Sega PC Games Medieval 2 Total WAR
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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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Sega PC Games Medieval 2 Total WAR
Video review
Medieval II: Total War PC Intro
User reviews and opinions
| Vasator |
2:53am on Tuesday, October 12th, 2010 ![]() |
| Ook. This game is fun do not mistake that. BUT, for me. I for one did not play the first Total War. So...with that being said. | |
| Archesys |
4:49am on Friday, October 1st, 2010 ![]() |
| 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. | |
| ybbon |
11:55pm on Sunday, August 1st, 2010 ![]() |
| Right what I came here to say if you want to make a huge army and so forth but start running out of money just use the add_money 500000 cheat do this ... | |
| mARio |
10:45am on Sunday, July 11th, 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... | |
| Biff Byford |
8:45am on Wednesday, July 7th, 2010 ![]() |
| This is an awesome game. I have been playing the total wars since the original medieval, and I am really happy with this. | |
| kdk0408 |
8:56pm on Tuesday, June 15th, 2010 ![]() |
| Loved Rome: Total War, so I thought I would try this game and I like it too. Game runs smoothly on my computer. 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. | |
| roeandralph |
12:13am on Saturday, May 22nd, 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,... History. During the Medieval period, the world was experiencing ground breaking advancements in technology, sciences and empire building. | |
| hongcheng_guo |
10:35pm on Tuesday, May 18th, 2010 ![]() |
| Medieval II is one of the best strategy games ever made with massive tactical battles and an immersive campaign. | |
| mharini |
1:10pm on Sunday, May 9th, 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.... | |
| nmaves |
3:17am on Thursday, April 29th, 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. | |
| pervert |
6:15pm on Thursday, April 15th, 2010 ![]() |
| Great no AWESOME game for strategy play, freedom to reign is unlimited... Accurate historical battles... | |
| Robert Weaver |
7:30am on Tuesday, April 6th, 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". | |
| bjames |
1:20am on Saturday, April 3rd, 2010 ![]() |
| good expansion, bigger than the original game as previous user said it can get repetive | |
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

. 33. 33. 34. 35. 35. 36. 36
RELIGION. 37 Religion in Medieval II: Total War. 37 Spreading Your Faith. 37 The Pope. 37 Excommunication & Reconciliation. 37 The Papal States. 38 The College of Cardinals. 38 Papal Elections. 39 Election Results. 39 Special Religious Agents. 39 CRUSADES & JIHADS. Crusades. Requesting Crusades. Joining or Leaving a Crusade Crusading Army Effects. Ending Crusades. Jihads. 40. 40. 40. 41. 41. 41. 41
DIPLOMACY. 42 The Diplomacy Scroll. 42 Demeanor Reading Their Reaction. 43 Making Proposals & Declarations. 43 Proposal Items. 44 Proposal Balance. 44 MANAGING YOUR EMPIRE. 44 The Faction Overview Scroll. 44 The Diplomacy Overview Scroll. 44 The Family Tree Scroll. 45 New Family Members. 45 The Faction Rankings Scroll. 45 The Rosters Scroll. 46 Your Job as Faction Leader. 46 How to Make Money. 46 Rebellion. 46 How to Deal with Loyalty & Rebellion. 47 BATTLES IN MEDIEVAL II: TOTAL WAR How Battles Work in Total War. The Battle Deployment Scroll. Attackers & Defenders. 47. 47. 47. 48
How to Win Battles. 48 Deploying your Units for Battle. 48 Placing Units During Deployment. 48 The Battle View & HUD. 49 The Battlefield View. 49 The Battle Control Panel. 49 The Battle Review Panel. 50 States & Effects on Units in Battle. 50 The Battle Mini-map. 51 The Battle Cameras. 52 Morale. 52 Routing. 53 Factors that Reduce Your Morale. 53 Factors that Increase Your Morale. 53 Ways to Attack the Enemys Morale. 53 Fatigue. 53 Giving Orders Moving & Attacking. 53 Multiple Selections, Grouping & Formations. 54 Selecting & Ordering Multiple Units. 54 Groups. 54 Using AI Assistance. 55 Using Formations. 55 Attacking other Units. 55 Using Special Abilities. 55 Taking Prisoners. 56 Battle Results. 56 Prisoner Ransoms. 56 SIEGES & SIEGE BATTLES. Launching a Siege. Victory in Siege Battles. Using Siege Equipment & Artillery Capturing Walls. Defending in Siege Battles. Sally Battles. Using Defensive Fortifications. 57. 57. 57. 57. 58. 58. 58. 58
HAIL COMMANDER! WELCOME TO MEDIEV II: TOTAL WAR! AL
Medieval II: Total War is a truly epic strategy game that puts you in charge of one of the powers of the Middle Ages, allowing you to lead your soldiers on the field of battle, as well as plan the expansion of your empire across the Old World. Unlike most other strategy games, Total War games separate the action of battle from managing your empires affairs. These are the battle and campaign sides of the game respectively. Medieval II: Total War offers the complete warfare experience, with realistic battle mechanics and historical accuracy. You will need to master the same tactics that actual field commanders used in real combat situations, and you will do it with exactly the same sorts of troops, armor and weapons that took to the field of battle in the Middle Ages. This is the time of great leaders such as Richard the Lionheart and Saladin. This is the time of noble knights, mighty castles, acts of chivalry, religious crusades and deadly treachery. This is your time to conquer the world!
PLAYING THE GRAND CAMPAIGN
How to Win a Campaign Your main goal in the Grand Campaign is to expand your empire by conquering regions of land, either near or far. Your secondary goal will be to either take control of a certain settlement or wipe out an opposing faction. That secondary goal will depend upon whether or not you selected to play a long (standard) or short campaign. Lets look at understanding whats in front of you at the start of the campaign to get you on the road to conquering the world! The Campaign Map View The first time you play the Grand Campaign, your campaign advisor Lady Gwendolyn will give you a tour of your lands, and show you some ideal targets to strike at first. After her tour, you will have control of the campaign map view yourself, and this is your basic window to the world in Medieval II: Total War. You will see that the campaign map has all sorts of climates and terrain types over it and that the lands are divided into different regions, marked out by borders. The colors of the borders show you which faction controls the land. Firstly, these are the following things you will see around the campaign map as you play Medieval II: Total War: Settlements. These appear as either cities or castles on the map, with a name plate. The amount of filled color on the banner above the settlement indicates the power of the force garrisoned within it. Armies. These appear as a military figure with a banner above them. The amount of filled color of the banner above the army indicates its overall power. Command stars beside an army represent the experience of the General leading it. Agents. These include all the non-military character types such as Spies, Assassins, Priests, Merchants, Diplomats and Princesses. Some types of agent are always controlled by the CPU, such as Heretics, Witches and Inquisitors. Resources. Around the map you will see various trade resources out in the countryside. These show what goods can be exported from the region they are in and also where
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
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
princesss Charm, the more effective she is in diplomacy, and the more likely she will be to successfully convince a General to marry into her family. Influence Used by: Diplomats This shows how effective this man is at convincing others to accept diplomatic proposals during negotiations. The higher a Diplomats Influence rating, the more effective is his diplomacy. Subterfuge Used by: Spies and Assassins This shows how effective this man is at performing acts of stealth and espionage. For Spies it affects their ability to infiltrate an enemy army or foreign settlement undetected. It also determines how much unrest they cause via propaganda once behind the walls, as well as their chances of opening the gates in a siege. For Assassins it effects their ability to successfully eliminate a target marked for assassination or sabotage. Both Spies and Assassins use Subterfuge to remain unseen from other characters, as well as spot hidden foreign agents. Finance Used by: Merchants This shows how efficient this man is with money and trade. It affects a Merchants ability to acquire a foreign Merchants assets, and also the amount of income generated from standing on a trade resource. Improving Your Characters As your characters do things in the campaign, they will begin to develop traits and gain followers as they either succeed or fail. Sometimes they will develop traits just as a result of sitting around or being in a certain environment. With both logic and observation, you should be able to see a connection between what you do with your characters, and what sort of traits they develop. Leave a General in a town with a big tavern forever and hell eventually turn to drink. However, pro-active behavior is the way to develop positive traits and gain more useful followers. There are literally hundreds of things that can lead to receiving traits, followers and items. Here are some examples of them: Hereditary traits, both through bloodline and the parents beliefs. The outcome of a battle Personal involvement in battle Getting married Succeeding or failing at agent missions How you have Governors manage their settlements Completing certain missions Building certain buildings The environment the character lives in Traits Traits can come in several different forms. It is important not to think of these as abilities earned but side effects of the characters life up until this point. Your involvement with your characters traits comes in making decisions as to where they will be and what they will do. If your characters develop negative traits, the best way to deal with them is to either acknowledge it as a weakness of the character or attempt to redeem themselves with positive actions. Examples of types of Traits: Physical characteristics Personal beliefs
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.
Agent Limits There is a limit to how many agents, such as Priests/Imams and Merchants, you can recruit. When you construct higher level churches and markets respectively, you will increase the amount of agents you can put into service. You will find these limits on the relevant Building Information Scrolls. To recruit units & agents in your settlements: Click on the Recruitment Tab to see what units are available for hire on the Recruitment Panel, with the Recruitment Queue shown at the bottom. Click on a unit in the main section of the Recruitment Panel to add it to the Recruitment Queue. If you can afford to train the unit, and there are free recruitment slots available, the money is immediately spent. The men required to recruit the unit are removed from the pool immediately. Units with recruitment costs that are beyond your means are greyed out, but can still be added to the Recruitment Queue when funds become available. Units may also be greyed out if there are insufficient spare men in their unit pool to form a unit. Mouse over the unit you wish to purchase and you will receive a tooltip that will advise how long until you are able to recruit this unit again. All ships are treated as military units, but they appear at the port in the settlements province. The leftmost units in the queue will be colored to show that training has begun, and that they will arrive next turn. Click on a unit in the Recruitment Queue to cancel the training order. The unit will disappear from the queue, and any allocated funds are returned to your treasury. Up to nine units can be entered into the Recruitment Queue. When the queue is full, all units in the Recruitment Panel will be greyed out and unavailable. You can alter the order of recruitment by dragging-and-dropping the unit cards. Right-click on a unit card to bring up the relevant Unit Information Scroll. The Unit Information Scroll This scroll shows information about a given unit. This includes historical background, and the units in-game effects, including the all-important training and upkeep costs. The Unit Information Scroll also allows you to disband your units. This saves your faction upkeep costs of the unit. Click on this button to disband the unit. The soldiers in the unit are added back to the unit pools for the regions settlement. This allows the men to be available for recruitment again if the need arises, although it does cost any military experience that the men might have gained.
Recruitment Buildings If you want to field the best units available to your faction, you will need to know which particular buildings will provide you with the ability to recruit these troops. These three lists below show building types that can always recruit units, types that can recruit agents and finally some factions that get bonus recruitment from some types of buildings. Buildings types that recruit units: Walls Cavalry units Castles Knight (Cavalry) units City Barracks Militia Infantry and Gunpowder units Castle Barracks Infantry units Ranges Missile units Stables Cavalry units Siege Artillery units Gunsmiths Cannon units Military Academy Special Elite units Horse Racing Cavalry units Plaza del Toro Cavalry units Knights Templar Knight (Cavalry) units Hospitaller Knights Knight (Cavalry) units Teutonic Knights - Knight (Cavalry) units Knights of Santiago Knight (Cavalry) units Hashashims Guild Special Infantry units Woodsmens Guild Special Missile units Masons Guild Special Militia Infantry units Merchants Guild Special Cavalry units Building types that recruit agents: Churches/Masjids Priests/Imans Inns Spies and Assassins Markets Merchants Town Halls Diplomats Academy (castle) Spies, Diplomats and Assassins
Armor Types These are the levels of armor available to units, and also the Smith building required to upgrade to that armor level. Armor Types Unarmored Padded or Leather Light Mail Heavy Mail or Breastplate Partial Plate Full Plate Advanced Plate Smith Building Required None Leather Tanner Blacksmith Armorer Heavy Armorer Master Armorer Armor Factory
Factions that can gain special recruitment options from certain buildings: Holy Roman Empire High level Town Hall buildings Milan Town Hall Venice Town Hall Turks Town Hall Russia Town Hall Hungary Assassins Guild and Inns Denmark Churches
Upgrading Weapons There is only one level of weapon upgrade capable for any given unit. To upgrade a units weapon, you simply need to have the right kind of building present, and not already have the upgrade. Weapon Types These are the types of weapons that can be upgraded in settlements If you want to check to see what weapon type a unit has, youll find it listed on its Unit Information Scroll. Weapon Type Melee Gunpowder Troops Cannons Artillery Weapon Upgrade Building Swordsmiths Guild Alchemists Lab Alchemy School University
The Guilds In Medieval Times, the guilds used their widespread influence to regulate trade throughout the western world. Each guild represents a particular trade, study or order such as the Masons Guild, Theologians Guild or the Knights Templar. All guilds offer benefits. You can look in the Building Browser to see which guilds are available to your faction, then check the benefits that come with each guild available on their Building Information Scrolls. Some guilds are only available to certain factions. The Knights of Santiago for example are specific to Spain and Portugal. Guilds are invite only. Guilds approach you about constructing a guild house in your settlements. They are more likely to offer to do this if you support their trade or cause. Guild Houses and Minor Chapter Houses. These are the lowest ranks of a guild building, and cost 1000 florins to build. They can exist in any settlement in your faction. Master Guild Houses and Major Chapter Houses. These are the second ranks of a guild building, and cost 2000 florins to build. Only one can exist in any given factions lands. Headquarters. These are the highest rank level of guild building, and cost 3000 florins to build, but offer incredible benefits. Only one of these will exist in the entire world at any given time. Keep working for upgrades. You will need to continue to support your guilds interests to receive an offer to upgrade it to the next rank of building. Thus, only factions that truly focus on something find a guild headquarters in their lands. Faction-Specific Buildings There are a series of special buildings that are only available to a small selection of factions, sometimes even just one, that are called Faction-Specific Buildings. These structures offer benefits that are often unique, and thus, can help their faction to develop an edge in a certain aspect of their empire. For example, the Turks, Egyptians and Moors can all construct Horse Racing buildings to recruit cavalry in cities - a genuine advantage.
Using Spies Infiltration Active ability Spies will attempt to infiltrate any army or settlement they are moved into, unveiling information about the target. Success means the information is gathered and displayed immediately. Failure will mean that the Spy will either be driven away before they gather information, or killed in the event that they are caught in the act. Right-click on a settlement, army or agent to make an Infiltration attempt. The chance of success will be shown on a panel press the Infiltrate button to proceed. Subterfuge rating. A Spys Subterfuge rating directly affects their ability to infiltrate a settlement successfully. If a Spy infiltrates a settlement, they will begin to spread propaganda to instil a small sense of unrest affecting Public Order. Act of war. Unlike most agent actions, if caught, an infiltration attempt will be counted as transgression. If the spy succeeds however, the enemy is none the wiser secrecy is part of the success. Leaving voluntarily. Double-click on the settlement your Spy is in, select the Agents tab on the Review Panel, then click on your Spy on the Enemy Settlement Details Scroll. He can be moved out of the settlement as normal. Stealth Passive ability Spies are constantly attempting to remain unseen by other factions, so even though you can see your spies on the campaign map all the time, the other factions cannot. Subterfuge Rating. A Spys Subterfuge rating directly affects their ability to both remain hidden, as well as detect other hidden agents, such as Spies and Assassins. Constant, not foolproof. Even though stealth is a constant effect, it is not foolproof, and there is always a chance of being detected by a foreign character. Using Assassins Assassination Active ability Assassins are capable of targeting any one character on the campaign map for termination, regardless of whether they are out in the wilderness or inside a foreign settlement. Success means the targeted character is killed, and their faction will be unaware as to who was responsible. Failure will mean that the Assassin will either be driven away without completing the job, or killed in the event that they are caught in the act. Right-click on a settlement, army or agent to make an Assassination attempt. The chance of success will be shown on a panel press the Assassinate button to proceed. Subterfuge rating. An Assassins Subterfuge rating directly affects their chances of assassinating a target successfully. Assassination traits. Some traits that an Assassin can earn will improve or worsen the chances of success for assassination. Act of war. Unlike most agent actions, if caught, an assassination attempt will be counted as an act of war. If the Assassin succeeds however, the enemy is none the wiser secrecy is part of the success. Sabotage Active ability Sabotage works much like Assassination, except that the target is always a building in a settlement. Success means the targeted building is destroyed, and their faction will be unaware as to who was responsible. Failure will mean that the Assassin will either be driven away without completing the job, or killed in the event that they are caught in the act. Right-click on a settlement to make a Sabotage attempt. The chance of success will be shown on a panel, if not click on the Sabotage tab press the Sabotage button to proceed. Subterfuge Rating. An Assassins Subterfuge rating directly affects their chances of sabotaging a building successfully.
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.
RELIGION
CRUSADES & JIHADS
Crusades A Crusade is a religious quest, a holy war undertaken with Papal sanction. The mission statement of those who join is to capture a certain settlement in the name of Christendom. This could be because the place is rife with Heresy, or because there is a Catholic population there that requires some spiritual rescue in his Holinesss eyes. Sometimes the Pope will call a Crusade on his own initiative, but he is also open to suggestion from the Catholic Faction Leaders. Being a religious cause, Crusades inspire men to push themselves far beyond their normal capabilities. Once a Crusade has been called, it is up to Catholic Generals to take up the cause and lead their zealous soldiers to victory in Gods name. Any man who can lead a successful assault on a settlement targeted by a Crusade will be the toast of Christendom for years to come! Requesting Crusades A Crusade is an incredibly serious event, and not something that the Pope will approve lightly After all, he is essentially asking the able bodied men of Christendom to travel a great distance and potentially give their lives for this cause. Here are some things to know about requesting a Crusade: You can request that the Pope call a Crusade via the Pope Overview Scroll. (see The Pope) You must then select a Crusade target settlement before the Pope accepts or rejects your request.
Islamic Generals join a Jihad in exactly the same way that a Catholic General joins a Crusade, via the Join the Jihad button on their Army Details Scroll. A Jihad army experiences exactly the same restrictions, bonuses and effects that a Crusading army does. Jihads end for exactly the same reasons as a Crusade, except that there is no equivalent of excommunication.
them into a proposal. The center scroll is where you actually form proposals, and the items you include in a proposal are shown here. The buttons below the scroll select how you put the proposal forward as a gift, a proposal, or a declaration that you are cancelling a treaty. Demeanor - Reading their Reaction A large part of negotiating is figuring out what the people youre dealing with are thinking, or are prepared to accept This is where Demeanor comes in. When you start diplomacy, the first demeanor reaction you receive from the other party will be a greeting, which will vary depending on whether or not you were at war, allied, or neutral. From that point on, all demeanor reactions you hear and see on the demeanor display will be relating the reaction to the last proposal you made. Making Proposals & Declarations The center scroll shows the proposal that you are going to put forward. You build up a treaty by selecting items from the two lists to the side of the scroll: Click on items under the Make Offer heading in the left hand column to add them as offers in the proposal. These are things that youre willing to give to the other party, including land, cash, information, military support or access, an alliance, and other such things. Click on items under the Make Demands heading in the left hand column to add them to the proposal as demands from your opposite number. Click on items under the Make Declarations heading in the left hand column to add them to the proposal although this is not a proposal, but rather a declaration that you are ending a treaty. Click on an item already in the proposal to remove it. As you add and remove items, you can see the Proposal Balance shown beneath the offers and demands you have added to the proposal. Proposals do not have to be balanced, but youll find proposals that are obviously imbalanced in your favor are rejected more often than proposals that offer the other faction something genuine. Click the Make Offer button below the proposal text. Your opposite number will then respond. He will do one of three things: refuse outright, accept immediately or make a counter-offer. If youre simply offering money, territory or map information and not asking for anything in return, you can offer these as a gift to the other faction. This will usually make the other faction see your people in a better light. When you want to bring an end to a treaty you have with another faction, such as taking away their military access or breaking an alliance, you can do so by selecting these items under the Make declaration, and then clicking on the Cancel Treaty button instead of making an offer. Its quite possible that your proposed treaty was interesting, but not quite what the opposition wanted. In this case, observe their demeanor as they make a counter-offer to you. The demeanor will help you get an idea of how close you were to success. Once a counter offer treaty is on the table, you can accept it or make your own proposals in response as a counter offer. Again, you can change the treaty by clicking on either the offers, the demands, and on the proposal scroll itself. Its quite possible for negotiations to go through several rounds of offer and counter offer before a deal is reached. Be mindful, though, that not everyones patience is endless and one mans haggling is another mans waste of time! If you make an offer or demand without adding the other type, click the Make Offer button. You will be asking the other party what it would take for them to accept what youve suggested.
Right-click on the ground to have all the selected units move to that point. Right-click on an enemy unit to have all the units attack it Note that the cursor will change based on the unit you have selected, and the way it will attack. You can review movement orders for all units by holding down the spacebar key. The colored chevrons will show all unit destinations for as long as the spacebar is held. When you order a tightly bunched selection of units to move to a point, theyll keep their formation, and move so that the center of the group of units is the point that you clicked. If theyre widely spread, then theyll arrange themselves intelligently around the point you selected. The cursor will become green when targets are in range of a selected unit that uses a missile attack. The cursor will be red if the target is out of range. Multiple Selections, Grouping, and Formations Understanding groups and formations is important if you wish to be an effective commander. These features allow your units to work together more effectively, and let you control your army more easily. Its usually best to set up your groups and formations during the battles deployment phase. Selecting & Ordering Multiple Units There are several ways you can select multiple units at once: Hold down the CTRL key when clicking on a unit or unit card. This will add it to those units already selected. Click-and-drag on the ground, and drag out a box to enclose several units. Use one of the shortcut keys to select all the units of a particular type. The default shortcuts are CTRL + M to select all missile units. CTRL + C to select all cavalry units. CTRL + I to select all non-missile infantry units. CTRL + B to select all artillery units. CTRL + A to select all units.
again if the units have been dispersed. Groups can be given a preset formation, making it easy to organize your units. If you order a group to attack an enemy unit, the units in the group will intelligently assign themselves to attack surrounding enemy units too. A common situation that occurs in the game is when two lines face off against each other. If you group the units in your line, then right-click on the unit in the center of the enemy line, all your units will intelligently match off with the enemy unit facing them. The group may be placed under AI assistance. Once youve formed units into a group, you can still give orders to individual units within it, if you temporarily need them to do something different. Units always obey the last order that theyve been given though, so whenever you issue an order to the group, this overrides any individual orders youve given units. Using AI Assistance You can place a group under AI Assistance (computer control) by selecting the group, and clicking the AI Assistance button on the Control Panel. The computer will now take care of controlling these units for you. You can give high-level instructions to the computer by selecting the group, then clicking on the place youd like it to defend, or clicking on the enemy youd like it to attack. If you dont give any orders, the group will defend the spot where it currently stands. Using Formations A Formation is an arrangement of units, where each unit type has a set position for the current formation. Knowing how to use formations makes keeping your forces in a certain shape quick and easy. Create your own formations To create your own formation, arrange your units into the desired positions before assigning them as a group. The units in the group will always move back into that formation when you give it an order. Using preset formations Once a group is selected, click on the Group Formations button to reveal a selection of 8 present formation buttons. Clicking on one of these will arrange the units into the formations as described by their tool tip. The units arrange themselves instantly in the deployment phase. Formation stretching - If youve assigned a preset formation, you can vary the width of the group, by right-clicking on the terrain, holding the mouse button down, and dragging out a line to define exactly where youd like the group to go, and how spread out youd like it to be. Using Special Abilities Some units have special capabilities that you can call upon in battle, ranging from actual attacks, through to unique formations and actions like trying to rally your allies. Rally troops This ability is unique to Generals and gives a temporary morale boost to all nearby friendly units. This may stop wavering units from breaking, or encourage routing units to rally. Sharpened stakes This ability allows missile units to place down a row of heavy wooden stakes in front of their current position during deployment only. This forms a defensive wall that is ideal for deterring cavalry charges. Spear wall formation This ability allows a spear-wielding unit to form up a deadly wall of spikes that makes them extremely difficult to attack from the front. While in this formation, the unit cannot run and moves slowly. Fire flaming ammo This ability allows units with missile weapons to set fire to their ammo, causing a drop in accuracy, but adding extra fire damage to shots that connect. Fire exploding ammo - Exploding shot is an advanced form of munitions that detonate on impact, creating a deadly hail of shrapnel, killing most troops caught in the blast.
To use the chat filter toggles, click on a players name you wish to filter or ignore, then click on the appropriate toggle button. Click to toggle between public and private chat modes. This lets you talk to one or more people aside from those in the lobby. Click to toggle the selected player(s) as a private chat recipient. Their name will be marked with an icon. Click to toggle filtering of all messages from the selected player(s). Click to toggle between blocking or unblocking the selected player(s) from joining your game. Click to toggle directing all your messages to team members only on or off. Toggle to filter lobby chat Click on this to maximize the chat window for long chat sessions. Click on it again to minimize the chat window. Hosting a Multiplayer Game Hosting a Multiplayer game is almost identical to playing either a Custom Battle or Historical Battle depending on game type. To host a multiplayer game, go to the Multiplayer lobby, click on the Host Game button, then proceed through the following steps: Game Name Click on the Game Name display and enter a name for the game to be shown in the Lobby. Set Players & Password Set the maximum number of players, and enter a password if you wish to set up a private game. Unit Scale You may wish to reduce this if one or more of the players has an older PC or graphics hardware. Custom, Historical or Balanced Click on the type of multiplayer battle you wish to host. Selecting teams, armies and units Subsequent screens from here involve simply choosing teams, using the same basic setup screens as you would have in a single player Custom Battle or Historical Battle except with options to lock any vacant slots. A WORD OF RESPECT TO THE FAITHFUL We here at the Creative Assembly want to make it clear from the outset that we are aware that certain game elements and events within Medieval II: Total War may take liberties with how the different religions are handled. The way some things in the game are described may not adhere to the mandates of those faiths. This is because Medieval II: Total War is not a game about religion; it is simply a strategy wargame that represents an effect of religion. No one religion is better than another in Medieval II: Total War, and the effects of religion work the same for all faiths within the game system. We sincerely apologize to anyone who finds the portrayal of their faith offensive; it was never our intention.
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.
SDK TOOLS
You now have access to some creative tools for Medieval II: Total War that will help you create your own content or mods. The tools provided are: The Battle Editor Allows you to create your own battle maps. CinEd Create movies using Medieval II: Total War battle replays. Unpacker Allows you to open up the data packs, and then edit or replace some of the individual files. Note that tampering with the data files may cause the game to crash, or cease working altogether. Use this tool at your own risk. Although all of these tools are not officially supported or endorsed by The Creative Assembly or SEGA, you may find help from the active Total War mod community at either www.totalwar.org or www.twcenter.net.
WHATS NEW SINCE MEDIEVAL II?
Several major features have been added to Medieval II: Total War since the initial release. New features that are unique to the Kingdoms campaigns will be covered in the sections of the manual devoted to individual campaigns.
MULTIPLAYER HOTSEAT CAMPAIGNS
A hotseat campaign is a multiplayer game where two or more players can play the same campaign together on the same computer. Hotseat mode is available in the Grand Campaign and the new Kingdoms campaigns. To play a hotseat campaign, left-click on Multiplayer in the Main Menu, then leftclick on Hotseat Campaign (found below LAN Battles). Now simply select a faction for each player (or multiple factions per player if you wish), by left-clicking on the faction shields at the top of the screen. A flashing shield represents a faction that will be player-controlled in the campaign. Before hitting the Start button to begin play, you may wish to adjust some of the new campaign options in the bottom-right of the screen.
THE KINGDOMS CAMPAIGNS
The Kingdoms campaigns are four unique campaigns that offer a highly detailed strategic experience which focus on some of the greatest chapters of warfare and conquest throughout the medieval period. Each campaign has its own specific features and conditions to bring the essence of that particular historical struggle to life. It is strongly recommended that you read the instructions on each campaign in this manual before playing them as there are new strategic options to consider should you hope to be victorious!
CONTROLLING REINFORCEMENTS
To control the reinforcements, make sure that you select the checkbox "Allow this army to be controlled by AI" and also the checkbox "Command this army in battle". Once in battle, the reinforcement army that you control will be represented by an individual unit card on the right-hand side of the screen. Besides the card, there are three buttons that determine what stance the army will take - simply left-click on the stance to activate it. The stances are: Aggressive Stance Move to engage the enemy should it come within close proximity. Missile units will fire at will. Defensive Stance Defend the current position (or a position the army has moved to). Routing enemies will not be pursued. Shootout Stance Fire missiles without engaging in melee. Melee units will defend the missile units.
THE BRITANNIA CAMPAIGN
It is the year of our Lord 1258, and the British Isles are in turmoil! Henry III, the English King, is the dominant monarch, owning more lands than the Kings of Scotland, Wales, and Ireland combined. Asserting their dominance over the British Isles has forced the English to spread their forces rather thin, and has created great animosity with the other British Kingdoms. The time may be right for the Scots, Welsh, and Irish to make a push into English lands to assure their own long-term survival, though they have good reasons not to overextend themselves. Haakon IV, the King of Norway has become aware that the Scots are keen to reclaim the islands just off the mainland and is sending more of his men to the British Isles. Should any of the other British Kingdoms leave their shores undefended, perhaps the Nords may find an opportunity to secure themselves on British soil again. A five-way struggle for control of Britannia is about to begin! Can any one of these kingdoms manage to do what no other has, and truly conquer all of the British Isles in uncontested rule?
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.
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.
CAVALRY Aztec Spear Throwers Aztec Archers Arrow Warriors
MISSILES
ARTILLERY
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THE MAYANS Difficulty: Moderate Strengths: Brave, zealous, and vast in numbers. Weaknesses: Completely lacking in armor and weapon technology. UNITS INFANTRY CAVALRY Peasants Al holpop militia Batab Militia Nacom Warriors Jaguar warriors Temple Guard Priests of Kukulcan Supreme War Captain
Playing as New Spain
The Spanish Conquistadors are a long way from home, and although Spain is an established power in the Old World, New Spain is only a fledgling with great potential in the New World. Being so far away from home, the Spanish have some serious limitations in their ability to develop settlements and recruit units. To succeed in his conquest of the New World, the Viceroy of New Spain must develop Prestige (see below) to earn support from the motherland, develop relationships with the indigenous people of the Americas, and naturally develop a huge treasury! Prestige The Spanish crowns support of the expeditions in the New World is directly influenced by New Spains successes and conquests. As the Viceroy of New Spain manages to steer his realm to new achievements, he will develop Prestige with the motherland. As New Spains Prestige grows, the Spanish crown will bestow the Viceroy of New Spain a higher title, granting him the ability to develop larger colonies. Each noble title bestowed by Spain Lord, Baron, Viscount, Count, and Marquis will grant access to more supplies and reinforcements from home, allowing more and better buildings to be constructed and units to be recruited. The accomplishments that drive Prestige for New Spain include completing missions from the Spanish Consulate, winning battles and capturing settlements, destroying other factions, and making money through trade and conquest. New Spain Settlements There are several restrictions that New Spain faces in their attempt to develop colonies so far from the Old World, which change the way that their settlements can be developed. Although there are many similarities to the Spanish settlements back in Europe, it is important to note the following differences when playing as New Spain: Cities Only. New Spain cannot develop castles. However, all of the buildings they need can be developed in a city. For example, they can build a Bowyer in a city. Ports are Vital. The need to ship in weapons and fresh recruits from the Old World means that New Spain requires a Port in its settlements to construct recruitment buildings. Consequently, their inland settlements cannot raise large armies. Prestige Matters. As mentioned above, the Viceroy of New Spains rank will determine what level of city the faction can develop across the entire map. New Spain Building Options. The Building Planner for New Spain can be found in the documents folder in the directory you installed Medieval II: Total War Kingdoms. Recr uiting Mer cenaries New Spains ambitions to dominate the New World are obvious to its indigenous inhabitants, and as a result, the Spanish are limited to recruiting mercenary units that belong to the factions they have allied with. While there will always be some native forces in the area that the Spanish can approach, all of the best mercenary units will require an alliance.
MISSILES ARTILLERY Mayan Archers Mayan Javelinmen Holkans Hornet Throwers
THE APACHEAN TRIBES Difficulty: Moderate Strengths: Fierce, brave troops with many skilled archers. Able to use their enemies technology against them. Weaknesses: Wear very little armor and wield mostly archaic weapons. UNITS INFANTRY Apachean Scout Apachean Brave Ondes men Medicine Man War Chief
CAVALRY MISSILES Mounted Apache Rabbit boys Mounted Thunder Brave Dog soldiers Koitsenko Thunder Brave
THE TLAXCALANS Difficulty: Moderate Strengths: Brave, zealous, and vast in numbers. Weaknesses: Completely lacking in armor and weapon technology. THE CHICHIMEC TRIBES Difficulty: Moderate Strengths: Strong infantry and archers who can use enemies technology against them. Weaknesses: Wear very little armor and wield mostly archaic weapons. THE TARASCANS Difficulty: Moderate Strengths: Brave, zealous, and vast in numbers. Weaknesses: Completely lacking in armor and weapon technology.
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Playing as the Aztecs & Mayans
The Mesoamerican factions in the Americas campaign play very differently to the Spaniards. Their society has developed an entirely different set of values, their own unique polytheist religions, architectural style, and way of life. The key differences in playing as the Aztecs, Mayans, and other Mesoamerican factions are as follows. Mesoamerican Building Options The Mesoamericans were a highly advanced civilization, with impressive cities, based heavily around their temple pyramids and religious structures. Their construction options vary greatly from the European factions of Medieval II. The Building Planner for Mesoamerican factions can be found in the documents folder in the directory you installed Medieval II: Total War Kingdoms. Sacrifice Human sacrifice is an accepted part of life to the Mesoamericans, and was considered the most important way to honor and appease the gods. As a Mesoamerican, you can conduct ritual sacrifices when you have a Temple of the Sun. You can sacrifice captured prisoners after a victorious battle, sacrifice the population of a newly captured settlement, and sacrifice your own units to appease the Sun God! Sacrificing increases the happiness of your people and keeps them properly devoted to the gods.
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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