Welcome to the Medieval II: Total War™ web manual.
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Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; and do not play when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing.
Medieval II: Total War is an epic strategy game that puts you in charge of one of the powers of the Middle Ages, challenging you to lead your soldiers on the battlefield, as well as plan the expansion of your empire across the Old World. Total War games separate the action of battle from the management of your empire, forming the battle and campaign sides of the game respectively.
Medieval II: Total War's realistic battle mechanics and historical accuracy offer the complete warfare experience. You will need to master the same tactics as real medieval commanders, and fight with the same troops, armor and weapons used on the battlefield in the Middle Ages. This is the time of great leaders, of Richard the Lionheart and Saladin. This is the time of noble knights, of mighty castles, of chivalry and crusades. This is the time for you to conquer the world!
As part of the Steam purchasing process, the game has already been installed on your computer. Read the Getting Started section to start playing the game.
Double-click on the Steam application icon. By default this is located in the Applications folder on your computer’s hard drive.
If you are not already signed in, the Steam Login dialog will appear. Enter your account name and password, then select Login.
The Steam application will launch. Select Library.
Highlight Medieval II: Total War in the list of games on the left-hand side of the window, then select Play.
The Medieval II: Total War pre-game Options window will appear. Click on the Play button. The game will launch.
After the loading screens and opening video, the Main Menu will appear. Select Single Player.
The Single Player menu will appear. Select Tutorial.
The Norman Conquest screen will appear. Select Battle of Hastings.
After the opening video, you'll find William Rufus, son of William, Duke of Normandy, leading a force against the Anglo-Saxon army at the Battle of Hastings. Listen to your military advisor, Sir Robert, who will teach you everything you need to know to crush the Saxon dogs!
The default keyboard configuration is detailed below; these controls can be customized by selecting Options → Keyboard Settings from the Main Menu. Please note that the instructions in this manual refer to the default controls; if you have customized your controls, the instructions will no longer apply.
Medieval II: Total War requires you to right-click in order to perform many commands. If you are using a Magic Mouse or a Trackpad, your secondary click may not be activated by default: see Can I play Medieval II: Total War using my Magic Mouse or Trackpad? in the FAQs for detailed instructions on how to enable secondary click.
If you have a short keyboard, you will need to use modifier keys for certain commands. For instructions on how to do this, see My short keyboard does not have certain keys. How can I use the game commands that are mapped to them? in the FAQs.
Move forward/backward | W / S |
Move left/right | A / D |
Move up/down | Numpad “*” / Numpad “/” |
Rotate left/right | Q / E |
Rotate up/down | R / F |
Increase/decrease camera speed | Page Up / Page Down |
Toggle camera speed | Caps Lock |
Zoom to general | Home |
Zoom to unit | End |
Track unit | Delete |
Close up of the action | Command (⌘) + ` |
Free look mode | Shift + ` |
Quick save game | Command (⌘) + S |
Quick load game | Command (⌘) + L |
Animation speed-up | Space |
Stop character walking | Backspace |
Zoom to capital | H or Home |
Display standards | J |
Toggle character labels | Command (⌘) + N |
Toggle settlement labels | Command (⌘) + T |
Open diplomacy overview scroll | G |
Open finances overview scroll | F |
Open construction scroll | B |
Open recruitment scroll | R |
Open faction overview scroll | O |
Auto-merge units | M |
Open mission overview scroll | C |
Zoom in/out on map | Numpad + / - |
Disband all selected units | Command (⌘) + D |
Show all multi-turn paths | = |
Select previous/next of object type selected | [ / ] |
Formations | |
---|---|
Group selected units | G |
Formation: Single Line | Shift + 1 |
Formation: Double Line | Shift + 2 |
Formation: Missiles in Front | Shift + 3 |
Formation: Missiles Behind | Shift + 4 |
Formation: Double Line, Cavalry Flanks | Shift + 5 |
Formation: Offensive Block | Shift + 6 |
Formation: Defensive Block | Shift + 7 |
Formation: Column | Shift + 8 |
Toggle unit formation (tight/loose) | U |
Increase/decrease formation width | + / - |
Units | |
---|---|
Toggle fire at will | I |
Toggle skirmish | K |
Toggle guard mode | B |
Toggle run | H |
Toggle special unit ability | J |
Withdraw | L |
Movement: halt | Backspace |
Rotate unit | < / > |
Miscellaneous | |
---|---|
Toggle pause | P |
Toggle game speed (fast/normal) | Command (⌘) + T |
Show unit destinations | Space |
Toggle unit group AI control | Command (⌘) + L |
Toggle unit information display | Command (⌘) + F2 |
Medieval II: Total War is a sophisticated strategy game with a huge number of different options.
To ensure that you can focus on ruling your empire rather than reading this manual repeatedly, there are three features to explain how things work:
The first option in the Single Player menu takes you to the Medieval II: Total War tutorial, The Norman Conquest, which is a prologue split into two parts. First, The Battle of Hastings guides you through fighting battles in Medieval II: Total War. After that, The Norman Conquest gives you a hands-on lesson in controlling your empire during a campaign, including two siege tutorials, one in a city and one in a castle.
We strongly recommend that you play through both parts of the tutorial before starting a Grand Campaign.
Like any medieval king or sultan, you have advisors to assist you throughout your reign. Since very different skills are required to master the battlefield and to plan your strategies on the campaign map, you have two different advisors to assist you:
When an advisor has something important to tell you, their portrait will appear in a small panel in the top-left corner of the screen. The message will also appear as text in a speech bubble beside their portrait. Sometimes, there will be a checkbox at the end of the speech bubble: tick it if you don't want to hear advice on that topic again. If you want to stop ignoring previous advice, you can reset it in the game settings, which you can access by pressing the Escape (esc) key during the campaign.
You can adjust the amount of advice you receive before starting a Grand Campaign.
When starting a Grand Campaign, you will see the following options:
If you want to adjust the amount of advice you receive after you have started the campaign, you can do so in the Game Options menu, accessible from the in-game Pause menu.
The settlement scroll has an icon of your advisor that you can click to receive suggestions on construction or recruitment. If you are unsure what to recruit or build next in a settlement, you can click on this button for help. The advice you are offered will be different depending on whether you are viewing the Construction panel or the Recruitment panel.
Using Help
Throughout Medieval II: Total War, you'll see a “?” button on scrolls and information panels, usually in the top-right corner. Click on this to view helpful information relating to what you're doing, courtesy of your advisor.
The Grand Campaign is the “main” game mode in Medieval II: Total War. During a Grand Campaign, you not only lead your armies in battle, but you also manage an entire empire. These two parts of the game are handled separately: you can take your time planning where to send armies and managing the affairs in your realm, but on the battlefield, you need to react swiftly and decisively to any threats or opportunities.
Your overall goal in the Grand Campaign is to lead your faction to become the dominant empire in the world, controlling a huge area of land, and either hold a certain region or outlive a particular opposing faction. Victory in the Grand Campaign is a colossal achievement: it usually take days, or even weeks, to win.
To start a Grand Campaign, select Single Player from the Main Menu, then select Grand Campaign.
Before you start playing, you must select a faction. This is also when you decide on any special settings you'd like for this particular campaign. Once you've adjusted the settings for the campaign, click on the Next button in the bottom-right corner of the screen to begin!
The campaign settings include:
Your main goal in the Grand Campaign is to expand your empire by conquering regions of land, near and far. Your secondary goal is to either take control of a certain settlement or wipe out an opposing faction. The secondary goal will depend upon whether or not you have selected to play a long or short campaign.
You can view your victory conditions at any time during the campaign by clicking on the faction shield button on the control panel.
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 and that the lands are divided into different regions, marked by borders. The colors of the borders show you which faction controls which lands.
You will see the following things across the campaign map as you play Medieval II: Total War:
You can move your view of the campaign map in the following ways:
You can also get more information about what you can see in the area you're viewing by:
In the bottom-right corner of the screen you will find the control panel. This is where you access basic campaign controls and information, including:
In the center of the bottom of the screen you will find the review panel. This is where you can see which units, buildings, agents and fleets are in a selected location. It's also where you transfer units in and out of your armies.
At the top of the panel, there are a number of tabs:
The review panel display area is the large area below the tabs. This display area changes depending on which tab you have selected. For example, if you select the Army tab, you will see military units. If you select the City tab, you will see the buildings within a settlement.
Right-click on any card in the review panel display area to open an information scroll about the unit, building or character depicted on the card.
In the bottom-left corner of the screen, you will find the mini-map panel. This is where you can see which faction owns each region that you can currently see. It's also where you will find the Missions button (envelope icon).
The part of Medieval II: Total War that is played on the campaign map is turn-based, which means that each faction in the game takes turns moving its armies and managing its settlements and affairs. This means you can take as long as you like to plan out your moves on the campaign map: there is no time limit.
During each turn, you will usually do the following things (all detailed in later sections of the manual):
You may also need to do other things, such as:
There are lots of actions you can take, even in the first turn of the game. Details on all of your options are covered in the following sections of this manual, but here is a quick list of wise things to do before pressing the End Turn button:
In Medieval II: Total War, events are reports of occurrences within your faction or news from around the world. Events arrive as square icons that drop down on the left-hand side of the main display area. Click on them to read the full message, which could be anything from a declaration of war, to news about a natural disaster, to an announcement of a royal wedding. There are hundreds of different events in Medieval II: Total War.
To use event icons:
The first event icon that appears when you start a campaign is a mission. That mission will be given to you by your Council of Nobles, and will challenge you to take control of a nearby rebel settlement within a certain number of turns. All missions have a time limit.
Important Tip: Completing missions is always optional. However, ignoring them means failing them, and there's sometimes a penalty for failure. You can always check the status of your current missions by clicking on the Missions button (envelope icon) in the corner of the mini-map panel, which opens the missions scroll.
You'll receive missions from a number of different sources, and they vary in importance depending on how you choose to manage your faction.
Missions can come from:
When you complete a mission, you will receive a reward. Not all missions have a penalty for failure, but if a mission does, its penalties are detailed in the missions scroll.
It's always wise to assess what the rewards or penalties will mean for your current plans for your faction, and what effort will be required to complete the mission. If something happens that would prevent you from being able to complete the mission, that mission will be cancelled. This does not count as failing the mission.
Examples of rewards include:
Examples of penalties include:
Most messages will be reports about things that have happened in your faction, such as which units were recruited, which buildings were constructed, which family members have died and which missions can be undertaken.
You will also receive news of diplomatic events, such as a declaration of war or an announcement that a foreign power has become the richest kingdom in the world. Reading these messages will help ensure that you are aware of what's going on both within your borders and beyond them.
Sometimes a message will announce a discovery, or an event that heralds new possibilities or problems. An example is the discovery of gunpowder, arguably the most important advance in the history of military technology.
Some historical events will simply prove amusing, interesting or terrifying, but ensure that you read these messages carefully to stay informed of new opportunities that arise as the game progresses.
Every figure seen on the campaign map is a “character”, and they fall into two basic classes: military characters and agents. How to use characters will be explained in the Using Armies and Using Agents sections of this manual, but you will learn their role and how to view information on specific characters below.
To view a scroll with information on a character, double-click on a character on the campaign map or right-click on their card in the review panel.
The information on the character details scroll includes:
These are the characters that appear as soldiers or ships on the campaign map. Their use is explained in Using Armies.
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 such as forts and watchtowers, and govern settlements. They also have a positive effect on troops in battles. The way you use them plays a large part in determining the sort of leaders they become and the strengths and weaknesses they acquire.
Generals that weren't bribed to join your faction are considered to be a part of your Family Tree and can become successors to the throne.
Available to: All factions
Role: Temporary commander
When an army has no general, a captain will step forward from among the ranks of ordinary units to lead the army. Captains do not earn traits from accomplishments in battle unless they are promoted to a general: the opportunity to promote them may be offered to you during play. Armies led by a captain are more vulnerable to bribery from foreign diplomats.
Available to: All factions
Role: Naval commander
Admirals command a fleet of ships in battle, and can develop their combat ability in the same way that a general can, by winning battles. They cannot govern a settlement like a general: they are only a naval commander.
These characters are specialists that perform tasks away from the battlefield. Mastering their use can help to ensure that aspects of your faction such as religion, trade and diplomacy run smoothly.
Available to: All factions
Role: Preaching and denouncing
Priests and imams are religious men who ensure that their people's faith is spread throughout their lands. They are the only characters apart from assassins that are capable of dealing with heretics: rather than physically attacking the heretic, they perform a heresy trial.
Available to: All factions
Role: Diplomacy
Diplomats are refined men sent to negotiate with foreign dignitaries. Although princesses can also lead diplomacy, only a diplomat can attempt to bribe a foreign army, settlement or character, and they are therefore extremely useful to wealthy factions.
Available to: Catholic and Orthodox factions
Role: Marriage and diplomacy
A princess is a member of the ruling family of her faction whose main ability is to marry a general. This can be as part of a marriage alliance to a faction heir, an attempt to “steal” a foreign general, or a marriage to someone within her own faction. She can also represent her people as a diplomat.
Available to: All factions
Role: Espionage and propaganda
Spies are intelligence operatives capable of moving undetected by foreign forces. Their main task is to infiltrate foreign settlements, where they will report on the buildings and garrisons within the settlement. While spies are within an enemy settlement, they inspire unrest in the population, and there is a chance that they will disable wall defenses if you attack the city. Finally, spies are also the most effective character at spotting other hidden agents.
Available to: All factions
Role: Elimination and sabotage
Assassins are similar to spies, in that they have a good chance of moving and operating undetected, but their job is to directly target a person or building for elimination.
Assassination attempts are considered an act of war.
Available to: All factions
Role: Trade
Merchants serve your people by traveling to distant lands to find resources and establishing a lucrative trade route back to your capital. Merchants can attempt to put a foreign merchant out of business. This does not count as an act of war, and neither does entering foreign lands.
The attributes shown on the character information scroll are the easiest way to assess your characters' strengths and weaknesses.
Used by: Generals and admirals
This is a measure of a general's or admiral's ability to lead troops in battle. The higher his command rating, the better the morale of his troops and the greater his ability to rally troops who are routing.
Used by: Priests/imams and generals
This is a measure of how devout a character is seen to be. For generals, this affects the happiness of the settlements he governs and his chances of surviving an inquisition. For priests and imams, it determines how effectively they convert the populace to their religion, as well as their chances of denouncing a heretic or witch.
Used by: Generals
This is a measure of how honorable or dishonorable a man's actions are in both rule and war. Letting prisoners go free, showing bravery in battle and abstaining from harshly taxing the populace are examples of chivalrous behavior. Executing prisoners, exterminating large numbers of people and ruling oppressively are examples of dreadful behavior.
Dread generals inspire a morale penalty in their enemies, while chivalrous generals inspire a morale boost in their own troops. Chivalry and dread also have an effect on the population of a settlement governed by a general.
Used by: Generals
This is a measure of how seriously a character honors their role of servitude. During the course of the game, there will be numerous situations that will test the loyalty of your generals, and the higher this attribute, the more likely they are to honor their pledge to you.
Used by: Faction leader
This is a measure of the respect commanded by a faction leader. A faction leader with high authority is more likely to retain the loyalty of his generals, while a leader with low authority is more likely to face rebellion.
Used by: Princesses
This is a measure of how adept a princess is at persuading others. The higher a princess's charm, the more effective she is in diplomacy, and the more likely she is to successfully convince a general to marry into her family.
Used by: Diplomats
This is a measure of how effective this man is at convincing others to accept diplomatic proposals during negotiations. The higher a diplomat's influence rating, the more successful he will be in negotiations.
Used by: Spies and assassins
This is a measure of 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 their propaganda causes once they are behind the walls, as well as their chances of opening the settlement's gates during a siege.
For assassins, it affects their ability to successfully assassinate or sabotage a target.
For both spies and assassins, the agent's level of subterfuge determines their ability to remain hidden from other characters, as well as to spot hidden foreign agents.
Used by: Merchants
This is a measure of how efficient this man is with money and trade. It affects a merchant's ability to acquire a foreign merchant's assets, as well as the amount of income he generates when standing on a trade resource.
As your characters perform actions during the campaign, they will develop traits and gain followers depending on whether they succeed or fail. Sometimes, they will develop traits just as a result of sitting around or remaining 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 the sorts of traits they develop. Leave a general in a town with a big tavern forever and he'll eventually turn to drink. On the other hand, proactive behavior will help a character develop positive traits and gain useful followers.
There are hundreds of things that can lead to a character receiving traits, followers and items. Some examples include:
There are several types of trait. It is important not to think of traits as abilities that are earned, but rather as side effects of the way a character has lived. You are partly responsible for determining your characters' traits insofar as you decide where to send the characters and what to make them 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 them with positive actions.
Examples of types of trait include:
A character's retinue is their entourage of followers and their personal belongings. Some followers and items can be transferred from one character to another by clicking and dragging the item or follower onto the portrait of another character. Of course, there are some items that characters will not part with, and there are followers who will not be told whom they will accompany.
Your armies are your primary weapon in Medieval II: Total War. Each army contains 1-20 military units that move and fight together. When you select an army on the campaign map, the review panel shows you which units it contains.
There are a number of things you should know about armies on the campaign map:
If an army has multiple possible commanders, the commander is determined by the following rules:
How to command armies in battle is explained in the Battles in Medieval II: Total War section. This section covers forming armies, and using them on the campaign map.
There are several different classes of unit on the battlefield, and it is vital to understand the basic role that each plays. Some types of unit are especially effective against other types.
The basic types are:
To form an army, you need to either recruit new troops in a settlement or hire mercenaries with a general outside of a settlement. Troops from multiple sources can be merged together to form a larger, more capable army.
Tips on forming a balanced army:
Tips on producing an army for a particular purpose:
You can select an army by clicking on it. Once you have selected an army:
To merge two of your armies, move one onto the other (the other army can be either on the campaign map or garrisoned in a settlement). It may be useful to merge units before attempting to merge two armies. You can't merge units at the same time as merging armies.
The general with the highest command rating takes command of a merged army. When an army led by a captain is merged with one led by a general, the captain is demoted to the ranks and disappears.
If there are fewer than 20 units in both armies together, the merging process is completely automatic. If there are more than 20 units, the army merging scroll will appear. To use the scroll:
There will be times when you need to remove some units from a large army or garrison and send them elsewhere. You can do so by splitting armies. To split an army:
After battles, it is highly likely that you will have taken some casualties, and not all of your units will have their full complement of men. Even if a unit has only a few men remaining, it will still take up one of your 20 unit slots, despite being too small to be effective. To deal with this, you can merge two units of the same type. To do so:
Important: The experience rating of the two units being merged will be averaged out in the process.
The number and color of the chevrons on a unit card in the review panel indicate the unit's experience. A unit with experience is more effective in combat, and will usually beat a unit of the same type that has a lower experience level.
Experience is gained by killing enemy soldiers during battles. Experience can also be gained as a result of being commanded by a general with a high command rating or by being recruited in a settlement with appropriate training facilities.
An army led by a general can hire mercenaries while outside of a settlement. Using mercenaries can be expensive, but they can provide immediate reinforcements while away from a friendly settlement.
To hire mercenaries, click on the mercenary recruitment button (helmet icon) in the control panel (it replaces the unit training button that is displayed when a settlement is selected). If no mercenaries are available, the button will be grayed out and you will not be able to click on it.
Things that affect which sorts of mercenary units are available include:
Only an army under the command of a general can build watchtowers and forts.
Forts can be extremely useful for defending strategic “choke points” such as mountain passes: an enemy will have to lay siege to the fort before they can advance. It's even possible to build a “wall” of forts to cut a location off from surrounding areas.
The terrain that you see on a given point of the campaign map is a close reflection of what you'll see on the battle map if two armies do battle at that location. If you position your army on hills and an enemy army attacks it, you will have the opportunity to position your troops on hills during the battle, which is a reliable defensive tactic.
Some unit types are less effective in certain terrain, while others are more effective. For example, archers can fire further when shooting from higher ground, but are very ineffective when firing at a target in woodland.
If one of your armies takes part in a battle while it is positioned next to another of your armies or an allied army, the second army will join the battle as reinforcements.
Tip: With no unit or settlement selected, click and hold the Right Mouse button on the campaign map to see a description of the terrain type at that point.
When an army is positioned in “woodland” terrain, it is hidden from the enemy. The army is considered to be ready for an ambush. The ambushing army will attack any enemy army that moves next to it, without giving them an opportunity to position their forces before battle.
With an army selected, right-click on the enemy army or settlement you wish to attack.
Reinforcements can join a battle in certain circumstances. If you resolve a battle automatically, their strength is simply taken into account. If you fight a battle yourself, they will actually join the battle in some way:
When you defeat an enemy army, it will usually retreat a few steps rather than vanish entirely. It's important to be aware that an army can attack multiple times per turn, provided that it has enough movement points to do so. Instead of allowing a defeated army to scamper away to reinforce itself, you can pursue it and attack again, to attempt to wipe the force from the map.
The ships that you see sailing the seas on the campaign map 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. However, battles between fleets are always resolved automatically.
Fleets serve two useful roles besides attacking enemy fleets:
Each fleet can have only one admiral, so he always commands the fleet. The most important things to know about admirals are:
Fleets move similarly to armies, but there are a few key differences in movement at sea. Once you have selected a fleet:
If you want an army or agent to board a fleet, you must first move the fleet to the shoreline. Select the land-based army or agent and move the mouse pointer over your fleet. It will change to a boarding symbol to indicate that the army or agent can board the ship.
To merge two fleets, simply move one fleet onto another. If there are more than 20 ships in the two fleets together, you'll be asked to decide which ships end up in each fleet. In every other case, one large fleet will be created. You cannot merge two admirals into one fleet if one of them has earned a command star.
To split a fleet, select the ships you want to form a new fleet in the review panel, then drag and drop them to a new destination on the map. They will automatically leave the old fleet, and a new admiral will be appointed for the new fleet. Any passengers in the original fleet remain in that fleet.
All naval battles are resolved automatically. To start a naval battle, click on your fleet to select it, and right-click on the fleet you wish to attack.
It's possible to blockade an enemy port and cut off its trade links with the outside world. The blockaded faction will not receive income from sea trade while the blockade is in force.
Apart from the fleets of enemy factions, there are two major perils at sea: pirates and storms. Pirates are rebel ships that will aggressively attack your fleets.
Storms can cause fleets to lose entire ships, and any military units they are carrying will be lost as well. Although the effects of a storm are less severe in shallower waters, avoiding them altogether is the only truly safe way to deal with them.
In the Grand Campaign, settlements serve as both military training centers and money-making machines. They are the central population centers from which you recruit troops, tax the populace and establish an infrastructure to support trade.
There is one settlement in each region on the campaign map, which represents the civil center of that area of land. In Medieval II: Total War, a settlement can be either a city or a castle, and you can convert settlements from one type to the other. You will need both cities and castles in your realm to be successful, as they play very different roles.
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 the campaign).
If you do not install a governor, you won't be able to perform any of the following tasks vital to properly managing a settlement:
All of these tasks will be explained in the sections that follow.
To examine a settlement, double-click on the city or castle on the campaign map to open its settlement scroll. You will see the governor panel at the top of the scroll, followed by the basic details and settings of the settlement, followed by the construction/recruitment panel at the bottom of the scroll.
The details you'll see about the settlement include:
Cities and castles are very different types of settlement, but the way you improve them is identical: by constructing buildings. Different types of buildings can be constructed in each type of settlement.
Cities are settlements that encourage trade and support a large population. In fact, it is population that drives cities. When a city reaches a high enough population, it can grow into a larger settlement with better city walls.
Inside cities, you'll find buildings such as inns, markets, town halls, churches and schools of alchemy. Some buildings offer access to agents that can be of great use to your faction.
Cities provide the following benefits:
Cities come with the following problems:
Cities can be upgraded as follows:
City Size | Population Required | Wall Required to Upgrade |
---|---|---|
Village | - | - |
Town | 400 | Wooden Palisade |
Large Town | 2,000 | Wooden Wall |
City | 6,000 | Stone Wall |
Large City | 12,000 | Large Stone Wall |
Huge City | 24,000 | Huge Stone Wall |
Castles are military settlements with strong defenses that oversee the surrounding lands, collecting the taxes at a set rate with a rigid regularity. They are the ideal place to train military units or to defend against a siege.
You can upgrade castles to a larger size, allowing them to house more structures. To do so, construct the next level of castle in the construction panel. The settlement must have reached a minimum population before you can construct the two largest castle sizes, “Fortress” and “Citadel”.
Castles provide the following benefits:
Castles come with the following problems:
Castles can be upgraded as follows:
Castle Size | Population Required | Defenses |
---|---|---|
Motte and Bailey | - | Keep only |
Wooden Castle | - | 1 Wooden Wall |
Castle | - | 1 Stone Wall |
Fortress | 4,500 | 2 Stone Walls |
Citadel | 9,000 | 3 Stone Walls |
When you move a general into a settlement, he becomes its governor. While a high command rating makes him a capable leader on the battlefield, it is a general's piety, chivalry and dread that determine his success as a governor.
You can develop and improve your cities and castles by constructing buildings and facilities. To do so, click on the Construction tab to open the construction panel.
You can open the building browser by clicking on the Show Building Browser button at the bottom of the settlement scroll. The building browser is where you can find all the information you need on all of the things you can construct.
The building browser is split into two parts: the panel on the left shows a display of the available buildings of the currently selected building type, with the different sizes of settlement. The panel on the right shows which building types are available in a city or a castle, depending on which tab you have selected.
Buildings can be damaged by rioting, natural disasters and sieges. It's possible for a town to be damaged during a siege without being captured; the longer an assault takes, the more “collateral damage” is done during the battle. Repairing buildings works in a similar way to construction. The cost of repairs is usually substantially less than the cost of a new building, both in terms of gold and time.
To form armies, construct ships and enlist the services of agents, you must 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.
Um die verfügbaren Einheiten zu sehen, klicken Sie auf den Tab "Rekrutierung" in der Schriftrolle "Siedlung".
There are several key things to know about how recruitment works before you begin:
To recruit units and agents in your settlements:
This scroll gives you information about a unit, including its historical background, training and upkeep costs. The unit information scroll also allows you to disband the unit, letting you stop paying its upkeep costs.
Click on this button to disband the unit. The soldiers in the unit are added back to the unit pools for the region's settlement. This makes the unit available for recruitment, but it loses any military experience it had gained.
If you want to field the best units available to your faction, you will need to know which buildings let you recruit these troops. The three lists below show which building types can recruit units, which can recruit agents, and which factions gain additional recruitment options from certain buildings.
Buildings types that recruit units | ||
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Building types that recruit agents | Factions that can gain special recruitment options from certain buildings |
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You can replenish a unit's numbers and ensure that it has the best weapons and armor that a settlement can provide by retraining it.
To replenish a unit's numbers, you must have a building in the settlement able to recruit the type of unit you want to replenish.
To upgrade weapons and armor, you must have the appropriate building(s) and have the funds to pay for the upgrade.
A unit in a garrison can be retrained if it meets one of two conditions:
Important tip: Be aware that retraining costs money, and it can be quite expensive to upgrade and replenish your units at the same time.
Upgrading a unit's armor allows it to sustain more damage during battle without being killed.
Armor Types | Smith Building Required |
---|---|
Unarmored | None |
Padded or Leather | Leather Tanner |
Light Mail | Blacksmith |
Heavy Mail or Breastplate | Armorer |
Partial Plate | Heavy Armorer |
Full Plate | Master Armorer |
Advanced Plate | Armor Factory |
There is only one level of weapon upgrade available for each unit. To upgrade a unit's weapon, you simply need to have the right kind of building.
Weapon Type | Building Required |
---|---|
Melee | Swordsmiths' Guild |
Gunpowder | Troops Alchemists' Lab |
Cannons | Alchemy School |
Artillery | University |
In medieval times, 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.
There are a series of special buildings that are only available to certain factions. These offer unique benefits that can greatly aid a faction. For example, the Turks, Egyptians and Moors can all construct horse racing buildings, allowing them to recruit cavalry in cities.
To access the settlement details scroll, double-click on a settlement to open its scroll, then click on the Show Settlement Details button.
This scroll allows you to review a settlement in detail, and see which factors are contributing to population growth, public order, income and religion.
Click on this button to open the trade summary scroll. This allows you to see how your settlement is generating taxable income.
Click on this button to make this settlement your capital. New generals and units earned as rewards for missions appear at your capital.
There are two ways to increase the income a settlement generates: the first is to change the tax rate (using the settlement scroll), and the second is to improve the economic structures in a settlement.
You can increase taxable trade income by building better traders and markets in your settlements and by improving the quality and number of connecting routes to other settlements (both roads and sea routes).
Taxable income is generated in three ways: trade, farming and mining. All of these can be improved by constructing buildings, although all three are also dependent on the natural resources in the province.
You can convert settlements from cities to castles, and vice-versa. This involves re-arranging the basic layout of the settlement defenses, and takes both time and money.
It's important to note several key things when converting settlements:
City level | Population required to upgrade to this level | Conversion to castle |
---|---|---|
Village | - | Motte & Bailey |
Town | 400 | Wooden Castle |
Large Town | 2,000 | Castle |
City | 6,000 | Fortress |
Large City | 12,000 | No longer possible |
Huge City | 24,000 | No longer possible |
Castle level | Population required to upgrade to this level | Conversion to city |
---|---|---|
Motte & Bailey | - | Village |
Wooden Castle | - | Town |
Castle | - | Large Town |
Fortress | 4,500 | City |
Citadel | 9,000 | City |
Agents are not military characters, but have their own “active” abilities in Medieval II: Total War that can be used against other factions. For most agents, using their abilities is as simple as right-clicking on a target: for example, right-click on a city with a spy selected to infiltrate it, or right-click on a general with an assassin selected to kill him.
Trading - Passive ability
Merchants generate trade income for their faction when they stand on a trade resource on the campaign map, sending the precious goods or minerals back to their faction capital.
There are several things to know about how trade works:
Acquisition – Active ability
Acquisition is when one merchant attempts to forcibly seize the assets of another merchant, putting him out of business. Success means an immediate financial bonus, and control of any trade resource the foreign merchant is standing on. Failure could mean the end of the aggressor's career.
Preaching – Passive ability
Priests and imams spread their faith in the region they are in, converting a percentage of the population from other religions to their faction's religion.
Denouncing – Active ability
Priests and imams can rid their lands of witches and heretics by attempting to denounce them at a heresy trial. Success means the blasphemous individual is put to death. Failure to denounce a heretic can result in him escaping or converting the priest into another heretic. Failure to denounce a witch can result in the woman escaping, or worse, destroying the priest.
Stealth – Passive ability
Spies constantly attempt to remain unseen by other factions: while you can see your spies on the campaign map, other factions cannot.
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 is either driven away before they gather information, or caught in the act and killed.
Stealth – Passive ability
Assassins use stealth in exactly the same way as spies.
Assassination – Active ability
Assassins are capable of targeting any 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 of who was responsible. Failure means the assassin will either be driven away without completing the job, or caught in the act and killed.
Sabotage – Active ability
Sabotage works much like assassination, except that the target is a building in a settlement. Success means the targeted building is destroyed, and the faction owning the building will be unaware of who was responsible. Failure means the assassin will either be driven away without completing the job, or caught in the act and killed.
Diplomacy – Active ability
Diplomacy is the act of negotiating with other factions, and is very different to all other agent actions. It is covered in its own section of this manual (see Diplomacy).
Marriage – Active ability
The princess attempts to marry a general, either from her own faction or another. 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 heard from again.
Diplomacy – Active ability
Princesses use diplomacy in the same way as diplomats, except:
Faith played an enormous role in both daily life and politics in medieval times, and this is reflected in the Grand Campaign.
Your main concerns regarding religion are:
To ensure that your lands are free of religious problems, you will need to invest money in building churches or masjids, and in recruiting priests or imams. Churches and masjids will help spread the faith, meaning that a percentage of the population that follows other religions will convert to your faction's religion. Priests and imams have the same effect in the regions they're in.
The Pope is the head of the Catholic Church, and the faction leader of the Papal States, which are the lands belonging to the Church. As an individual with a huge amount of power, the Pope's personality will have an effect on all of Christendom. He may believe in “holy” war against factions of other religions, or he could abhor violence altogether. He may also be a shining example of righteous beliefs, or corrupted by the power his position has afforded him.
It's important to note that the Pope was once just a humble priest. A priest's experiences during his life have an effect on the sort of spiritual leader he will become if he is one day elected as the Pope.
Click on this button, to the left of the Pope's portrait, to request that he call a crusade (see Crusades and Jihads).
The reason that maintaining a healthy relationship with the Pope is so important for Catholic factions is that if he believes a Catholic faction leader is behaving poorly, does not support the faith or is actively opposing him, he may excommunicate their faction.
When the Pope excommunicates a faction, it is only the leader that he is shunning. However, this is no consolation for the people of that faction, who are cut off from the 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 escalate, rather than annoyed at the Pope for excommunicating them. Reconciliation is when the Pope “forgives” the faction that he has excommunicated, and is the opposite of excommunication.
The Papal States still exist today, as “Vatican City”. In Medieval II: Total War, the Papal States are considerably larger, and work like a normal Catholic faction in most respects. However, the Papal States have some important differences that you must be aware of when dealing with them:
The Catholic Church has a council of the highest ranked priests within the faith, called cardinals. These men, of whom there are never more than thirteen, form a collective called the College of Cardinals.
Click on this button at the bottom of the overviews scroll to open the College of Cardinals scroll. This shows who the current cardinals are, and where they are from.
When the Pope dies, the College of Cardinals will convene to elect a new Pope. This is an opportunity for the rulers of Catholic factions to greatly improve their relations with the Papacy.
There are a maximum of three candidates for the Papacy: these men are called the Preferiti. Any faction that has a cardinal can vote in the Papal election. You may choose simply to vote and see the results, but there are also opportunities to collude with other factions in an effort to control the outcome of the election.
It's good to have a sound understanding of the results of a Papal election, because voting for the loser could have a negative effect on your relationship with the Papacy. It may not be in your best interests to back an ally if they are going to lose:
There are two sorts of blasphemous characters that wander the campaign map, leaving a trail of strife and spiritual unrest in their wake: heretics and witches. Both encourage the spread of heresy in the region they're in, and each has additional unique effects.
A heretic is a man of faith who has adopted a different take on one of the major religions, or has even attempted to start an entirely new religion. He is utterly convinced that what he is doing is correct, but he is also aware that the major religions find his attempts to spread a message of faith other than their own to be blasphemous.
A witch is a woman believed to have magical powers, granted to her through the practice of foul, blasphemous arts. Once a woman is considered a witch, she is an outcast, forced to wander the map in an effort to escape religious authorities that seek to end her heretical practices.
An inquisitor is a special sort of priest, sent by the Catholic Church to deal with heresy when it becomes a serious problem in the Pope's eyes. These men are charged with the right to attempt to denounce any man or woman they suspect of blasphemous behavior through a heresy trial; that includes your generals, and even your faction leader! It is better to avoid having an inquisitor visit in the first place than to find a way to get rid of him once he's there.
A crusade is a religious quest, a holy war undertaken with Papal sanction. The mission 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 the Pope believes requires spiritual rescue. The Pope will occasionally call a crusade on his own initiative, but he is also open to suggestions 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 God's 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!
A crusade is an incredibly serious undertaking, and not something that the Pope will approve lightly. After all, he is asking the able-bodied men of Christendom to travel a great distance and perhaps even to give their lives for the cause. Here are some things to know about requesting a crusade:
There are both penalties and benefits for an army on a crusade, and it is important to understand how to join one:
This crusade marker will appear at the top of a crusading army's banner.
Once a general has joined a crusade, his army experiences the following effects:
Crusades can end in several ways:
A jihad is a Muslim holy war against the enemies of Islam. Jihads have almost identical effects to crusades, but the way in which they are called is very different. Since there is no single spiritual leader in Islam, Islamic faction leaders do not have to seek someone else's approval to call a jihad.
Although it might be your destiny to conquer the known world, your faction is but one of many in the Grand Campaign. It's sometimes wiser to deal with other factions in a civilized manner. This is where diplomacy comes in.
Diplomacy in the Grand Campaign is a system of proposals: one faction makes a proposal, and the other faction accepts, refuses or counters it. Choosing to counter is the way to haggle in negotiations.
During diplomacy, you will hear the other party speak to you, and their tone will give you an idea of what they thought of your last proposal. It's possible to insult someone badly enough to damage your relations with their faction, should you be too demanding…
When you enter into diplomacy, you'll be presented with information about your faction, the other faction and the individual you are negotiating with, as well as the proposals you make.
A large part of negotiating is figuring out what the people you're 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 according to whether or not you are at war, allied or neutral with them. From that point on, all demeanor reactions you hear and see on the demeanor display are reactions to the last proposal you made.
The scroll in the center of the screen shows the proposal that you are going to put forward. You build up an offer by selecting items from the two lists to the side of the scroll:
The items available to you to add to proposals as offers, demands or private dealings vary. Here are some things to know about special situations and proposals:
The “Proposal Balance” displayed at the bottom of the proposal scroll is a very useful tool, which lets you know how generous or demanding your proposal is.
It tells you how balanced the proposal is in and of itself, without considering both parties' unique circumstances. What might normally be generous could be unappealing to the faction you are dealing with for any number of reasons.
In the Grand Campaign, you will discover that as your empire becomes larger and more powerful, it will also become more difficult to manage. You will have to deal with increasing numbers of enemies, the prospect of rebellion within your realm, deaths in your ruling family, and much more!
This section of the manual covers running your empire, from knowing where all your forces are to handling your allies and enemies.
Click on the faction shield button on the control panel to see an overview of your faction. The faction overview scroll displays information about your faction, and provides access to other scrolls with further details:
Click on this button to view the family tree scroll.
Click on this button to view the faction rankings scroll.
Click on this button to view the rosters scroll.
Click on this button to view the College of Cardinals scroll.
The family tree scroll shows all the important characters in your faction, including the men who can be generals and governors, as well as your noble daughters who will become princesses.
During the Grand Campaign, some characters and family members will die, but new characters will also join the ranks of your ruling family. Sometimes, your direct actions will expand or change your family tree, while at other times, promising generals, keen suitors or women of noble breeding may be presented to you, seeking to join the nobility. Ways that characters can join your family tree include:
This scroll lets you see your progress in the game, and compare your strength with that of your rivals. The graph shows your faction's power over time as an absolute value: it does not show the proportion of the world's “power” that you control.
The rosters scroll is actually three roster lists in one. You can access the rosters either by clicking on the button at the bottom of the faction overview scroll, or by right-clicking on the tabs at the top of the review panel:
You have countless options in the Grand Campaign, and it would be incorrect to say that you have to touch on everything to succeed. In fact, the more focused your actions, the more effective they are.
These are your primary tasks as the ruler of your faction:
There are several ways to make money for your faction in the Grand Campaign. It's important to remember that doing some of these things may have other repercussions.
These are some of the basic ways to improve the amount of money your faction is generating:
Not everybody is content to remain a servant, and you'll sometimes be faced with characters, armies or settlements that rebel against you. This is usually either because they are disloyal to begin with, or because their loyalty is strained.
There are several ways to prevent rebellion. It's usually best to deal with rebellion before it becomes a serious problem: having to recapture a settlement or losing a general who you were counting on can be a huge setback.
Here are some ways you can avoid rebellion:
Total War battles are realistic, large-scale conflicts. Unlike many real-time strategy games, where you can continually recruit troops during battle and use sheer numbers to overwhelm your opponent, battles in Medieval II: Total War require you to master the same field and siege tactics as commanders of the period would have.
As a commander, your duties include:
To attack an enemy army or settlement, right-click on it on the campaign map while you have an army selected.
This will bring up the battle deployment scroll:
Click on this button to take control of your units on the battlefield.
Click on this button to let the game determine the result of the battle. Automatically resolving a battle is very quick, but your tactical skill is not taken into account. You may take heavy casualties or lose valuable generals.
Click on this button to cancel the battle. If the other army was the attacker, your force will withdraw a short distance to a safer position.
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.
To win a battle, you normally need to drive the enemy from the battlefield.
At the start of a battle, you may be given a chance to deploy your troops. The rules of deployment work as follows:
There are several controls that it's necessary to understand to deploy your units in a sensible manner:
What you see on screen during a battle can be divided into four main sections:
Medieval II: Total War's battlefield offers a realistic view of what's happening in the battle, but when there’s a lot happening, it's vital to recognize exactly what's going on:
There are two sets of buttons on the battle control panel: unit controls and group controls.
Click here to cancel the current orders being carried out by the selected unit(s). Alternatively, press the Backspace (←) key.
Click here to make the selected unit(s) withdraw from battle. The units will retreat into the out-of-bounds area of the map. A unit that is given orders to withdraw can be stopped and recalled to the fight at any point until it leaves play.
Click here to switch the unit formation between “tight” and “loose”. This alters the spacing between men within the selected unit(s).
Click here when a unit is selected to switch its movement speed between walking and running. A unit that runs will tire more quickly than one that marches at a steady pace.
Click here to set the selected unit(s) to guard mode. When a unit is in guard mode, it will hold position and formation at all costs, and let the enemy come to it. A unit on guard will not pursue fleeing enemies. This can be useful for holding an important location (such as a gateway).
Click here to switch skirmish mode on and off. When a missile unit is in skirmish mode, it will try to keep a safe distance between itself and the enemy (usually the range of its missile weapons). If a unit cannot skirmish, this button will be grayed out and cannot be selected.
Click here to switch “fire at will” mode on or off. When a missile unit is in “fire at will” mode, it will fire at any nearby targets without being specifically ordered to do so. When a unit without missile weapons is selected, this button will be grayed out and cannot be selected.
These buttons are reserved for a variety of special abilities, depending on the type of unit currently selected. See Using Special Abilities.
This displays the number of prisoners you have captured during the battle.
Each card in this section represents one unit on the battlefield. When a card is selected, all the men in the unit on the battlefield are highlighted with a circle and an arrow showing the direction they are facing.
The unit cards in the control panel also let you monitor what your units are doing without having to dash to each one in turn. Each unit card has symbols superimposed on it that give you a shorthand notification of what is happening to the unit:
It's possible for more than one of these symbols to apply at any one time. If this is the case, the symbols that apply are displayed in turn.
The mini-map gives you a top-down view of the battlefield. The location on the campaign map determines the terrain on the battlefield: you'll see distant mountains and bodies of water in the appropriate places beyond the battlefield.
The other information and controls in this section of the panel are:
The default battlefield camera in Medieval II: Total War is an RTS-style camera, which can be controlled using mouse or keyboard controls (there is also second mode which is explained below):
Pressing the Delete (⌦) key (or Fn + Backspace) enables the second camera mode, which locks the view onto the selected unit(s). This will be familiar to players of earlier Total War titles. Virtually all camera controls are the same, with one important exception:
Total War battles closely simulate the psychological factors that affect soldiers, and it's important to understand these factors. Not only will this keep your own army fighting longer, but convincing enemy soldiers to run away is a much safer route to victory than actually killing them…
How your units behave depends on their particular training and disposition, so read the unit descriptions carefully.
If your men become too scared or disheartened and their morale drops too low, they will break and rout. The tooltip will show their action as “routing” and their morale state as “broken”. They will attempt to exit the battle as quickly as possible and you will no longer be able to select them or give them orders. It's easy to spot units that are routing, as their banner will flash white.
If they reach a place where they feel safe, they may rally and return to your control.
Units won't rally when an enemy is close by, so chasing after enemy units will ensure that they don't return to the fight.
Factors that reduce morale
Morale will naturally fall over the course of the battle as units take casualties and become tired. There are also specific circumstances that directly reduce morale, including:
Factors that increase morale
The best ways to bolster morale are:
Your aim is to clear the enemy from the battlefield, so be sure to use some of these techniques to get them to rout:
When your men are tired, they don't fight as well and are more likely to run away. A unit's fatigue level is shown on the unit tooltip. If a unit is exhausted, you should try to let it rest.
Medieval II: Total War uses the same basic controls for both moving and attacking: click to select, and right-click on the battlefield to set a destination or target.
Understanding groups and formations is important if you wish to be an effective commander. They allow your units to work together more effectively, and let you control your army more easily. It's usually best to set up your groups and formations during the battle's deployment phase.
There are several ways to select multiple units at once:
Once you have selected multiple units, you can give them all orders at once in the same way that you give orders to a single unit. This includes moving, attacking, and the various special order buttons.
When you have selected multiple units, you can add them to a group by clicking on the Group button on the control panel. When you do this, you'll see that the unit cards rearrange themselves on the review panel, with a border around them and a convenient tab that you can use to select the group in future. There are a number of benefits to grouping your units:
Once you've 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 they've been given, so if you issue an order to the group, it will override any orders you've given to individual units.
You can place a group under “AI Assistance” (computer control) by selecting the group and clicking on the AI Assistance button on the control panel. The computer will then control those units for you. You can give high-level instructions to the computer by selecting the group, then clicking on the place you'd like it to defend, or clicking on the enemy you'd like it to attack. If you don't give any orders, the group will defend the spot where it currently stands.
A formation is an arrangement of units where each unit type has a set position. Knowing how to use formations makes it quick and easy to keep your forces arranged in a certain shape.
Some units have special abilities that you can call on in battle, ranging from attacks, to unique formations, to special actions such as rallying your allies.
Whenever an enemy soldier that is routing is brought down by one of your men, the enemy is taken prisoner. You only take prisoners if you are victorious: the winning side reclaims any of their men who were captured.
If you win a battle, you must make a decision about what to do with the prisoners you captured during it.
Ransom
Choosing to ransom prisoners means asking the other faction to pay for the return of their troops, possibly including generals and even faction leaders and heirs. This is considered common and acceptable, neither noble nor nasty.
Release
Choosing to release prisoners means showing mercy by freeing them after the battle. This is considered rather chivalrous, but may not always be wise.
Execute
Choosing to execute prisoners is obviously a dreadful thing to do, but if you can't afford to let the enemy regain their troops, this can be the best course of action.
When dealing with prisoners, it's important to know that:
Sieges occur when an army assaults a settlement or fort. They are similar to field battles, but have one important difference: one side is behind a set of defenses. All the normal rules of the battlefield apply to sieges and orders for attacks and movement are issued in the normal fashion.
There are, however, extra conditions that apply during sieges, and new weapons and tactics for both the attacker and defender to consider.
When you attack a settlement with an army, you are launching a siege. You will see a special siege details scroll, that includes options not present in field battles:
The victory conditions of a siege battle are different from those of a field battle. You can still win by killing all of your opponent's troops or routing them from the battlefield, but the main goal in sieges is to take control of the settlement.
There are two basic types of machines employed in siege battles: artillery units capable of attacking walls and structures, and actual siege equipment.
Artillery can target walls, defenses and buildings like any other unit in battle. However, siege equipment works differently and varies depending on the equipment being used:
Click on this button in the control panel to enable or disable flaming missiles. Flaming missiles can set buildings on fire, which usually destroys them completely.
Wooden palisades serve only as a barrier to keep out attackers. However, if a settlement has proper walls, men can walk on them and fight for control over them.
Even though being under siege is not a good thing, having the advantage of walls and defensive structures is. When armies are evenly matched, the defender has a huge advantage, as they do not need to take any risks: it is up to the attacker to find a way in.
Sally battles occur when a settlement's garrisoned army emerges from behind its walls to drive off the besieging army. In a sally battle, the garrison is treated as the attackers, and the besieging army as the defenders, even though in reality, it is the other way round.
The besieging army appears on the battlefield outside the settlement, and they do not have an opportunity to position their troops before the battle. For the attackers (the army sallying out) to win, they must kill or drive off all the defenders (the besieging army).
Defensive fortifications need to be manned in order to be active: it is not enough to simply build the fortifications.
Historical battles in Medieval II: Total War are recreations of real battles from history. These battles are special scenarios in which you play as one of the sides of a famous battle and must master the situation at hand. History has shown us a winning tactic in these scenarios: apply the same tactics yourself and you should prove victorious!
To play a single-player historical battle, select Historical Battle from the Single Player menu to see a list of the battles you can play.
The rules of historical battles are only slightly different from those of any other field battle or siege:
Custom battles allow you to set up a battle to your own specification.
To play a custom battle, select Single Player from the Main Menu, then select Custom Battle. There are three things that you must set before you can begin your custom battle: the conditions, the teams and the armies.
There are a wide variety of conditions that you can adjust to tailor the battlefield to your needs. Once you are done, click on the Next button to proceed to the Customize Battle screen.
The custom battle condition settings include:
This is the screen where you set up the teams for the battle. You can include up to eight factions and four teams in one battle using the controls on screen:
This screen allows you to select the individual units that compose each army. There are a number of factors that limit which units you can select, or which affect the cost of different units:
Click on this button to clear the units in an army and start again.
Click on this button to let the computer select an army for you. It will do its best to spend your budget as efficiently as possible and create a flexible fighting force. You can then make adjustments to the computer's suggested force.
Multiplayer games allow you to battle against other people, either online or across a Local Area Network (LAN). You can create multiplayer custom battles, or fight one of the pre-defined balanced multiplayer battles or historical battles included in Medieval II: Total War.
For full details on how to host or join multiplayer battles, see How do I play a multiplayer custom battle on Steam? in the FAQs.
Every effort has been made to make Medieval II: Total War as compatible with current hardware as possible. However, if you are experiencing problems when running Medieval II: Total War, please read on.
The latest version of the FAQs can be found by selecting the FAQs button in the Support tab of the Medieval II: Total War pre-game Options window (this is the window that opens when you launch the game), or by going straight to the Feral website: http://support.feralinteractive.com
Contacting Feral
If the FAQs and/or updates do not solve your problem, then please feel free to contact us. The following information must be obtained before contacting Feral Technical Support:
All the information required can be obtained by opening Medieval II: Total War and clicking on the Support tab in the Medieval II: Total War pre-game Options window. In the Support tab, click on the Generate Report button. Once the report is generated it will appear as a file in your ~/Downloads folder (the “~” symbol refers to your home directory). Now click on the Create Email button. Remember to attach the Medieval II Total War Report.txt file to your email.
In your email, please include a brief description of the problem you have experienced with Medieval II: Total War.
email: support@feralinteractive.com
Please check the warranty information provided by Steam.