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Thread: Share your Tricks, Strategies and Ideas

  1. #1

    Default Share your Tricks, Strategies and Ideas

    There are many options/tricks in the game that aren't mentioned in the manual or the game, so share what you think is something useful for anyone who never played a Total War game.

    Let me start first:

    Strategy map Tactics:

    -When you get attacked or you attack an army or a settlement, right click on the portrait of the enemy general (on that attack pop-up window) to see his army.

    -Same situation (attacking/attacked) scroll the strat map a bit, so you can see where the battle is taking place (if it's covered by the pop up window) and observe how you are facing against the army or armies. This is especially useful if multiple armies attacking you, because once you are on the battlemap, the armies will be facing you the same way they faced your general figure on the strat map (if they attacked behind, they will be behind your army, attack from left and front- they will be an army at your left and your front.

    -After you finished the siege and you won, scroll the map underneath the popup window/move your mouse/ (which asks you what to do, exterminate or sack etc.) and see if the conquered town or castle is happy or unhappy (red/yellow/green face). If it's green, you can just settle in or sack them. If it's red or yellow, you better exterminate, because they are very unhappy and you will have rebellion going on.

    -If you have a rebelling town out of hand, move out your army and wait until the town completely goes to a rebel town. Then you have the chance to besiege them and you gain a lot from this instead of spending money to try to control.
    First gain from this , is that you squashed the rebellion and second, exterminate them to gain more money from the loot, third, your town is under control again , fifth, your army units might just earned some experience points; Sixth, you just squashed your squalor problem and your overpopulation.

    -Same situation of rebelling towns:
    Recruit as much peasants as you can, which will lower the town population significantly and send them into foreign lands as a giant peasant army. First gain from this, you lowered your chance to squalor, second;you lowered your rebel-chance. Your gian peasant army might get destroyed or win in battles, but you don't care, they are just "peasants'. *insert a Longshank laughter.

    I actually got the 'let them rebel , we will exterminate them later"-idea from Braveheart.......

    "The problem with Scotland is...................that It's full of Scots! -Edward Longshanks,



    Crusading
    -When there is a crusade going on, you can make all your armies crusader armies and use it as an exploit to gain giant steps on the map.
    I made all my generals to join the crusade on many crusade calls, just to hop around the map to the place I wanted to conquer (doesn't work against fellow catholic factions who aren't excommunicated). Who gives a damn what town the pope wants me to crusade against, I go and sack the closest excommunicated or pagan/muslim town I can find!

    Battlefield tacics

    -If you attached a spy to your army, on entering the battlefield , you will see where the enemy army(ies) positioned ;-)

    more later, anyone else with similar stuff?


    Rebel6666's Guides:
    Info on Vassals:
    Spoiler Alert, click show to read: 
    Quote Originally Posted by Rebel6666 View Post
    The whole point of having vassals is to show you military might and that you completely pwned another faction. The major benefit of having a vassal is the that they automatically become you allies and will help in battles.

    I struggled with making other factions my vassals until recently and once you get the hang of it its easy, 'cause I played as England and now have France, Spain, Denmark, Portugal, HRE, Milan, and Hungary as vassals and am working on the Mongols and the Byzantine Empire. For anyone that wants to know how I'll explain (results may vary). As stated up top you need to reduce them to one territory but you done need 5 armies, one will do. Capture their territory in such a way as to either completely enclose in territories owned by you or down one coastal region, I've found coastal regions to be easier but its up to you.

    The point is that they cant be just militarily weak but economically as well so if their enclosed they has no one to trade to and if their a coastal region all you have to do is blockade their port and cutting off their trade. Ok after that send in a diplomat (this should take multiple turns) and tell them that you want to be their new master. The first proposal will be rejected outright no matter what you offer, try it again, you probably won't get them to except but rather a not interested message and negotiations will stop.

    Continue to ask them to be your vassal and DO NOT stop blockading their port and DON'T let the war end but every now and again siege the city and then unsiege it and have you diplomat come in and ask again. Usually this method takes about 3 of 4 turns but Hungary held out on me for 9 turns until they gave into my demands. Ok, now to keep them you vassal just give them gifts. Money or even giving them back one of their old territories does wonders and solidifies your relationship and your control over them, also create a fort in each of their territories and keep it garrisoned at all times just to remind them that your always watching and ready to attack when ever you please. And that is how you create and keep vassals.

    Now go and make the other factions your b****es!


    Tips on reputation:
    Spoiler Alert, click show to read: 
    Having alliances and maintaining them increases your reputation.
    Having good relations with a faction increases your reputation.
    Having bad relations decreases it.

    Having a high chivalry faction leader increases your reputation.
    Having a high dread faction leader decreases it (So best to keep your main bloodline as high chivarly generals, and let some other line of the family be the bastard enforcers).

    The best thing to do is to make alliances with EVERY faction in the game at the start, so that you have allies far off who you don't share a border with and who won't be tempted to attack you. Give gifts to any ally who your relations decline with IMMEDIATELY in order to keep your relations at so-so or better (Preferably better, because that increases your reputation faster). Pick a couple of factions to be super allies with, and push your relations with them to perfect, and KEEP them there.

    Don't attack an ally ever (Ever). Don't attack a non-ally unless they attack you first. In fact, don't retaliate even, only break their forces in your territory (This is good strategy anyway, fighting them on your home territory gives you the advantage because you should be able to choose your battlefields). If you let them keep entering your territory a few times before retaliating and taking one of their territories, you are much less likely to take a reputation hit. See, if another faction has a BAD reputation, you can attack them freely without losing reputation (In fact you seem to gain reputation for attacking them, as long as you're at war with them and THEY started it). So let them attack you a few times before you retaliate, let their reputation fall and fall and then retaliate.

    Additionally, the higher your reputation goes, the bigger hit the enemy will take if they attack you. I've seen factions go from mixed to despicable after attacking me just one time, when I had very high reputations.

    High reputation does SO many good things for you in this game, it's worth doing the work to maintain it


    Info on guilds:
    Spoiler Alert, click show to read: 
    Quote Originally Posted by Rebel6666 View Post
    LONG POST BUT WITH GREAT INFO`s ON GUILDS!!!!

    From perusing the contents of export_descr_guilds.txt i have determined the following:

    Each guild type has 3 levels, to get a guild at each level the player has to score a certain number of points for either their faction overall, or for that particular settlement.

    Guild: 100 points
    Masters Guild: 250 points
    Guild HQ: 500 points

    The player gains (and loses) points for each guild for each settlement, and for their entire faction, by performing certain deeds. In general, settlements will gain more per deed (typically 10, 15, 20, 25, 30 points) than the overall faction score (typically 2, 3, 4, 5 points per deed).

    Not sure how the overall faction score works, presumably if your overall faction score exceeds the required amount you will get offered a guild even if none of your individual settlements qualify - thus you can still get guilds by, say, training lots of priests all over the place - but it will still be far quicker if you train them all in the same settlement.

    Agents can also gain points. Assume that this is once per agent, and that these points add to the overall faction score.

    General
    Upgrade a guild (+20 settlement bonus for that guild type, +10 faction)
    Destroy a guild building (huge penalty for that guild type, -100 settlement, -20 faction)
    Upgrade a settlement (+10 settlement bonus for all guild types)
    Every 25 turns every settlement loses 1 point for all guilds

    Missions
    Bonuses are also given for successfully completing a guild mission, but failing to complete the guild mission will incur a penalty for that guild type.

    The following guilds offer missions:
    Assassin's Guild
    Merchant's Guild
    Explorer's Guild
    Theologian's Guild
    Thieves Guild

    Assassin's Guild
    Train assassins: +10 settlement
    Succesful Assassinations: +20 agent bonus
    Governor with dread >4: +4 settlement bonus (per turn?)
    Build brothel series buildings: +10/15/20/25/30 settlement, +0/0/0/2/5 faction
    Succeed/Fail Assassin guild mission: +/-10 agent

    Alchemist's Guild
    Train Cannons etc: +10/15/20 settlement
    Train handgunners etc: +15 settlement
    Build cannon maker series: +10/15/20/25/30 settlement, +1/2/3/4/5 faction

    Explorer's Guild
    Train merchants: +10 settlement
    Build shipbuilding buildings: +15/20/25/30 settlement, +0/0/2/5 faction
    Build merchants wharf series: +20/25/30 settlement, +0/2/5 faction
    Fleet distance from capital 50-99: +3 agent
    Fleet distance from capital >100 : +5 agent
    Succeed/Fail Explorer guild mission: +/-30 agent

    Horse Breeder's Guild
    Train cavalry: +10 settlement, +1 faction
    Build stables series: +10/15/20/25/30 settlement, +1/2/3/4/5 faction
    Build racetrack/sultan's ractrack +50/75 settlement, +5 faction
    Governor throws races: +5 settlement

    Mason's Guild
    Build Stone wall series: +10/15/20 settlement, +2/2/3 faction
    Build mustering halls series: +10/15/20/25/30 settlement, +2/2/2/2/3 faction
    Build town watch series: +10/15/20/25/30 settlement +2/2/2/2/3 faction
    Build armourer series: +10/15/15/20/25/30 settlement +2/2/2/2/2/3 faction
    Build bowyer series: +10/15/20/30 settlement +2/2/2/3 faction

    Merchant's Guild
    Train merchants: +10 settlement
    Build merchants wharf series: +20/25/30 settlement, +0/2/5 faction
    Build market series: +10/15/20/25 settlement, +0/0/2/5 faction
    Make trade agreement: +10 agent
    Successful aquisition: +10 agent
    Income > 1000/2000/5000/10000: +1/2/3/4 agent (per turn?)
    Succeed/Fail merchant's guild mission: +/- 10/20 agent (depending on difficulty?)

    Swordsmith's Guild
    Build armourer series: +10/15/15/20/25/30 settlement, +0/0/0/1/2/5 faction
    Train sword unit: +15 settlement
    Units: Sword and Buckler Men, Sudanese Tribesmen, Swordsmen Militia, Armored Swordsmen, Highland Nobles, Zweihander, Noble Swordsmen, Forlorn Hope, Byzantine Infantry, Battlefield Assassins, Norse Swordsmen, Dismounted Feudal Knights, Dismounted Chivalric Knights, Dismounted Gothic Knights, Dismounted Conquistadores, Dismounted Italian MAA, Dismounted Broken Lances, Dismounted Norman Knights, Dismounted Polish Knights, Dismounted E Chivalric Knights, Dismounted Byzantine Lancers, Dismounted Latinkon, Hashishim, Urban Militia, Dismounted Christian Guard

    Theologian's Guild
    Train Priests: +10 settlement
    Build church/masjid series: +10/15/20/25/30 settlement, +0/0/1/2/5 faction
    Get your cardinal elected pope: +30 agent
    Governor's piety >5: +5 settlement (per turn?)
    Succeed/Fail theologian's guild mission: +/-10 agent
    Priest becomes a heretic: -5 agent

    Thieves Guild
    Train spies: +10 settlement
    Build brothel series: +10/15/20/25/30 settlement
    Governor with dread >4: +2 settlement (per turn?)
    Spy in a settlement: +2 agent (per turn?)
    Succeed/Fail theives guild mission: +/-10 agent

    Woodsman's Guild
    Recruit archers (England only!): +10/15/20 settlement (depending on unit)
    Build brother seri >4: +5 settlement (per turn?)

    Various Knight's Chapter Houses
    General joins crusade: +25 agent
    General abandons crusade: -25 agent
    Recruit Specialist Knight: +10 settlement, +1 faction (knight type tied to guild type)
    Governor Chivalry >4: +5 settlement

    St. John's guild get a +10 settlement, +1 faction bonus when the settlement has muslim neighbours
    St. John's guild get a +10 agent bonus when you declare war on a muslim faction.
    Teutonic guild get a +10 settlement, +1 faction bonus when the settlement has muslim neighbours



    Tactics:

    Spoiler Alert, click show to read: 
    Quote Originally Posted by Rebel6666 View Post
    I decided to post a topic about what everyone's tactics would be in certain scenarios. Someone had posted one concerning defending a bridge and a few of us offered some battle plans. I propose that we describe some scenarios for others to say what they would do in that situation. In the military, these types of exercises are called "sandtable" ones, which is why I called it that in the subject.

    After going through a hundred scenarios in my mind about what I wanted to ask you guys, I finally wanted to start on one that gave me some trouble when I was playing. I hadn't run into this type of scenario before or after so I am curious how you would handle it.

    Exercise #1
    I was attacking Damascus, which was owned by the Mongols at the time. I left it for one of the last and had defended my cities in the midlle east and had 2 decent armies in the area (I was playing as France). I laid siege to the city and altough I had some basilisks, I decided to wait one turn to get some ladders too (I like to put my archers/crossbow on the walls to fire inboard). In the turn I waited, I was attacked by another army directly behind me. So now, I had 2 opposing armies, one in front and one behind, with no reinforcements of my own. The Mongols had roughly the same composition in each army.

    1 General unit
    3 Heavy Horse (I forget their name)
    3 Mongol Horse Archers
    3 Mongol Heavy Archers
    4 Mongol Infantry
    4 Mongol Foot Archers

    Use the same army composition for the second, reinforcement army. The weather is fine, there is no significant trees or terrain features, although there is a hill on the left side of the city, but by the time you get there at least one of the armies would attack you. You can have any faction you want, and all technologies are unlocked. One of the enemy armies is controlled by a human player so they wouldn't normally make the same "stupid" AI mistakes that we often see. Any reinforcement armies are controlled by the computer (so it will just attack as the computer would, on Vh/VH).

    What faction would you want to be?
    What would the ideal army composition be (max of 20 units)? Remember that you had just been planning to attack the city so you have to base it on that.
    What would your tactics be in the battle?

    If you need any clarifying answers, let me know. I'll send another scenario in a bit, if people like this idea for a topic. I am always interested in learning better ways to attack and defend.


    How to manage your settlements:

    Spoiler Alert, click show to read: 
    Quote Originally Posted by Rebel6666 View Post
    Some of my advice:

    - Don't build everything you can, not all buildings are necessary in every settlement; Having a blacksmith in a rear area city is pointless.

    - Aim for a ratio of 4:1 cities to castles (depending on whether you use Vanilla or a mod map, this could change)

    - Disband military units you will not use within the next 5 turns (except militia garrisoned for free). A 600FL DFK unit costs 250FL/turn to maintain. Unless they're veteran or at the front, disband them. Especially artillery at 350FL/turn. I only keep really high valour units, and tend to send them to the front.

    - Build land improvements because they are the quickest way to getting big cities, which produce higher level buildings and more tax revenues from a larger population; squalor isn't as big an issue as it was in RTW

    - AFAIK farming is taxed; mouseover all the elements on the Settlement screen and the Trade Summary

    - DON'T sack a Christian settlement unless that faction is excomm'd and you really need the cash immediately; otherwise the settlement takes a long time to recover and you lose standing with other factions. NEVER exterminate Christian settlements if you are a Christian faction, and if you are an Islamic faction, that's a great way to get a Crusade called against you.

    - Always upgrade settlements ASAP (otherwise you'll have an irreversible squalor problem which affects future growth)

    - Watch your governors' traits. Some of them can get cumulative tax, squalor and unrest penalties that can practically destroy your economy in a big city

    - Always have the tax rate set to at least "high" (where possible) otherwise your governors get tax penalty traits; you don't need 100% public order in all cities.

    - Only build brothels/taverns/inns in cities with older governors who already have fathered children, or else you may get the "Adultress" retinue character which can devstate a family line if a young governor gets it

    - Only build militia buildings in cities where you have an unrest issue, unless those cities may be open to attack

    - Kill off Rebels/Brigands/Pirates ASAP as they affect happiness. Rebels/Brigands also cause Devastation which is an issue

    - In the Trade Summary screen, flashing income items mean you are not getting the most out of your trade potential. Improving roads and ports is vital.

    - Turn down the Thieves Guild for high income settlements and work towards the Merchants or Explorers Guild; only build Thieves Guilds in lower income cities where you'll train most of your spies. Most of the AI settlements you capture will have Thieves Guilds anyway.

    - Don't ever destroy a Guild building, even in a captured settlement, as that destroys your ratings with all Guilds.

    - On VH, make sure your good generals are pious or they'll get killed by Inquisitors. Building Churches early on makes it easier to get 100% Catholic regions that don't fall to Heresy, which is a mid game problem.

    - Merchants can be powerful so use them wisely and move them off a resource if you spot a high valour AI merchant closing in. The AI doesn't buy out merchants who are not trading. Build up a merchant's experience close to home and only move them away when they have 3 coins rating. They'll usually die just when they're getting good; nothing you can do about that.

    - Only execute captured troops when you are absolutely certain they would defeat you in an ensuing battle. Otherwise your reputation suffers and a chivalrous general loses points. Likewise, if you want a dreaded general, execute when you have a small number of troops. It also seems like the AI doesn't pay the smaller ransoms, only for larger numbers of troops.

    Hope this helps

    Rebel
    Last edited by Garnier; November 13, 2008 at 12:03 PM.

  2. #2

    Default Re: share your Tricks and Shortcuts

    Don't know if everyone knows this, but:

    You can separate your artillery crews from their catapults, cannons etc. by selecting the unit, holding alt, and clicking on an enemy. Note that this is the same thing that normally happens when they run out of ammo. This can be useful in a number of situations:

    1) You are defending in a seige and you need extra bodies to defend the gate or cram into the breaches in your walls
    2) You want to use them to defend/attack on top of the walls
    3) You want to use your artillery crews to operate rams, ladders, or seige towers
    4) You want them to help chase down / box in routers
    5) You want them to participate in slaughtering peasants

    But my favorite is this:

    6) The enemy is charging your artillery. You can have your crews sprint away, hide behind your other troops and then when you have fought the enemy back you can send them to pick up their artillery again. Even better, use them as a dastardly flanking force!

    The artillery crews have only a few guys, but they can still shuck some fit up! If enough gang up on a unit you can definitely instigate some carnage.

    If you want them to pick up their artillery again, just select the crew and right click on the artillery.

  3. #3

    Default Re: share your Tricks and Shortcuts

    I don't know if anyone noticed yet, but your wall-towers only become fully functional if you have a unit assigned to each tower.
    for example: If you want the 2 front towers and two side towers on the walls to shoot, you better have 4 units reinforcing the walls.

  4. #4
    Scarlett Letterman's Avatar Semisalis
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    Default Re: share your Tricks and Shortcuts

    all helpful tips and tricks so far and ive known them all except this one
    Quote Originally Posted by Horsearcher View Post
    -If you attached a spy to your army, on entering the battlefield , you will see where the enemy army(ies) positioned ;-)
    thats very useful to know thankyuo horsearcher.

    Off the top of my head:
    -having a priest/imam escort your general around will increase his piety.
    -Also right clicking on the agents tab on the campaign map provides an easy way of locating forgotten agents.
    -enemy armies in your land cause 'devastation' and decrease the income of that region.
    -units that are 'militias' do not cost upkeep when stationed in settlements
    These might be well known but they are integral. I'll add more when i play tommorow.
    Last edited by Scarlett Letterman; January 03, 2007 at 01:36 AM.

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  5. #5
    CtrlAltDe1337's Avatar Praepositus
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    Default Re: share your Tricks and Shortcuts

    Assigning agents to a Crusader/Jihad army negates the extra movement points.

  6. #6
    Metellus's Avatar Civitate
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    Default Re: share your Tricks and Shortcuts

    The presence of a spy in a settlement increases the kill chances of any of your agents assassinating people in that settlement (doesn't seem to increase by having more spies though).

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  7. #7

    Default Re: share your Tricks and Shortcuts

    1)Parking a army on the landlocked section of a port works the same as a naval blockade

    2)Enemy armies in your lands will cause rebels to appear, some drive them back as quickly as possible. However, you can use the same thing to your advantage by sending your armies abroad.

    3)Improve the skills of your more inexperienced assassins by going after armies lead by "captains". They make for easy targets.

    4)Prevent Inquisitors from being sent to your lands by using your priests and cardinals to suppress all things heretic, because once Inquisitors arrive they are hard to get rid of.

    5)If you send an army to attack, but their movement points run out just short of the enemy, you can force them to go the extra mile by sending a single other nearby unit to attack the target, and they will join the battle as reinforcements.

  8. #8

    Default Re: share your Tricks and Shortcuts

    my personal favourite is to quickly increase your ENTIRE armed forces experience by crusading. Once you arrive at the target with your one crusading army, seige the place. Then next go, BEFORE you take the town, take all your armies, wherever they may be, and make them crusaders. This will give you upwards of 5-6 stacks, all theoritically going to crusade. Then you finially assault the crusade target with your one original army, and bingo, ALL your troops get an experience bonus! ive had over 120 units getting experience this way, and once youve rinsed and repeated a few times, whoo-haa! bring it on!

  9. #9

    Default Re: share your Tricks and Shortcuts

    ok:

    - when i decide to raise a castle, i usually start a city and leave it so until i have built all the roads, leatherer, farm upgrades, the small church and the second level militia-building. all the while, i keep taxes low.
    then i transform it to a castle. the church and the militia barracks are transformed, and because militia barracks are cheaper and faster to build than the castle ones, and the city has grown fast, it is a better deal in terms of gold and turns than to start with a castle right away.
    if you are not in a hurry to get a castle a soon as possible (it will only recruit crap anyway), switch as late as possible, but before building a stone wall.

    - shielded but unexperienced units should be attacked at their right flank (and deployed on the left of course), unshielded but experineced units you should hit at the left flank (and deploy at the right). archers should always shoot from the enemys right side if he is with shields. to make good sense of armour/defence skill/shield, also see the appendix (last page) of brandybarrels FAUST (sticky post).

    - a good stance with the papal states is not expensive. 200 gold a turn plus world map as a gift will often get you perfect relationship and this pays well, i find.

    - use ballistas to break the spirit of men that are spilling trough your broken gate or a breach in the wall. one fire bolt (into the right flank of course) may break quite a strong army in a second. position the ballista next to the wall a bit away from the breach or gate.

    - units on the battle map often resopnd to orders better when you ungroup them.

  10. #10

    Default Re: share your Tricks and Shortcuts

    Remember that some units have a secondary weapon, and you can order them to use it by holding ALT when issuing an attack order. The best use of this is probably having your generals bodyguard switch to swords when fighting infantry. The AI generally makes them switch automatically after their charge momentum has run out, but sometimes it stalls a few seconds first and the troops sort of stand there in formation with lances down instead. Issue an ALT attack command and they'll wake up, draw swords and get hacking faster. An alternative use is to have archer units charge into melee, often a good idea if you have the enemy bogged down and just need one last push on their flank to break them.
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  11. #11

    Default Re: share your Tricks and Shortcuts

    Quote Originally Posted by Horsearcher View Post
    I don't know if anyone noticed yet, but your wall-towers only become fully functional if you have a unit assigned to each tower.
    for example: If you want the 2 front towers and two side towers on the walls to shoot, you better have 4 units reinforcing the walls.
    Not quite true. If you place a single unit ON the walls you will be able to "garrison" the tower immediately to the left and immediately to the right of that unit. So those 4 units can garrison 8 towers if they are placed correctly (by skipping a unit to every other wall section). The gate towers can be garrisoned by one unit standing in front of the gate.

  12. #12

    Default Re: share your Tricks and Shortcuts

    Very useful thread thanks all for there inputs, helps those unexperienced in warfare and such. Appreciate it all . Any good tips for Spain? Love em to bits.
    A true warrior is to be always single-minded with one object in view: to fight, looking neither backward nor sidewise. To go straight forward in order to crush the enemy is all that is necessary for him.

  13. #13

    Default Re: share your Tricks and Shortcuts

    Quote Originally Posted by rukuro View Post
    Very useful thread thanks all for there inputs, helps those unexperienced in warfare and such. Appreciate it all . Any good tips for Spain? Love em to bits.
    One of the most underrated units (I think) for Spain are their Jinetes. These light cavalry units are fast and pack quite a punch against armored targets due to their javelins. Think of them as less-armored Boyar Sons, but cheaper & faster. You can use Jinetes to destroy any invading French army during the early game.

  14. #14
    craziii's Avatar Protector Domesticus
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    Default Re: share your Tricks and Shortcuts

    that last one for the battlefield tactics is just brilliant!!! OMG! I been playing tw games for over 3 years and don't know it, thanks so much.

  15. #15

    Default Re: share your Tricks and Shortcuts

    Need to destroy that problematic faction but you dont have the dough?.....I have 3 easy steps that will help (I dont really consider this a legitamate tactic or strategy, I just do it when I am trying to unlock factions or if I am just screwing around )

    step 1.Capture a city, loot it and destroy everything but the church then raise the taxes and leave it alone, sell it, or give it to the pope or another ally (your call).

    step 2.Take your earnings and buy a bunch of mercs.

    step 3.Take your new army and lay siege to the enemy.After taking the enemy province, loot it and destroy everything but the church.Rinse and repeat until enemy fation is dust or until you have a crap load of money .

    P.S. I am aware that I can unlock factions by modding files but I seem to be the only person who doesn't want to cheat .

  16. #16

    Default Re: share your Tricks and Shortcuts

    Quote Originally Posted by Horsearcher View Post
    Battlefield tacics

    -If you attached a spy to your army, on entering the battlefield , you will see where the enemy army(ies) positioned ;-)
    Wow, I never knew that! That's a good one.

  17. #17

    Default Re: share your Tricks and Shortcuts

    Quote Originally Posted by Horsearcher View Post
    I don't know if anyone noticed yet, but your wall-towers only become fully functional if you have a unit assigned to each tower.
    for example: If you want the 2 front towers and two side towers on the walls to shoot, you better have 4 units reinforcing the walls.
    Yeah, one unit on one stretch of wall can occupy the two towers on either side of it, if there are two towers on either side of it.

    Also, in some castles/cities there is sometimes a big conjunction of around 5 towers that looks heavily fortified. You can use one unit to operate all 5 towers.

  18. #18
    Hadrian's Avatar MacMhaolian
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    Default Re: share your Tricks and Shortcuts

    If one of your enemy's cities has the plague (or one of your own for that matter) quickly move a spy into it and then "visit" another one of their cities every turn until the spy dies or recovers. I have plagued 8 cities with one spy before......absolutely devestating to their economy and population.

    If your really good, you can hustle more spies over periodically to contract the plague and literally keep the plague active in their country indefinately! I kept the plague alive in Roman territory in RTW for 54 years once! It took some concentration to say the least, but it won the game for Gaul....
    Last edited by Hadrian; January 04, 2007 at 02:20 AM.
    Hadrian
    Under the Patronage of PyrrhusIV
    Patron of jegui
    Keeper of the Faith

  19. #19

    Default Re: share your Tricks and Shortcuts

    does the "attach spy before battle" work on sieges too? i keep trying and nothing happens

  20. #20

    Default Re: share your Tricks and Shortcuts

    This is one I picked up in R:TW, but I've used in in M:TW. I was in a position to absolutely decimate a foreign faction, however I lacked the ability to safely hold several cities, and due to thier very below par economies, they would in time, bankrupt the treasury. So here's what I did to take them out:

    I invaded every city, sacked the place and then destroyed every single building in the settlement and promptly left to go onto the next settlement. The settlements promptly rebel and go back to thier original owner, however if you have successfully destroyed all of thier buildings for cash... they are left running a bankrupt section of thier country and this takes them out of play as they rebuild.
    Here lies a toppled god —
    His fall was not a small one.
    We did but build his pedestal,
    A narrow and tall one.

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