Games PC Medieval Ii - Total WAR
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Bookmark Games PC Medieval Ii - Total WAR |
Medieval II: Total War -- Gold Edition [PC Game]Developed by The Creative Assembly - Sega of America (2008) - Strategy - Rated Teen
The Gold Edition of this highly regarded real-time strategy game features both the original Medieval II: Total War and its expansion pack Medieval II: Total War -- Kingdoms. ~ All Game Guide
Details
Platform: PC
Developer: The Creative Assembly
Publisher: Sega of America
Release Date: February 5, 2008
Controls: Keyboard, Mouse
UPC: 010086852233
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Manual
Preview of first few manual pages (at low quality). Check before download. Click to enlarge.
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(English)Games PC Medieval Ii-total WAR, size: 701 KB |
Games PC Medieval Ii - Total WAR
User reviews and opinions
| JHepCat72 |
11:04pm on Thursday, September 30th, 2010 ![]() |
| The best strategy game out to-date. Too many to mention. The AI could do with improvements, but there are patches for those who know where to look. Great no AWESOME game for strategy play, freedom to reign is unlimited... Massive range of units all with great fun to use traits... | |
| saravanakumar.gg |
11:45pm on Sunday, August 15th, 2010 ![]() |
| Brilliant graphics. Gunpowder units. Added cut scenes for assasins and spys. AI seems to confuse itself occasionally while running down a broken army. MOST BRILLANT GAME IN THE 21ST CENTURY. CONS.....WE DONT HAVE ANY CONS.... | |
| machtfuernacht |
12:51pm on Sunday, July 18th, 2010 ![]() |
| Loved Rome: Total War, so I thought I would try this game and I like it too. Game runs smoothly on my computer. good expansion, bigger than the original game as previous user said it can get repetive | |
| karoas |
4:36pm on Monday, June 28th, 2010 ![]() |
| Strategy games, I admit, have always been a passion of mine, such as medieval history, it is not surprising that I "Medieval II: Total War". | |
| tandonvikas |
12:50pm on Sunday, June 27th, 2010 ![]() |
| The game good with the graphics of the the battles and unit detail and the music is good when you fight the battles but the armies in any faction will... | |
| firmacon |
3:01am on Sunday, June 27th, 2010 ![]() |
| Medieval II: Total War is an epic game spanning the years 1080AD - 1530AD and based within Europe. If you like RTS + Medieval units and enviroment this is for you. Plus the campaign mode is played like Civilization, with you controlling your cities,... Medieval II Total was is the second incarnation of the Total war series based in medieval times, also included in the series of Total war are shogun. | |
| ivanhelguera |
10:03am on Friday, June 4th, 2010 ![]() |
| This is an awesome game. I have been playing the total wars since the original medieval, and I am really happy with this. I think i had fun for about 30 hours with this game befor it got boring. It is fun, very similar the ROME total war not much. | |
| wbruhin |
6:14pm on Sunday, May 9th, 2010 ![]() |
| History. During the Medieval period, the world was experiencing ground breaking advancements in technology, sciences and empire building. | |
| alanstern |
1:10am on Friday, March 19th, 2010 ![]() |
| The best strategy game out to-date. Too many to mention. The AI could do with improvements, but there are patches for those who know where to look. Great no AWESOME game for strategy play, freedom to reign is unlimited... Accurate historical battles... | |
Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.
Documents

SEGA PC DISC NOTES ON USE
HEALTH ISSUES
Use this software in a well-lit room, staying a good distance away from the monitor or TV screen to not overtax your eyes. Take breaks of 10 to 20 minutes every hour, and do not play when you are tired or short on sleep. Prolonged use or playing too close to the monitor or television screen may cause a decline in visual acuity. In rare instances, stimulation from strong light or flashing when staring at a monitor or television screen can cause temporary muscular convulsions or loss of consciousness for some people. If you experience any of these symptoms, consult a doctor before playing this game. If you experience any dizziness, nausea, or motion-sickness while playing this game, stop the game immediately. Consult a doctor when any discomfort continues.
CONTENTS
HAIL COMMANDER! WELCOME TO MEDIEVAL II: TOTAL WAR!. 5 INSTALLATION. Requirements. How to Install. Installation Key..5..5..5..5..5..5..6..6..6..7
PRODUCT CARE
Handle the game discs with care to prevent scratches or dirt on either side of the discs. Do not bend the discs or enlarge their center holes. Clean the discs with a soft cloth, such as a lens cleaning cloth. Wipe lightly, moving in a radial pattern outward from the center hole towards the edge. Never clean the discs with paint thinner, benzene, or other harsh chemicals. Do not write or attach labels to either side of the discs. Store the discs in their original case after playing. Do not store the discs in a hot or humid location.
STARTING MEDIEVAL II: TOTAL WAR The Main Menu. Single Player Menu. Multiplayer Menu. Load Game Menu. Options Menu.
HELP, ADVICE & THE TUTORIAL. 7 Learning How to Play. 7 The Tutorial Hands On Lessons. 7 Your Advisors. 7 Receiving Advice. 8 Advice Preferences. 8 Asking for Advice. 8 Using Help. 8 CAMPAIGNS. 8 The Grand Campaign. 8 Starting a Grand Campaign. 9 PLAYING THE GRAND CAMPAIGN. How to Win a Campaign. The Campaign Map View. Moving the View. The Control Panel. The Review Panel. The Mini-map Panel. Starting Play - Your First Turn. Before Ending Your First Turn..9..9..9. 10. 10. 10. 11. 11. 11
The Medievel II game discs contain software for use on a personal computer. Please do not play the discs on an ordinary CD player, as this may damage the headphones or speakers.
* Also read the manual of your personal computer. * The game discs may not be used for rental business. * Unauthorized copying of this manual is prohibited. * Unauthorized copying and reverse engineering of this software is prohibited.
EVENTS & MISSIONS. 12 What Are Events?. 12 Your First Event Mission. 12 Who Gives Missions. 12 Mission Rewards & Penalties. 12 Faction & World Events. 13 Historical Events. 13 CHARACTERS. 13 The Characters of Medieval II: Total War. 13 Viewing Character Information. 13 Military Class Characters. 13
Generals. Captains. Admirals. Agent Class Characters. Priests/Imams. Diplomats. Princesses. Spies. Assassins. Merchants. Character Attributes. Improving Your Characters Traits. Retinue.
Armor Types. Upgrading Weapons. Weapon Types. The Guilds. Faction-Specific Buildings. The Settlement Details Scroll. The Trade Scroll & Trade Resources. Converting Settlements. City Upgrading & Conversion. Castle Upgrading & Conversion. USING AGENTS. Using Merchants. Using Priests & Imams. Using Spies. Using Assassins. Using Diplomats. Using Princesses.
USING ARMIES. 17 Total War Armies. 17 Who Commands in Battle?. 17 Unit Types. 17 Forming Armies. 18 Moving Armies. 18 Merging Armies. 19 Splitting Armies. 19 Merging Units. 19 Unit Experience. 20 Hiring Mercenaries. 20 Building Forts & Watchtowers. 20 Picking Your Ground. 21 Setting an Ambush. 21 Attacking with an Army. 21 Using Reinforcements. 21 Multiple Attacks. 22 USING FLEETS. 22 Total War Fleets. 22 Who Commands in Naval Battles?. 22 Moving Fleets. 22 Using Fleets as Transports. 23 Merging & Splitting Fleets. 23 Attacking with a Fleet. 23 Blockading Ports. 23 Trouble at Sea. 23 RUNNING SETTLEMENTS. 24 What do Settlements do?. 24 How Do I Manage a Settlement?. 24 Settlements on the Campaign Map. 24 The Settlement Scroll. 25 Understanding Cities & Castles. 25 Cities. 25 Castles. 26 The Governor. 26 Constructing Buildings. 27 The Building Browser. 27 Repairing Buildings. 28 Recruiting Units, Ships & Agents. 28 The Unit Information Scroll. 29 Recruitment Buildings. 30 Retraining & Upgrading Units. 30 Upgrading Armor. 30
CAMPAIGNS
The Grand Campaign The Grand Campaign is the main game of Medieval II: Total War, where you not only lead your armies into battle, but also manage an entire empire. These two things are handled quite separately You take your time planning where to send armies and managing the affairs in your realm. However on the field of battle, you need to react swiftly and decisively to any threats or opportunities. Your overall goal in the Grand Campaign is to lead your people to become the most dominant empire in the world, seeking to control a huge area of land, and either have control of a certain region or outlive a particular opposing faction. Victory in the Grand
Merchants can stand to earn trade bonuses. Sea-Crossing Points. At various points around the map there are green arrows that represent points land-based armies can cross without a fleet. Dark Areas. These represents areas of the map that your faction cannot see, due to not having a character close enough to show who or what is there. The completely black areas are totally uncharted. Moving the View You can move your view of the campaign map in the following ways: Move the mouse cursor to the edge of the screen to move the view in that direction. Use either the arrow keys or the 1, 2, 3 & 5 keys on your numeric keypad to move the view in the appropriate compass point direction. Use your mouse wheel (or + & - keys if no mouse wheel present) to zoom the view in and out. Click on the mini-map (bottom left of screen) to instantly move the view to that location in the world. You can also get more information about what you see in the area youre viewing by: Mousing-over a character or object to receive more information in a pop-up tooltip. Right-click-and-hold over the map without a unit or settlement selected to get confirmation of what sort of terrain is at the cursors position. The Control Panel In the bottom right of the screen you will find the Control Panel This is where the basic controls and information for the campaign can be accessed. Faction Shield button. Click on this to open a panel that has information on your faction, your relations with other factions, and if youre playing as a Catholic faction, information on the Pope. Selection Information & buttons. The currently selected army, settlement or character will have its name displayed here. Click on the buttons on either side of the information to cycle through selectable settlements and characters. End Turn button. Click on this button to end your turn, while the number beneath it shows the current turn number.
Penalties may include things such as: Excommunication from the Catholic Church Having an Inquisitor sent to your lands A deterioration of relations with another faction Faction & World Events Most messages are going to be reports about things that have happened in your faction, such as what units were recruited, what buildings were completed, family members that died or a mission to undertake. You will also receive news of diplomatic happenings, such as declarations of war, or an announcement that some foreign power has become the richest kingdom in the world. Reading these messages will help ensure that you are aware of things going on both within your borders, and far beyond them as well. Historical Events Sometimes a message will be about a discovery in the world, or an event that heralds new possibilities or problems. An example would be the discovery of gunpowder, which is arguably the most important advance in the history of military technology. Some historical events will just prove to be amusing, interesting or terrifying, but ensure that you read these messages to be informed of new opportunities that arise as the game progresses.
CHARACTERS
Every figure seen on the campaign map is a character, and they fall into two basic classes: military characters and agents. Using these characters will be explained in the Using Armies and Using Agents sections of this manual, but here you will learn their role and how to read information on a specific character. Viewing Character Information When you double-click on any character on the campaign map, or right-click on their card in the Review Panel, you call up a scroll that has information on the selected character. Here you can access all the key information about this individual. The Character Information Panel details include: Name: The characters name, which may alter depending on their title, or an epithet they are known by. Age: The characters age in years. Nobody lives forever. Character Class: This shows what type of character it is. Attributes: The names of the attributes are listed on the left, with the meters to the right filling with images as the attribute is higher. More on attributes below. Retinue: The personal followers and items that go wherever the character does. These affect the characters attributes. Traits: Traits can be everything from physical characteristics, to a representation of experiences and natural abilities. These can be positive or negative, and they affect the characters attributes. Military Class Characters These are the characters that appear as soldiers or ships on the campaign map. Their use is covered in Using Armies. Generals Available to: All factions Role: Commands armies and governs settlements Generals are the most important characters in your faction, as they are the only ones who can recruit mercenaries, build field structures and govern settlements. They also have a positive effect on troops being led into battle. The way you use them will greatly
The dragged unit may vanish if all its men are used in this way. Any spare men remain in their original unit. You can auto-merge depleted units in an army by pressing the M key. Important Tip: Be aware that the experience rating of the two units being merged will be averaged out in the process. Unit Experience The number and color of the chevrons on the unit card in the Review Panel show unit experience. A unit with experience can be relied on in combat, and will usually beat an otherwise identical unit. Chevrons can also be gained by units under Generals with high Command values or as a result of good training facilities (buildings). No chevrons indicate that the unit has little or no battle experience. Bronze chevrons show that the unit has some experience in battle. Silver chevrons show that the unit has much battle experience and is composed of highly experienced soldiers. Gold chevrons show that the unit is full of veterans of field warfare who can always be relied upon. Hiring Mercenaries An army led by a general can hire mercenaries when outside of a settlement. Using mercenaries can be somewhat expensive, however they offer you immediate support away from a friendly base. Click on the Recruit Mercenaries button in the Control Panel (it replaces the Unit Training button that shows when a settlement is selected). When there are no mercenaries available the button is greyed out. This brings up the Army Details Scroll, showing the General and the list of available mercenaries. Click on any mercenary unit to select it and add it to the queue of mercenaries to be hired. You can deselect a mercenary unit for hiring by clicking on it once again. Right-click on a mercenary to bring up details about the unit. Click on the Hire all queued units button at the bottom of the scroll.
Forts can be extremely useful in defending strategic choke points such as mountain passes: an enemy will have to lay siege to the fort before he can advance. Its even possible to build a wall of forts to isolate an area. Picking Your Ground An important thing to note about the campaign map in Medieval II: Total War is that the terrain that you see is very much a reflection of what youll see in the battle map when two armies do battle there. If you position your army on hills and an enemy army attacks you, you will have the opportunity to position your troops on hills a reliable defensive tactic. Some unit types are less effective in certain terrains, while others are more effective. For example, a unit of archers can fire further when shooting from higher ground, but are very ineffective when firing at a target in the woods. Finally, positioning troops next to a friendly or allied army will see them join as reinforcements during battle should one ensue. See Using Reinforcements below. Tip: When you have no unit or settlement selected, right-click-and-hold on the campaign map to check what the terrain type is at that point. Setting an Ambush When an army is moved into Woodlands terrain, it can become hidden from the enemy This is considered being placed for an ambush in Medieval II: Total War. The ambushing army will attack any enemy army that moves next to them, without giving them an opportunity to position their forces before battle. Attacking with an Army When you have an army selected right-click on the enemy army or settlement you wish to attack: The most important piece of information is the Balance of Power in the center of the scroll. When you move the cursor over the crossed swords you can see the odds for the coming battle. The Battle Deployment Scroll will appear. This gives a breakdown of your forces and the enemy arrayed against you. Reinforcements from adjacent armies are also shown here. See Using Reinforcements, below. Click this button to fight the battle for yourself, taking control of your units on the battlefield. This gives you the most control and is we think the most fun! Click this button to have the CPU fight the battle out automatically for you and give a result. Casualties may be heavier than if you fight the battle for yourself, and you cannot protect your General from harm, so he may be killed. You can cancel your attack. When you do this your army will withdraw to a nearby location. If youre attacking a settlement, then this is dealt with in the Sieges & Siege Battles section of the manual. Using Reinforcements Reinforcements can join an attack. When a battle is auto-resolved, their strength is simply taken into account. When a battle is fought out in detail, they will actually join the battle in some context: When one army attacks, any other friendly army (yours, or belonging to an ally) that is adjacent to the army or settlement under attack can be reinforcements. The army that attacks is the one that you control directly. Make sure that your forces are all in the red zone of control of an enemy army, or cancel the attack and then move up another army to act as reinforcements before entering battle.
USING FLEETS
Total War Fleets The naval ships that you see on the campaign map seas are fleets. Each fleet has an Admiral, who has his own Command rating for combat at sea. Fleets engage each other in the same way that armies do, only that the battle is always auto-resolved. Fleets serve two other very useful roles aside from assaulting enemy fleets: Transporting. Fleets can be loaded up with a full army and agents to take them to distant shores they otherwise cannot reach. Blockading. Fleets can be used to close the passage into foreign ports, cutting off the sea trade of the settlement in the same region. Who Commands in Naval Battles? As stated under Admirals in the Characters section, there can only be one Admiral per fleet So he always commands the fleet. The basic things to know about Admirals are: Admirals earn Command stars from winning naval battles, improving their performance in future conflicts. Once they earn a Command star, Admirals cannot merge with another Admiral. Moving Fleets Fleets move much like armies, but there are a few key differences due to the nature of being at sea. After you have selected a fleet: A green movement area will surround it. The fleet can move to any point within this zone during its turn. Coastal squares will be included in this zone when there are passengers on the fleet, as they could disembark into one of these land squares. Red spaces in the movement zone are adjacent to enemy fleets. You can order a fleet to move beyond the green zone, in which case it will remember its orders and a colored line shows where the fleets headed. Each color segment shows a turns worth of movement. The Review Panel in the center at the bottom of the screen will change to show the ships in the fleet along with characters and military units on board. The movement rate of your fleet changes as they enter deeper or shallower waters. Travel around the shallows is much quicker and safer. At the beginning of the game, no faction has a ship capable of making ocean voyages. This will change with certain events during the game, and eventually the following ships will become available to make such a journey: Baghlah, Caravel, Carrack and Grande Carrack.
RUNNING SETTLEMENTS
What do Settlements do? In the Grand Campaign, settlements serve as both military training centers, as well as your money-making machine. They form the central population centers from which you will recruit men into service, tax the populace and establish an infrastructure to support trade. There is always one settlement per region, representing the civil center for that area of land. Medieval II: Total War allows the owner of a region of land to maintain their settlements as either cities or castles with the ability to change between the two, with certain limitations. You will need both cities and castles in your realm if you are to be successful, as they both play very different roles. How Do I Manage a Settlement? Firstly, to properly manage a settlement, you need to install a General to serve as Governor (unless you selected Manage All Cities in the Grand Campaign settings prior to starting). If you do not do so, you will not be able to control any of the following tasks that are involved with properly managing a settlement: Recruit units for your armies, and agents for your non-military tasks. Construct new buildings, which will improve various aspects of your setlements workings and capabilities. Adjust the tax rate in cities to ensure that they generate as much income as possible for your faction. Retrain units, to replenish their ranks and also upgrade their weapons and/or armor if the right buildings are present. Repair buildings that may have been damaged by siege attacks, rioting or ominous disasters of terrifying proportions. Keep control of public order. If you do not do this, you will face the prospect of riots and possibly even a rebellion in the settlement. All of these things will be explained throughout this section of the manual. Settlements on the Campaign Map Cities and castles are represented on the campaign map with a figure that looks appropriate for the size, type and culture of the settlement. Each settlement has its own label that includes basic details about the settlements status. These details are: Settlement Name - The top line includes the name of the settlement, and will also show an appropriate icon if it is suffering from revolt or the plague. Income - The number beside this icon shows the income generated by the settlement each turn. A negative value means that the settlement is actually running at a loss. Public Order - This icon shows the overall happiness of the settlement population: Green happy, Yellow content, Blue disillusioned, Red rebellious. This icon shows whether or not the population of the settlement is increasing in numbers or not: Green - Indicates the population is growing, Amber/Orange Indicates the population is stable, Red - Indicates the population is falling. This is a matter of concern. This icon appears if a unit is being trained in the settlement. Green indicates training is in progress, Red indicates the recruitment queue has stalled. This icon appears if a building is being constructed or repaired in the settlement. Green indicates construction is in progress, red indicates the construction queue has stalled.
This icon appears if the settlement is being auto-managed.
The Settlement Scroll Regardless of whether it is a city or a castle you wish to examine, to view its Settlement Scroll, double-click on the settlement on campaign map. Here you will see the Governor Panel at the top of the scroll, followed by the basic details and settings of the settlement, and then finally the Recruitment / Construction Panel. The basic details displayed for settlements are: Income. The amount of florins this settlement is generating for your treasury per turn. Public Order. The percentage shown here represents what level of public order is being maintained, with 100% being considered stable. The further this drops below 100% the more likely the settlement is to experience rioting, or possibly even rebellion (losing the settlement to Rebels). The higher this is above 100%, the happier the population is with their situation. Population. This is the number of people living in the settlement, and has a direct effect upon upgrading all cities, and some castles. Population Growth. The percentage shown here represents the current population growth, or decline per turn. A settlement with high population growth will be able to be upgraded sooner. Automanage. Click on the checkbox to put the settlements building and/or construction tasks under CPU control. Tax Rate. This shows the current level of taxation on the people in the region: Low, Normal, High, and Very High. Only cities can have their tax rate adjusted - Use the arrows to cycle through the settings. Higher rates yield more tax income for your treasury, but also result in a direct drop in public order. Race Settings. Certain Islamic factions create facilities to support horse racing festivals. Use the arrows to adjust how often the races are held More frequent races improve happiness, but cost money to hold. Understanding Cities & Castles Cities and castles are very different sorts of settlements, but the way you improve them is identical by constructing buildings. The difference lies in what buildings you can construct within the two different types of settlement. Being able to choose where your cities and castles lie can be very useful, and the smaller ones can be converted to the other type of settlement. Note that it is very important to understand that if you intend to convert your settlements in the future some types of buildings do not belong in both settlement types, and therefore wont survive a conversion. There will be more on constructing buildings and converting settlements below. Firstly it is necessary to understand how the two different settlement types work. Cities Cities are settlements that revolve around supporting trade and a large population. In fact, it is population that drives these places - When a city reaches a high enough population it will be ready to grow into a larger settlement with the construction of better walls. Inside cities you will find constructions such as inns, markets, town halls, religious buildings, and schools of alchemy. Aside from bringing wealth to your realm, these buildings offer access to agents that can be of great use to your factions cause. Cities provide the benefits of: The ability to set the tax rate for the region as desired. Several types of buildings that support and improve trade income.
Castles Castles are military settlements with strong defenses that oversee the surrounding lands, collecting the taxes at a set rate with a rigid regularity. This makes them the ideal place to train men for military service, and make a stand. Castles can be upgraded to a larger size that can play home to more effective structures, simply by constructing the next level of castle in the Construction Panel. That is until you wish to upgrade to the two highest castle sizes, Fortress and Citadel. These also require a certain population already in the settlement before you can construct them. Castles provide the benefits of: Naturally high public order. Very strong defenses, including multi-ring walls at the higher levels of castle size Castles come with the problems of: Not being able to adjust the tax rate. Usually lacking in buildings that improve trade. Usually lacking in buildings that recruit agents such as Spies, Assassins, Diplomats and Merchants. Usually lacking in academic buildings. Castle upgrading works as follows: Castle Size Motte & Bailey Wooden Castle Castle Fortress Citadel Population Required Defences Keep only 1 Wooden Wall 1 Stone Wall 2 Stone Walls 3 Stone Walls
The Governor Your Generals take on a very different kind of leadership role when you move them into a settlement to become its Governor. His Command rating may be what makes a General capable on the battlefield, but it is actually his reputation for Piety and Chivalry or Dread that will make him a better man for the job.
The building images beneath the Castle heading show which of this type of building are available in a castle. Greyed out items represent buildings you have yet to construct. Right-click on any building image to see its Building Information Scroll. If a building image does not have an equivalent building in the other type of settlement for that settlement size/level, then the building will have to be destroyed if you choose to convert the settlement. When this icon is colored, it shows that you can currently construct this type of building in your settlement. When this icon is greyed out, it shows that you cannot yet construct this type of building in your settlement. The types of buildings that you currently have constructed in your settlement have their name shown in black in the panel on the right. The types of buildings you have not yet constructed in your settlement have their name shown in a lighter shade in the panel on the right. Repairing Buildings Buildings can be damaged through rioting, natural disasters and siege assaults. Its quite possible to damage a town without taking it and, the longer an assault takes, the more collateral damage is done during the battle. Repairing buildings works in a similar fashion to new Construction. The cost of repairs is usually substantially less than the cost of a new building, both in terms of cash and time. Click on the Repair Tab to see what buildings require restoration work. This will be greyed out if no buildings are damaged. Instead of being presented with Construction Options, there is a collection of Buildings Needing Repair. Click on any damaged building to add it to the Construction Queue. It can be draggedand-dropped in the queue, and clicked to cancel the work as described above for new construction work. Recruiting Units, Ships & Agents To form armies, construct ships and enlist the service of agents, you will need to recruit them in a settlement. Recruiting units and agents costs money, which will be deducted from your treasury to cover their training, equipment and starting wages Once recruited, units, ships and agents go into a Recruitment Queue. They will arrive for service in the following turn, so long as they are in one of the recruitment slots. There are several key things to know about how recruitment works before you begin: Recruitment Slots As a settlement grows in size, it gains more recruitment slots, allowing it to recruit more units per turn. Recruitment Queue As you select units to recruit they are added to the Recruitment Queue. Recruitment Pools - Units are recruited from a pool of men that are ready to be trained into service, the number in the top-right corner of the unit image represents how many units are ready to be trained right now. When you take men from the pool to recruit a unit, it will replenish back up to its limit over time. Recruitment Effects Combine If you have two buildings that can recruit the same unit in one settlement, that unit will have a larger recruitment pool limit, and will replenish more quickly. Buildings Allow Recruitment You will need to construct buildings in order to recruit units.
Sabotage Traits. Some traits that an Assassin can earn will improve or worsen the chances of success for assassination.
Act of war. Sabotage is an act of war, with similar consequences as described under assassination, should the assassin be caught. Stealth Passive ability Assassins use Stealth in exactly the same way that Spies do (see Using Spies). Using Diplomats Diplomacy Active ability Diplomacy is the act of negotiating with other factions in Medieval II: Total War, and is very different to all other agent actions It is covered in its own section of the manual (see DIPLOMACY). Right-click on an army, character or settlement to enter diplomacy with them. Influence rating. A Diplomats Influence rating has an effect on his chances of making successful proposals during diplomacy. Able to bribe. Diplomats can attempt to bribe foreigners over into their own factions service during diplomacy. No other character can do this. Only Generals, Captains, Settlements and other Diplomats can actually be approached to make a diplomatic proposal. All other character types can only be approached for bribery, and some characters cannot be bribed at all, such as Princesses, Faction Leaders and Faction Heirs. Using Princesses Marriage Active ability This is a special kind of marriage, where the Princess attempts to marry a General either a General from her own faction, or a foreign General. If the General is from her own faction, he will always accept. If she succeeds in marrying a foreign General he will leave his faction to join hers. If she fails, she will either continue to serve her people, or be disgraced and never to be heard from again. Right-click on a General to make a Marriage attempt. The chance of success will be shown on a panel press the Marriage button to proceed. Charm rating. A Princesss Charm rating directly affects her chances of making a successful marriage attempt. If the General is from another faction, his Loyalty rating also has an effect on the chances of success. Princesses cannot attempt to marry Generals from an Islamic faction (Egypt, Turks, Moors) or factions that do not have Princesses. A General who marries a Princess receives a Loyalty rating bonus, making him less susceptible to bribery and thoughts of rebellion. Diplomacy Active ability Princesses use Diplomacy in exactly the same way Diplomats do, except: After Right-clicking on a character or settlement from another faction, a list of suitable marriage targets is presented. Press the Enter Diplomacy button on the bottom of the panel to initiate diplomacy instead. Princesses cannot bribe. Unlike Diplomats, a Princess cannot attempt to bribe other characters during diplomacy. They can however enter a marriage alliance. Charm rating. A Princesss Charm rating has an effect on her chances of making successful proposals during Diplomacy.
Pope, their spiritual leader. In fact, when a Faction Leader is excommunicated, his people will be upset with him for allowing problems with the Catholic Church to go so far, rather than annoyed at the Pope for excommunicating them in the first place. Reconciliation is when the Pope forgives the faction that he had excommunicated, and is the opposite of excommunication. Both your population and your Generals will not be pleased about your faction being excommunicated. It may lead to public order issues and rebelling Generals. An excommunicated faction will not receive any missions from the Pope. An excommunicated faction may have a Crusade called against it. Catholic factions can attack an excommunicated faction without fear of repercussions from the Pope. It is possible to request to reconcile with the Pope during diplomatic negotiations with the Papal States. There is also a chance the Papal States will offer reconciliation as well. Excommunication is a personal thing between the Pope and a Faction Leader. If the Faction Leader dies, or a new Pope is elected, the Pope may decide to reconcile the faction again. The Papal States The Papal States still exist today in the modern era, as the Vatican City. In Medieval II: Total War, the Papal States are considerably larger, and work like a normal Catholic faction in most regards. However, there are some very important differences as to how the Papal States works that you will need to be aware of when youre thinking of dealing with them: The Papal States cannot be wiped out, ever. If they lose their last settlement, the Catholic Church will seek out a new home for the Papacy, and will even ask Catholic factions to grant them a region. Obviously, that will have a massive positive effect with that factions relations with the Pope and the Papal States. Attacking the Papal States is almost certain to bring the wrath of all Catholic factions upon you and there are a lot of them, so think twice about choosing the Papal States as an enemy. The Papal States do not have a family tree. Instead the Pope is its Faction Leader and the Cardinals (see below) are the potential heirs. The College of Cardinals The Catholic Church has a council of the highest ranked Priests within the faith, called Cardinals. These men form a collective called the College of Cardinals, of which there are never more than thirteen. Click on this button at the bottom of the Overview Scroll to bring up the College of Cardinals Scroll. This shows who the current Cardinals are, and where they are from. A Catholic Priest must have a sufficiently high Piety rating to be considered for promotion to a Cardinal by the Pope. The College of Cardinals does not have to have all thirteen seats filled. If there are not enough Catholic Priests in the game of sufficient Piety, then there will be fewer Cardinals. Cardinals are immune to the effects of Heresy, and can never become a Heretic character. This makes them extremely useful at getting rid of Heretics from the campaign map. When the Pope dies, a new Pope will be elected from the College of Cardinals (covered below).
Attackers & Defenders In every campaign battle there is an attacking army and a defending army. During sieges the besieging army is usually the attacker. The only exception to this is when the defenders sally out, or a relief force attacks the besiegers. In this case the besieging army is the defender. Attacking and defending armies have different victory conditions in battle and have different deployment rules. How to Win Battles Generally speaking, in a field battle you need to drive the enemy from the battlefield in order to win. You can press the ESC key at any time to end a battle. This may involve killing many enemy troops, although a crisis of morale (the death of a General, for example) will make the enemy flee the battle. As an attacker, there is a time limit. If you havent defeated the enemy before the timer expires, you lose the battle. As a defender, the timer works in your favor. Remain on the field until it runs out and the attacker is automatically defeated. During a siege battle, victory is determined by control of the central square or plaza in the settlement. The attackers must take this square before the timer expires. During a battle you can press the F1 key to see information about the battle, including the victory conditions. Deploying Your Units for Battle At the start of the battle you may be given a chance to deploy your troops. The rules of deployment work as follows: As an attacker your army will always deploy on a section of the battlefield that matches the line of its approach. March onto a battlefield from the north, and thats were your forces will deploy. There is an exception to this in siege battles, where you will approach from the side of the settlement that has a gate. As a defender, youll deploy in a complementary area of the battlefield. Units must be positioned within the boundaries of your deployment zone. This is the area on the map bordered by your faction color. If you are ambushed, then you will not be able to manually deploy your units at all. Reinforcements always appear on the edge of the battlefield that matches their position on the campaign map. It can be very worthwhile, for example, to position supporting armies on the campaign map on the flanks or in the rear of an enemy position before you attack. Placing Units During Deployment There are several controls to understand so that you can actually deploy your units in a sensible manner: Click on a unit or its card in the Control Panel, and then right-click on the ground you want it to occupy. You can select multiple units for deployment. Hold down the CTRL key and click on the units (on the battlefield) or unit cards (in the Control Panel) you wish to select. Hold down CTRL and double-click on a unit card (in the Control Panel) to select all units of the same type in your army. Click-and-drag on the battlefield to have a yellow box around the units you wish to select. All units surrounded in this fashion will be selected. If you select one card then hold down shift and click on another card, then it will select all cards in between. You can deploy multiple units by right-clicking on the ground you want them to occupy. You can also right-click-and-drag the units out as a line.
END USER LICENSE AGREEMENT PLEASE READ THE FOLLOWING END USER LICENSE AGREEMENT (AGREEMENT) BEFORE INSTALLING MEDIEVAL II: TOTAL WAR, (THE GAME SOFTWARE). BY INSTALLING, COPYING, AND/OR OTHERWISE USING THE GAME SOFTWARE, YOU AGREE TO BE BOUND BY THE TERMS OF THIS AGREEMENT AS SET FORTH BY SEGA CORPORATION OF 1-2-12, HANEDA, OHTA-KU, TOKYO, 144-8531 JAPAN AND ITS AFFILIATED COMPANIES (COLLECTIVELY, SEGA). IF YOU AGREE TO THE TERMS SET FORTH IN THIS AGREEMENT, select Yes to install the Game Software and to indicate your acceptance of these terms and your understanding of the conditions of use of the Game Software. IF YOU DO NOT AGREE TO THE TERMS SET FORTH IN THIS AGREEMENT, select No and Sega shall not grant to you the License (defined below) to the Game Software. Sega requests that you either return the unused Game Software to the place of purchase or contact one of the customer service centers advertised in the information accompanying the Game Software. Please note that there may be a charge for the telephone call to the customer service center. LIMITED USE LICENSE The term Game Software includes the software included in this video game, the associated media, any software associated with the online mode of the video game, any printed materials, any online or electronic documentation, and any and all copies of such software and materials. Sega grants to you the non-exclusive, non-transferable, limited right and license to install and use one (1) copy of the Game Software solely for your personal use (the License). All rights not specifically granted under this License are hereby reserved by Sega and, as applicable, by its licensors. The Game Software is licensed to you, not sold. This License does not give you any title or ownership in the Game Software, and should not be construed as a sale or transfer of any intellectual property rights to the Game Software. OWNERSHIP You agree and acknowledge that all title, ownership rights, and intellectual property rights connected with the Game Software and any and all copies thereof (including but not limited to any derivative works, titles, computer code, themes, objects, characters, character names, stories, dialogs, catch phrases, locations, concepts, artwork, animation, sounds, musical compositions, audio-visual effects, text, methods of operation, moral rights, applets incorporated into the Game Software, and any related documentation) are owned by Sega or its licensors. The Game Software is protected by the copyright laws of the United States, international copyright treaties and conventions, and other laws. All rights are reserved. The Game Software contains certain licensed materials, and Sega and Sega's licensors may protect their rights in the event of any violation of this Agreement. You agree not to remove, disable or circumvent any proprietary notices or labels contained on or within the Game Software. LICENSE CONDITIONS You agree to only use the Game Software, or any part of it, in a manner that is consistent with this License and you SHALL NOT: (a) without written permission from Sega, exploit the Game Software or any of its parts commercially, including but not limited to use at a cyber (Internet) caf, computer gaming center or any other locationbased site; (b) without a separate, additional license, use the Game Software or permit the use of the Game Software, on more than one computer, game console, handheld device or PDA at the same time; (c) use the Game Software, or permit use of the Game Software, in a network, multi-user arrangement or remote access arrangement, including any online use, except as otherwise explicitly permitted by Sega in writing; (d) make copies of the Game Software or any part thereof, except that you may make one (1) copy of the Game Software for backup or archival purposes, or make copies of the materials accompanying the Game Software; (e) sell, rent, lease, license, distribute or otherwise transfer this Game Software or any copies without the express prior written consent of Sega; (f) reverse engineer, derive source code, modify, decompile, disassemble, or create derivative works of the Game Software, in whole or in part (except as the applicable law expressly permits, in which case all and any modifications, adaptations, improvements, etc. shall belong to, vest in and be the exclusive property of Sega and/or its licensors on creation, in any event);
CREDITS
The Creative Assembly Brisbane Australia
Project Director & Lead Designer R.T. Smith Production Prasant Moorthy Studio Manager George Fidler Design Penny Sweetser Dan Toose Richard Lagarto Dan Lehtonen Programming Ken Turner Craig Allsop Andriy Doroshchuk Dmytro Dudnikov Dan Glastonbury Artem Kulakov Grigoriy Podgorny Martin Slater Martin Valigursky Adam Bryant Scott Lowther Iain McManus Art John Carline Jason Dalton Zaquri Foster Brendan Rogers Nick Smith Viktor Sylak Taamati Hanson-Pou Denzil ONeill Damien Paon Simon Pennington Animation David Zwierzchaczewski Andrew Bedford Shane Oakes Mathieu Walsh Music & Audio Jeff van Dyck Richard Vaughan James Vincent Quality Assurance Ashley Parker Kim Sellentin Jason Turnbull William Hamilton Kevin Stoker Stephen Berg Mark Burns Christian Carriere Sean Davidson William Davis Thomas Doig Daniel Driscoll Terry Greisbach Chris Harvey Craig Hughes Rohan McAlinden Vana Prayitno Mikhail Raspaskovski Mathew Ray Mark Taylor IT Support Matthew Pawlowski Special Thanks John Harmon Paul Greasley
Moran Paldi Alistair Hope Melvyn Quek Sophie Blakemore Lara Sweeney Special Thanks The entire Rome Dev Team
Outsourced Roles
Motion Capture Actors Simon Johns of YoungBlood Tim Klotz of YoungBlood Scriptwriter Antony Zwierzchaczewski FX Animator Allen McKay Medieval Combat Consultants Joshua Cavalchini of Knight Fight Kit Cavalchini of Knight Fight Voice Casting Andy Emery of Side UK Cheryl Prince of Side UK Voice Direction Andy Walsh of Side UK Olivier Deslandes of Side UK Sound Engineer Phil Evans of Side UK Vocal Talent Tim Bentinck Steffan Boje Walter Bonacker Emmanuel Bonami Brian Bowles Angelo Cola Stephane Conicord Maria Darling David De Keyser Olivier Deslandes Ken Drury Chris Fairbank Javier Fernandez Wayne Forrester Jon Glover Framboise Gommendy Simon Greenall Stephen Grief Stephan Grothgar Sarah Hadland Togo Igawa Jessica Juffre Jonathan Keeble Jonathan Kydd Dhafer LAbidine Aletta Lawson Lewis Macleod Neil McCaul Graham McTavish
Olag Mirochincov Alex Norton Lucy Robinson Kerry Shale Slav Shumor Philippe Smolikowski Luis Soto Robbie Stevens Dai Tabuchi Keith Wickham In-Game Font Kevin King Additional Thanks Andy Bagley and crew at Musiclab Liam Byrne at Creative Labs Special Thanks A big thanks to the Org, all the moderators on the official forums, and all the fans that have helped make the online community as great as it is! And of course, endless thanks to our families and friends for their understanding and support throughout the entire production of Medieval II: Total War.
The Creative Assembly Southwater UK
Development Director Mike Simpson Design Ian Roxburgh Jeff Woods James Whitston Testing Graham Axford Dion Lay James Buckle Art Peter Brophy Nick Tresadern Pawel Wojs Roland MacDonald Joss Adley Tunde Glover Ranulf Busby Howard Rayner Paul Abbot Animation Ben Potts Greg Alston Pre Battle Speeches Mike Brunton Marketing & PR Mark Sutherns Richie Skinner IT Support Gareth Hailes Simon Allan Additional Support Chris Waller
SEGA Europe
CEO Naoya Tsurumi President/COO Mike Hayes Development Director Gary Dunn Creative Director Matthew Woodley Director of European Marketing Gary Knight Head of External Studios Jim Woods Production Darius Sadeghian Simon Mathews Head of Brand Marketing Helen Camilleri European PR Lynn Daniel Kerry Martyn Brand Manager/Senior Brand Manager Darren Williams Creative Services Alison Warfield Tom Bingle Morgan Gibbons Arnoud Tempelaere Akane Hiraoka
Head of Development Services Mark Le Breton Localization Manager Marta Lois Gonzalez Localization Coordinator Giuseppe Rizzo QA Supervisor Marlon Grant Stuart Arrowsmith Julie Metior Mastering Group John Hegarty Jigar Patel Roy Papa Boateng Senior Team Lead Ben Howell Team Leads Phongtep Boonpeng Tony Langan Assistant Team Lead Jide Alabi Testers Herculess Bekker Clinton LittleJohn Paul Rogers Faesel Saeed Amir Hafeez Trevor Kite Stuart Fenn James Cauldwell Titus Samkubam Andrzej Lubas Chris Jones Michael Beirne Jania Moudrak Clint Gibson Colin Perman Zahra Al Naib Dean Powell Tristan Carree Arian Barvarz Oliver Bennett Robert Williamson Jacob Barker Jasmine Lillywhite Samuel Morgan Paul Kershaw Chris Bien Aidan Howe Hayk Galstyan Nahiyan Al-Muhaymeen Hany Gohary Bryan Fevrier Robert Thompson Jiten Patel
Ross Green Adrian Daly Andrew Sparks Additional QA Documentation Rickard Kallden Mark Day Remi Mckenzie
Director of Development Services Deni Skeens QA Supervisor Josh Morton Test Leads Lee Frohman Nestor Protacio Testers Sam Carion Tim Erbil Emily Sheafe Special Thanks Beejey Enriquez Mina Provonsha One PR
SEGA of America, Inc.
CEO Naoya Tsurumi President Simon Jeffery VP of Production Department David Cobb Senior Producer Constantine Hantzopoulos Associate Producer Martin Hunter Caplan VP of Marketing Scott Steinberg Director of Marketing Chip Blundell Product Manager Elliott Chin Manager, Research & Analysis Vincent Chin Senior Consumer Research Analyst Prabha Kannan Public Relations Jay Boor Denny Chiu Steve Groll Jennie Sue Creative Services Manager Jen Groeling Production Specialist Heather Lucchetti Graphic Designer Marco Garcia
MTWKING_US_MNLGUTS.qxp
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SEGA PC DISC NOTES ON USE
HEALTH ISSUES
Use this software in a well-lit room, staying a good distance away from the monitor or TV screen to not overtax your eyes. Take breaks of 10 to 20 minutes every hour, and do not play when you are tired or short on sleep. Prolonged use or playing too close to the monitor or television screen may cause a decline in visual acuity. In rare instances, stimulation from strong light or flashing when staring at a monitor or television screen can cause temporary muscular convulsions or loss of consciousness for some people. If you experience any of these symptoms, consult a doctor before playing this game. If you experience any dizziness, nausea, or motion-sickness while playing this game, stop the game immediately. Consult a doctor when any discomfort continues.
PRODUCT CARE
Handle the game discs with care to prevent scratches or dirt on either side of the discs. Do not bend the discs or enlarge their center holes. Clean the discs with a soft cloth, such as a lens cleaning cloth. Wipe lightly, moving in a radial pattern outward from the center hole towards the edge. Never clean the discs with paint thinner, benzene, or other harsh chemicals. Do not write or attach labels to either side of the discs. Store the discs in their original case after playing. Do not store the discs in a hot or humid location.
The Medieval II: Total War Kingdoms game discs contain software for use on a personal computer. Please do not play the discs on an ordinary CD player, as this may damage the headphones or speakers.
TABLE OF CONTENTS
* Also read the manual on your personal computer. * The game discs may not be used for rental business. * Unauthorized copying of this manual is prohibited. * Unauthorized copying and reverse engineering of this software is prohibited.
Welcome to Medieval II: Total War Kingdoms 2 Installation 3 Starting Medieval II: Total War Kingdoms 3 Whats New Since Medieval II? 4 Kingdoms Campaigns5 Britannia Campaign 5 Crusades Campaign 8 Teutonic Campaign 13 Americas Campaign 17 Credits 22
WELCOME TO MEDIEVAL II: TOTAL WAR KINGDOMS
Medieval II: Total War Kingdoms is an expansion pack for Medieval II: Total War. There are four new campaigns to test your abilities as a military master of the medieval world. From exploring the New World, through to maintaining control of the Holy Lands, each richly-detailed campaign offers unique challenges and opportunities to adapt your favorite strategies, as well as forge new, iron-clad tactics to conquer your foes. Several new gameplay features add an extra dimension to the Medieval II: Total War experience. For the first time, you will be able to build permanent forts on the campaign map to control more of your lands, use unique abilities of heroic generals in battle, play as a knightly order, convert from one religion to another, and burn your foes to a crisp with flamethrowers! Medieval II: Total War Kingdoms also includes all the updates released so far for Medieval II: Total War. It also includes the ability to play multiplayer campaigns and control reinforcements on the field of battle.
INSTALLATION
Please make sure your computer system uses either Windows XP or Windows 2000. Medieval II: Total War Kingdoms is not compatible with earlier versions of Windows, or non-Windows operating systems. Medieval II: Total War Kingdoms also requires the latest DirectX 9.0c compatible drivers for your DVD drive, sound card, and video card to operate at its best. If you have any problems running the program, older sound or video drivers are the most likely cause.
HOW TO INSTALL MEDIEVAL II: TOTAL WAR KINGDOMS
Before installing, close all other applications. You must have Medieval II: Total War already installed on your computer in order to install Medieval II: Total War Kingdoms. Insert the Medieval II: Total War Kingdoms DVD into your DVD drive. If you have Autoplay enabled, the title screen will display shortly after inserting the DVD into your drive. If Autoplay is not enabled, simply double-click on My Computer and then doubleclick on your DVD Drive to launch the game installer. On the title screen, click the Install button to begin the installation process and then follow the on-screen instructions. After Medieval II: Total War Kingdoms is installed, your computer will install Microsoft DirectX 9.0c drivers (if you do not already have them). When DirectX installation is complete, you may need to restart your computer for the new drivers to take effect. For more information on DirectX 9.0c, see the relevant DirectX 9.0c Help file. Now you can run Medieval II: Total War Kingdoms from the Start menu or by clicking Play on the DVD title screen. Please note that the game requires you to have a Medieval II: Total War Kingdoms DVD in your DVD Drive at all times in order to play the game.
EXPANDED TIME CONTROLS
You can now fine tune the rate at which time passes in battle by holding down Shift while speeding up or slowing down time. This will incrementally adjust the speed of
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THE FACTIONS
ENGLAND Difficulty: Easy Strengths: Boasts strong heavy infantry. Weaknesses: Fields a poor variety of cavalry. UNITS INFANTRY Peasants Bill Militia Billmen Town Militia Heavy Bill Militia Heavy Billmen Spear Militia Levy Spearmen Dismounted English Armored Swordsmen Armored Sergeants
NORWAY Difficulty: Hard Strengths: Excellent shock infantry who wield powerful two-handed weapons. Weaknesses: Lacks good heavy cavalry. UNITS INFANTRY Peasants Town Militia Spear Militia Viking Raiders Norse Swordsmen Swordstaff Militia Sami Axemen Gotland Footmen Dismounted Feudal Knights Dismounted Chivalric Knights Dismounted Huscarls WALES Difficulty: Hard Strengths: Has a number of units capable of fighting in multiple roles. Weaknesses: Lacks heavy infantry. UNITS INFANTRY Peasants Welsh Militiamen Gwent Raiders Spear Militia Rhyfelwyr Meirionnydd Spearmen Morgannwg Spearmen
CAVALRY Hobilars Merchant Cavalry Militia Mailed Knights Demi Lancers Feudal Knights English Knights Knights Templar
MISSILES Peasant Archers Archer Militia Arquebusiers Longbowmen Yeoman Archers Retinue Longbowmen
ARTILLERY Ballista Catapult Ribault Trebuchet Mortar Bombard Culverin
CAVALRY Svenner Merchant Cavalry Militia Mounted Crossbowmen Norse War Clerics Huscarls Feudal Knights Chivalric Knights
MISSILES Hand Gunners Crossbow Militia Crossbowmen Arquebusiers Norse Archers
ARTILLERY Ribault Catapult Trebuchet Bombard Serpentine Cannon Ballista
SCOTLAND Difficulty: Easy Strengths: Makes excellent use of spears and pikes. Weaknesses: Lacking in cavalry, and the nobles often prefer to fight on foot. UNITS INFANTRY Highland Rabble Scots Pike Militia Highland Pikemen Town Militia Spear Militia Highlanders Heavy Pike Militia Highland Nobles Dismounted Feudal Noble Pikemen Noble Swordsmen
CAVALRY Merchant Cavalry Militia Border Horse Mailed Knights Feudal Knights
MISSILES Peasant Archers Highland Archers Noble Highland Archers
CAVALRY Merchant Cavalry Militia Teulu Skirmishers Mathrafal Horsemen Mailed Knights Teulu
MISSILES Welsh Skirmishers Helwyr Saethwyr Magnelwyr
IRELAND Difficulty: Moderate Strengths: Fields a good mix of cavalry and gunpowder units. Weaknesses: Lacks strong spear and pike units. UNITS INFANTRY Peasants Ceitherne Ostmen Cliathairi Ulster Swordsmen Galloglaich Muire
CAVALRY Merchant Cavalry Militia Horseboys Ridire Hobiguir Mounted Calivermen Lords Retinue
MISSILES Deisi Javelinmen Saighdeoir Calivermen
ARTILLERY Ballista Ribault Catapult Trebuchet Mortar Bombard Culverin
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SPECIAL FEATURES & RULES
The Barons Alliance
Ascendancy to the English throne has often been disputed, and there are always powerful nobles who would seek opportunities to dispute the sovereignty of the realm. In the Britannia campaign, a faction called the Barons Alliance can emerge in times of unrest to challenge the current English monarchy for control of England. English cities, generals, and characters have a chance of rebelling and joining the Barons Alliance, creating a united front against the English Monarch. When you play as England in the Britannia campaign, you should work to keep your men loyal, lest they join the alliance against you.
With the Kingdom of Jerusalem and the Principality of Antioch both aided by Knightly orders, the western Crusaders now hold much of the land along the Mediterranean coast. The Crusaders, though, have found it challenging to expand their borders with the Turks and Egypt fighting tooth and nail to keep the lands out of the hands of the infidels. Egypt and The Turks are determined to push these foreign invaders back into the sea, reclaiming what is rightfully theirs! Watching all of this unfold are the wily Byzantines, who await the right time to tip the balance in their favor and regain lands recently lost. Can the Crusaders sweep all before them in the name of Christ? Can the children of Islam drive out the hated infidels? Can the Byzantine Empire regain its lost glory?
KINGDOM OF JERUSALEM Difficulty: Easy Strengths: Fields strong heavy cavalry and the strength of the Knights Templar. Weaknesses: Fields a poor variety of light cavalry and skirmishers. UNITS INFANTRY Syrian Militia Pisan & Geonese Sailors Frankish Axemen Squires of Tripoli Templar Sergeant Dismounted Knights of Jerusalem
Around the campaign map, there are several permanent stone forts to provide strategic strongholds for attack or defense. Garrisoning your troops within a fort provides: Thick walls with battlements on which units can be placed to defend against besieging forces. Much greater devastation to the region than armies in the open. Free upkeep for several units. Forts are relatively small structures that are automatically repaired after battle.
Emerging Champions
Each faction has an emergent champion, who provides a great boost for his faction at some stage during the Britannia Campaign. Not only will he be a formidable General, whose presence on the battlefield greatly inspires his countrymen, but he will also come with a powerful army.
CAVALRY Mounted Sergeants Turkopoles Knights of Tripoli Templar Confrere Knights Knights of Jerusalem Knights Templar Constable of Jerusalem Marshall of the Templars
MISSILES Sodeer Archers Maronites of Lebanon Templar Crossbowmen Templar Gunners
ARTILLERY Ballista Catapult Ribault Bombard Great Cross Jerusalem Mangonel
Rebellion on the Welsh Border
Inspired by the new, self-declared King of Wales, Llywelyn, the inhabitants of the Welsh highlands are eager to rise up and join the rebellion against the English. Early in the Britannia Campaign, while Llywelyn has a strong position on the Welsh throne, each border settlement he captures from the English will cement his power.
PRINCIPALITY OF ANTIOCH Difficulty: Moderate Strengths: Fields strong heavy cavalry and the strength of the Knights Hospitaller. Weaknesses: Fields a poor variety of light cavalry and skirmishers. UNITS INFANTRY Syrian Militia Antioch Militia Edessan Squires Frankish Swordsmen Hospitaller Sergeant Edessan Guard Dismounted Knights of Antioch Canons of the Holy Sepulcher
Dynamic Kings Purse
Be aware that your Kings Purse bonus income can change throughout the Britannia Campaign. If this happens, you will be given a message to notify you of your adjusted income. This can also happen for the other factions in your campaign as well.
THE CRUSADES CAMPAIGN
It is the year 1174 and the Holy lands know nothing of peace. Though the first crusade and capture of Jerusalem happened over 70 years ago, the battle for control of the Holy lands continues to wash the desert sands in blood.
CAVALRY Turkopoles Mounted Sergeants Seljuk Auxiliary Knights of Edessa Knights of Antioch Knights Hospitaller Marshall of the Hospitallers
MISSILES ARTILLERY Sodeer Archers Ballista Armenians of Celicia Catapult Trebuchet Hospitaller Crossbowmen Bombard Hospitaller Gunner Great Cross Antioch Mangonel
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EGYPT Difficulty: Moderate Strengths: Relies on powerful cavalry, particularly the Mamluks. Weaknesses: Lacks heavy infantry, particularly in the late period. UNITS INFANTRY Peasants Spear Militia Nubian Spearmen al'Ashir Infantry Dismounted Arab Cavalry Khasseki Al Haqa Infantry Dismounted Ghulams Saracen Militia Tabardariyya Hashishim
THE BYZANTINE EMPIRE Difficulty: Hard Strengths: Good heavy cavalry and missile cavalry, capable archers, and fields the Greek Firethrower. Weaknesses: Spread out starting position and not well-liked by its neighbors. ARTILLERY Ballista Catapult Trebuchet Bombard Mangonel UNITS INFANTRY Town Militia Spear Militia Pronoia Infantry Byzantine Spearmen Byzantine Infantry Alamanoi Dismounted Latinkon Dismounted Byzantine Lancers Varangian Guard Peasents
CAVALRY Arab Cavalry Desert Cavalry Ghulams Mamluk Archers Mamluks Royal Mamluks Sibyan al Khass Khassaki Bedouin Camel Riders
MISSILES Peasant Archers Archer Militia Kurdish Javelinmen Desert Archers Abid al Shira Naffatun Mamluk Handgunners Sudanese Gunners
CAVALRY Greek Militia Cavalry Skythikon Vardariotai Byzantine Cavalry Latinkon Byzantine Lancers Kataphractoi Archontopoulai
MISSILES Peasant Archers Archer Militia Trebizond Archers Byzantine Guard Archers Byzantine Gunners Greek Firethrower
ARTILLERY Catapult Trebuchet Bombard Mangonel
THE TURKS Difficulty: Easy Strengths: Outstanding mounted archers and good infantry. Weaknesses: Lacks late period heavy cavalry. UNITS INFANTRY Peasants Town Militia Spear Militia Ahdath Saracen Militia Kurdish Auxiliaries Dismounted Hasham Dismounted Sipahi Lancers Hashashim
Power Centers
ARTILLERY Ballista Catapult Trebuchet Bombard Mangonel Each faction in the Crusades campaign has a Power Center, which is a built-up settlement of strategic importance that serves as a base of operations for that faction. Power Centers have several qualities that give them great strategic importance in the Crusades campaign. A faction must hold its Power Center to achieve victory and to recruit its best units. Powerful Holy Relics can be recovered when a Power Center is captured. Upon losing your Power Center, reinforcements will arrive to aid in its recovery. FACTION Kingdom of Jerusalem Principality of Antioch Egypt The Turks The Byzantine Empire POWER CENTER Jerusalem Krak de Chevaliers Cairo Baghdad Constantinople UNITS REQUIRING POWER CENTER Knights of Jerusalem Dismounted Knights of Jerusalem Hospitaller Sergeant Hospitaller Crossbowmen Hospitaller Gunner Sibyan al Khass Khassaki Hasham Dismounted Hasham Archontopoulai Greek Firethrower
CAVALRY Turkomans Turkish Horse Archers Sipahis Hasham Sipahi Lancers Quapukulu Iqta'dar
MISSILES Peasant Archers Turkish Javelinmen Turkish Archers Ottoman Infantry Turkish Crossbowmen Hand Gunners Naffatun
Victory Conditions Hold Settlement
In the Crusades campaign, you will not only have to capture key settlements, but you will also need to hold them for a given duration to achieve victory. If you lose one of these settlements, you will need to recapture it and hold it for the specified time again. Power Centers must be held for 30 turns and other key settlements must be held for 10 turns.
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When playing the Crusades campaign, forts that are constructed by Generals will permanently remain on the campaign map, even if they are vacated.
Knightly Orders & Hashashim
The Knights Templar and the Knights Hospitaller have an allegiance with the Kingdom of Jerusalem and the Principality of Antioch, respectfully. When playing as these factions, you will receive missions from your knightly order and have access to special order units, including unique units. Only one unique unit can exist at a time, giving them special significance and strategic importance. FACTION Kingdom of Jerusalem Principality of Antioch KNIGHTY ORDER Templars Knights Hospitaller UNIQUE UNITS Marshall of the Templars Constable of Jerusalem Marshall of the Hospitallers Canon of the Holy Sepulchre
Hear t of the Lion Hero: Richard (Kingdom of Jerusalem) Immediately rallies all troops who are fleeing and returns their morale to normal. Can be used more than once per battle, but a period of time must pass between each use. Flower of Chivalr y Hero: Phillip II (Principality of Antioch) Increases attack power and stamina of his troops for a limited time. Can be used more than once per battle, but a period of time must pass between each use.
THE TEUTONIC CAMPAIGN
As the year 1250 commences, Eastern Europe is the scene of a brutal holy war, lead by the Teutonic Order. From their humble origins as caretakers of a field hospital in the Holy Lands, the Teutonic Order has emerged as one of the most powerful military orders of the 13th century. As the Order intensifies their attacks on Pagan Lithuania, it has become apparent to all that this religious crusade is primarily a means to justify the Orders insatiable desire for wealth and power, with pious ideals playing a secondary role at best. As tales of the Teutonic Orders brutality and ruthlessness spread throughout the region, powers such as Poland and Novgorod are mindful of the fact that the Teutonic Order will not be content to simply control the lands of Lithuania and will, in time, look to extend their grasp throughout the Baltic region. Now is the time for the major players of Eastern Europe to make their stand and assert their right to rule these lands, lest they wish to be relegated to the pages of history as merely another casualty of the Teutonic Order!
The Hashashims set up guilds throughout the cities of Egypt and Turkey, issuing missions to assassinate important figures and providing bonuses for assassins.
Heroes
During the Crusades, there were several men, both Christian and Muslim, who forged themselves a permanent place in history through their bravery and cunning. These men were the heroes of their era. In the Crusades campaign, some Heroes are present at the start, while others emerge throughout the course of the campaign. Emerging Heroes bring with them a significant force of troops, making their arrival an event to look out for, both for the faction they support and their enemies!
Hero Abilities
Each faction in the Crusades campaign has a Hero with unique battlefield abilities that can turn the tide of battle. New Hero Abilities replace the standard Rally Troops command. This makes your Hero incredibly valuable, so be sure to learn how to use his special ability to maximum effect while he is within your service. Byzantine Politics Hero: Manual Comemnus (The Byzantine Empire) Several enemy units succumb to infighting and refuse to move for a limited time. There is no range limit to the effect, but it can only be used once per battle. Light of the Faith Hero: Nur ad-Din (The Turks) Increases the attack speed and morale of troops for a limited time. Can be used more than once per battle, but a period of time must pass between each use. Righteousness of Faith Hero: Saladin (Egypt) Sets all units that have not broken to maximum morale for a limited time. Can be used more than once per battle, but a period of time must pass between each use.
THE TEUTONIC ORDER Difficulty: Easy Strengths: Powerful knights and disciplined soldiers. Weaknesses: Lacks fast, light cavalry and infantry. UNITS INFANTRY Peasants Clergymen Order Militia Dismounted Halbbruder Burgher Pikemen Sword Brethren Order Spearmen Dismounted Ritterbruder
CAVALRY Merchant Cavalry Militia Mounted Crossbowmen Knechten Halbbruder Christ Knights Ritterbruder
MISSILES Peasant Archers Crossbow Militia Prussian Archers Livonian Auxiliaries Hand Gunners
ARTILLERY Ballista Catapult Mangonel Trebuchet Bombard Serpentine Grand Bombard Cannon Basilick
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LITHUANIA Difficulty: Moderate Strengths: Excellent light cavalry. Weaknesses: Militia-grade soldiers lacking in discipline. UNITS INFANTRY Peasants Sudovian Tribesmen Samogitian Axemen Estonian Rebels Dismounted Tartar Lancers Followers of Perkunas (Pagan only) Giltines Chosen (Pagan only) Dismounted Chivalric Knights (Catholic Only) Dismounted Slekta
UNLOCKABLE FACTIONS
NOVGOROD Difficulty: Moderate Strengths: Has a great mix of missile and melee cavalry. Weaknesses: Poor early infantry and missile units. ARTILLERY Ballista Catapult Trebuchet Bombard Serpetine Grand Bombard Cannon UNITS INFANTRY Peasants Spearmen Dismounted Boyar Sons Woodsmen Berediche Axemen Spear Militia Dismounted Druzhina
CAVALRY Cavalry Militia Cuman Horse Archers Tartar Lancers Dzujikan Horsemen Slekta Chivalric Knights (Catholic Only) Dievas Guard (Pagan only)
MISSILES Peasant Archers Baltic Archers Latvian Crossbowmen Arquebusiers (Catholic only)
CAVALRY MISSILES Early Generals Bodyguard Crossbow Militia Cossack Musketeers Kazaks Dvor Cavalry Archer Militia Cavalry Militia Arquebusiers Late Generals Bodyguard Peasant Archers Boyar Sons Dismounted Dvor Druzhina Tsars Guard Cossack Cavalry
ARTILLERY Trebuchet Cannon Ballista Bombard Basilisk Catapult Grand Bombard
DENMARK Difficulty: Easy Strengths: Has a good all-round mix of units, with the infantry preferring to wield swords or axes instead of spears. Weaknesses: Lacks good heavy cavalry. UNITS INFANTRY Peasants Town Militia Spear Militia Sami Axemen (Kalmar Union only) Norse Swordsmen Viking Raiders Gotland Footmen (Kalmar Union only) Sword Staff Militia Dismounted Feudal Knights Dismounted Chivalric Dismounted Huscarls Norse Axemen Obudshaer
POLAND Difficulty: Hard Strengths: Makes use of very strong cavalry. Weaknesses: Somewhat mediocre infantry. THE HOLY ROMAN EMPIRE Difficulty: Moderate Strengths: Strong all-round. Weaknesses: Lacking in late-period professional armies.
CAVALRY Merchant Cavalry Scouts Mounted Svenner (Kalmar Union only) Huscarls Feudal Knights Norse War Clerics Chivalric Knights
MISSILES Peasant Archers Crossbow Militia Crossbowmen Arquebusiers Norse Archers Hand Gunners
ARTILLERY Ballista Ribault Catapult Trebuchet Bombard Serpentine Cannon
Playing as the Teutonic Order
When playing as the Teutonic Order, it is important to remember that this faction is not a Kingdom, but rather a military order that is trying to establish itself as a legitimate realm. There are some differences in the way the Teutonic Order plays relative to standard factions: No Family Tree. As a military order that requires its members to undertake vows of chastity, the Teutonic Order does not have a family tree. As such, as long as the Teutonic Order has Generals and at least one region, it will survive. Upon the death of the Orders leader, the Hochmeister, the most qualified candidate for the role is selected from amongst all the Teutonic Orders Generals and promoted to the position. Castle-Driven Build Options. The Teutonic Order cannot develop a city settlement past the City level. At this point they will have to convert it to a castle in order for it to grow any further. Otherwise, the Teutonic Orders building options are the same as that of the Holy Roman Empire in the Grand Campaign. Religion affects Recruitment. The Teutonic Orders best units can only be recruited in regions where Catholicism is truly the dominant religion. The percentage population of Catholics must be kept high to recruit Christ Knights, Halbbrder, and Ritterbrder.
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Playing as Lithuania
The Lithuanians start the game as a Pagan faction, which gives them access to multiple temples to worship specific Pagan gods and train powerful Pagan warriors. However, they are at odds with the many Christian factions that surround them and lack the technological advances of their Christian enemies. Some of the special gameplay options for Pagan Lithuania include: Converting Religions. Lithuania will be presented with the opportunity to convert to Catholicism during the Teutonic campaign. The technology of the Christian factions will then be made available to Lithuania, but they will lose access to their Pagan temples and units. Upon converting to Christianity, all of Lithuanias Pagan temples will be destroyed and their Pagan priests and units will be disbanded. Lithuanian Building Options. While Lithuania is Pagan, they have the unique ability to construct Pagan religious buildings. There are three lines of pagan religious buildings that can be created, with each focusing their worship towards a specific Pagan God. Only one line of religious buildings can be constructed in each city or castle and, when fully upgraded, a powerful Pagan unit unique to that temple line can be recruited from the settlement. However, while following the Pagan religion, Lithuania cannot upgrade their settlements past the levels of City or Castle, until they convert to Christianity. The Building Planner for Lithuania can be found in the documents folder in the directory where you installed Medieval II: Total War Kingdoms.
THE AMERICAS CAMPAIGN
The New World, 1521AD The conquistadors of Spain have traveled half-way across the world in search of new lands, untold riches, and prestige for Spain but theyre about to get a lot more than they bargained for. They come face-to-face with the extensive empire of the Aztec Triple Alliance, an advanced civilization that is as brutal in war as they are devoted to their blood-thirsty gods! The Aztecs themselves have been locked in socalled flowery wars against their weaker neighbors, the Tlaxcalans and the Taracans, for a century, harvesting their warriors for sacrifice to their sun god, Huitzilopochtli. Meanwhile, the Mayans have suffered a mysterious and devastating descent in power, lasting six centuries, and only now are they ready to reclaim the former glory of their ancient empire. Finally, the nomadic Apachean and Chichimec tribes to the north lay scattered and weak, but they are not to be underestimated. Even now, they are assembling raiding parties to hunt down their enemies the warpath is about to begin!
NEW SPAIN Difficulty: Moderate Strengths: Excellent infantry, cavalry, and missile troops. Weaknesses: Small number of men must rely on native mercenaries. UNITS INFANTRY Pike Militia Tercio Pikemen Swordsmen Militia Sword and Buckler Men Dismounted Conquistadores
Crusading Nobles
There are nobles from Western Europe who seek to do their duty for Christendom by traveling to the Baltic to do battle with the Pagan menace. These Crusading Nobles offer the Teutonic Order a chance for a sizeable donation, should the Order ensure that they get to do battle with the Pagans during their stay in the region. When playing as the Order, you can increase the size of a nobles donation by ensuring he has success in battle and captures Pagan lands. It is worth noting that the Crusading Noble is especially fond of exterminating Pagan settlements. If he loses against the Pagans, he will be less generous, and if he dies, there will be no reward. For the Lithuanian Pagans, these Crusading Nobles are a threat to be dealt with. Lithuanias Council of Nobles will offer a reward for the death of these self-righteous hunters. Union of Kalmar Denmark has the ability to form a special alliance known as the Union of Kalmar, should they take control of Scandinavia. This will see them adopt a new banner in the Teutonic campaign, along with all the settlements and soldiers of the Norwegian faction. It will also grant the Danish faction access to three new units, representing the allegiance of warriors from Norway.
CAVALRY Mounted Crossbowmen Conquistadores Spanish Dragoons
MISSILES Crossbow Militia Crossbowmen Musketeers
ARTILLERY Bombard Grand Bombard Culverin Basilisk
THE AZTEC EMPIRE Difficulty: Moderate Strengths: Brave, zealous, and vast in numbers. Weaknesses: Completely lacking in armor and weapon technology. UNITS INFANTRY Peasants Aztec Spearmen Aztec Warriors Eagle Warriors Jaguar Warriors Coyote Priests Cuahchiqueh
The Hanseatic League
Early in the Teutonic campaign, an event will herald that a trading company, known as the Hanseatic League, is establishing itself as a power within the region. This event will also announce a group of five key locations around the Baltic Sea, in which the league is carrying out the majority of its trading operations. Whichever faction is able to control the greatest number of these key trading settlements will have the best chance of being offered the opportunity to construct the unique Hanseatic League Headquarters in one of their towns and reap the potent financial reward it provides.
Wealth in the New World
While the New World is abundant in riches, the lack of basic civil infrastructure and system of currency that exists in the Old World makes tax collection a relatively useless notion. The ways to generate wealth in the Americas campaign vary from the Grand Campaign in that taxation yields less income, trading with merchants and in settlements is more lucrative, and more money is gained by sacking settlements.
Exploration in the Americas
The New World is a huge, mysterious, uncharted realm and not even its existing inhabitants are truly aware of what lies beyond the borders of their own lands. The Americas campaign is covered in a thick fog of the unknown and must be explored to be revealed.
Playing as the Apachean Tribes
The Apachean Tribes are among the most capable and fearsome warriors of all the Native American peoples. Unlike the settled Mesoamericans to the south, with their expansive civilizations, the Apachean Tribes are a nomadic people. Nomads The Apachean Tribes have a simple culture, with small villages consisting of various tents. They are, however, very adept at acquiring the technology of their enemies and adapting their ways in battle to make use of this technology. The Building Planner for the Apachean Tribes can be found in the documents folder in the directory you installed Medieval II: Total War Kingdoms. Here is a basic guide to the actions that lead to unlocking new technology: TENT Hunter Raider RECRUITMENT Missile units Melee units ACTIONS TO UNLOCK Recruit missile units and capture settlements Recruit infantry units and win battles Defeat armies that include Cavalry Defeat armies that include Gunpowder units
Epidemics
The people of the Old World have already survived some horrendous plagues and diseases, but the indigenous Americans will be exposed to these catastrophic illnesses for the first time when the Spanish bring them across the Atlantic Ocean. These epidemics will cull local populations with as much efficiency as any field army ever could. Although this is most disastrous for the Americans, losing a large population can also significantly hamper the development of New Spains conquered territories.
Horse Trainer Cavalry units Gun Trader Gunpowder units
Cer emonial Dances Apaches can build a Dance Circle within their settlements, allowing them to perform sacred dances to honor the spirits. Holding ceremonial dances increases happiness in a village.
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CREDITS
THE CREATIVE ASSEMBLY, BRISBANE AUSTRALIA Design William Davis Taamati Hanson-Pou Richard Lagarto Dan Lehtonen Brendan Rogers Penny Sweetser Dan Toose Jason Turnbull Programming Adam Bryant Scott Lowther Iain McManus Mark Taylor Art John Carline Denzil O'Neill Damien Paon Simon Pennington Animation & Cinematics Shane Oakes Mathieu Walsh Music SFX & Dialog Jeff van Dyck Richard Vaughan James Vincent Quality Assurance Ben Adams Kevin Stoker William Hamilton Terry Greisbach Mark Lawson Robert Littler David Payne Kahl Piotrowski Jeff Read Aaron Symes Sebastian Tiller Production Ashley Parker Kim Sellentin System Administrator Matthew Pawlowski Studio General Manager George Fidler
Special Thanks The Medieval II: Total War team Softclub CDProjekt
Also to all those fans that make the Org a thriving community. Also a special thanks to all the moderators on the official forums and all the modders that have helped build a thriving community! And of course, endless thanks to our families and friends for their understanding and support throughout the entire production of Medieval II: Total War Kingdoms.
SEGA OF AMERICA, INC. CEO Naoya Tsurumi President Simon Jeffery Executive VP of Corporate Planning Hitoshi Okuno VP of Product Development Dave Cobb VP of Marketing Scott A. Steinberg VP of Sales Sue Hughes-Taigen Localization Manager John Merlino Assistant Producer Omar Woodley Director of Marketing Chip Blundell Associate Marketing Manager Dan Gallardo Director of Public Relations Charles Scibetta Public Relations Manager Denny Chiu Creative Services Manager Jen Groeling Creative Services Production Specialist Heather Lucchetti QA Development Services Manager Deni Skeens QA Manager John Holdeman Gavin Kennedy QA Lead Nick Glomski QA Testers Andre Baud Charles Wheeler Jon Pederson Graphic Design Scott Allen
Special Thanks Elliott Chin, Jana Rubenstein, Ignited Minds, Concept Arts, Jocelyn Acedillo, Thu Nguyen, Derek Carlson, Vincent Chin, Scott Lambrecht, Chris Olsen, Marjorie Puruganan, Teri Higgins, Marco Garcia, Josh Morton, Rhianna Kellom, Rey Buzon, Ray Vasquez, Scott Sampson, Matt Ellison, Ben Szeto, Patrick Dillon and GameInstinct.
THE CREATIVE ASSEMBLY, SOUTHWATER UK Marketing & PR Mark Sutherns Ian Roxburgh Marketing Artists Peter Brophy Laurence Tully Community & TotalWar.com Mark OConnell Richie Skinner Testing Graham Axford James Buckle OUTSOURCING Voice Direction and Casting Rob King Sound Enginee Rob King Voice Talent Robbie Stevens Greg Baldwin Robin Atkin Downes Mark Hildreth James Horan Neil Kaplan Fred Tatascoire Localisation Voice Casting Andy Emery Cheryl Prince of Side UK Localization Voice Direction Andy Walsh Olivier Deslandes of Side UK Localization Sound Engineer Phil Evans of Side UK In-Game Font Kevin King
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LIMITED WARRANTY:
SEGA of America, Inc. warrants to the original consumer purchaser that the game disc or cartridge shall be free from defects in material and workmanship for a period of 90-days from the original date of purchase. If a defect covered by this limited warranty occurs during this 90-day warranty period, the defective game disc or cartridge will be replaced free of charge. This limited warranty does not apply if the defects have been caused by negligence, accident, unreasonable use, modification, tampering, or any other causes not related to defective materials or manufacturing workmanship. This limited warranty does not apply to used software or to software acquired through private transactions between individuals or purchased from online auction sites. Please retain the original, or a photocopy, of your dated sales receipt to establish the date of purchase for in-warranty replacement. For replacement, return the product, with its original packaging and receipt, to the retailer from which the software was originally purchased. In the event that you cannot obtain a replacement from the retailer, please contact Sega to obtain support. Obtaining technical support/service To receive additional support, including troubleshooting assistance, please contact Sega at: Website: www.sega.com/support E-mail: support@sega.com Telephone: 1-800-USA-SEGA LIMITATIONS ON WARRANTY ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY LIMITED TO 90 DAYS FROM THE DATE OF PURCHASE AND ARE SUBJECT TO THE CONDITIONS SET FORTH HEREIN. IN NO EVENT SHALL SEGA OF AMERICA, INC., BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM THE BREACH OF ANY EXPRESS OR IMPLIED WARRANTIES. THE PROVISIONS OF THIS LIMITED WARRANTY ARE VALID IN THE UNITED STATES AND CANADA ONLY. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, OR EXCLUSION OF CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. THIS WARRANTY PROVIDES YOU WITH SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER RIGHTS THAT VARY FROM STATE TO STATE. To register this product, please go to www.sega.com
The Creative Assembly Limited. Total War, Medieval: Total War, and the Total War logo are trademarks or registered trademarks of The Creative Assembly Limited. SEGA is registered in the U.S. Patent and Trademark Office. SEGA and the SEGA logo are registered trademarks or trademarks of SEGA Corporation. The NVIDIA logo and the "The way it's meant to be played" logo are registered trademarks or trademarks of NVIDIA Corporation. GameSpy and the Powered by Gamespy design are trademarks of GameSpy Industries, Inc. The Creative logo, Sound Blaster logo, X-Fi logo, EAX logo, EAX ADVANCED HD logo are registered trademarks of Creative Technology Ltd, in United States and/or other countries. All brands or product names listed are trademarks or registered trademarks and are property of their respective holders. The ratings icon is a registered trademark of the Entertainment Software Association. All rights reserved.
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1. Medieval II Gold Pack (Total War, Total War Kingdoms)
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3. Medieval II Total War Limited Edition
4. Starcraft II: Wings of Liberty
5. PS PS2 USB Dual Controller to PC Adapter Converter



