Category:Medieval 2: Total War

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[edit] Introduction

Box Art for Medieval 2: Total War

Medieval 2: Total War is a game in the Total War Series. Developed by the Creative Assembly, Medieval 2, like previous Total War games, brings together elements of real time strategy and turn based game play

[edit] Features

  • Command massive numbers of meticulously detailed troops - all of which feature heraldic finery and the distinctive colours of medieval warfare.
  • Explore three continents and sail across to the Americas to confront the Aztecs on their home soil.
  • Experience a faster multiplayer mode on the battlefield and keep the online conflict raging.
  • Build through six levels of settlement ranging from humble villages and vast cities to wooden forts and stone fortresses.
  • Obey the demands of the Papal States or take a stand against the Pope? The stakes are high and strategy is as critical as the sword.

[edit] Battles

Battles are played in the classic Total War fashion and are comparable in terms of control to a standard "Real Time Strategy" game. In single player, there are three ways to play battles - either through the Campaign Map, Historical Battles, or through Custom Battles.

  • When playing in the campaign map, if you choose to play the battle on the battle map rather that autorelsolve.
  • When playing historical battles.
  • When playing custom battles.

Historical battles and custom battles can also be played in multi player mode.

[edit] Units

The units in Medieval II look distinctly different from those in the earlier Rome: Total War series. The graphics are of higher definition and CA have also added variation to the skins used between individual men within a unit. Different men within a unit can now have a variety of different faces, shields etc., this can give more of a feeling of realism than the homogeneous units in RTW.

[edit] Infantry

Infantry Units can be classified as:

  • Light Infantry
  • Heavy Infantry
  • Missile
  • Spearmen
[edit] Cavalry

Cavalry Units can be classified as

  • Light Cavalry
  • Heavy Cavalry
  • Missile Cavalry

Cavalry can not be dismounted in battle, however dismounted versions of units such as Chivalric Knights can be recruited.

[edit] Unit Stats

How a unit performs in battle will depend on its Statistics. For useful guides to the vanilla games unit statistics see:

FAUST & FUSIL downloadable pdf guides by brandybarrel

[edit] Campaigns

[edit] Factions

There are 22 factions in the Medieval II main campaign. Five are playable from the start:

Holy Roman Empire

A further twelve can be unlocked by either defeating them individually during the campaign or by winning a campaign overall.

Five factions appear in the game but remain as unplayable:

the Mongols and Timurids which emerge after the start
the Aztec Empire which doesn't come into play until America is 'discovered'
the Papal States who have a degree of control over the other factions
the rebels or slave faction.

Adjusting the .cfg file manually allows all factions to be unlocked, though some remain impractical to play.

See Medieval II Factions for more details.

[edit] Recruitment

Under the new recruitment system you can create a set amount of units per turn, up to 4, depending on what type and level of Settlement you have. The available unit pool can also take a few turns to re-generate so you can not always recruit the unit you desire immediately.

[edit] Religion

Religions in Medieval II include, Catholic, Islam, Orthodox Christianity, Pagan and Heretic.

[edit] Christianity

Christian Factions can be either Catholic or Orthodox Christians. Catholic factions receive missions from the Pope.

[edit] Pope

The Pope is the head of the Catholic Church. At the start of the game the Pope is the head of the Papal States Faction. The Pope can excommunicate a faction if their relations with him drop too low. Excommunication causes unrest within the affected faction and also means a Crusade can be called against a Catholic faction.

[edit] College of Cardinals

If there are no priests of high enough Piety (5) then no more seats in the College of Cardinals will be filled until this criterion is met.

[edit] Crusades

To start a crusade you must go to the pope overview scroll, which is a tab within the faction information menu (Press your faction shield in the campaign map UI, at the bottom right(ish) of the screen). From the pope overview scroll request the pope to call a crusade via the "request crusade" button, depending on the pope's relationship level with your faction, you may or may not have to pay an amount of money. Once the crusade has been called you must then join the crusade (see below).

Once the Pope has called for a crusade, whether it was requested by your faction or another faction, you are able to join it. To join the crusade you must have an army with more than 8 units in it. Once you do, select that army and press the "Join Crusade" button. You can have more than one crusading army That army will now become a crusading army, which has free upkeep for all units and is able to move twice as far as normal (even when being transported by ships), and you are now able to recruit crusader mercenaries such as crusader sargents, turkupole horse archers, and grand crosses to inspire your men and swell it's ranks. But units can only leave the crusading army if it captures a settlement and if the crusade doesn't move fast enough men will begin to seek a new lord who will finish the crusade.

Crusades give bonus' in terms of experience for all units involved, chivalrous traits for any generals who lead crusading armies, even if their army doesn't take the crusade objective (except if they abandon the crusade of course), and allow guilds of crusading orders of knights to be build.

[edit] Islam

The Islamic factions that start the game are the Moors, Turks and Egyptians. Islamic factions can call jihads.

[edit] Jihads

To request a jihad click on an imam and look for call jihad button. The imam must have 4 piety or above to request a jihad however and jihads can not be called in quick succession. Jihad's have the same problems and benefits of a crusade, and allow effective units of Ghazi Infantry to be recruited. Filling the gap of an effective early period infantry unit that the muslim factions suffer from.

[edit] Diplomacy

Diplomacy can be an important factor in your gameplay in Medieval II. Trying to maintain friendly relations with at least some countries can prevent you having to fight wars on all fronts at once. How factions respond to your diplomatic proposals is influenced by your reputation.

Diplomats and Princesses can both initiate diplomatic discussions.

Only a Diplomat can attempt to bribe a settlement, army or character.
Only a Princess can offer herself for marriage. Note: If she arranges or accepts a marriage proposal she disappears from the campaign map.

[edit] AI

Some problems with a passive AI especially in battles were reported when Medieval II was first released. These problems seem to be mainly resolved with the release of patch 1.2.

[edit] Official Requirements

[edit] Mods

Mod Downloads:

  • Hosted Mods on TWC
- Listing on TWC Wiki
- Forums on TWC

[edit] Mods in Progress

  • Hosted Mods on TWC
- Listing on TWC Wiki
- Forums on TWC

[edit] See Also

[edit] External Links

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