and crush them under your fist, charge full strength ahead, call a crusade! Doesn't matter, just crush them and your ally will love you.
In addition to that, your allies love money, so giving them regular gifts (A regular tribute of 400 for 20 turns may sound a lot to the AI, but it really isn't if you get 4000 florins per turn) or military assistance as a gift can really boost your alliance, now, in addition, you can offer to trade settlements or give them settlements, and before you say it's a bad idea, here's why I say it's a good idea:
For example, you just conquered Gaza, Jerusalem, Acre and Antioch. You need a buffer state between you and the Egyptians, right? Give your ally Gaza! As a gift, or as a (Generous) trade for another city, if needed, give him florins so he will be extra happy. If the deal is balanced, they will be happy that you show such devotion, if the deal is generous they will really be happy and if the deal is very generous they will never, ever, double cross you again.
Now, once you trust your ally a lot (It hasn't attacked you and is attacking your enemies all the time), it's time to take your relationship to the next level! Military Access! This is mostly taboo around M2TW players, but the key to this is having mutual enemies and giving them (Small) gifts (That look big to the AI). Military Access can help you in so many ways, in my latest campaign, with England, I had just invaded the Danes because they invaded Scotland (My ally), my full force was at Norway and Sweden, fighting off the (gigantic) Danish armies, and guess what? France decides to attack me! 10 turns earlier, I gave Scotland Bruges and Antwerp. Guess what happens? Not only do the Scots attack the force which is besieging Caen, they charge at Paris and Rheims and take them down, crippling the French. Our relations were Outstanding and Perfect, and have remained that way for over 30 turns, unchanged!
It seems a daunting task to make your best friend happy, but it really isn't. When you can, go to wars in his name. When you can, give him a gift. When you can, generously trade him cities while supplying your own need for a buffer state or a good trade alliance, also, when you can, military access (WHEN YOU TRUST HIM! Don't start a military access with him right away and come back screaming that it didn't work!), and this is my guide to making your worst enemy, your best friend...
However... One must remember one thing... Amongst one of the evils being unarmed brings you, it causes you to be despised... Don't rest when you see you're friends, don't be afraid to show your power and go to war, or no one will be afraid of you, and one must always remember that your current best friends, was once your worst enemy...
I think we will all agree that the Mongols are a daunting force to be dealt with, however, there are plenty ways to deal with them, and I will name them and explain them now:
1) Assassins - Using (Many) Assassins to destroy the Mongol generals before they even take a capital is one of the more common (And fun) ways of taking down the Mongols, will allow you a swift death (To the Mongols) but will take a lot of work.
2) Head On Approach - Fighting them head on with your entire armies is not as common, but it also has many ways of success:
*Stakes - Many archers or troops in the M2TW world uses stakes, using those stakes to form defensive lines, or setting stakes way in front of your armies and running back to your lines will make the Mongols cavalry run right through it and be decimated, this is a good way of taking down the Mongols but will need some sacrifices and a lot of micromanagement.
*Cavalry armies - Fighting against the Mongols with their own weapons is like fighting fire with fire, you have a chance of success, yes, but you must feed your fire, continuing production and mass recruitment, the Mongol armies are gigantic, facing them in the open is again, a daunting task. (Should only be done with great missile cavalry factions, Poland, Russia, Turks, Byzantines, maybe Egyptians, Moors, Spain, Portugal and so on...)
*Spearmen armies - This, most common of all, strategy doesn't work too well. The Mongol cavalry will not get close enough to you to allow you to spear them, this relies on that the Mongols will charge at you rather than fire at you from afar, this is why it is the least effective of all.
*Combined mass archers armies - These armies consist of mainly archers and spearmen, and can be a good counter to the Mongols, the spearmen to guard the archers and the archers (If they have stakes, revert to the first section of the Head On Approach methods stated above) to fire at the Mongols, quite effective, but you will lose a lot of men.
3) "Cheating" - Giving the Mongols a capital, far far away from them (Example, they appear at the Middle East? Give them a capital in Spain) and seeing them run all through these lands while you send assassins or armies after them, hoping they die, even if they DO survive, they will reach a very hostile environment, which will supply them a great challenge of survival.
In addition, you can surround one of your cities with massive armies, gift them that city and take it down, this way you will destroy the Mongol faction for good.
4) Alliance - If you want, you can simply ally with the Mongols, and with them, become a gigantic empire and rule the world.
5) Wait - Allowing them to take a capital, and then throw a powerful strike at it, destroying it, will also destroy the Mongols (Another variation is found in section 3)
These are the ways I know of (And have done) to take down the Mongols, if you have any more, please tell me, and I will supply them here and give you credit for them.
Last edited by Nazgūl Killer; February 28, 2010 at 07:56 AM.