History VideoGame / MedievalIITotalWar

24th May '16 1:56:37 PM Arima
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* 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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* 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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** Priests/Imams: the Corrupt


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** 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.
3rd May '16 3:15:26 PM Arima
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* SlaveToPR: 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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* SlaveToPR: SlaveToPR
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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.Catholicism/Islam.
** Establishing Trade Rights doesn't come without a small cost as diplomatic inactivity between you and your trading partners will slowly cause your relations to go sour with them.
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