History VideoGame / MedievalIITotalWar

19th Jun '16 4:34:21 PM Shishkahuben
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* AccentTropes: Every nation has their own accents with every agent having their own variation. Even evil generals have different accents from noble and neutral ones. They even throw a few non-English words into the dialogue.

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* AccentTropes: Every nation region has their own accents with every agent having their own variation. Even evil generals have different accents from noble and neutral ones. They even throw a few non-English words into the dialogue.



** Venice - Spammer early on, Specialist/Technician later, Economist through out: Starts with lots and lots of cheap and better-than-average militia, but later gets units like Stradiots, Venetians Archers and Venetian Heavy Infantry, also Musketeers and Monster Ribaults once Gunpowder has been discovered. Has very good starting position to build up a mediterranean trade empire.

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** Venice - Spammer early on, Specialist/Technician later, Economist through out: throughout: Starts with lots and lots of cheap and better-than-average militia, but later gets units like Stradiots, Venetians Archers and Venetian Heavy Infantry, also Musketeers and Monster Ribaults once Gunpowder has been discovered. Has a very good starting position to build up a mediterranean Mediterranean trade empire.



** Milan - Spammer early on, Specialist/Technician later, Economist through out: Starts with lots and lots of cheap and better-than-average militia, but later gets units like Famiglia Ducale, Genoese Crossbowmen and their Militia variant, also Musketeers and Monster Ribaults once Gunpowder has been discovered. Has very good starting position to build up a mediterranean trade empire.

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** Milan - Spammer early on, Specialist/Technician later, Economist through out: Starts with lots and lots of cheap and better-than-average militia, but later gets units like Famiglia Ducale, Genoese Crossbowmen and their Militia variant, also Musketeers and Monster Ribaults once Gunpowder has been discovered. Has Like Venice on the other side of Italy, Milan has a very good starting position to build up a mediterranean trade empire.



** The Byzantine Empire - Ranger/Specialist, with traces of Economist: Below average infantry, with the notable exception of the Varangian Guard and only a single gunpowder unit. Killer heavy cavalry and the best horse archers in the game. Has the unique Fireboat unit, making early to mid-game naval battle very one-sided. Holding one of the biggest cities in the world gives them a economic headstart, but seeing as their surrounded by hostile factions, they need it.

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** The Byzantine Empire - Ranger/Specialist, with traces of Economist: Below average infantry, with the notable exception of the Varangian Guard and only a single gunpowder unit. Killer heavy cavalry and the best horse archers in the game. Has the unique Fireboat unit, making early to mid-game naval battle very one-sided. Holding one of the biggest cities in the world gives them a economic headstart, but seeing as their head start, though being surrounded by hostile factions, they need it.



** The Papal States - Generalist, possible Gamebreaker: Good all-around units, but with the power to expel any of their Catholic enemies from the church and call crusades on their cities, they may develop into a demonic spider or worse.
** The Mongols - Ranger/Spammer: Some of the best cavalry and ranged infantry in the game, but mediocre melee infantry. Spammer due to their huge numbers and unending spawn until they have either found a new home or are destroyed completely.
** The Timurids - Ranger/Specialist, Spammer: Copy of the Mongols with the addition of Gunpowder and their unique Elephant units.
** The Aztecs - Spammer/Loyal: Huge numbers of high-morale infantry, but with primitive weapons.

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** The Papal States - Generalist, possible Gamebreaker: GameBreaker: Good all-around units, but with the power to expel any of their Catholic enemies from the church and call crusades on their cities, they may develop into a demonic spider DemonicSpider or worse.
worse. In battle, their elite pikemen and cavalry are used to great effect to defend the Pope.
** The Mongols - Ranger/Spammer: Some of the best cavalry and ranged infantry in the game, but mediocre melee infantry. Spammer due to their huge numbers comes into play as, when they first arrive, they typically come with six or more armies at maximum power and unending spawn elite generals, soon followed by another eight armies a few years later. These reinforcements will continue until they have either found a new home or are destroyed completely.
completely.
** The Timurids - Ranger/Specialist, Spammer: Copy of Similar to the Mongols Mongols, with the addition of Gunpowder and their unique Elephant units.
units.
** The Aztecs - Spammer/Loyal: Huge numbers of high-morale infantry, but with primitive weapons. Still, an invasion force will be hard pressed to cut their way through ''thousands'' of bloodthirsty and fanatical infantry units.



** Lithuania - Guerilla/Loyal as Pagans, Generalist as Christians: Unable to stand to the Teutonic Order man-to-man, but with some really mean troops and high-morale religious fanatics. After their convertion to Christianity, they get heavier infantry and some very good gunpowder troops.

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** Lithuania - Guerilla/Loyal as Pagans, Generalist as Christians: Unable to stand to the Teutonic Order man-to-man, but with some really mean troops and high-morale religious fanatics. After their convertion conversion to Christianity, they get heavier infantry and some very good gunpowder troops.



*** Furthermore, failed assassination attempts have a chance of giving her the "Brave Woman" trait. It's next level, Dauntless Woman, implies that the princess takes care of her attacker herself.

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*** ** Furthermore, failed assassination attempts have a chance of giving her the "Brave Woman" trait. It's next level, Dauntless Woman, implies that the princess takes care of her attacker herself.



* AristocratsAreEvil: Comes in the form of dread.

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* AristocratsAreEvil: Comes in Some members of the form of dread.royal family may certainly count, though it's completely mutable... [[MoralEventHorizon up to a point.]]



** The AI in ''Medieval II'' will march a vast army straight across a narrow bridge at you if the battle takes place on one. All you have to do is position at your end of the bridge a pair of Mangonels which are catapults that lob barrels of oil that explode and rain hot death, or if you're lucky, explode on contact with the ground instead, right in the middle of a tightly packed formation of multiple troop divisions in a confined space. It is embarassingly easy to wipe out a 2000 man AI army this way as they keep sending their troops across the bridge until more than half of them die from the exploding barrels and the other half panic and rout.
** Horizontal-firing artillery is a bit of a liability. Ribault and bombard teams see no problem continuing to fire even when the general himself is standing four feet from the mouth of the cannon.

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** The AI in ''Medieval II'' will march a vast army straight across a narrow bridge at you if the battle takes place on one. All you have to do is position at your end of the bridge a pair of Mangonels Mangonels, which are catapults that lob barrels of oil that explode and rain hot death, or if you're lucky, explode on contact with the ground instead, right in the middle of a tightly packed formation of multiple troop divisions in a confined space. It is embarassingly embarrassingly easy to wipe out a 2000 man AI army this way as they keep sending their troops across the bridge until more than half of them die from the exploding barrels and the other half panic and rout.
** Horizontal-firing artillery is a bit of a liability. Ribault and bombard Artillery teams see no problem continuing to fire even when the general himself is standing four feet from the mouth of the cannon.



** Unlike later installmants in the series, the tech level of units is determined by building in your settlements. This can lead to a faction with a strong economy being able to field musketeers and advanced plate equipped soldiers before the 14th (or 13th!) century is out.

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** Unlike later installmants installments in the series, the tech level of units is determined by building in your settlements. This can lead to a faction with a strong economy being able to field musketeers and advanced plate equipped soldiers before the 14th (or 13th!) century is out.



* AwesomeButImpractical: The settlements of Arguin and Timbuktu are so far away to everyone, including the Moors, that you would have to be desperate to have them under your control. Not just for their valuable resources of Gold, Ivory, and slaves but to give you two points towards the number of regions you need to beat the campaign. To show how remotely located those settlements are, it takes 8 turns to sail from Marrakesh to Arguin and back again and much, much longer to travel there on land.

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* AwesomeButImpractical: The settlements of Arguin and Timbuktu are so far away to everyone, including everyone but the Moors, that you would have to be pretty desperate to have them under your control. Not just for It takes nearly ten turns to march an army to Timbuktu from the nearest settlement at Marrakesh, and another six to reach Arguin, and both are completely cut off from the sea until oceanfaring ships are invented in the 15th century. That said, if captured and babied a little, their valuable trade resources of Gold, Ivory, gold, ivory, and slaves but may provide thousands of florins each turn without any fear of capture, while adding additional merchants to give you two points towards the number of regions you need to beat the campaign. To show how remotely located those settlements are, it takes 8 turns to sail from Marrakesh to Arguin and back again and much, much longer to travel there on land.area can increase that by thousands more, each.



* BloodLust: A few traits describe this and all of them have some negative effect.
* BlueBlood: Your generals.

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* BloodLust: A few traits describe this and all of them have some negative effect.
effect. At lower levels, it describes courage in battle, granting additional command stars. At higher levels, not only does the general start giving creepy speeches, but any soldier under his command starts to worry that he's a violent maniac.
* BlueBlood: Your generals. Common soldiers who captain armies and bring in heroic victories and survive may be adopted into the royal family.



* BookDumb: A trait you never want ANY of your characters to have.

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* BookDumb: A trait you never want ANY of your characters to have. It hurts trade income to any city they happen to govern and makes them a liability to your treasury.



** England in generals. They have a fairly standard mix of archers and knights, but can kick ass with impunity.

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** England in generals. general. They have a fairly standard mix of archers and knights, but can kick ass with impunity.impunity.
** The isolated cities of Timbuktu and Arguin, separated from the rest of the map by thousands of miles of trackless wasteland south of Spain, can produce thousands of florins each turn with the construction of a single mine in each city, with no serious risk of losing either to invaders.



--> Scot: I WILL CUT OFF YA HEAD AND SPIT DOWN YA NECK!
** Even the Scots that you control are this.

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--> Scot: I '''"I WILL CUT OFF YA HEAD AND SPIT DOWN YA NECK!
NECK!"'''
** Even the The Scots that you control are this.this too.



* BringMyBrownPants: Avoid as traits. All of them negative.

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* BringMyBrownPants: Avoid as traits. All Being cowardly and having a fear of them negative.blood are terrible traits, which not only reduce troop morale but actually reduce the general's hitpoints.



** All factions can bring this to the field with a healthy contingent of artillery. A constant stream of explosive shot from catapults, trebuchets or cannons are highly discouraging for an army forced to withstand it. This allows them to be used to great effect in [[TakeItToTheBridge bridge battles,]] where units get bottlenecked and have no choice but to wait their turn to slug it out, with boulders and cannonballs raining down on their heads.



** Family Members: Cuckold

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** Family Members: CuckoldCuckold, Idiot. Homosexual faction leaders can be called "the Queen."



* TheHorde: The Mongols and Timurids each arrive from the east in great numbers at allotted times in the main campaign, requiring those factions already present to refocus their defences and fight them off, or else be completely overrun.

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* TheHorde: The Mongols and Timurids each arrive from the east in great numbers at allotted times in the main campaign, requiring those factions already present to refocus their defences defenses and fight them off, or else be completely overrun.



* InTheBlood: If a character has a high enough dread rating, than his sons will also start out with a good amount of dread. The same principle applies to those whose fathers have high chivalry.

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* InTheBlood: If a character has a high enough dread rating, than his sons will also start out with a good amount of dread. The same principle applies to those whose fathers have high chivalry. [[SubvertedTrope This only applies to reputation, however; the son of a living saint can still be known for ripping his foe's throats out with his teeth.]]



* TheJuggernaut: England in the ''Britannia'' expansion, which starts out with the most land and deepest economy. Playing as them generally consists of building economy, stockpiling troops, and then steamrollering the other kingdoms.

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* TheJuggernaut: England in the ''Britannia'' expansion, which starts out with the most land and deepest economy. Playing as them generally consists of building economy, stockpiling troops, and then steamrollering steamrolling the other kingdoms.



* KarmaMeter: ''Medieval II'' has a Chivalry-Dread axis. Being nice to prisoners, keeping your cities on a low tax rate when your general is governing them, and honorably attacking the enemy head-on builds Chivalry points, which makes characters better administrators and boosts their armies' morale on the battlefield. Dreaded characters aren't much use in cities, but enemy armies who face them will have lowered morale. Dread points are built by performing heinous acts such as butchering prisoners, using assassins, keeping the tax rate high when governing and running down fleeing units... and also by using spies and "fighting dirty".

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* KarmaMeter: ''Medieval II'' The game has a Chivalry-Dread axis. Being nice to prisoners, keeping your cities on a low tax rate when your general is governing them, and honorably attacking the enemy head-on builds Chivalry points, which makes characters better administrators and boosts their armies' morale on the battlefield. Dreaded characters aren't much use in cities, but enemy armies who face them will have lowered morale. Dread points are built by performing heinous acts such as butchering prisoners, using assassins, keeping the tax rate high when governing and running down fleeing units... and also by using spies and "fighting dirty".



** Dreaded generals, regardless of nationality. ''"ORDAH ME NOT!!! I'M BUSY TORTAHING CAPTIVES!"'' Chivalrous ones as well, sometimes. ''"GOTT EHRE VATERLAND! TO BATTLE!"''
** When you send a priest to execute a heretic or witch: ''"MAY GOD EXPOOOOSE THE UNCLEEEEAAAN!"''

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** Dreaded generals, regardless of nationality. ''"ORDAH
--> '''Mongol general: "ORDER
ME NOT!!! NOT! I'M BUSY TORTAHING CAPTIVES!"'' TORTURIN' CAPTIVES!"'''
**
Chivalrous ones as well, sometimes. ''"GOTT sometimes.
--> '''German general: "GOTT
EHRE VATERLAND! TO BATTLE!"''
BATTLE!"'''
** When you send a priest to execute a heretic or witch: ''"MAY witch:
--> '''"MAY
GOD EXPOOOOSE THE UNCLEEEEAAAN!"''UNCLEEEEAAAN!"'''



** Homosexual and dreaded generals can pick up a [[VillainousCrossdresser Foreign Fruitcake.]] Any respect his troops may have had for him evaporates when this follower appears.



--> ''"I'll rep off yer head an' spet down yer neck!"''

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--> ''"I'll '''"I'll rep off yer head an' spet down yer neck!"''neck!"'''
24th May '16 1:56:37 PM Arima
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Added DiffLines:

* PowerUpLetdown: There are plenty of bad ancillaries that you really don't want on your generals and agents.
** A Pagan Magician drops your General's faith in his religion which will invite the suspicious eyes of the Inquisition.
** Ornamental Armor is good for making a General look nice to his people but it drops the morale of his troops since they know he looks silly and unprotected.
** A Princess with a Secret Lover is essentially an uncharming and cheating infidel after marriage.
18th May '16 11:39:30 PM Arima
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* BorderPatrol: Watchtowers and forts are very good defensive structures that provide line-of-sight and defenses respectively.

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* BorderPatrol: Watchtowers and forts are very good defensive structures that provide line-of-sight and defenses respectively. Watchtowers are absolutely essential for regions that have a lot of territory as the main settlement can only cover the local area around it, resulting in considerable blindspots elsewhere within its borders.
12th May '16 2:52:22 PM Arima
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** You will need to build lots of Churches/Mosques and play nice with neighboring factions of the same faith if you intend to remain in the good graces of Catholicism/Islam.

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** You will need to build lots of Churches/Mosques and play nice with neighboring factions of the same faith if you intend to remain in the good graces of Catholicism/Islam. Participating in Crusades/Jihads is also MANDATORY.


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** Orthodox factions don't have to worry about the Pope as he only calls for a crusade or a ceasefire among Catholic factions. They do have to worry about being the target of a Crusade/Jihad however.
11th May '16 3:09:12 AM Morgenthaler
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* TheKnightsTemplar: Not only do the original Templars show up, but TheKnightsHospitallers and TheTeutonicKnights make an appearance as well. It's random whether or not you get them (see the ThievesGuild example below), but to start, they'll approach you about setting up a small Chapter house in your province. Accept, and you can recruit from the order in limited numbers. If you're really lucky, the Grand Master will set up his order's HQ in your kingdom.
10th May '16 11:01:05 PM DariusAngel
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* FalseFriend: The Papal States. You can be allied with them and have maximum approval, but that won't stop them from throwing a wrench in your campaign with a ceasefire ultimatum, nor will it prevent inquisitors from killing your generals.

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* FalseFriend: The Papal States. You can be allied with them and have maximum approval, but that won't stop them from throwing a wrench in your campaign with a ceasefire ultimatum, nor will it prevent inquisitors from killing your generals. Or, if you're an Islamic faction, a crusade being called on your settlements.
8th May '16 11:58:49 AM Arima
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Added DiffLines:

* ReligionOfEvil: Paganism and Heresy are both universally intolerable religions, one being a holdout of ancient times and the other being an active and willful deviation of the local faith.
8th May '16 11:51:58 AM Arima
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* ArbitraryHeadcountLimit: Only twenty units can be in combat on a side at once. This can be frustrating if the units you need on the battle field are unable to join by reinforcements under your control, reinforce you as units are destroyed in the order that you DON'T want, or if a few units have a lot of experience but are numbered in the ones (making you lose hard-earned units). All units have the problem that experience is spread to every person in the unit. You could have a unit with five experience, but have only ten men. When you put fresh recruits in the unit, the average experience per person goes down making you lose experience. Also, every experience point is represented by a guy with a unit flag. For every flag bearer that is killed, you lose an experience point.

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* ArbitraryHeadcountLimit: ArbitraryHeadcountLimit
**
Only twenty units can be in combat on a side at once. This can be frustrating if the units you need on the battle field are unable to join by reinforcements under your control, reinforce you as units are destroyed in the order that you DON'T want, or if a few units have a lot of experience but are numbered in the ones (making you lose hard-earned units). All units have the problem that experience is spread to every person in the unit. You could have a unit with five experience, but have only ten men. When you put fresh recruits in the unit, the average experience per person goes down making you lose experience. Also, every experience point is represented by a guy with a unit flag. For every flag bearer that is killed, you lose an experience point.point.
** The number of agents you can have depends on the number of requisite buildings you have. For example, having 10 Markets will allow you to recruit and field 10 Merchants. Losing a region with a Market will drop your Merchant limit to 9 but you will still keep all 10 of your currently existing Merchants.
8th May '16 11:41:26 AM Arima
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Added DiffLines:

** Priests/Imams: the Corrupt


Added DiffLines:

** Your Priests/Imams can inherit negative traits, such as corruption, depending on where you recruit them.
6th May '16 2:06:33 AM Morgenthaler
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* HandsomeDevil: Combine the beautiful traits with dread and you get this.
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