History VideoGame / MedievalIITotalWar

25th Jan '17 12:22:40 PM BeerBaron
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* SpringtimeForHitler: Unlike ''Rome'', where it was possible to change your faction heir (at the cost of some Influence,) you cannot change your faction heir here, presumably for historical accuracy. If the game decides that your faction heir is going to be that greedy, incompetent governor in the middle of nowhere instead of your kickass, utterly loyal and upright general, your only option is to have your faction heir killed as described in UriahGambit below. However, if he survives, there is a good chance that he'll come away with a trait that makes him even ''harder'' to kill in the future. Good luck with that...

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* SpringtimeForHitler: Unlike ''Rome'', where it was possible to change your faction heir (at the cost of some Influence,) you cannot change your faction heir here, presumably here. Presumably it was done for historical accuracy. If accuracy, with the game decides that computer typically selecting the oldest son of your faction heir Faction Leader if one is going available. (If not, his next oldest brother is typically chosen.) This can lead to be that greedy, incompetent scenarios where a greedy/corrupt/disloyal governor in the middle of nowhere instead of your kickass, utterly a backwater territory is named heir over his much more qualified brother/cousin who is a loyal and upright general, your conquering general. Your only option at that point is to have your faction heir killed as described in UriahGambit below. However, if he survives, there is a good chance that he'll come away with a trait that makes him even ''harder'' to kill in the future. Good luck with that...



* UriahGambit: Just as in ''Rome'', it's possible and even ''recommended'' as a way to get rid of troublesome family members who have mostly detrimental traits. If they die, they won't be around lowering the morale of your armies, adding to the corruption of your cities, and potentially corrupting your family line by passing these traits on to equally useless offspring. If by some miracle they actually win, they'll gain positive traits in combat, actually making them useful at least as a heavy cavalry unit.

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* UriahGambit: Just as in ''Rome'', it's possible and even ''recommended'' as a way to get rid of troublesome family members who have mostly detrimental traits. If they die, they won't be around lowering the morale of your armies, adding to the corruption of your cities, and potentially corrupting your family line by passing these traits on to equally useless offspring. [[SurprisinglyEliteCannonFodder If by some miracle they actually win, they'll gain positive traits in combat, actually making them useful at least as a heavy cavalry unit.unit]].
13th Jan '17 12:29:12 PM BeerBaron
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* UriahGambit: Just as in ''Rome'', it's possible and even ''recommended'' as a way to get rid of troublesome family members who have mostly detrimental traits. If they die, they won't be around lowering the morale of your armies and adding to the corruption of your cities. If by some miracle they win, they'll gain positive traits in combat, actually making them useful.

to:

* UriahGambit: Just as in ''Rome'', it's possible and even ''recommended'' as a way to get rid of troublesome family members who have mostly detrimental traits. If they die, they won't be around lowering the morale of your armies and armies, adding to the corruption of your cities. cities, and potentially corrupting your family line by passing these traits on to equally useless offspring. If by some miracle they actually win, they'll gain positive traits in combat, actually making them useful.useful at least as a heavy cavalry unit.
13th Jan '17 12:22:03 PM BeerBaron
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* SpringtimeForHitler: Unlike ''Rome'', where it was possible to change your faction heir (at the cost of some Influence,) you cannot change your faction heir here, presumably for historical accuracy. If the game decides that your faction heir is going to be your greedy, incompetent governor in the middle of nowhere instead of your kickass, loyal general, your only option is to have your faction heir killed as described in UriahGambit below. However, if he survives, there is a good chance that he'll come away with a trait that makes him ever ''harder'' to kill in the future. Good luck with that...

to:

* SpringtimeForHitler: Unlike ''Rome'', where it was possible to change your faction heir (at the cost of some Influence,) you cannot change your faction heir here, presumably for historical accuracy. If the game decides that your faction heir is going to be your that greedy, incompetent governor in the middle of nowhere instead of your kickass, utterly loyal and upright general, your only option is to have your faction heir killed as described in UriahGambit below. However, if he survives, there is a good chance that he'll come away with a trait that makes him ever even ''harder'' to kill in the future. Good luck with that...



* SuicidalOverconfidence: Just like VideoGame/RomeTotalWar, the campaign AI takes this UpToEleven. Factions with no chance of even winning a single battle against you will declare war on your continent-expanding empire and will refuse even the most reasonable ceasefire treaties. The battle AI tends to avert this, however.

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* SuicidalOverconfidence: Just like VideoGame/RomeTotalWar, ''Rome'', the campaign AI takes this UpToEleven. Factions with no chance of even winning a single battle against you will declare war on your continent-expanding empire and will refuse even the most reasonable ceasefire treaties. The battle AI tends to avert this, however.
13th Jan '17 7:57:37 AM BeerBaron
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''Medieval II: Total War'' is the fourth instalment in the ''VideoGame/TotalWar'' series of strategy games. Like all the other games in the series, it features a mixture of turn-based strategy on a campaign map and real-time tactics on a battlefield. It is essentially a remake of the original ''VideoGame/MedievalTotalWar'' with updated graphics and the more detailed campaign map introduced in its direct predecessor, ''VideoGame/RomeTotalWar''.

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''Medieval II: Total War'' is the fourth instalment installment in the ''VideoGame/TotalWar'' series of strategy games. Like all the other games in the series, it features a mixture of turn-based strategy on a campaign map and real-time tactics on a battlefield. It is essentially a remake of the original ''VideoGame/MedievalTotalWar'' with updated graphics and the more detailed campaign map introduced in its direct predecessor, ''VideoGame/RomeTotalWar''.
28th Dec '16 6:18:48 AM Morgenthaler
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* BadAss: Oh where to begin...
** BadassBookworm: Generals can have the smart trait, the educated trait, the mentor retinue, the tutor etinue, etc.
** BadassBureaucrat: Generals can have nice bonuses to civil keeping while being able to crush their enemies.
** BadassPrincess: The princess can carry a knife to protect them from assassins, not that they need them as 99.9% of assassination attempts against them end with assassin dying.
** BadassFamily: This is a given if you know what you are doing.
** BadassGrandpa: The more battles a general has won, the stronger he gets even if he's old.
** BadassPacifist: This is a possible playing style and is very possible. You can have a horrifically scarred general (+4 to hitpoints) who is a very good peacekeeper who rules through love.
** BadassPrincess: Princess can carry knives to increase security and it's also possible for them to have traits that help them defend themselves.
** BadassTeacher: A few of the retinue units can count like the seasoned veteran who provides the general with knowledge and command ability.
** BadassUnintentional: The captains that are caught off guard and pull so awesome a victory that they are offered entrance into the royal family.

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* BadAss: Oh where to begin...
**
BadassBookworm: Generals can have the smart trait, the educated trait, the mentor retinue, the tutor etinue, etc.
** * BadassBureaucrat: Generals can have nice bonuses to civil keeping while being able to crush their enemies.
** * BadassPrincess: The princess can carry a knife to protect them from assassins, not that they need them as 99.9% of assassination attempts against them end with assassin dying.
** * BadassFamily: This is a given if you know what you are doing.
** * BadassGrandpa: The more battles a general has won, the stronger he gets even if he's old.
** * BadassPacifist: This is a possible playing style and is very possible. You can have a horrifically scarred general (+4 to hitpoints) who is a very good peacekeeper who rules through love.
** * BadassPrincess: Princess can carry knives to increase security and it's also possible for them to have traits that help them defend themselves.
** * BadassTeacher: A few of the retinue units can count like the seasoned veteran who provides the general with knowledge and command ability.
** * BadassUnintentional: The captains that are caught off guard and pull so awesome a victory that they are offered entrance into the royal family.
7th Sep '16 4:37:06 AM StoneBasilisk
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** Does the enemy army have a ton of cavalry? Have your archers plant stakes at your end of the bridge, and watch the mass of horsemen throw themselves upon the wooden spikes in an attempt to reach your battle-line.



** Being able to capture Ireland by just taking Dublin is a gross oversimplification. It took the English some four hundred years to actually establish political control over the entire island.

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** Being able to capture the entirety of Ireland by just taking Dublin is a gross oversimplification. It took the English some four hundred years to actually establish political control over the entire island.



* AscendedExtra: Captains are the commanders when a general or family member is not present and they are vastly weaker. They change depending on what units you have in your army and whether or not the army has been in a city or not. HOWEVER, if you win a major battle with one (and he survives, isn't knocked out of combat, or is a reinforcement unit), then he can be given the honor of a name, a offer to be welcomed into the family, and an immediate bonus to commanding skills due to his amazing victory.

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* AscendedExtra: Captains are the commanders when a general or family member is not present and they are vastly weaker. They change depending on what units you have weaker; occupying whatever the first unit in your army army's lineup is and whether or not the army has been in a city or not.sharing that unit's stats. HOWEVER, if you win a major battle with one (and he survives, isn't knocked out of combat, or is a reinforcement unit), then he can be given the honor of a name, a offer to be welcomed into the family, and an immediate bonus to commanding skills due to his amazing victory.



* AwesomeButImpractical: The settlements of Arguin and Timbuktu are so far away to everyone but the Moors, that you would have to be pretty desperate to have them under your control. 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, and slaves may provide thousands of florins each turn without any fear of capture, while adding additional merchants to the area can increase that by thousands more, each.

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* AwesomeButImpractical: The settlements of Arguin and Timbuktu are so far away to everyone but the Moors, that you would have to be pretty desperate to have them under your control. 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, [[MagikarpPower if captured and babied a little, little]], their valuable trade resources of gold, ivory, and slaves may provide thousands of florins each turn without any fear of capture, while adding additional merchants to the area can increase that by thousands more, each.



** A high-Dread general will almost always be itching for battle, and loves nothing more than to see his enemies crushed.



* 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.



* DarkIsNotEvil: In the Teutonic campaign, the super-intimidating Teutonic Order can also have Chivalrous generals.
** Ditto followers of the Sun God in the Americas campaign.

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* DarkIsNotEvil: In the Teutonic campaign, the super-intimidating Teutonic Order can also have Chivalrous generals.
**
generals. Ditto followers of the Sun God in the Americas campaign.



** The English longbowmen are pretty much the epitome of this. You'll be hard-pressed ''any'' ranged unit that can consistently cause as much damage at long range short of extreme late-game artillery units like the culverin. Longbowmen can get into shooting matches with multiple artillery units and consistently win. Taken even further in the ''Stainless Steel'' mod, where the longbowmen have range comparable to most artillery units. And in that mod, [[GameBreaker Scotland can use them, too]]. Given the longbowmen's historical successes, this is pretty much TruthInTelevision.

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** The English longbowmen are pretty much the epitome of this. You'll be hard-pressed ''any'' ranged unit that can consistently cause as much damage at long range range, short of extreme late-game artillery units like the culverin. Longbowmen can get into shooting matches with multiple artillery units and consistently win. Taken even further in [[GameMod the ''Stainless Steel'' mod, mod]], where the longbowmen have range comparable to most artillery units. And in that mod, [[GameBreaker Scotland can use them, too]]. Given the longbowmen's historical successes, this is pretty much TruthInTelevision.



** Stakes and pike walls planted by Friendly units will still accidentally kill your cavalry if you try to move through them.

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** Stakes and pike walls planted by Friendly friendly units will still accidentally kill your cavalry if you try to move through them.



* TheDreaded: A character can keep order with a high Dread rating. Dreaded characters lower the morale of entire enemy armies by their mere presence. This is very annoying when fighting the Mongols, who all have high Dread generals. Use Chivalrous generals to balance it up... or use a general of your own with ''even higher'' Dread to make the ''Mongols'' break first. With a general whose Dread is maxed out, it's possible to break an entire enemy army by simply charging them.You don't even have to hit them; simply charge the entire army straight at them, and there's a pretty good chance that the lower-morale units break immediately, starting a chain reaction of routing that sends the entire army fleeing. With your faction leader, if you push the Dread high enough and execute enough prisoners/exterminate enough populations, he'll end up with the moniker ''[[NamesToRunAwayFromReallyFast "The Lord of Terror."]]'

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* TheDreaded: A character can keep order with a high Dread rating. Dreaded characters lower the morale of entire enemy armies by their mere presence. This is very annoying when fighting the Mongols, who all have high Dread generals. Use Chivalrous generals to balance it up... or use a general of your own with ''even higher'' ''[[BeatThemAtTheirOwnGame even higher]]'' [[BeatThemAtTheirOwnGame Dread to make the ''Mongols'' the]] ''[[BeatThemAtTheirOwnGame Mongols]]'' [[BeatThemAtTheirOwnGame break first.first]]. With a general whose Dread is maxed out, it's possible to break an entire enemy army by simply charging them. You don't even have to hit them; simply charge the entire army straight at them, and there's a pretty good chance that the lower-morale units break immediately, starting a chain reaction of routing that sends the entire army fleeing. With your faction leader, if you push the Dread high enough and execute enough prisoners/exterminate enough populations, he'll end up with the moniker ''[[NamesToRunAwayFromReallyFast "The Lord of Terror."]]'



* TemptingFate: The description of the Turks: ''"After all, how likely is it that an even more fierce and formidable race of nomads sweep down from the steppes?"''

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* TemptingFate: The final line in the campaign description of the Turks: ''"After ''[[UsefulNotes/GenghisKhan "After all, how likely is it that an even more fierce and formidable race of nomads sweep down from the steppes?"''steppes?"]]''
4th Sep '16 4:36:12 AM Morgenthaler
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An expansion pack, ''Kingdoms'' introduced four new campaigns in addition to the main European one: The Crusades, the British Isles, the Americas and the wars of TheTeutonicKnights. These all focus on a smaller area than the main campaign, while providing greater detail.

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An expansion pack, ''Kingdoms'' introduced four new campaigns in addition to the main European one: The Crusades, the British Isles, the Americas and the wars of TheTeutonicKnights.UsefulNotes/TheTeutonicKnights. These all focus on a smaller area than the main campaign, while providing greater detail.
3rd Sep '16 11:04:44 AM Morgenthaler
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*** And in the Crusades expansion, the Kingdom of Jerusalem reuses the English voices, despite the kings of Jerusalem being Franks from Lorraine (which at the time was a Frankish part of the HolyRomanEmpire). [[note]] The Principality of Antioch was ruled by the Hauteville family, who were Normans that ruled Sicily, so it makes sense for them to use the French voices [[/note]]

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*** And in the Crusades expansion, the Kingdom of Jerusalem reuses the English voices, despite the kings of Jerusalem being Franks from Lorraine (which at the time was a Frankish part of the HolyRomanEmpire).UsefulNotes/HolyRomanEmpire). [[note]] The Principality of Antioch was ruled by the Hauteville family, who were Normans that ruled Sicily, so it makes sense for them to use the French voices [[/note]]
30th Aug '16 7:37:11 PM dracogeorge
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Added DiffLines:

*** And in the Crusades expansion, the Kingdom of Jerusalem reuses the English voices, despite the kings of Jerusalem being Franks from Lorraine (which at the time was a Frankish part of the HolyRomanEmpire). [[note]] The Principality of Antioch was ruled by the Hauteville family, who were Normans that ruled Sicily, so it makes sense for them to use the French voices [[/note]]
12th Aug '16 12:03:56 PM BeerBaron
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Added DiffLines:

* SpringtimeForHitler: Unlike ''Rome'', where it was possible to change your faction heir (at the cost of some Influence,) you cannot change your faction heir here, presumably for historical accuracy. If the game decides that your faction heir is going to be your greedy, incompetent governor in the middle of nowhere instead of your kickass, loyal general, your only option is to have your faction heir killed as described in UriahGambit below. However, if he survives, there is a good chance that he'll come away with a trait that makes him ever ''harder'' to kill in the future. Good luck with that...
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