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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]], 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.


Added DiffLines:

* DifficultButAwesome: Capturing the settlements of Arguin and Timbuktu. 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 ocean-faring ships are invented in the 15th century. That said, [[MagikarpPower 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''.


** By the time it takes to ally with every faction, one of them tends to get wiped out and another one or two are so weak it's not worth the effort.

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** By the time it takes to ally establish trade with every faction, at least one of them tends to get wiped out and another one or two while others are so weak it's not worth the effort.


* ACommanderIsYou: In the vanilla campaign:
** The Byzantine Empire - Ranger/Specialist (missile cavalry & naval), with traces of Economist: Below average infantry, with the notable exception of the Varangian Guard (though that suffers from the infamous two-handed glitch); strong archers, despite the lack of armor-piercing longbows or crossbows; very bad early heavy cavalry (though by the late game it is competitive thanks to Latinkon and Kataphraktoi) and Vardariotai, the best horse archers in the game, available right from the start; the unique Fireboat unit makes early to mid-game naval battle very one-sided. Holding one of the biggest cities in the world gives them a economic head start, though being surrounded by hostile factions, they need it.
** Denmark - Brute force: Has some of the best shock infantry, with Viking Raiders and Dismounted Huscarls early on, which are later replaced by Norse Axemen, Swordstaff Militia and Obudshaer. Also possesses the most armor-piercing melee units in the game, both infantry and cavalry. Their ranged units are lacking, with their Norse Archers failing to outrange Peasant Archers and no access to Pavise Crossbowmen.
** Egypt - Generalist/Economist: Good all-around roster, with some outstanding units such as the Tabardariyya and the Mamluks. Holds some of the richest provinces in the game, and as such boast a very powerful economy.
** England - Ranger early on, Generalist later: Starts out with excellent Longbowmen archers and Billmen as decent cheap early heavy infantry, and later get much stronger equivalents like Retinue Longbowmen, Armoured Swordsmen (a Dismounted Feudal Knight with more armor and less upkeep), and English Knights for a well-rounded army.
** France - Brute Force/Elitist: Has some of the best heavy infantry and cavalry in the game, but also fields very good late ranged units in their Aventuriers (armored crossbowmen) and Scots Guard (armored longbowmen) and very good gunpowder artillery later on.
** The Holy Roman Empire - Brute Force/Elitist: Has some of the best heavy troops in the game, both infantry and cavalry, but more focused on infantry.
** Hungary - Guerilla/Ranger: Starts with good light infantry and ranged cavalry (but no heavy melee cavalry); later gets excellent heavy cavalry & Hussars, one of the best light cavalry in the game, but their heavy infantry is always lacking, due to an odd decision where their version of Dismounted Chivalric Knights have small shields rather than large shields like the standard version of the unit.
** Milan - Spammer early on, Specialist/Technician later, Economist through out: Starts with lots and lots of cheap and better-than-average Italian militia, but later gets units like Famiglia Ducale, Genoese Crossbowmen and their Militia variant, also Musketeers and Monster Ribaults once Gunpowder has been discovered. Genoese Crossbowmen are the best missile infantry in the game, but Milan's melee infantry and cavalry options are lackluster, leading them into a Specialist role. Like Venice on the other side of Italy, Milan has a very good starting position to build up a trade empire.
** The Moors - Guerilla/Specialist (cavalry), Economist: Very good skirmishers and desert units, strong sword infantry in the Urban Militia and Dismounted Christian Guard, adequate heavy cavalry, and in the late-game very dangerous gunpowder units with Sudanese Gunners and Camel Gunners. Potential Game breaker with Timbuktu and Arguin, two of the richest provinces in the game, isolated from everyone else in the world and almost impossible to lose once you take them.
** Poland - Guerilla early on, Brute Force later: Needs to employ hit-and-run-tactics early on, due to the generic Mailed Knights being replaced by ranged Polish Nobles, but gets some very good heavy cavalry units later. Generally lacks missile infantry
** Portugal - Guerilla early on, Elitist/Brute Force later: Has some of the best skirmisher units in the game that stay useful throughout the game, but later gets things like Conquistadores from New World settlements (both mounted and on foot), Portuguese Arquebusiers and Aventuros (elite pikemen).
** Russia - Spammer early on, later Ranger, Technician or Generalist, depending on the playstyle: Lots of cheap troops early on. Good all around roster mid-game, with excellent cavalry units, both melee and missile. Like all the Eastern factions, it relies more on cavalry (especially missile cavalry) then Western Europeans.
** Scotland - Brute Force/Specialist(melee infantry): Has some of the best heavy infantry in the game, especially the pikemen, but by far the worst ranged units in the game (their highest-tier archer can't outrange the basic ''Peasant Crossbowmen''!) and below-average cavalry, relying on acquiring a Crusader guild to train Knights Hospitaller or Knights Templar to field competitive heavy cavalry.
** Sicily - Spammer early on, Generalist later: Starts with high-quality Italian militia, above-average Muslim Archers, and excellent Norman Knights once Palermo has been upgraded once; later fans out into an average all around, with the standard Pavise Crossbowmen and Chivalric Knights from their fully-upgraded castles.
** Spain - Guerilla early on, Elitist/Brute Force later: Has some of the best skirmisher units in the game that stay useful throughout the game, but later gets units like Sword & Buckler Men, Tercio Pikemen and Conquistadores once they capture settlements in America.
** The Turks - Guerilla/Ranger early on, Brute force/Technician later: Starts out with mostly light infantry and ranged units, later gets Qapukulu, Janissary units and Monster Bombards.
** Venice - Spammer early on, Specialist/Technician later, Economist throughout: Starts with lots and lots of cheap and better-than-average militia, but later gets units like Stradiots (one of the best light cavalry in the game), Venetians Archers and armor-piercing Venetian Heavy Infantry, also Musketeers and Monster Ribaults once Gunpowder has been discovered. Has a very good starting position to build up a Mediterranean trade empire.
** 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 DemonicSpider or worse. Otherwise, their units are a mix of the generic aspects of the three playable Italian factions, plus the unique Swiss Guard pike unit.
** The Mongols - Ranger/Spammer: Some of the best cavalry and ranged infantry in the game, but mediocre melee infantry. Spammer comes into play as, when they first arrive, they typically come with six or more armies at maximum power and 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.
** The Timurids - Ranger/Specialist, Spammer: Similar to 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. Still, an invasion force will be hard pressed to cut their way through ''thousands'' of bloodthirsty and fanatical infantry units.
Kingdoms Expansion
* '''Americas''':
** New Spain/New England/French Colonies - Technician: Small unitsizes, small roster, but full of high tech troops - compared to the numberous, but stone age equipped natives.
** Aztecs/Mayans/Tlaxcalans/Tarascans - Spammer/Loyal: Huge units sizes compared to the European factions, but without metal weapons or cavalry. Aztecs also count as a Powerhouse, as they start with as many Regions in their control as the other factions put together.
** Apachean Tribes- Ranger/Spammer early on, Technican later: Rely on large numbers of light ranged troops, but can recruit cavalry and gunpowder units once they beat enough European armies with them.
** Chichimenic Tribes- Spammer early on, Technican later: Same as Apaches, but with a greater emphasis on melee infantry.
* '''Britannia''':
** England - Generalist/Powerhouse: Still boasting the same roster as in Vanilla, with lots of heavy infantry and longbowmen. England controls most of the British Isles right from the start; this is a double-edge sword as while it gives them a strong economy it also leaves them extremely vulnerable to attack from multiple angles, and unhappy provinces can rebel into the Baron's Alliance, a recoloured English faction using all the standard English units.
** Ireland - Guerrilla/Technician: Lots of skirmishers and light troops, very good Calivermen gunpowder units, and some of the best cavalry of all the factions. Unfortunately they lack quality spearmen, and their battle line infantry are either subpar or fiendishly expensive. Most of the country is controlled by England, but their grip on their Irish territories is tenuous, and a liberated Ireland is highly secure territory to launch further invasions.
** Scotland - Brute force: Fielding much the same roster as Vanilla made up of quality heavy infantry and pikemen, but a little more balanced since they can also recruit other foreign units. Should Scotland start losing territory in a war against any faction, a special event spawns a powerful army led by William Wallace, a high level special general. [[Film/{{Braveheart}} FFRRRRRRREEEEEEEEEEEEDDDDDOOOOOOOOMMMM!!]]
** Wales - Guerrilla/Ranger: Wales has fairly decent units across the board, with a focus on superior longbowmen (better even than England's) and light infantry. Many Welsh units have multiple functions; their gunners for instance also double as heavy infantry, with armour and an axe.
** Norway - Brute Force: Mostly a copy of Denmark, with the addition of Gotland Footmen. Focused on heavy infantry with some cavalry and ranged units in support. [[HornyVikings Norway controls a few poor but secure islands in the north and gains an increased income from raiding settlements.]]
* '''Crusades''':
** Kingdom of Jerusalem - Brute force: Focused on heavy troops, both cavalry and infantry, with some support troops. Slightly more cavalry-focused.
** Principality of Antioch - Brute force: Focused on heavy troops, both cavalry and infantry, with some support troops. Slightly more infantry-focused.
** The Turks - Guerilla/Ranger early on, Brute force/Technician later: Basically the same as in Vanilla, with some more focus on heavy troops early on.
** Egypt - Generalist/Economist: Basically the same as in Vanilla, with some more focus on heavy troops and a better infantry early on.
* '''Teutonic'''
** The Teutonic Order - Brute Force/Elitist: Brimming with heavy troops, yet little in the way of skirmishers and only mediocre ranged units, save the Livonian Auxiliaries.
** 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 conversion to Christianity, they get heavier infantry and some very good gunpowder troops.
** Novgorod - Spammer early on, later Ranger, Technician or Generalist, depending on the playstyle: Vanilla's Russia with a Recolor
** Denmark - Brute force: Has some of the best shock troops in the game, with Viking Raiders and Dismounted Huscarls early on, which are later replaced by Swordstaff Militia and Obudshaer. Forming the Kalmar Union grants them access to Sami Axemen, Gotland Footmen and Svenner.
** Poland - Guerilla early on, Brute Force later: Same as Vanilla, minus the "Lithuanian" units, for obvious reasons.
** The Holy Roman Empire - Brute Force/Elitist: Same as Vanilla, minus the Teutonic Knights heavy cavalry unit for obvious reasons.

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* ACommanderIsYou: In the vanilla campaign:
ACommanderIsYou:
** '''Imperial Campaign''' (base game):
***
The Byzantine Empire - Ranger/Specialist (missile cavalry & naval), with traces of Economist: Below average infantry, with the notable exception of the Varangian Guard (though that suffers from the infamous two-handed glitch); strong archers, despite the lack of armor-piercing longbows or crossbows; very bad early heavy cavalry (though by the late game it is competitive thanks to Latinkon and Kataphraktoi) and Vardariotai, the best horse archers in the game, available right from the start; the unique Fireboat unit makes early to mid-game naval battle very one-sided. Holding one of the biggest cities in the world gives them a economic head start, though being surrounded by hostile factions, they need it.
** *** Denmark - Brute force: Has some of the best shock infantry, with Viking Raiders and Dismounted Huscarls early on, which are later replaced by Norse Axemen, Swordstaff Militia and Obudshaer. Also possesses the most armor-piercing melee units in the game, both infantry and cavalry. Their ranged units are lacking, with their Norse Archers failing to outrange Peasant Archers and no access to Pavise Crossbowmen.
** *** Egypt - Generalist/Economist: Good all-around roster, with some outstanding units such as the Tabardariyya and the Mamluks. Holds some of the richest provinces in the game, and as such boast a very powerful economy.
** *** England - Ranger early on, Generalist later: Starts out with excellent Longbowmen archers and Billmen as decent cheap early heavy infantry, and later get much stronger equivalents like Retinue Longbowmen, Armoured Swordsmen (a Dismounted Feudal Knight with more armor and less upkeep), and English Knights for a well-rounded army.
** *** France - Brute Force/Elitist: Has some of the best heavy infantry and cavalry in the game, but also fields very good late ranged units in their Aventuriers (armored crossbowmen) and Scots Guard (armored longbowmen) and very good gunpowder artillery later on.
** *** The Holy Roman Empire - Brute Force/Elitist: Has some of the best heavy troops in the game, both infantry and cavalry, but more focused on infantry.
** *** Hungary - Guerilla/Ranger: Starts with good light infantry and ranged cavalry (but no heavy melee cavalry); later gets excellent heavy cavalry & Hussars, one of the best light cavalry in the game, but their heavy infantry is always lacking, due to an odd decision where their version of Dismounted Chivalric Knights have small shields rather than large shields like the standard version of the unit.
** *** Milan - Spammer early on, Specialist/Technician later, Economist through out: Starts with lots and lots of cheap and better-than-average Italian militia, but later gets units like Famiglia Ducale, Genoese Crossbowmen and their Militia variant, also Musketeers and Monster Ribaults once Gunpowder has been discovered. Genoese Crossbowmen are the best missile infantry in the game, but Milan's melee infantry and cavalry options are lackluster, leading them into a Specialist role. Like Venice on the other side of Italy, Milan has a very good starting position to build up a trade empire.
** *** The Moors - Guerilla/Specialist (cavalry), Economist: Very good skirmishers and desert units, strong sword infantry in the Urban Militia and Dismounted Christian Guard, adequate heavy cavalry, and in the late-game very dangerous gunpowder units with Sudanese Gunners and Camel Gunners. Potential Game breaker with Timbuktu and Arguin, two of the richest provinces in the game, isolated from everyone else in the world and almost impossible to lose once you take them.
** *** Poland - Guerilla early on, Brute Force later: Needs to employ hit-and-run-tactics early on, due to the generic Mailed Knights being replaced by ranged Polish Nobles, but gets some very good heavy cavalry units later. Generally lacks missile infantry
** *** Portugal - Guerilla early on, Elitist/Brute Force later: Has some of the best skirmisher units in the game that stay useful throughout the game, but later gets things like Conquistadores from New World settlements (both mounted and on foot), Portuguese Arquebusiers and Aventuros (elite pikemen).
** *** Russia - Spammer early on, later Ranger, Technician or Generalist, depending on the playstyle: Lots of cheap troops early on. Good all around roster mid-game, with excellent cavalry units, both melee and missile. Like all the Eastern factions, it relies more on cavalry (especially missile cavalry) then Western Europeans.
** *** Scotland - Brute Force/Specialist(melee infantry): Has some of the best heavy infantry in the game, especially the pikemen, but by far the worst ranged units in the game (their highest-tier archer can't outrange the basic ''Peasant Crossbowmen''!) and below-average cavalry, relying on acquiring a Crusader guild to train Knights Hospitaller or Knights Templar to field competitive heavy cavalry.
** *** Sicily - Spammer early on, Generalist later: Starts with high-quality Italian militia, above-average Muslim Archers, and excellent Norman Knights once Palermo has been upgraded once; later fans out into an average all around, with the standard Pavise Crossbowmen and Chivalric Knights from their fully-upgraded castles.
** *** Spain - Guerilla early on, Elitist/Brute Force later: Has some of the best skirmisher units in the game that stay useful throughout the game, but later gets units like Sword & Buckler Men, Tercio Pikemen and Conquistadores once they capture settlements in America.
** *** The Turks - Guerilla/Ranger early on, Brute force/Technician later: Starts out with mostly light infantry and ranged units, later gets Qapukulu, Janissary units and Monster Bombards.
** *** Venice - Spammer early on, Specialist/Technician later, Economist throughout: Starts with lots and lots of cheap and better-than-average militia, but later gets units like Stradiots (one of the best light cavalry in the game), Venetians Archers and armor-piercing Venetian Heavy Infantry, also Musketeers and Monster Ribaults once Gunpowder has been discovered. Has a very good starting position to build up a Mediterranean trade empire.
** *** 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 DemonicSpider or worse. Otherwise, their units are a mix of the generic aspects of the three playable Italian factions, plus the unique Swiss Guard pike unit.
** *** The Mongols - Ranger/Spammer: Some of the best cavalry and ranged infantry in the game, but mediocre melee infantry. Spammer comes into play as, when they first arrive, they typically come with six or more armies at maximum power and 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.
** *** The Timurids - Ranger/Specialist, Spammer: Similar to 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. Still, an invasion force will be hard pressed to cut their way through ''thousands'' of bloodthirsty and fanatical infantry units.
Kingdoms Expansion
* '''Americas''':
** '''Americas''' (''Kingdoms'' expansion):
***
New Spain/New England/French Colonies - Technician: Small unitsizes, small roster, but full of high tech troops - compared to the numberous, but stone age equipped natives.
** *** Aztecs/Mayans/Tlaxcalans/Tarascans - Spammer/Loyal: Huge units sizes compared to the European factions, but without metal weapons or cavalry. Aztecs also count as a Powerhouse, as they start with as many Regions in their control as the other factions put together.
** *** Apachean Tribes- Ranger/Spammer early on, Technican later: Rely on large numbers of light ranged troops, but can recruit cavalry and gunpowder units once they beat enough European armies with them.
** *** Chichimenic Tribes- Spammer early on, Technican later: Same as Apaches, but with a greater emphasis on melee infantry.
* '''Britannia''':
** '''Britannia''' (''Kingdoms'' expansion):
***
England - Generalist/Powerhouse: Still boasting the same roster as in Vanilla, with lots of heavy infantry and longbowmen. England controls most of the British Isles right from the start; this is a double-edge sword as while it gives them a strong economy it also leaves them extremely vulnerable to attack from multiple angles, and unhappy provinces can rebel into the Baron's Alliance, a recoloured English faction using all the standard English units.
** *** Ireland - Guerrilla/Technician: Lots of skirmishers and light troops, very good Calivermen gunpowder units, and some of the best cavalry of all the factions. Unfortunately they lack quality spearmen, and their battle line infantry are either subpar or fiendishly expensive. Most of the country is controlled by England, but their grip on their Irish territories is tenuous, and a liberated Ireland is highly secure territory to launch further invasions.
** *** Scotland - Brute force: Fielding much the same roster as Vanilla made up of quality heavy infantry and pikemen, but a little more balanced since they can also recruit other foreign units. Should Scotland start losing territory in a war against any faction, a special event spawns a powerful army led by William Wallace, a high level special general. [[Film/{{Braveheart}} FFRRRRRRREEEEEEEEEEEEDDDDDOOOOOOOOMMMM!!]]
** *** Wales - Guerrilla/Ranger: Wales has fairly decent units across the board, with a focus on superior longbowmen (better even than England's) and light infantry. Many Welsh units have multiple functions; their gunners for instance also double as heavy infantry, with armour and an axe.
** *** Norway - Brute Force: Mostly a copy of Denmark, with the addition of Gotland Footmen. Focused on heavy infantry with some cavalry and ranged units in support. [[HornyVikings Norway controls a few poor but secure islands in the north and gains an increased income from raiding settlements.]]
* '''Crusades''':
** '''Crusades''' (''Kingdoms'' expansion):
***
Kingdom of Jerusalem - Brute force: Focused on heavy troops, both cavalry and infantry, with some support troops. Slightly more cavalry-focused.
** *** Principality of Antioch - Brute force: Focused on heavy troops, both cavalry and infantry, with some support troops. Slightly more infantry-focused.
** *** The Turks - Guerilla/Ranger early on, Brute force/Technician later: Basically the same as in Vanilla, with some more focus on heavy troops early on.
** *** Egypt - Generalist/Economist: Basically the same as in Vanilla, with some more focus on heavy troops and a better infantry early on.
* '''Teutonic'''
** '''Teutonic''' (''Kingdoms'' expansion):
***
The Teutonic Order - Brute Force/Elitist: Brimming with heavy troops, yet little in the way of skirmishers and only mediocre ranged units, save the Livonian Auxiliaries.
** *** 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 conversion to Christianity, they get heavier infantry and some very good gunpowder troops.
** *** Novgorod - Spammer early on, later Ranger, Technician or Generalist, depending on the playstyle: Vanilla's Russia with a Recolor
** *** Denmark - Brute force: Has some of the best shock troops in the game, with Viking Raiders and Dismounted Huscarls early on, which are later replaced by Swordstaff Militia and Obudshaer. Forming the Kalmar Union grants them access to Sami Axemen, Gotland Footmen and Svenner.
** *** Poland - Guerilla early on, Brute Force later: Same as Vanilla, minus the "Lithuanian" units, for obvious reasons.
** *** The Holy Roman Empire - Brute Force/Elitist: Same as Vanilla, minus the Teutonic Knights heavy cavalry unit for obvious reasons.


Added DiffLines:

*** That a forced retirement to a convent would be a horrible thing is in itself a form of values dissonance. It is now, but in the Middle Ages this wasn't a bad deal for both parties. The princesses themselves enjoyed a relatively comfortable life as head of a convent, far away from the cut-throat life at court, while their family benefitted from their increased political and religious influence.


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

to:

* TemptingFate: The final line in the campaign description of the Turks: ''[[HordesFromTheEast "After ''"After all, how likely is it that [[HordesFromTheEast an even more fierce and formidable race of nomads nomadic warriors sweep down from the steppes?"]]''steppes]]?"''


** Do witches ''really'' curse people? Or are they just skilled enough with poisons and the like to cause harm that way?

to:

** Do witches ''really'' curse {{curse}} people? Or are they just skilled enough with poisons and the like to cause harm that way?


** ''VideoGame/ThirdAgeTotalWar'', a total conversion that places the game in the [[LordoftheRings Lord of the Rings]] setting.

to:

** ''VideoGame/ThirdAgeTotalWar'', a total conversion that places the game in the [[LordoftheRings Lord of the Rings]] ''Literature/TheLordOfTheRings'' setting.

Added DiffLines:

** The Byzantine Empire is much weaker at the start of the game than in reality to preserve CompetitiveBalance. In 1080 it had about 10 million subjects (50% more than France, twice as much as Germany, and x5-10 greater than smaller states like Poland, England, Hungary, or Portugal) and a standing field army of 50,000 soldiers, plus a generally higher GDP per capita than any other state in Europe,[[note]]World Bank economist Branko Milanovic estimated it to range between $680 and $770 in 1990 international dollars in the year 1000, as opposed to $427 for Western Europe.[[/note]] while the game depicts it as pretty much equal to the other starting factions.

Added DiffLines:

** While England has a huge advantage over the other nations in economy and manpower, it can very easily find itself in a war on multiple fronts and in a lot of trouble: Wales is in open rebellion and the terrain lends itself well to guerrilla warfare (which the famed inventors of the longbow happen to be ''very'' good at), Ireland is so in rebellion that English-controlled cities are being ransacked and it is separated by the sea to boot, Scotland covets territory on the border that can see them break their starting neutrality, and the Baron's Alliance rebellion can see English home territory under threat too. An alliance with Norway can alleviate some of the pressure but that is a DealWithTheDevil: it was not long ago that the dreaded northmen were thrown out of England and they would certainly like to see portions of the country back under their domain.


* CorruptCorporateExectuive: The merchants are ancestors to this trope - when facing other merchant factions they attempt outright fraud to seize the holdings of them and drive them bankrupt with failure resulting in themselves going bankrupt. Successful defense against has a chance to boosts the paperwork of the surviving merchants.

to:

* CorruptCorporateExectuive: CorruptCorporateExecutive: The merchants are ancestors to this trope - when facing other merchant factions they attempt outright fraud to seize the holdings of them and drive them bankrupt with failure resulting in themselves going bankrupt. Successful defense against has a chance to boosts the paperwork of the surviving merchants.


** English Longbowmen. Not especially great to look at, but until you get hold of some really late-game cannon units, they're unbeatable at range. They're also capable of planting anti-cavalry wooden stakes in front of them.
** England in general. They have a fairly standard mix of archers and knights, but can kick ass with impunity.
** Venice's calling card is militia units that are statistically on par with their regular units, but much cheaper and of course available in cities instead of castles. For example, Italian spear militia are available from turn one and equal to armoured sergeants in fighting power and useful right up until the end of the game if properly outfitted.

to:

** Mercenary Crossbowmen outclass almost all starting missile units (in fact for some factions they are equal to or better than ''all'' your regular missile infantry) and are recruitable everywhere in Europe bar Greece, meaning they can replenish casualties in almost any holding. Similarly, Mercenary Spearmen are equal to Armored Sergeants and recruitable/replenisable everywhere in Europe but Greece and the Balkans; factions which struggle with early melee infantry or the income needed to build up castle barracks will rely on them heavily.
** English Longbowmen. Not especially great to look at, but until you start seeing the more expensive Pavise Crossbowmen that Central European factions get hold or get ahold of some really late-game cannon units, they're unbeatable at range. They're also capable of planting anti-cavalry wooden stakes in front of them.
** England in general. They All Italian factions have a fairly standard mix of archers and knights, but can kick ass with impunity.
** Venice's calling card is
beefed up militia units that which are statistically on par with just as cheap as their regular units, but much cheaper and generic counterparts while capable of course available in cities instead of castles. slugging it out with more expensive castle units. For example, Italian spear militia Spear Militia are available from turn one and statistically equal to armoured sergeants in fighting power Armored Sergeants and useful right up until the end of the game if properly outfitted.



* BrainlessBeauty: A trait for princesses.

to:

* BrainlessBeauty: A negative trait for princesses.



* ButchLesbian: There are three levels of the lesbian trait for princesses. It goes without saying that marrying them off to a general is harder and makes the pair unfertile.
* CadreOfForeignBodyguards: Moorish Christian Guard, French Scots Guard, Papal Swiss Guard, and Byzantine Varangian Guard.
* CainAndAbel: Can happen if one family member is very unloyal and turnscoat and you decide to kill the rebel.
* TheCaligula: You don't want your generals to be this.

to:

* ButchLesbian: There are three levels of the lesbian trait for princesses. It goes without saying that marrying them off to a general is harder and makes the pair unfertile.
mostly infertile.
* CadreOfForeignBodyguards: Moorish Christian Guard, French Scots Guard, Papal Swiss Guard, and Byzantine Varangian Guard.
Guard. Naturally they tend to be extremely strong units.
* CainAndAbel: Can happen if one family member is very unloyal and turnscoat turns coat and you decide to kill the rebel.
* TheCaligula: You don't want your generals to be this. It will make them cripple any city they govern.


* AnAxeToGrind: Axes are an uncommon melee weapon with the armor-piercing attribute. Denmark in particular uses these.



** Spears, as in other VideoGame/TotalWar titles, but they have to be good quality spears. Heavy cavalry will just roll straight over weak spear units and you really need pikes or very heavy spears to guarantee bringing a cavalry charge to a grinding halt. Even then, a cavalry cycle might fail, but heavy cavalry will always be a problem for infantry if they are allowed to repeatedly charge them. Spears really come into their own as a counter if the cavalry can become bogged down.

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** Spears, as in other VideoGame/TotalWar titles, but they have to be good quality spears. Heavy cavalry will just roll straight over weak spear units once their charge is rolling and you really need pikes or very heavy spears to guarantee bringing a cavalry charge to a grinding halt. Even then, a cavalry cycle might fail, but heavy cavalry will always be a problem for infantry if they are allowed to repeatedly charge them. Spears really come into their own as a counter if the cavalry can become bogged down.


* GameBreakingBug: While not quite game-breaking, the infamous and never-fixed 'two-handed glitch' damaged a whole swath of units so heavily that it warped the meta around it. It is a combination of two errors: two-handed weapons animate their attack slightly more slowly than one-handed ones; units struck while in the middle of their attack animation are staggered and their attack fails. The result is that units with two-handed weapons, which stat-wise were clearly intended to be harder-hitting to make up for the lack of shield, actually will frequently put out ''less'' damage than a one-handed unit they're engaged with. This ruins many units which were intended to be elite, and cripples some factions' heavy infantry (e.g. England, whose Dismounted English Knights and 3 varieties of billmen all underperform).

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* GameBreakingBug: While not quite game-breaking, the infamous and never-fixed 'two-handed glitch' damaged a whole swath of units so heavily that it warped the meta around it. It is a combination of two errors: two-handed weapons animate their attack slightly more slowly than one-handed ones; units struck while in the middle of their attack animation are staggered and their attack fails. The result is that units with two-handed weapons, which stat-wise were clearly intended to be harder-hitting to make up for the lack of shield, actually will frequently put out ''less'' damage than a one-handed unit they're engaged with. This ruins many units which were intended to be elite, and cripples some factions' heavy infantry (e.g. England, whose Dismounted English Knights and 3 4 varieties of billmen all underperform).underperform, and the HRE, whose top-tier infantry are all two-handed swordsmen).


** England - Ranger early on, Generalist later: Starts out with excellent Longbowmen archers and Billmen as decent cheap early heavy infantry, and later get much stronger equivalents like Retinue Longbowmen, Armoured Swordsmen, Dismounted English Knights and Heavy Billmen.
** France - Brute Force/Elitist: Has some of the best heavy infantry and cavalry in the game, but also fields very good ranged units and very good gunpowder artillery later on.

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** The Byzantine Empire - Ranger/Specialist (missile cavalry & naval), with traces of Economist: Below average infantry, with the notable exception of the Varangian Guard (though that suffers from the infamous two-handed glitch); strong archers, despite the lack of armor-piercing longbows or crossbows; very bad early heavy cavalry (though by the late game it is competitive thanks to Latinkon and Kataphraktoi) and Vardariotai, the best horse archers in the game, available right from the start; the unique Fireboat unit makes early to mid-game naval battle very one-sided. Holding one of the biggest cities in the world gives them a economic head start, though being surrounded by hostile factions, they need it.
** Denmark - Brute force: Has some of the best shock infantry, with Viking Raiders and Dismounted Huscarls early on, which are later replaced by Norse Axemen, Swordstaff Militia and Obudshaer. Also possesses the most armor-piercing melee units in the game, both infantry and cavalry. Their ranged units are lacking, with their Norse Archers failing to outrange Peasant Archers and no access to Pavise Crossbowmen.
** Egypt - Generalist/Economist: Good all-around roster, with some outstanding units such as the Tabardariyya and the Mamluks. Holds some of the richest provinces in the game, and as such boast a very powerful economy.
** England - Ranger early on, Generalist later: Starts out with excellent Longbowmen archers and Billmen as decent cheap early heavy infantry, and later get much stronger equivalents like Retinue Longbowmen, Armoured Swordsmen, Swordsmen (a Dismounted Feudal Knight with more armor and less upkeep), and English Knights and Heavy Billmen.
for a well-rounded army.
** France - Brute Force/Elitist: Has some of the best heavy infantry and cavalry in the game, but also fields very good late ranged units in their Aventuriers (armored crossbowmen) and Scots Guard (armored longbowmen) and very good gunpowder artillery later on.



** Spain - Guerilla early on, Elitist/Brute Force later: Has some of the best skirmisher units in the game that stay useful throughout the game, but later gets units like Sword and buckler men, Tercio Pikemen and Conquistadores once they capture settlements in America.
** Venice - Spammer early on, Specialist/Technician later, Economist 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 trade empire.
** Sicily - Spammer early on, Generalist later: Starts with lots of militia Norman Knights and Muslim Archers, later fans out into an average all around.
** 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. Like Venice on the other side of Italy, Milan has a very good starting position to build up a trade empire.
** Scotland - Brute Force: Has some of the best heavy infantry in the game, especially the pikemen, but relatively bad ranged units - that are nevertheless outright dangerous in melee - and below-average cavalry. Not that they need such fancy things, since a proper rush of Highlanders, Highland Nobles and Noble Swordsmen will crush anything standing in its way.
** 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 head start, though being surrounded by hostile factions, they need it.
** Russia - Spammer early on, later Ranger, Technician or Generalist, depending on the playstyle: Lots of cheap troops early on. Good all around rooster mid-game, with excellent ranged units, both on foot and mounted. Later gets Cossack Musketeers, Berdiche Axemen and Tsars Guard.
** The Moors - Guerilla/Specialist, Economist: Very good skirmishers and desert units, average heavy troops, but very dangerous gunpowder units with Sudanese Gunners and Camel Gunners. Potential Game breaker with Timbuktu and Arguin, two of the richest provinces in the game, right in their neighbourhood.

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** Spain Hungary - Guerilla early on, Elitist/Brute Force later: Has some Guerilla/Ranger: Starts with good light infantry and ranged cavalry (but no heavy melee cavalry); later gets excellent heavy cavalry & Hussars, one of the best skirmisher units light cavalry in the game that stay useful throughout the game, but later gets units like Sword and buckler men, Tercio Pikemen and Conquistadores once they capture settlements in America.
** Venice - Spammer early on, Specialist/Technician later, Economist throughout: Starts with lots and lots
their heavy infantry is always lacking, due to an odd decision where their version 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 trade empire.
** Sicily - Spammer early on, Generalist later: Starts with lots of militia Norman
Dismounted Chivalric Knights and Muslim Archers, later fans out into an average all around.
have small shields rather than large shields like the standard version of the unit.
** Milan - Spammer early on, Specialist/Technician later, Economist through out: Starts with lots and lots of cheap and better-than-average Italian militia, but later gets units like Famiglia Ducale, Genoese Crossbowmen and their Militia variant, also Musketeers and Monster Ribaults once Gunpowder has been discovered.discovered. Genoese Crossbowmen are the best missile infantry in the game, but Milan's melee infantry and cavalry options are lackluster, leading them into a Specialist role. Like Venice on the other side of Italy, Milan has a very good starting position to build up a trade empire.
** Scotland The Moors - Guerilla/Specialist (cavalry), Economist: Very good skirmishers and desert units, strong sword infantry in the Urban Militia and Dismounted Christian Guard, adequate heavy cavalry, and in the late-game very dangerous gunpowder units with Sudanese Gunners and Camel Gunners. Potential Game breaker with Timbuktu and Arguin, two of the richest provinces in the game, isolated from everyone else in the world and almost impossible to lose once you take them.
** Poland - Guerilla early on,
Brute Force: Force later: Needs to employ hit-and-run-tactics early on, due to the generic Mailed Knights being replaced by ranged Polish Nobles, but gets some very good heavy cavalry units later. Generally lacks missile infantry
** Portugal - Guerilla early on, Elitist/Brute Force later:
Has some of the best heavy infantry skirmisher units in the game that stay useful throughout the game, especially the pikemen, but relatively bad ranged units - that are nevertheless outright dangerous in melee - later gets things like Conquistadores from New World settlements (both mounted and below-average cavalry. Not that they need such fancy things, since a proper rush of Highlanders, Highland Nobles on foot), Portuguese Arquebusiers and Noble Swordsmen will crush anything standing in its way.
** 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 head start, though being surrounded by hostile factions, they need it.
Aventuros (elite pikemen).
** Russia - Spammer early on, later Ranger, Technician or Generalist, depending on the playstyle: Lots of cheap troops early on. Good all around rooster roster mid-game, with excellent ranged cavalry units, both on foot melee and mounted. Later gets Cossack Musketeers, Berdiche Axemen and Tsars Guard.
missile. Like all the Eastern factions, it relies more on cavalry (especially missile cavalry) then Western Europeans.
** The Moors Scotland - Guerilla/Specialist, Economist: Very good skirmishers and desert units, average heavy troops, but very dangerous gunpowder units with Sudanese Gunners and Camel Gunners. Potential Game breaker with Timbuktu and Arguin, two Brute Force/Specialist(melee infantry): Has some of the richest provinces best heavy infantry in the game, right especially the pikemen, but by far the worst ranged units in the game (their highest-tier archer can't outrange the basic ''Peasant Crossbowmen''!) and below-average cavalry, relying on acquiring a Crusader guild to train Knights Hospitaller or Knights Templar to field competitive heavy cavalry.
** Sicily - Spammer early on, Generalist later: Starts with high-quality Italian militia, above-average Muslim Archers, and excellent Norman Knights once Palermo has been upgraded once; later fans out into an average all around, with the standard Pavise Crossbowmen and Chivalric Knights from
their neighbourhood.fully-upgraded castles.
** Spain - Guerilla early on, Elitist/Brute Force later: Has some of the best skirmisher units in the game that stay useful throughout the game, but later gets units like Sword & Buckler Men, Tercio Pikemen and Conquistadores once they capture settlements in America.



** Egypt - Generalist/Economist: Good all-around roster, with some outstanding units such as the Tabardariyya and the Mamluks. Holds some of the richest provinces in the game, and as such boast a very powerful economy.
** Denmark - Brute force: Has some of the best shock troops in the game, with Viking Raiders and Dismounted Huscarls early on, which are later replaced by Swordstaff Militia and Obudshaer.
** Portugal - Guerilla early on, Elitist/Brute Force later: Has some of the best skirmisher units in the game that stay useful throughout the game, but later gets things like Portuguese Knights and Conquistadores (both mounted and on foot), Portuguese Arquebusiers and Aventuros.
** Poland - Guerilla early on, Brute Force later: Needs to employ hit-and-run-tactics early on, but gets some very good heavy cavalry units later.
** Hungary - Guerilla/Ranger early on, Generalist later: Starts with good light infantry and ranged cavalry, gets good units of every aspect later on.
** 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 DemonicSpider or worse. In battle, their elite pikemen and cavalry are used to great effect to defend the Pope.

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** Egypt Venice - Generalist/Economist: Good all-around roster, with some outstanding units such as the Tabardariyya and the Mamluks. Holds some of the richest provinces in the game, and as such boast a very powerful economy.
** Denmark - Brute force: Has some of the best shock troops in the game, with Viking Raiders and Dismounted Huscarls
Spammer early on, which are later replaced by Swordstaff Militia Specialist/Technician later, Economist throughout: Starts with lots and Obudshaer.
** Portugal - Guerilla early on, Elitist/Brute Force later: Has some
lots of the best skirmisher units in the game that stay useful throughout the game, cheap and better-than-average militia, but later gets things units like Portuguese Knights Stradiots (one of the best light cavalry in the game), Venetians Archers and Conquistadores (both mounted armor-piercing Venetian Heavy Infantry, also Musketeers and on foot), Portuguese Arquebusiers and Aventuros.
** Poland - Guerilla early on, Brute Force later: Needs to employ hit-and-run-tactics early on, but gets some
Monster Ribaults once Gunpowder has been discovered. Has a very good heavy cavalry units later.
** Hungary - Guerilla/Ranger early on, Generalist later: Starts with good light infantry and ranged cavalry, gets good units of every aspect later on.
starting position to build up a Mediterranean trade empire.
** 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 DemonicSpider or worse. In battle, Otherwise, their elite pikemen and cavalry units are used to great effect to defend a mix of the Pope.generic aspects of the three playable Italian factions, plus the unique Swiss Guard pike unit.

Added DiffLines:

* LuckilyMyShieldWillProtectMe: Whether or not a unit has a shield makes a great difference for its survivability, particularly against armor-piercing attacks such as from crossbows or axes, as the AP ability does not reduce shield protection. In particular, the shielded Pavise Crossbowmen and their variants (Pavise Crossbow Militia, and the Milan-unique Genoese Crossbowmen and Genoese crossbow militia) are renowned for winning archery duels against unshielded missile units.


* GuideDangIt: Managing your generals' traits and retinues without a guide handy is quite frustrating, both for gaining good traits and avoiding bad (frequently crippling) ones. This is also true of acquiring guild houses.



* HeelFaceTurn: Even if you maxed out a character's dread rating, you can still go the other way and max out his chivalry rating by preforming good deeds.

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* HeelFaceTurn: Even if you maxed out a character's dread rating, you can still go the other way and max out his chivalry rating by preforming performing good deeds.



* HiredGuns: Mercenaries are available to hire by any General on the campaign map, ranging from cannon fodder to high-tier units like ''landsknecht'' pikemen. On the other hand, they tend to cost many florins to recruit and grow increasingly irrelevant by the late game as fully professional armies come of age.

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* HiredGuns: Mercenaries are available to hire by any General on the campaign map, ranging from cannon fodder to high-tier units like ''landsknecht'' pikemen. At game start they are frequently better than your native units, and depending on your faction and where you are fighting, some will remain relevant throughout the game. On the other hand, they tend to cost many florins more than equivalent units to recruit and grow increasingly irrelevant by the late game as fully professional armies come of age.maintain.



* KarmaMeter: 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".

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* KarmaMeter: The game has a Chivalry-Dread axis. Being nice to Releasing prisoners, keeping your cities on a low tax rate when building churches and town halls in settlements your general is governing them, governing, and honorably attacking the enemy head-on head-on[[note]]Whether a general fougt honorably or ruthlessly is decided by a coin flip at the end of the battle and your commands have no effect on it[[/note]] builds Chivalry points, which makes characters better administrators (boosting order and population growth) 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, 'fighting dirty' by using assassins, assassins or spies as a faction leader, keeping the tax rate high when governing (but only if the treasury is full!), accepting bribes, slaughtering civilians. Dreaded characters are much worse in cities (they boost order but retard population growth, which cripples a settlement over time), but enemy armies who face them will have lowered morale. As damaging enemy morale is better than boosting friendly morale (since it leads to more captured prisoners and running down fleeing units... and also by using spies and "fighting dirty".fewer casualties taken), Dread is better for field commanders while Chivalry is better for governors.



* LeeroyJenkins: Some infantry units will charge without being ordered. Most of the time this is what you were planning to do in the first place but sometimes it will mess you up like a unit charging to the other side of the battlefield up a hill and arriving tired or opening the gate to charge opponents on the other side instead of letting archers take potshots at them first.

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* LeeroyJenkins: Some infantry units or knights will charge without being ordered. Most of the time this is what you were planning to do in the first place but sometimes it will mess you up like a unit charging to the other side of the battlefield up a hill and arriving tired or opening the gate to charge opponents on the other side instead of letting archers take potshots at them first.

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