Medieval Total War - User's Guide

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The document provides an overview of the installation process, gameplay basics, campaign modes and different menus available in Medieval II: Total War.

The main menus include single player, multiplayer, load game and options. The single player menu allows starting a new campaign while the multiplayer menu facilitates online/LAN play. The load game and options menus help continue saved games and customize settings respectively.

The grand campaign is the main gameplay mode where the goal is to conquer territories across the campaign map by building armies, battling opponents and managing resources over multiple turns. Key aspects covered are how to move around the map, the control panels and gameplay flow during each turn.

SEGA PC DISC – NOTES ON USE

HEALTH ISSUES

Use this software in a well-lit room, staying a good distance away


from the monitor or TV screen to not overtax your eyes. Take breaks
of 10 to 20 minutes every hour, and do not play when you are tired
or short on sleep. Prolonged use or playing too close to the monitor
or television screen may cause a decline in visual acuity. CONTENTS
In rare instances, stimulation from strong light or flashing when HAIL COMMANDER! WELCOME TO MEDIEVAL II: TOTAL WAR! . . . . . . . . . . . . . . . . . . . . . . . . 5
staring at a monitor or television screen can cause temporary
muscular convulsions or loss of consciousness for some people. INSTALLATION . . . . . . . . . . . . . . . . . ......................................5
If you experience any of these symptoms, consult a doctor before Requirements . . . . . . . . . . . . . . . ......................................5
How to Install . . . . . . . . . . . . . . . ......................................5
playing this game. If you experience any dizziness, nausea, Installation Key . . . . . . . . . . . . . . ......................................5
or motion-sickness while playing this game, stop the game
immediately. Consult a doctor when any discomfort continues. STARTING MEDIEVAL II: TOTAL WAR . . ......................................5
The Main Menu . . . . . . . . . . . . . . ......................................5
Single Player Menu . . . . . . . . . . . ......................................6
PRODUCT CARE Multiplayer Menu. . . . . . . . . . . . . ......................................6
Load Game Menu . . . . . . . . . . . . ......................................6
Handle the game discs with care to prevent scratches or dirt on Options Menu . . . . . . . . . . . . . . . ......................................7
either side of the discs. Do not bend the discs or enlarge their center HELP, ADVICE & THE TUTORIAL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
holes. Learning How to Play . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
The Tutorial – “Hands On” Lessons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Clean the discs with a soft cloth, such as a lens cleaning cloth. Wipe Your Advisors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
lightly, moving in a radial pattern outward from the center hole Receiving Advice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
towards the edge. Never clean the discs with paint thinner, benzene, Advice Preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
or other harsh chemicals. Asking for Advice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Using Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Do not write or attach labels to either side of the discs.
CAMPAIGNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Store the discs in their original case after playing. Do not store the The Grand Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
discs in a hot or humid location. Starting a Grand Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
PLAYING THE GRAND CAMPAIGN . . . . . ......................................9
How to Win a Campaign . . . . . . . . ......................................9
The Medievel II game discs contain software for use on a personal The Campaign Map View . . . . . . . ......................................9
computer. Please do not play the discs on an ordinary CD player, as this Moving the View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
may damage the headphones or speakers. The Control Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Review Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Mini-map Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Starting Play - Your First Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Before Ending Your First Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
EVENTS & MISSIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
What Are Events?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
* Also read the manual of your personal computer. Your First Event Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Who Gives Missions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
* The game discs may not be used for rental business. Mission Rewards & Penalties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
* Unauthorized copying of this manual is prohibited. Faction & World Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Historical Events . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
* Unauthorized copying and reverse engineering of this
CHARACTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
software is prohibited.
The Characters of Medieval II: Total War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Viewing Character Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Military Class Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

1
Generals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Armor Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Captains . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Upgrading Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Admirals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Weapon Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Agent Class Characters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 The Guilds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Priests/Imams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Faction-Specific Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Diplomats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 The Settlement Details Scroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Princesses. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 The Trade Scroll & Trade Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Spies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Converting Settlements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Assassins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 City Upgrading & Conversion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Merchants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Castle Upgrading & Conversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Character Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
USING AGENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Improving Your Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Using Merchants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Using Priests & Imams. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Retinue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Using Spies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
USING ARMIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Using Assassins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Total War Armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Using Diplomats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Who Commands in Battle? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Using Princesses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Unit Types. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
RELIGION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Forming Armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Religion in Medieval II: Total War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Moving Armies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Spreading Your Faith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Merging Armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
The Pope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Splitting Armies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Excommunication & Reconciliation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Merging Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
The Papal States . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Unit Experience. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The College of Cardinals. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Hiring Mercenaries. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Papal Elections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Building Forts & Watchtowers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Election Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Picking Your Ground . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Special Religious Agents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Setting an Ambush . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Attacking with an Army . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 CRUSADES & JIHADS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Using Reinforcements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Crusades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Multiple Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Requesting Crusades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Joining or Leaving a Crusade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
USING FLEETS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Crusading Army Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Total War Fleets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Ending Crusades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Who Commands in Naval Battles? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Jihads. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Moving Fleets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Using Fleets as Transports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 DIPLOMACY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Merging & Splitting Fleets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 The Diplomacy Scroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Attacking with a Fleet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Demeanor – Reading Their Reaction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Blockading Ports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Making Proposals & Declarations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Trouble at Sea . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Proposal Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Proposal Balance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
RUNNING SETTLEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
What do Settlements do? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 MANAGING YOUR EMPIRE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
How Do I Manage a Settlement? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 The Faction Overview Scroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Settlements on the Campaign Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 The Diplomacy Overview Scroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
The Settlement Scroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 The Family Tree Scroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Understanding Cities & Castles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 New Family Members. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Cities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 The Faction Rankings Scroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Castles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 The Rosters Scroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
The Governor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Your Job as Faction Leader . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Constructing Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 How to Make Money. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
The Building Browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Rebellion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Repairing Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 How to Deal with Loyalty & Rebellion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Recruiting Units, Ships & Agents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
The Unit Information Scroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 BATTLES IN MEDIEVAL II: TOTAL WAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Recruitment Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 How Battles Work in Total War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Retraining & Upgrading Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 The Battle Deployment Scroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Upgrading Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Attackers & Defenders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
2 3
How to Win Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Deploying your Units for Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Placing Units During Deployment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 HAIL COMMANDER! WELCOME TO MEDIEVAL II: TOTAL WAR!
The Battle View & HUD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Medieval II: Total War is a truly epic strategy game that puts you in charge of one of the
The Battlefield View . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 powers of the Middle Ages, allowing you to lead your soldiers on the field of battle, as well
The Battle Control Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 as plan the expansion of your empire across the Old World. Unlike most other strategy
The Battle Review Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 games, Total War games separate the action of battle from managing your empire’s affairs.
States & Effects on Units in Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 These are the battle and campaign sides of the game respectively.
The Battle Mini-map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Medieval II: Total War offers the complete warfare experience, with realistic battle
The Battle Cameras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 mechanics and historical accuracy. You will need to master the same tactics that actual
Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 field commanders used in real combat situations, and you will do it with exactly the same
Routing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 sorts of troops, armor and weapons that took to the field of battle in the Middle Ages.
Factors that Reduce Your Morale. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 This is the time of great leaders such as Richard the Lionheart and Saladin. This is the
Factors that Increase Your Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 time of noble knights, mighty castles, acts of chivalry, religious crusades and deadly
Ways to Attack the Enemy’s Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 treachery. This is your time to conquer the world!
Fatigue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Giving Orders – Moving & Attacking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Multiple Selections, Grouping & Formations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 INSTALLATION
Selecting & Ordering Multiple Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 Requirements
Using AI Assistance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Please make sure your computer system uses either Windows XP or Windows 2000.
Using Formations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 Medieval II: Total War is not compatible with earlier versions of Windows, or non-Windows
Attacking other Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 operating systems. Medieval II: Total War also requires the latest DirectX 9.0c compatible
Using Special Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55 drivers for your DVD drive, sound card and video card to operate at its best. If you have any
Taking Prisoners . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 problems running the program, older sound or video drivers are the most likely cause.
Battle Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Prisoner Ransoms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 How to Install
SIEGES & SIEGE BATTLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 • Before installing, close all other applications.
Launching a Siege . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 • Insert Medieval II: Total War DVD 1 into your DVD drive. If you have Autoplay enabled, the
Victory in Siege Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 title screen will display shortly after inserting the DVD into your drive. If Autoplay is not
Using Siege Equipment & Artillery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 enabled, simply double-click on My Computer and then double-click on your DVD Drive
Capturing Walls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 to launch the game installer. On the title screen click the Install button to begin the
Defending in Siege Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 installation process and then follow the on-screen instructions.
Sally Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 • After Medieval II: Total War is installed, your computer will install Microsoft DirectX 9.0c
Using Defensive Fortifications. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 drivers (if you do not already have them). When DirectX installation is complete, you may
need to restart your computer for the new drivers to take effect. For more information on
HISTORICAL BATTLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 DirectX 9.0c, see the relevant Help file.
Playing a Historical Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 • Now you can run Medieval II: Total War from the Start menu or by clicking Play on the
Winning a Historical Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 DVD title screen. Please note that the game requires you to have a Medieval II: Total War
CUSTOM BATTLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 DVD in your DVD Drive at all times in order to play the game.
Choosing Conditions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Customize Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Installation Key
Selecting Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Your copy of the game comes with an installation code, which should be located inside the
MULTIPLAYER BATTLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 case. When you install the game you will need to type in this key. Your installation key is
Setting up a Multiplayer Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 unique and without this key, you will not be able to play the game. Please enter the key
The Multiplayer Lobby . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 exactly as it appears on the case.
Using Chat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 Keep your installation key safe and private - do not give it to anyone else as this may
Hosting a Multiplayer Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 impair your ability to play multiplayer games.
WARRANTY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66 STARTING MEDIEVAL II: TOTAL WAR
The Main Menu
• Single Player – This will take you to the SINGLE PLAYER MENU from which you can start a
Grand Campaign, Custom Battle, Quick Battle or play a Historical Battle.
• Continue Campaign – This will automatically load your last saved campaign game/auto-save
and allow you to continue your conquest.
4 5
• Multiplayer – Accesses all of the multiplayer modes available. For detailed instructions on savour your victories.
getting started with multiplayer, see the Multiplayer Battles section of this manual. Saved games can be made throughout different parts of the game. Campaign save games
• Load Game – Allows you to load saved campaigns, custom battles and battle replay can be created while on the campaign map. Battle replays can be made at the end of each
movies. battle. Custom battles have more saving options that will be explained in a later section of
• Options – Adjusts the options available for Video, Audio and Game Controls. this manual.
• Quit – Exit Medieval II: Total War and return to Windows®.
Any options that you cannot currently access will be “greyed-out” until you can use them. Options Menu
To quickly quit the game hit the ESC key on your keyboard. • Video Settings – This contains all your game settings in regards to your graphics and
overall look of the game, for advanced visual options click on the “Show Advanced
Options” icon under Graphical Quality.
Single-Player Menu
• Tutorial – The recommended way to start playing Medieval II: Total War! This will guide you • Audio Settings – This contains all your sound settings. Use the sliders to adjust the various
through how to play the game. sound levels in the game.
• Grand Campaign – This begins your epic conquest of the Old World as the ruler of one of • Keyboard Settings – This lists all the game shortcut keys for the camera, battles,
the great powers of the Middle Ages. campaigns and other miscellaneous controls. To save/load your new keys click on the
• Custom Battle – Fight the battles you want to fight, the way you want to fight them. “Load/Save Settings” button. If you want to revert back to the game default keys click on
Choose the place, the conditions, the rules, the armies and create your dream battle the “Restore Default Settings” button.
scenarios. • Game Settings – Use the sliders to adjust your in-game camera movement speed - left
• Quick Battle – Instantly teleports you to a battlefield where a pre-assembled army awaits being slower and right faster. This menu also contains an adjustment for your game unit
your command. You must adapt your tactics to the troops you have been given size, which increases or decreases the amount of units your armies have on the
to become victorious. battlefield. Another feature allows the user to play with minimal UI to view more of the
• Historical Battle – This gives you a chance to relive the greatest battles of the medieval battlefield.
era. An opportunity to prove that you yourself could have defeated the superior French
army at the Battle of Agincourt. • View The Credits – This will present you with the list of the fine men and women that
made this game.
Clicking on the “Back” button located in the bottom left corner takes you back to the main
menu. This option will be available in many of the menu pages. Alternatively, you can press Some “Video” and “Audio” settings will be able to be changed via the in-game options
the ESC key on your keyboard. panel. This is accessible by pressing the ESC key and choosing the relevant menu option.

Multiplayer Menu HELP, ADVICE & THE TUTORIAL


• Online Battles – With an internet connection in place, you will be able to test your skill Learning How to Play
against other aspiring strategists across the world using the GameSpy® engine. Medieval II: Total War provides a very deep strategy experience with countless options.
• LAN Battles – This option will allow you to battle your friends across a Local Area Network To ensure that you can focus on ruling your empire rather than reading this manual
connection. All users will need a copy of Medieval II: Total War on their computer. repeatedly, there are three features to explain how things work:
• Player Name – This is your game name/call-sign that is displayed within LAN and Online • The Tutorial
battles. • Your Advisors
• Help Buttons
• Email Address – This acts as your register to play online and across a LAN.
The Tutorial – “Hands On” Lessons
• Password – For a secure gaming experience, your password is used to protect your The first option in the Single Player Menu takes you to the Medieval II: Total War Tutorials –
account; this stops other players from using your account online or across a LAN. The Norman Conquest, a Prologue that comes in two parts. Starting off is the “Battle of
DO NOT give out your password; it should be kept private! Hastings” where you will receive lessons on how to fight battles in Medieval II: Total War.
• Visit www.totalwar.com – Here you’ll find information, hints and tips for your game, Then secondly, “The Norman Conquest,” where you will receive hands-on lessons on how to
downloads, and links to our user forums. control your empire in a campaign including two siege tutorials, one for a city and one for a
castle.
It is very strongly advised that you play through both parts of the Tutorial before starting a
Load Game Menu Grand Campaign.
• Load Campaign – This will load any saved games that you have made while playing in the Your Advisors
Grand Campaign. This will also include your auto-saves that are created at the end of Like any medieval king or sultan, as the ruler of a vast realm you will have advisors to
your last turn. assist you through your reign in Medieval II: Total War. Since there are very different skills to
• Load Custom Battle – This allows you to load your saved preset custom battles and your master on the battlefield compared to planning your strategies across the campaign map,
last quick battle. You are able to save your settings for custom battles when setting them you have two different advisors to assist you:
up in the custom battles menu. • Sir Robert is your trusty battle mentor. He will give you advice on how to use the battle
controls and, more importantly, alert you to situations that arise in battle that require your
• Load Battle Replay – Loading replays will allow you to watch your victories or defeats.
attention. Listening to Sir Robert is a sure step on the path to victory.
While viewing your replay file you are unable to affect units in the battle but you are able
• Lady Gwendolyn is your voice of wisdom when controlling your faction on the campaign
to speed up and slow down the battle. This is a great way to learn from your mistakes or
map. She can advise you about settlements, recruitment, your empire, diplomacy, religion
6 7
and anything else you deal with in the Campaign is a truly epic achievement – they generally take
strategic side of Medieval II: Total War. days, or even weeks, to complete.
Starting a Grand Campaign
Receiving Advice From the Main Menu, select Single Player, then select
When an advisor has something important Grand Campaign. Before you start playing, you must select
to tell you, their portrait will appear on a small panel in the top left corner of the screen. a faction. This is also where you decide on any special
The message will also appear as text in a speech bubble beside their portrait. Sometimes at settings you’d like for this particular campaign. Once
the end of that speech bubble is a checkbox – click on it if you wish to avoid hearing you’ve adjusted the settings for the campaign you are
advice on that topic again in future. You can reset all the advice being blocked in the Game about to play, click on the “Next” button in the bottom-right
Settings, by hitting the ESC key during the campaign. corner of the screen to begin!
The controls that surround the advisor’s portrait are: The campaign settings & options include:
• Campaign Rules: Choose between short and long victory conditions. Conditions vary
The magnifying glass button will show you the location that is relevant to the advice from faction to faction.
being offered. • Advice Level: Determines amount of advice given in the campaign.
• Difficulty: The higher the difficulty the more effective AI-controlled factions are,
Click on this button to have the advisor demonstrate how to carry out an action in the and the more other factions will take offence to diplomatic transgressions.
game. They’ll take you through a step-by-step process so you can see how a part of • Battle Difficulty: The higher the difficulty, the more effective AI controlled opponents
the game works. are in battle.
• Manage All Cities: Selecting this will allow you to manage cities without having a
This Advisor Speech & Text button toggles between offering advice as speech & text,
governor in residence.
text only, or speech only.
• No Battle Time Limit: Selecting this will remove the time limit from campaign battles.
The X button dismisses an advisor, closing the Advisor Panel. The panel will return • Show CPU Moves: Selecting this will track the movement of armies and characters
when new advice is being brought to your attention. visible to the player during the CPU factions’ turns.

Advice Preferences PLAYING THE GRAND CAMPAIGN


You can adjust the amount of advice you receive before starting a Grand Campaign or
How to Win a Campaign
during a campaign in the Game Options. You will find these settings when starting a Grand
Your main goal in the Grand Campaign is to expand your empire by conquering regions of
Campaign.
land, either near or far. Your secondary goal will be to either take control of a certain
• Turn Advice Off - Stop the advisors from appearing on screen at all. The
settlement or wipe out an opposing faction. That secondary goal will depend upon whether
only exception is when you actually request help or advice.
or not you selected to play a long (standard) or short campaign.
• Only Vital Info – Your advisors will only give you warnings and vital status updates.
Let’s look at understanding what’s in front of you at the
• Get Me Started - Your advisors will give you enough help to play the game, but give you
start of the campaign to get you on the road to
room for your own experimentation.
conquering the world!
• Tell Me Everything – Your advisors will provide detailed instructions and
explanations of most aspects of the game as you play. The Campaign Map View
The first time you play the Grand Campaign, your
Asking for Advice
campaign advisor Lady Gwendolyn will give you a tour of
The Settlement Scroll has an icon of the advisor that you can click to
your lands, and show you some ideal targets to strike at
receive a construction or recruitment suggestion. If you are unsure of
first. After her tour, you will have control of the campaign
what to recruit or build next in a settlement, you can click on this button
map view yourself, and this is your basic window to the
for help. The advice given will be determined by whether the player has
world in Medieval II: Total War.
selected the Construction Panel or the Recruitment Panel.
You will see that the campaign map has all sorts of climates and terrain types over it and
Using Help that the lands are divided into different regions, marked out by borders. The colors of the
Throughout Medieval II: Total War you’ll see a “?” button on scrolls and information borders show you which faction controls the land.
panels, typically in the top-right corner. Click on this to bring up help information
Firstly, these are the following things you will see around the campaign map as you play
about the relevant part of the game – This help will arrive via your advisor.
Medieval II: Total War:
CAMPAIGNS • Settlements. These appear as either cities or castles on the map, with a name plate.
The amount of filled color on the banner above the settlement indicates the power of
The Grand Campaign
the force garrisoned within it.
The Grand Campaign is the “main game” of Medieval II: Total War, where you not only lead
• Armies. These appear as a military figure with a banner above them. The amount of
your armies into battle, but also manage an entire empire. These two things are handled
filled color of the banner above the army indicates its overall power. Command stars
quite separately – You take your time planning where to send armies and managing the
beside an army represent the experience of the General leading it.
affairs in your realm. However on the field of battle, you need to react swiftly and decisively
• Agents. These include all the non-military character types such as Spies, Assassins,
to any threats or opportunities.
Priests, Merchants, Diplomats and Princesses. Some types of agent are always controlled
Your overall goal in the Grand Campaign is to lead your people to become the most
by the CPU, such as Heretics, Witches and Inquisitors.
dominant empire in the world, seeking to control a huge area of land, and either have
• Resources. Around the map you will see various trade resources out in the countryside.
control of a certain region or outlive a particular opposing faction. Victory in the Grand
These show what goods can be exported from the region they are in and also where
8 9
Merchants can stand to earn trade bonuses.
• Sea-Crossing Points. At various points around the map there are green arrows that The Review Panel Display Area is the large area below the tabs. This display area changes
represent points land-based armies can cross without a fleet. based upon which of the tabs you have selected. For example, if you have the “Army” Tab
• Dark Areas. These represents areas of the map that your faction cannot see, due to not selected, you will see military units. If you have the “City” tab selected, you will see the
having a character close enough to show who or what is there. The completely black buildings within a settlement.
areas are totally uncharted.
The main way to use the review panel area is to right-click on any card in the panel area to
Moving the View get an Information Scroll on that unit, building or character.
You can move your view of the campaign map in the following ways:
• Move the mouse cursor to the edge of the screen to move the view in that direction. The Mini-map Panel
• Use either the arrow keys or the 1, 2, 3 & 5 keys on your numeric keypad to move the In the bottom left of the screen you will find the Mini-map
view in the appropriate “compass point” direction. Panel – This is where you can quickly look to see what faction
• Use your mouse wheel (or + & - keys if no mouse wheel present) to zoom the view in owns each region that your own faction can presently see. It is
and out. also where you will find the Missions button.
• Click on the mini-map (bottom left of screen) to instantly move the view to that
location in the world. • + and - buttons. Click on these two buttons to zoom the mini-map display in or
You can also get more information about what you see in the area you’re viewing by: out accordingly.
• Mousing-over a character or object to receive more information in a pop-up tooltip.
• Right-click-and-hold over the map without a unit or settlement selected to get • Missions button. Click on this button to open up the Missions Scroll. There you
confirmation of what sort of terrain is at the cursor’s position. will find a record of all current missions your faction is undertaking (see below).
The Control Panel
In the bottom right of the screen you will find the Control Panel – This is where the • The Mini-map. Click on the panel to center the campaign map view on
basic controls and information for the campaign can be accessed. that location.
Starting Play - Your First Turn
• Faction Shield button. Click on this to open a panel that has information on your The part of Medieval II: Total War that is played on the campaign map is turn-based –
faction, your relations with other factions, and if you’re playing as a Catholic simply meaning that each faction in the game takes turns moving its armies and managing
faction, information on the Pope. its settlements and affairs before the next one does. This means you can take as long as
• Selection Information & buttons. The currently selected army, settlement or you like to plan out your moves on the campaign map; there is no time limit at all.
character will have its name displayed here. Click on the buttons on either side Each turn you will usually do the following things (all detailed in later sections of the
of the information to cycle through selectable settlements and characters. manual):
• End Turn button. Click on this button to end your turn, while the number beneath • Check your event messages
it shows the current turn number. • Move armies and fleets, attack with them
• Move agents, use their skills where appropriate
• Construction button. Click on this when a settlement is selected to open up a • Recruit units in settlements
scroll with its construction options. Click on this with a General selected • Select buildings to construct in settlements
outside of a settlement to build a fort or a watchtower. • Check that your settlements are free of problems
• Recruit button. Click on this when a settlement is selected to open a scroll with • Work towards completing a mission
its recruitment options. Click on this with a General selected outside of a You will also sometimes have the need to do other things like:
settlement to hire mercenaries. • Engage in diplomacy with other factions
• Finances button. Click on this to bring up your faction’s Financial Details Scroll. • Hire mercenaries outside of a settlement
The number beneath it shows your current treasury amount. • Upgrade the armor or weapons of your units
• Repair buildings and retrain units
• Combat Heresy
The Review Panel
In the middle of the bottom of the screen you will find the Review Panel – This is where you Before Ending Your First Turn
can see what units, buildings, agents and fleets are in a given location. This is where you There are lots of things you can do, even in the first turn of the game. Details on all of your
will transfer units in and out of your armies. options are covered in the following sections of the manual, but here is a quick overview of
wise things to do before considering hitting the End Turn button:
At the top of the panel you will see the Review Panel Tabs: • Look for idle armies and agents that you may wish to use this turn. You can do this
• Army/Navy Tab. Click to see what units are in the currently selected army/navy quickly by using the selection buttons on your Control Panel.
or settlement. Right-click to open up the Military Forces Roster to list all of your • Check for settlements that have an empty construction queue or recruitment queue.
faction’s armies. You can do this quickly on the Settlement Roster Scroll.
• City Tab. Click to see what buildings are in the currently selected settlement. Right- • Look for foreign armies and agents that could threaten your settlements or armies, and
click to open up the Settlements Roster to list all of your faction’s cities and castles. ensure that you are prepared for what they might do.
• Agents Tab. Click to see what non-military characters are in the currently selected
army or settlement. Right-click to open up the Agents Roster to list all of your
faction’s agents.
• Fleets Tab. Click to see what ships are in the currently selected fleet or settlement.
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EVENTS & MISSIONS Penalties may include things such as:
• Excommunication from the Catholic Church
What are Events? • Having an Inquisitor sent to your lands
In Medieval II: Total War, events are reports relating to things happening within your faction, • A deterioration of relations with another faction
or news from around the world. These events arrive as square icons that drop down the left
side of the main display area, which you then click on to get the full message – Which Faction & World Events
could be anything from information about a declaration of war, news on a natural disaster Most messages are going to be reports about things that have happened in your faction,
or announcements of royal weddings. There are literally hundreds of events in Medieval II: such as what units were recruited, what buildings were completed, family members that
Total War to face as a ruler in the medieval era. died or a mission to undertake.
To use event icons: You will also receive news of diplomatic happenings, such as declarations of war, or an
announcement that some foreign power has become the richest kingdom in the world.
• Click to open an event icon to see the full description of whatever has Reading these messages will help ensure that you are aware of things going on both within
happened. your borders, and far beyond them as well.

• Right-click on an event icon to dismiss it. Historical Events


Sometimes a message will be about a discovery in the world, or an event that heralds new
Your First Event and Mission possibilities or problems. An example would be the discovery of gunpowder, which is
The first event icon that appears when you start a campaign is a mission – arguably the most important advance in the history of military technology.
That mission will be given to you by your Council of Nobles to take control Some historical events will just prove to be amusing, interesting or terrifying, but ensure
of a nearby Rebel settlement within a certain number of turns. All missions that you read these messages to be informed of new opportunities that arise as the game
have a time limit. progresses.
Important Tip: Completing missions is always optional.
However ignoring them means failing them, and sometimes there is some sort of penalty for CHARACTERS
failure. You can always check on your current missions by clicking on the Missions button in Every figure seen on the campaign map is a “character,” and they fall into two basic
the corner of the Mini-map Panel to view the Missions Scroll. classes: military characters and agents. Using these characters will be explained in the
Using Armies and Using Agents sections of this manual, but here you will learn their role
Who Gives Missions? and how to read information on a specific character.
Missions can come to you from several sources, and they may vary in importance to how
you’re managing your faction. Viewing Character Information
When you double-click on any character on the
The sources of missions are: campaign map, or right-click on their card in the
• Council of Nobles. These missions are essentially advice from the nobility of Review Panel, you call up a scroll that has information on
your realm as to what they believe would be in the best interests of your people. the selected character. Here you can access all the key
• Guilds. Guilds are essentially trade powers and knightly orders that will interact with information about this individual.
your faction throughout the game, depending on what you build and promote in your
realm. Their missions will typically involve their “trade.”
The Character Information Panel details include:
• The Pope. Catholic factions will receive orders from the Pope. As you would expect,
• Name: The character’s name, which may alter
he takes your success or failure in the missions he gives personally.
depending on their title, or an epithet they are known by.
• Faction Heirs. You may be approached by the successor to another faction’s
• Age: The character’s age in years. Nobody lives forever.
throne, asking that you help speed up his ascension to power by killing his
• Character Class: This shows what type of character it is.
current Faction Leader!
• Attributes: The names of the attributes are listed on the left, with the meters to
the right filling with images as the attribute is higher. More on attributes below.
Mission Rewards & Penalties
• Retinue: The personal followers and items that go wherever the character does.
When you complete a mission, there is always a reward that comes with it. Not all missions
These affect the character’s attributes.
have a penalty for failure, but any mission that does will have the penalties detailed in the
• Traits: Traits can be everything from physical characteristics, to a representation of
Missions Scroll.
experiences and natural abilities. These can be positive or negative, and they affect the
It is always wise for you to assess what the rewards or penalties will mean for your current
character’s attributes.
plans for your faction, and what effort will be required to complete the mission. If
something happens that would prevent you from being able to complete the mission, it will
Military Class Characters
be cancelled – this does not count as failure.
These are the characters that appear as soldiers or ships on the campaign map.
Their use is covered in Using Armies.
Rewards may include things such as:
• A financial reward
Generals
• A bonus unit
Available to: All factions
• Improved relations with another faction
Role: Commands armies and governs settlements
Generals are the most important characters in your faction, as they are the only ones who
can recruit mercenaries, build field structures and govern settlements. They also have a
positive effect on troops being led into battle. The way you use them will greatly
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determine what sort of leaders they will become and what their strengths and weaknesses Assassins
will become. Available to: All factions
Generals that weren’t bribed to join your faction are considered to be a part of your Role: Elimination and Sabotage
“Family Tree” and can become successors to the throne of your empire. Assassins are similar to Spies in that they have a good chance of moving and operating
undetected, except that their job is to directly target a person or building for elimination.
Captains Assassination attempts are considered an act of war.
Available to: All factions
Role: Temporary commander Merchants
When an army has no General a Captain from within one of its units will step forward to Available to: All factions
lead the army. Captains do not earn traits from accomplishments in battle unless they are Merchants are men who serve your people by traveling to far off lands to find resources
promoted to a General – something that may be offered to you during play. Armies led by and establish a lucrative trade route back to your capital. Merchants can attempt to put a
a Captain are more prone to bribery from foreign Diplomats. foreign Merchant out of business – however this does not count as an act of war, nor does
entering foreign lands.
Admirals
Available to: All factions Character Attributes
Role: Naval commander The attributes shown on the Character Information Panel are your most direct means to
Admirals command a fleet of ships in battle, and can develop their combat ability in the assess your characters’ weaknesses.
same way that a General can – by winning battles. They cannot govern a settlement like a
General; they are a purely naval commander. Command
Used by: Generals and Admirals
Agent Class Characters This is a measure of a General’s ability to lead troops in battle and the higher his
These characters are specialists that perform tasks away from the battlefield. Mastering Command rating, the better the morale of his troops and the greater his ability to
their use can help to ensure that aspects of your faction’s workings such as religion, trade rally his troops who are routing (see Routing).
and diplomacy all run smoothly.
Piety
Priests / Imams Used by: Priests/Imams and Generals
Available to: All factions This shows how devout a character is seen to be. For Generals this affects the happiness
Role: Preaching and Denouncing of settlements he governs and his chances of surviving an inquisition. For Priests, it
Priests and Imams are religious men who ensure that their people’s faith is spread affects how effectively they convert the populace to their religion, as well
throughout their lands. They are also the only characters aside from assassins that are as their chances of denouncing a Heretic or Witch.
capable of dealing with Heretics, except they perform a heresy trial, rather than a physical
attack. Chivalry / Dread
Used by: Generals
Diplomats This shows how honorable or dishonorable this man’s actions in both rule and war may
Available to: All factions be. Letting prisoners go free, showing bravery in battle and abstaining from taxing the
Role: Diplomacy people harshly are examples of chivalrous behavior. Executing prisoners, exterminating
Diplomats are refined men who are sent to negotiate with foreign dignitaries. large numbers of people and ruling oppressively are examples of dreadful behavior.
Although Princesses can also enter diplomacy, only a Diplomat can attempt to bribe a Dread generals can cause fear to inspire a morale penalty in their enemies, while
foreign army, settlement or character, and are thus extremely useful for wealthy factions. chivalrous generals can inspire a morale boost in their own troops. Chivalry and
dread also have an effect upon the population of a settlement governed by a General
Princesses with either attribute.
Available to: Catholic and Orthodox factions
Role: Marriage and Diplomacy Loyalty
A Princess is a member of the ruling family of her faction, whose main ability is to Used by: Generals
marry a General. This can be as part of a marriage alliance to a Faction Heir, an attempt This shows how seriously this character honors their role of servitude. During the
to “steal” a foreign General or to marry someone within her own faction. She can course of Medieval II: Total War there will be numerous situations that will test the
represent her people as a Diplomat. loyalty of your Generals, and the higher this attribute, the more likely they shall
honor their pledge to you.
Spies
Available to: All factions Authority
Role: Espionage and Propaganda Used by: Faction Leader
Spies are intelligence operatives that are capable of moving undetected by foreign forces. This shows the amount of respect commanded by a Faction Leader. A Faction Leader
Their main task is to infiltrate foreign settlements, where they will report on the buildings with high Authority is more likely to retain the loyalty of his Generals, while a leader with
and garrison behind the walls. When within an enemy settlement, Spies inspire unrest in low authority is more likely to face rebellion.
the population, and may also help disable wall defenses. Finally, Spies are also the most
effective character at spotting other hidden agents. Charm
Used by: Princesses
This shows how effective this woman is at swaying those she deals with. The higher a
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princess’s Charm, the more effective she is in diplomacy, and the more likely she will be • Leadership styles
to successfully convince a General to marry into her family. • Experience in an activity
• Insanities
Influence • Fears and hates
Used by: Diplomats
This shows how effective this man is at convincing others to accept diplomatic Retinue
proposals during negotiations. The higher a Diplomat’s Influence rating, the more A character’s retinue is their entourage of followers, as well as their personal belongings
effective is his diplomacy. that they keep with them on their journeys. Some of your followers and items can be
transferred from one character to another by clicking on the item or individual and dragging
Subterfuge them onto the portrait of another character. Of course, there are some items that characters
Used by: Spies and Assassins will not part with, and there are followers who simply will not be told who they will
This shows how effective this man is at performing acts of stealth and espionage. accompany.
For Spies it affects their ability to infiltrate an enemy army or foreign settlement
undetected. It also determines how much unrest they cause via propaganda once USING ARMIES
behind the walls, as well as their chances of opening the gates in a siege. Total War Armies
For Assassins it effects their ability to successfully eliminate a target marked for Your armies are your primary weapon in the Medieval II: Total War campaign. Each army
assassination or sabotage. Both Spies and Assassins use Subterfuge to remain contains 1-20 military units that move and fight together. When you select an army on the
unseen from other characters, as well as spot hidden foreign agents. campaign map, you will immediately see what units it contains in the Review Panel.
Finance Things to know about armies on the campaign map:
Used by: Merchants
This shows how efficient this man is with money and trade. It affects a Merchant’s • Click on an army on the campaign map to select the entire army.
ability to acquire a foreign Merchant’s assets, and also the amount of income generated • Any gold stars to the left of the army show the Command rating of the general in
from standing on a trade resource. charge (0-10); the more stars, the better the General is at leading in battle.
• The banner color and symbol shows the owning faction.
Improving Your Characters • The darker color that “fills” the banner from the bottom shows the strength of the
As your characters do things in the campaign, they will begin to develop traits and gain army. The stronger the army: the more of the banner will be filled from the bottom.
followers as they either succeed or fail. Sometimes they will develop traits just as a result • There are certain things that armies led by a Captain cannot do. Only armies led by a
of sitting around or being in a certain environment. General can hire mercenaries and build fortifications.
With both logic and observation, you should be able to see a connection between what you
do with your characters, and what sort of traits they develop. Leave a General in a town Who Commands in Battle?
with a big tavern forever and he’ll eventually turn to drink. However, pro-active behavior is The commander of an army is determined by the following rules:
the way to develop positive traits and gain more useful followers. • The General with the highest Command rating is the Commander.
• The only exception is when the Faction Leader is present, he is always the
There are literally hundreds of things that can lead to receiving traits, followers and items. Commander, regardless of his Command rating.
Here are some examples of them: • The commanding General’s unit card will be marked with a gold star.
• Hereditary traits, both through bloodline and the parents’ beliefs.
• The outcome of a battle We will cover commanding armies in battle in Medieval II: Total War Battles – this section
• Personal involvement in battle covers forming armies, and using them in the campaign map.
• Getting married
• Succeeding or failing at agent missions Unit Types
• How you have Governors manage their settlements There are several different classes of unit on the battlefield, and it is vital to understand
• Completing certain missions the basic role that they play. Some types of unit are very effective against other types. It is
• Building certain buildings best to know this before you begin recruiting units.
• The environment the character lives in The basic types are:
• Light Infantry. These are troops who are lightly armed and armored, and are best
Traits
used in support roles to attack or defend in unison, rather than be used in an
Traits can come in several different forms. It is important not to think of these as abilities
important position in a front line.
earned but side effects of the character’s life up until this point. Your involvement with
• Heavy Infantry. These are troops who are heavily armed and/or armoured and are
your characters’ traits comes in making decisions as to where they will be and what
generally good at engaging other infantry.
they will do.
• Spears. These troops are specialized infantry armed with lengthy pole-mounted
If your characters develop negative traits, the best way to deal with them is to either
weapons that are ideally suited to forming a defensive line, especially against cavalry.
acknowledge it as a weakness of the character or attempt to redeem themselves with
Their role makes them vulnerable to missiles.
positive actions.
• Missile. These are troops who are armed with ranged weapons that can strike enemy
targets at a distance. They are usually very vulnerable in hand-to-hand combat.
Examples of types of Traits:
• Light Cavalry. These are mounted troops who are somewhat lightly armed and armored,
• Physical characteristics
but extremely swift and mobile. They are excellent at chasing down routing enemies,
• Personal beliefs
but poor against spears.
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• Heavy Cavalry. These are mounted troops who are well armed and armore and used as a each color representing one turn’s movement. The army will move as ordered
strong, fast attacking force. They are poor against spears. unless its path is blocked or is given new orders.
• Missile Cavalry. These are mounted troops who are armed with ranged weapons such as • Armies that can move no further will have no highlighted zone around them
bows. They are generally poor at melee combat but can hit and run, making difficult when selected. They will kneel to show their resting state.
targets. • Armies are also shown as kneeling figures when they are hidden in woodland
• Artillery. These are mobile war machines or cannons that can be used as powerful terrain and ready to ambush any passing enemies.
ranged weapons on both enemy troops and settlement walls and defenses. They are
poor at defending themselves and typically require defending infantry to protect them. Merging Armies
Move an army onto another friendly (same faction)
Forming Armies army or settlement to merge the two forces. It may be
To form an army, you need to either recruit new troops in a settlement or hire mercenaries useful to merge units before attempting to merge two
with a general outside of a settlement. Troops can be pulled together from multiple places armies. You can’t merge units at the same time as
and merged together to form a larger, more capable army. merging armies.
• The general with the highest Command rating
Tips on how to have a balanced army: is always in charge of a merged army. When an
• Always try to have a mix of infantry, spears, missiles and cavalry. This will ensure you army led by a Captain is merged with a General’s
have a unit to counter whatever the enemy sends at you. army, the Captain is reduced to the ranks
• When first building an army, start with infantry. Most missile, cavalry and artillery units and disappears.
are poor at standing their ground without help. • If fewer than 20 units in total (in both armies)
are involved, then the merging process is completely automatic.
Tips on how to produce an army for a special purpose:
• If you’re creating a siege army, include artillery units capable of destroying walls. This If there are more than 20 units (total, in both armies) involved in the merging, then the
is more reliable than building siege equipment during siege. Merge Armies Scroll will appear.
• If you’re creating a defensive garrison, missile units are extremely effective from walls • Select the units in either army that you wish to move to the other army. You can make
and can be defended with little infantry. multiple selections holding down the CTRL key as you click.
• If you’re looking to capture prisoners, ensure you have multiple cavalry units to make • Some units may be greyed out. These have already moved as far as they are able this
chasing down routers easier. turn, and therefore cannot move (merge) to another army.
• Click on the transfer arrow button in the middle of the scroll once you’re happy with
Moving Armies the army compositions. You can also drag-and-drop units between the two armies on
Select an army by clicking on it. Once selected, there are numerous ways to move the army, this scroll.
some involving attacking or merging with other armies: • Once you are happy with the merged armies, click on the “tick” button in the lower
• The highlighted area shows every place in the game world that the army can right hand corner of the scroll.
move during the current turn. All actions (moves and attacks) cost movement
points, and as these are used the distance an army can move for the remainder Splitting Armies
of the turn will reduce. There will be times when you need to take some units out of a large army or garrison and
• Right-click on the spot where you want an army to go. A large arrow will show send them elsewhere – This is splitting armies.
the proposed route for the army. • Select the units you wish to move using their unit cards in the Review Panel in the
• Right-click-and-drag to show the route changing for an army as its destination center of the Control Panel at the bottom of the screen.
changes. • You can use the SHIFT and CTRL keys while selecting to make multiple selections.
• Right-click on an enemy or neutral army or settlement to attack it. The cursor Hold down the CTRL key and double-click on a unit card in the review panel to select
will change into a sword to show that an attack is possible. Attacking a neutral all the units of that type.
army or settlement is a declaration of war on that faction. See Battles in • Move the cursor to the spot you want the selected units to go, then Right-click to order
Medieval II: Total War to learn about how to command in battles. them to move there.
• Right-click on another of your faction’s armies (not an ally!) to merge the • You can also drag-and-drop the selected units from the review panel to an appropriate
selected army into the stationary one. There are further details about merging location in the game world.
armies that are covered below. • In both cases, the new army that is breaking away from the original one will appear
• Right-click on a friendly settlement (not an allied settlement) to merge the army next to the force it is leaving and march to the new location.
with the settlement garrison (if any). The army will move into the settlement,
and if the army has a General and the settlement doesn’t have a Governor, then Merging Units
the General will be automatically appointed as the new Governor. See the After battles, there is a strong chance that you will have taken some casualties, and
Running Settlements section for more information. not all of your units will have their full compliment of men in them. Even if a unit has only
• Red highlighted areas are in enemy zones of control, which means that they are a few men remaining, it will still take up one of your 20 unit slots, and may be too small
adjacent to an enemy army. Movement in red highlighted zones is restricted. to engage effectively anymore. To deal with this, you can merge two units of the same
Armies cannot move directly between red spaces on the map. They must move type together.
away from their enemies (or neutral armies) before marching back into contact.
• Right-click beyond the green highlighted area to set a multi-turn movement • Click-and-drag one unit onto another in the Review Panel, and the two will merge. The
order. The route will be shown as normal, except with a multi-colored line, with men in the unit being dropped are added to the target unit.
18 19
• The dragged unit may vanish if all its men are used in this way. Any “spare” men Forts can be extremely useful in defending strategic “choke points” such as mountain
remain in their original unit. passes: an enemy will have to lay siege to the fort before he can advance. It’s even possible
• You can auto-merge depleted units in an army by pressing the M key. to build a “wall” of forts to isolate an area.
Important Tip: Be aware that the experience rating of the two units being merged will be
averaged out in the process. Picking Your Ground
An important thing to note about the campaign map in Medieval II: Total War is that the
Unit Experience terrain that you see is very much a reflection of what you’ll see in the battle map when two
The number and color of the chevrons on the unit card in the Review Panel show unit armies do battle there. If you position your army on hills and an enemy army attacks you,
experience. A unit with experience can be relied on in combat, and will usually beat an you will have the opportunity to position your troops on hills – a reliable defensive tactic.
otherwise identical unit. Chevrons can also be gained by units under Generals with high Some unit types are less effective in certain terrains, while others are more effective. For
Command values or as a result of good training facilities (buildings). example, a unit of archers can fire further when shooting from higher ground, but are very
ineffective when firing at a target in the woods.
• No chevrons indicate that the unit has little or no battle experience. Finally, positioning troops next to a friendly or allied army will see them join as
• Bronze chevrons show that the unit has some experience in battle. reinforcements during battle should one ensue. See Using Reinforcements below.
• Silver chevrons show that the unit has much battle experience and is composed of
highly experienced soldiers. Tip: When you have no unit or settlement selected, right-click-and-hold on the campaign
• Gold chevrons show that the unit is full of veterans of field warfare who can always be map to check what the terrain type is at that point.
relied upon.
Setting an Ambush
Hiring Mercenaries When an army is moved into “Woodlands” terrain, it can become hidden from the enemy –
An army led by a general can hire mercenaries when outside of a settlement. This is considered being placed for an ambush in Medieval II: Total War. The ambushing
Using mercenaries can be somewhat expensive, however they offer you immediate army will attack any enemy army that moves next to them, without giving them an
support away from a friendly base. opportunity to position their forces before battle.
Click on the Recruit Mercenaries button in the Control Panel (it replaces the Unit Training
button that shows when a settlement is selected). When there are no mercenaries available Attacking with an Army
the button is greyed out. When you have an army selected right-click on the enemy army or settlement you wish to
attack:
• This brings up the Army Details Scroll, showing the General and the list of
available mercenaries. • The most important piece of information is the Balance of Power in the center of
the scroll. When you move the cursor over the crossed swords you can see the
• Click on any mercenary unit to select it and add it to the “queue” of odds for the coming battle.
mercenaries to be hired. You can deselect a mercenary unit for hiring by
clicking on it once again. • The Battle Deployment Scroll will appear. This gives a breakdown of your forces
and the enemy arrayed against you.
• Right-click on a mercenary to bring up details about the unit.
• Reinforcements from adjacent armies are also shown here.
• Click on the “Hire all queued units” button at the bottom of the scroll. See Using Reinforcements, below.
• Click this button to fight the battle for yourself, taking control of your
Things that affect what sort of mercenary units are available: units on the battlefield. This gives you the most control and is – we think – the
most fun!
• The region of the world the general is in.
• Recruiting on the coasts allows the hiring of mercenary fleets. • Click this button to have the CPU fight the battle out automatically for you and
• Being on a Crusade or Jihad - some units will only join a General on a religious cause. give a result. Casualties may be heavier than if you fight the battle for yourself,
and you cannot protect your General from harm, so he may be killed.
Building Forts & Watchtowers • You can cancel your attack. When you do this your army will withdraw to a
Only an army under the command of a General can build watchtowers and/or forts. nearby location.
When this is not possible this button is greyed out. • If you’re attacking a settlement, then this is dealt with in the
• Clicking on the Construction button brings up the Field Construction Scroll. Sieges & Siege Battles section of the manual.
From here you can select either a Watchtower or a Fort - Each has a cost
associated with it. Using Reinforcements
• Watchtowers are permanent structures that you can erect in your lands to give Reinforcements can join an attack. When a battle is auto-resolved, their strength is simply
your faction a better view of incoming foreign armies and characters. taken into account. When a battle is fought out in detail, they will actually join the battle in
• Forts require a garrison to remain in play. If it is empty and does not have a some context:
garrison at the end of any turn it will fall into disrepair and be removed from • When one army attacks, any other friendly army (yours, or belonging to an ally)
the campaign map. that is adjacent to the army or settlement under attack can be reinforcements.
• Forts do not actually belong to any faction. If one faction constructs a fort and • The army that attacks is the one that you control directly. Make sure that your
leaves it empty, another faction’s forces can move into the fort and take it over forces are all in the red zone of control of an enemy army, or cancel the attack
– be aware this is a declaration of war. and then move up another army to act as reinforcements before entering battle.
• A General can build as many watchtowers and/or forts as you want in a single
turn, limited only by movement points (his ability to move to a new site).
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• Any adjacent army that is commanded by a General or a Captain can be Using Fleets as Transports
placed under AI control on the battlefield by clicking on the checkbox next to If you want an army or agent to board a fleet, you will have to bring them to the shore to do
the “AI control” icon. This will see that army arrive as one complete force on the so. Select the land-based army or agent and move the cursor over your fleet. The cursor will
battlefield. change to a boarding symbol to show that this move is possible.
• Any adjacent army that is not under AI control will give the player total control • Right-click to confirm the boarding order. From now on, movement orders to the fleet will
of the reinforcements that arrive. Remembering that there is a limit of 20 units include its passengers.
per army, reinforcements will appear as and when a “slot” in your army is • To disembark passengers, select the fleet and then right-click on a coast. Everybody
available, either through casualties or because a unit has run away. aboard a fleet will then disembark at this spot. Any and all agents will be attached to
• Reinforcements on the battlefield always appear from a direction that matches a disembarked army.
their position on the campaign map. • If you want to partially unload a fleet select the units or agent(s) in the review panel,
and then right-click on the campaign map on the coastal area where you want them to
Multiple Attacks disembark.
You will notice that most times when you defeat an enemy army that they retreat a few
steps rather than vanish. It is very important to be aware that your armies are capable of Merging & Splitting Fleets
attacking multiple times per turn, provided that they have the movement points required to To merge two fleets, simply move one fleet to the location of another. If the two fleets have
do so. Thus instead of allowing a defeated army to scamper away to rebuild itself and more than 20 ships in total then you’ll be asked to decide exactly which ship ends up in
bother you later, you can move in to attempt to wipe the force from the map. each fleet. In every other case one large fleet of 20 or fewer ships will be created.
Keep in mind that you cannot merge two Admirals into one fleet if one of them has earned
a Command star.
USING FLEETS
If you wish to split a fleet, select the ships you want to form a new fleet in the Review
Total War Fleets Panel and then drag-and-drop them to the destination for your new fleet. They will
The naval ships that you see on the campaign map seas are fleets. Each fleet has an automatically leave and a new admiral will be appointed for the new fleet. Any passengers
Admiral, who has his own Command rating for combat at sea. Fleets engage each other stay with the original fleet.
in the same way that armies do, only that the battle is always auto-resolved.
Fleets serve two other very useful roles aside from assaulting enemy fleets: Attacking with a Fleet
• Transporting. Fleets can be loaded up with a full army and agents to take them to As previously stated, all naval battles are auto-resolved, meaning all you need to do is
distant shores they otherwise cannot reach. select a fleet and set them towards the enemy. To start a naval battle, click on your fleet to
• Blockading. Fleets can be used to close the passage into foreign ports, cutting off the select it, and right-click on the fleet you wish to attack.
sea trade of the settlement in the same region. • Fleets that lose ships in combat will lose any military units or characters that the lost
ship(s) happened to be carrying.
Who Commands in Naval Battles? • The Command rating of the fleet’s Admiral influences its fortunes in battle.
As stated under “Admirals” in the Characters section, there can only be one Admiral per • After combat the losing fleet will either sink or pull away from the victorious enemy.
fleet – So he always commands the fleet. The basic things to know about Admirals are:
• Admirals earn Command stars from winning naval battles, improving their performance Blockading Ports
in future conflicts. It is possible to blockade an enemy port and cut its trade links with the outside world.
• Once they earn a Command star, Admirals cannot merge with another Admiral. The blockaded faction will not receive sea-trading income each turn that the blockade
is in force.
Moving Fleets • Select a fleet, then right-click on the port you wish to blockade. A barrier will be
Fleets move much like armies, but there are a few key differences due to the nature of placed around the port to show that a blockade is in force.
being at sea. After you have selected a fleet: • You can lift a blockade at any time by moving your fleet away from the port.
• A green movement area will surround it. The fleet can move to any point within this • You can break enemy blockades by successfully attacking the blockading fleet.
zone during its turn. Coastal squares will be included in this zone when there are Victory will break the blockade.
passengers on the fleet, as they could disembark into one of these land squares.
• Red spaces in the movement zone are adjacent to enemy fleets. Trouble at Sea
Aside from the fleets of enemy factions, there are two major perils at sea – pirates and
• You can order a fleet to move beyond the green zone, in which case it will remember storms. Pirates are Rebel ships that will aggressively assault your own forces.
its orders and a colored line shows where the fleet’s headed. Each color segment Storms however can cause fleets to lose entire ships, and any military units they are
shows a turn’s worth of movement. carrying on those ships will be completely lost as well. Although the effects of a storm are
• The Review Panel in the center at the bottom of the screen will change to show the less severe in shallower waters, avoiding them altogether is the only truly safe way to deal
ships in the fleet along with characters and military units on board. with them.
• The movement rate of your fleet changes as they enter deeper or shallower waters.
Travel around the shallows is much quicker and safer.
• At the beginning of the game, no faction has a ship capable of making ocean voyages.
This will change with certain events during the game, and eventually the following
ships will become available to make such a journey: Baghlah, Caravel, Carrack and
Grande Carrack.
22 23
RUNNING SETTLEMENTS
What do Settlements do? • This icon appears if the settlement is being auto-managed.
In the Grand Campaign, settlements serve as both military training centers, as well as your
money-making machine. They form the central population centers from which you will
recruit men into service, tax the populace and establish an infrastructure to support trade.
There is always one settlement per region, representing the civil center for that area of The Settlement Scroll
land. Medieval II: Total War allows the owner of a region of land to maintain their Regardless of whether it is a city or a castle you wish to
settlements as either cities or castles – with the ability to change between the two, with examine, to view it’s Settlement Scroll, double-click on
certain limitations. You will need both cities and castles in your realm if you are to be the settlement on campaign map. Here you will see the
successful, as they both play very different roles. Governor Panel at the top of the scroll, followed by the
basic details and settings of the settlement, and then
How Do I Manage a Settlement? finally the Recruitment / Construction Panel.
Firstly, to properly manage a settlement, you need to install a General to serve as Governor The basic details displayed for settlements are:
(unless you selected “Manage All Cities” in the Grand Campaign settings prior to starting). • Income. The amount of florins this settlement is
If you do not do so, you will not be able to control any of the following tasks that are generating for your treasury per turn.
involved with properly managing a settlement: • Public Order. The percentage shown here represents
• Recruit units for your armies, and agents for your non-military tasks. what level of public order is being maintained, with
• Construct new buildings, which will improve various aspects of your setlement’s 100% being considered stable. The further this drops
workings and capabilities. below 100% the more likely the settlement is to
• Adjust the tax rate in cities to ensure that they generate as much income as possible experience rioting, or possibly even rebellion (losing the settlement to Rebels). The
for your faction. higher this is above 100%, the happier the population is with their situation.
• Retrain units, to replenish their ranks and also upgrade their weapons and/or armor if • Population. This is the number of people living in the settlement, and has a direct
the right buildings are present. effect upon upgrading all cities, and some castles.
• Repair buildings that may have been damaged by siege attacks, rioting or ominous • Population Growth. The percentage shown here represents the current population
disasters of terrifying proportions. growth, or decline per turn. A settlement with high population growth will be able to be
• Keep control of public order. If you do not do this, you will face the prospect of riots upgraded sooner.
and possibly even a rebellion in the settlement. • Automanage. Click on the checkbox to put the settlement’s building and/or construction
tasks under CPU control.
All of these things will be explained throughout this section of the manual. • Tax Rate. This shows the current level of taxation on the people in the region: Low,
Normal, High, and Very High. Only cities can have their tax rate adjusted - Use the
Settlements on the Campaign Map arrows to cycle through the settings. Higher rates yield more tax income for your
Cities and castles are represented on the campaign map with a treasury, but also result in a direct drop in public order.
figure that looks appropriate for the size, type and culture of the • Race Settings. Certain Islamic factions create facilities to support horse racing festivals.
settlement. Each settlement has its own label that includes basic Use the arrows to adjust how often the races are held – More frequent races improve
details about the settlement’s status. These details are: happiness, but cost money to hold.

• Settlement Name - The top line includes the name of Understanding Cities & Castles
the settlement, and will also show an appropriate icon Cities and castles are very different sorts of settlements, but the way you improve them is
if it is suffering from revolt or the plague. identical – by constructing buildings. The difference lies in what buildings you can
• Income - The number beside this icon shows the income construct within the two different types of settlement.
generated by the settlement each turn. A negative value means that the Being able to choose where your cities and castles lie can be very useful, and the smaller
settlement is actually running at a loss. ones can be converted to the other type of settlement. Note that it is very important to
understand that if you intend to convert your settlements in the future – some types of
• Public Order - This icon shows the overall happiness of the settlement
buildings do not belong in both settlement types, and therefore won’t survive a conversion.
population: Green – happy, Yellow – content, Blue – disillusioned,
There will be more on constructing buildings and converting settlements below. Firstly it is
Red – rebellious.
necessary to understand how the two different settlement types work.
• This icon shows whether or not the population of the settlement is increasing in
numbers or not: Green - Indicates the population is growing, Amber/Orange - Cities
Indicates the population is stable, Red - Indicates the population is falling. Cities are settlements that revolve around supporting trade and a large population. In fact,
This is a matter of concern. it is population that drives these places - When a city reaches a high enough population it
• This icon appears if a unit is being trained in the settlement. Green indicates will be ready to grow into a larger settlement with the construction of better walls.
training is in progress, Red indicates the recruitment queue has stalled. Inside cities you will find constructions such as inns, markets, town halls, religious
buildings, and schools of alchemy. Aside from bringing wealth to your realm, these
buildings offer access to agents that can be of great use to your faction’s cause.
• This icon appears if a building is being constructed or repaired in the
settlement. Green indicates construction is in progress, red indicates the Cities provide the benefits of:
construction queue has stalled. • The ability to set the tax rate for the region as desired.
• Several types of buildings that support and improve trade income.
24 25
• Buildings that spread your faction’s faith greatly. • Governors with a high Piety rating are better at reducing disorder caused by religious
• Buildings that allow you to recruit spies, assassins, priests, diplomats and merchants. unrest and provide an influence bonus to the public order of the settlement.
• Buildings that allow the recruitment of militia and siege artillery. • Governors with a high Chivalry rating provide an influence bonus to the public order
• Free upkeep for some militia units while garrisoned. and population growth of the settlement.
• Governors with a high Dread rating provide an influence bonus to the public order of
Cities come with the problems of: the settlement.
• Public unrest leading to riots, or even rebellion. • Governors can also have traits and retinue that improve various aspects of how the
• Corrupting Governors with a wealthy environment. settlement functions, detailed in their tooltip displays.
• Usually lacking in buildings to recruit cavalry and missile infantry. • The General with the highest Piety rating will be installed as Governor. The people
• Only one defensive wall for sieging forces to breach. generally prefer to serve under a man of faith – They are both spiritually sound and
generally educated as well.
City upgrading works as follows:
Constructing Buildings
City Size Population Wall Required Settlements are a collection of buildings and the way to develop and improve your cities
Required to Upgrade and castles is to construct various buildings and facilities. This is done by clicking on the
Village - N/A tab labelled “Construction” to open the Construction Panel.
Town 400 Wooden Palisade
Large Town 2000 Wooden Wall • Click on the Construction Tab to see what buildings are available
City 6000 Stone Wall for construction.
Large City 12000 Large Stone Wall • The number of different buildings shown in the Construction Panel depends on the type
Huge City 24000 Huge Stone Wall of settlement, the size of the settlement and what you have already built there.
Castles • Right-click on a building in options or the Construction Queue to bring up the relevant
Castles are military settlements with strong defenses that oversee the surrounding lands, Building Information Scroll to see what benefits you will receive from the available
collecting the taxes at a set rate with a rigid regularity. This makes them the ideal place to construction options.
train men for military service, and make a stand. • Buildings with construction costs that are beyond your treasury are greyed out, but can
Castles can be upgraded to a larger size that can play home to more effective structures, still be added to the queue for construction when funds become available.
simply by constructing the next level of castle in the Construction Panel. That is until you • Click on a building in the Construction Panel to add it to the Construction Queue. If you
wish to upgrade to the two highest castle sizes, “Fortress” and “Citadel”. These also can afford the buildings, and there are no other items currently waiting to be built, the
require a certain population already in the settlement before you can construct them. cost of the building is immediately deducted from your treasury.
Castles provide the benefits of: • The leftmost building in the queue will be shaded to show that work has begun, and
• Naturally high public order. the number of turns until completion is shown. The shading is gradually removed as
• Very strong defenses, including multi-ring walls at the higher levels of castle size progress is made over a number of turns.
• Click on a building in the Construction Queue to cancel the construction order. Any
Castles come with the problems of: allocated funds are automatically returned to your treasury.
• Not being able to adjust the tax rate.
• Buildings in the Construction Queue are completed in left-to-right order. You can alter
• Usually lacking in buildings that improve trade.
the order of construction work by dragging-and-dropping the building pictures until you
• Usually lacking in buildings that recruit agents such as Spies, Assassins, Diplomats
are happy with the construction order.
and Merchants.
• Usually lacking in academic buildings. • Some buildings can only be constructed if you are approached by a guild, or a knightly
order.
Castle upgrading works as follows:
The Building Browser
Castle Size Population Defences At the bottom of the Settlement Scroll is a button that will open
Required up the Building Browser. This is where you can find all the
Motte & Bailey - Keep only information you need on all of the things you can construct.
Wooden Castle - 1 Wooden Wall The Building Browser is split into two parts - the left panel
Castle - 1 Stone Wall provides an image display showing what buildings of the
Fortress 4500 2 Stone Walls currently selected building type are available with the different
Citadel 9000 3 Stone Walls sizes of settlement. The panel on the right is where you can
see all the building types that are available in a city or a
castle, depending on which tab you have selected.
The Governor • The settlement images on the left show what level your
Your Generals take on a very different kind of leadership role when you move them settlement is currently at. Greyed out items represent
into a settlement to become its Governor. His Command rating may be what makes a the sizes your settlement can grow to later.
General capable on the battlefield, but it is actually his reputation for Piety and Chivalry • The building images beneath the “City” heading show which levels of this type of
or Dread that will make him a better man for the job. building type are available in a city. Greyed out items represent buildings you have yet
26 to construct. Right-click on any building image to see its Building Information Scroll. 27
• The building images beneath the “Castle” heading show which of this type of • Agent Limits – There is a limit to how many agents, such as Priests/Imams and
building are available in a castle. Greyed out items represent buildings you have Merchants, you can recruit. When you construct higher level churches and markets
yet to construct. Right-click on any building image to see its Building Information respectively, you will increase the amount of agents you can put into service. You will
Scroll. find these limits on the relevant Building Information Scrolls.
• If a building image does not have an equivalent building in the other type of
settlement for that settlement size/level, then the building will have to be To recruit units & agents in your settlements:
destroyed if you choose to convert the settlement. • Click on the Recruitment Tab to see what units are available for hire on the
• When this icon is colored, it shows that you can currently construct this type of Recruitment Panel, with the Recruitment Queue shown at the bottom.
building in your settlement. • Click on a unit in the main section of the Recruitment Panel to add it to the Recruitment
Queue. If you can afford to train the unit, and there are free recruitment slots available,
the money is immediately spent. The men required to recruit the unit are removed from
• When this icon is greyed out, it shows that you cannot yet construct this type of the pool immediately.
building in your settlement.
• Units with recruitment costs that are beyond your means are greyed out, but can still be
added to the Recruitment Queue when funds become available.
• The types of buildings that you currently have constructed in your settlement • Units may also be greyed out if there are insufficient “spare” men in their unit pool to
have their name shown in black in the panel on the right. form a unit. Mouse over the unit you wish to purchase and you will receive a tooltip that
• The types of buildings you have not yet constructed in your settlement have will advise how long until you are able to recruit this unit again.
their name shown in a lighter shade in the panel on the right. • All ships are treated as military units, but they appear at the port in the settlement’s
province.
Repairing Buildings
Buildings can be damaged through rioting, natural disasters and siege assaults. It’s quite • The leftmost units in the queue will be colored to show that training has begun, and that
possible to damage a town without taking it and, the longer an assault takes, the more they will arrive next turn.
“collateral damage” is done during the battle. Repairing buildings works in a similar • Click on a unit in the Recruitment Queue to cancel the training order. The unit will
fashion to new Construction. The cost of repairs is usually substantially less than the cost disappear from the queue, and any allocated funds are returned to your treasury.
of a new building, both in terms of cash and time. • Up to nine units can be entered into the Recruitment Queue. When the queue is full, all
• Click on the Repair Tab to see what buildings require restoration work. units in the Recruitment Panel will be greyed out and unavailable.
This will be greyed out if no buildings are damaged. • You can alter the order of recruitment by dragging-and-dropping the unit cards.
• Instead of being presented with Construction Options, there is a collection of • Right-click on a unit card to bring up the relevant Unit Information Scroll.
Buildings Needing Repair.
• Click on any damaged building to add it to the Construction Queue. It can be dragged- The Unit Information Scroll
and-dropped in the queue, and clicked to cancel the work as described above for new This scroll shows information about a given unit. This includes historical background,
construction work. and the unit’s in-game effects, including the all-important training and upkeep costs.
The Unit Information Scroll also allows you to disband your units. This saves your faction
Recruiting Units, Ships & Agents upkeep costs of the unit.
To form armies, construct ships and enlist the service of agents, you will need to
recruit them in a settlement. Recruiting units and agents costs money, which will • Click on this button to disband the unit. The soldiers in the unit are added
be deducted from your treasury to cover their training, equipment and starting back to the unit pools for the region’s settlement. This allows the men to be
wages – Once recruited, units, ships and agents go into a Recruitment Queue. available for recruitment again if the need arises, although it does “cost” any
They will arrive for service in the following turn, so long as they are in one of the military experience that the men might have gained.
recruitment slots.
There are several key things to know about how recruitment works before you begin:
• Recruitment Slots – As a settlement grows in size, it gains more recruitment slots,
allowing it to recruit more units per turn.
• Recruitment Queue – As you select units to recruit they are added to the Recruitment
Queue.
• Recruitment Pools - Units are recruited from a “pool” of men that are ready to be
trained into service, the number in the top-right corner of the unit image represents
how many units are ready to be trained right now. When you take men from the pool to
recruit a unit, it will replenish back up to its limit over time.
• Recruitment Effects Combine – If you have two buildings that can recruit the same unit
in one settlement, that unit will have a larger recruitment pool limit, and will replenish
more quickly.
• Buildings Allow Recruitment – You will need to construct buildings in order to recruit
units.
28 29
Recruitment Buildings Armor Types
If you want to field the best units available to your faction, you will need to know which These are the levels of armor available to units, and also the Smith building required to
particular buildings will provide you with the ability to recruit these troops. These three lists upgrade to that armor level.
below show building types that can always recruit units, types that can recruit agents and
finally some factions that get bonus recruitment from some types of buildings. Armor Types Smith Building Required
Unarmored None
Buildings types that recruit units: Building types that recruit agents: Padded or Leather Leather Tanner
• Walls – Cavalry units • Churches/Masjids – Priests/Imans Light Mail Blacksmith
• Castles – Knight (Cavalry) units • Inns – Spies and Assassins Heavy Mail or Breastplate Armorer
• City Barracks – Militia Infantry and • Markets – Merchants Partial Plate Heavy Armorer
Gunpowder units • Town Halls – Diplomats Full Plate Master Armorer
• Castle Barracks – Infantry units • Academy (castle) – Spies, Diplomats Advanced Plate Armor Factory
• Ranges – Missile units and Assassins
• Stables – Cavalry units Upgrading Weapons
• Siege – Artillery units Factions that can gain special recruitment There is only one level of weapon upgrade capable for any given unit. To upgrade a unit’s
• Gunsmiths – Cannon units options from certain buildings: weapon, you simply need to have the right kind of building present, and not already have
• Military Academy – Special Elite units • Holy Roman Empire – High level the upgrade.
• Horse Racing – Cavalry units Town Hall buildings
• Plaza del Toro – Cavalry units • Milan – Town Hall Weapon Types
• Knights Templar – Knight (Cavalry) units • Venice – Town Hall These are the types of weapons that can be upgraded in settlements – If you want to check
• Hospitaller Knights – Knight • Turks – Town Hall to see what weapon type a unit has, you’ll find it listed on its Unit Information Scroll.
(Cavalry) units • Russia – Town Hall
• Teutonic Knights - Knight (Cavalry) units • Hungary – Assassins’ Guild and Inns Weapon Type Weapon Upgrade Building
• Knights of Santiago – Knight • Denmark – Churches Melee Swordsmiths’ Guild
(Cavalry) units Gunpowder Troops Alchemists’ Lab
• Hashashim’s Guild – Special Cannons Alchemy School
Infantry units Artillery University
• Woodsmen’s Guild – Special
Missile units The Guilds
• Masons’ Guild – Special Militia In Medieval Times, the guilds used their widespread influence to regulate trade throughout
Infantry units the western world. Each guild represents a particular trade, study or order – such as the
• Merchants’ Guild – Special Masons’ Guild, Theologians’ Guild or the Knights Templar.
Cavalry units • All guilds offer benefits. You can look in the Building Browser to see which guilds are
available to your faction, then check the benefits that come with each guild available
Retraining & Upgrading Units on their Building Information Scrolls.
You can replenish a unit’s numbers and ensure that it has the best weapons • Some guilds are only available to certain factions. The Knights of Santiago for example
and armor that a settlement can provide by retraining it. are specific to Spain and Portugal.
Replenishing a unit’s numbers requires that you have a building present • Guilds are “invite only.” Guilds approach you about constructing a guild house in your
that can recruit the type of unit you want to bring back to full strength. settlements. They are more likely to offer to do this if you support their trade or cause.
Upgrading weapons and armor requires you to have a certain building, have the funds to • Guild Houses and Minor Chapter Houses. These are the lowest ranks of a guild building,
pay for the upgrade and finally satisfy some other conditions (see Upgrading Armor and and cost 1000 florins to build. They can exist in any settlement in your faction.
Upgrading Weapons). • Master Guild Houses and Major Chapter Houses. These are the second ranks of a guild
building, and cost 2000 florins to build. Only one can exist in any given faction’s
A unit in a garrison is eligible to be retrained if it meets one of the following two lands.
conditions: • Headquarters. These are the highest rank level of guild building, and cost 3000 florins
• The unit is numerically under strength: it has taken losses and has fewer men in its to build, but offer incredible benefits. Only one of these will exist in the entire world at
ranks than when it was originally trained. Under-strength units that are retrained may any given time.
have any battle experience diluted by the raw recruits who enter their ranks. • Keep working for upgrades. You will need to continue to support your guild’s interests to
• If a unit is able to upgrade it’s armor or weapons (see below). receive an offer to upgrade it to the next rank of building. Thus, only factions that truly
Important Tip: Be aware that retraining costs money, and can be quite expensive when you focus on something find a guild headquarters in their lands.
wind up upgrading and replenishing your units at the same time.
Faction-Specific Buildings
Upgrading Armor There are a series of special buildings that are only available to a small selection of
The obvious advantage of upgrading a unit’s armor is that it becomes better at taking factions, sometimes even just one, that are called Faction-Specific Buildings. These
damage in battle and surviving – useful for any unit on the field. structures offer benefits that are often unique, and thus, can help their faction to develop
an edge in a certain aspect of their empire.
• Different units have varying levels that their armor can be upgraded to. The higher the For example, the Turks, Egyptians and Moors can all construct Horse Racing buildings to
level a smith building is, the higher the level of armor it can upgrade a unit’s armor to. recruit cavalry in cities - a genuine advantage.
30 31
your faction. This is covered in detail in the USING AGENTS section of the manual.
The Settlement Details Scroll
This scroll allows you to review the settlement in detail, and see what factors are Trade routes are shown on the map as convoys of wagons moving along roads, or as dashed
contributing to the overall Population Growth, Public Order, lines between ports. Trade routes can be blocked by enemy armies (including rebels and
Income, and Religion of the regions. bandits) on land, and by enemy fleets at sea.
• For each of these four areas of interest, the positive
factors are shown above the negative factors. Converting Settlements
One of your construction options will often be to convert your settlement from city to castle,
• The exception to this is that the Religion or vice-versa. This involves re-arranging the basic layout of the settlement defenses, and
details show the dominant religion on top, and takes both time and money.
the breakdown of the minority religions in the It is very important to note several key things about converting settlements:
bottom row.
• When a city settlement has grown to become a “Large City,” it can no longer be
• Move the cursor over each icon and a tooltip will converted to a castle.
appear telling you what it represents. Use this • Be aware that when you convert a “Citadel,” it will convert to a “City” – a lower level
information to discover what is preventing your settlement.
settlement from running • Use the Building Browser to check to see which of your settlement’s constructions can
at its best. exist in both settlement types.
• The other important, perhaps vital, piece of information shown beneath the
Religion details is the length of time that the settlement can withstand a siege. City Upgrading & Conversion
This represents the surplus food that the settlement has in storage. City Level Population to upgrade Conversion to Castle…
to this Level
• Click this button to bring up the Trade Summary Scroll. This will allow you to see Village - Motte & Bailey
how your settlement is generating taxable income. Town 400 Wooden Castle
Large Town 2000 Castle
• Click on this button to make this settlement your capital. This is where all new City 6000 Fortress
Generals and reward units from Missions will appear. Large City 12000 No longer possible
Huge City 24000 No longer possible
The Trade Scroll & Trade Resources
There are two ways to raise the income from a settlement: one Castle Upgrading & Conversion
is to change the tax rate (through the Settlement Scroll); the
Castle Size Population Required Conversion to City
other is to improve the economic structures in a settlement.
Motte & Bailey - Village
Taxable trade income is improved by having better traders and
Wooden Castle - Town
markets in your settlements, and by the quality (and number)
Castle - Large Town
of connecting routes to other settlements (roads and sea
Fortress 4500 City
routes).
Citadel 9000 City
There are three potential generators of taxable income: trade,
farming and mining. All of these can be improved by
constructing different buildings, although all three also rely on
USING AGENTS
the resources in the province. Agents are not military characters, but have their own form of aggressive ability in Medieval
II: Total War. For most agents, using their “Active” abilities is as simple as right-clicking
• Any resources in the surrounding province will be traded
their particular target – whether it be a city to infiltrate for a Spy, or a General to kill for an
automatically, if only within the local settlement.
Assassin.
• Mines can be built to extract precious metals that can be seen on the campaign map
as metallic resources. These need to be constructed like any other building. • Agents move and merge like armies do.
• Farms increase the income from farming and the growth rate of a settlement as more • When an agent succeeds or fails when using an ability there is a chance their traits
food is generated. However, not all regions are equally fertile, so don’t expect farms to will be adjusted – Directly affecting their main attribute (eg. A Spy who infiltrates
have the same effects in all parts of the world. That said, a settlement always benefits successfully may see an increase in their Subterfuge rating). It is best to send agents
from farming improvements. on easier tasks at first to help them develop some experience.
• Market buildings in a settlement improve the efficiency of trade, and the amount of • The number of Merchants and Priests that a faction can recruit is limited. Building
money it generates. It will also allow you to recruit Merchants. larger Markets and Churches respectively will raise the limits.
• A Port (and its subsequent upgrades) allows trade goods to be moved greater distances, • Princesses arrive for service when they come of age. You can check your Family Tree
with a consequent increase in the value of exports and imports. Ports always appear on (covered later in the manual) to see when your next noble daughter may be due to
the coastline of the region, although they are part of the settlement. They also help begin serving her people.
train naval units, of course. Finally, landlocked regions cannot have ports.
• Sea Trade buildings also increase your overall trade income after you have constructed Using Merchants
a Port, and allow more trade fleets to connect to your settlement via the port. Trading - Passive ability
• Roads allow trade goods to be carried to neighboring settlements automatically. They Merchants generate trade income for their faction when they stand on a trade resource on
also allow the faster movement of armies and agents as well. the campaign map, sending the precious goods or minerals back to their faction capital.
• Merchants can also be sent to distant trade resources to earn extra trade income for
32 33
There are several things to know about how trade works: Using Spies
• Checking income per turn. You can see how many florins per turn the currently selected Infiltration – Active ability
merchant will earn from a trade resource by mousing-over the resource and reading the Spies will attempt to infiltrate any army or settlement they are moved into, unveiling
tooltip. information about the target. Success means the information is gathered and displayed
• Finance rating. The higher a Merchant’s Finance rating, the more florins they will immediately. Failure will mean that the Spy will either be driven away before they gather
generate per turn. information, or killed in the event that they are caught in the act.
• Trade rights. Having trade rights with the faction that owns the resource a merchant is • Right-click on a settlement, army or agent to make an Infiltration attempt. The
trading increases the amount of florins generated. chance of success will be shown on a panel – press the Infiltrate button to
proceed.
• Resource value. The amount will vary based on the actual resource itself. Resources • Subterfuge rating. A Spy’s Subterfuge rating directly affects their ability to
like gold and silk are valuable commodities. infiltrate a settlement successfully.
• Distance bonus. The further the closest instance of a trade resource is to a merchant’s • If a Spy infiltrates a settlement, they will begin to spread propaganda to instil a
capital, the greater a bonus he will get to the trade income he will earn from it. small sense of unrest – affecting Public Order.
• Act of war. Unlike most agent actions, if caught, an infiltration attempt will be
Acquisition – Active ability counted as transgression. If the spy succeeds however, the enemy is none the
Acquisition is when one merchant attempts to forcibly seize the assets of another wiser – secrecy is part of the success.
merchant, putting them out of business. Success means an immediate financial bonus, and • Leaving voluntarily. Double-click on the settlement your Spy is in, select the
control of any trade resource the foreign merchant may be standing on. Failure could either Agents tab on the Review Panel, then click on your Spy on the Enemy Settlement
mean an annoyance or the end of the aggressor’s career. Details Scroll. He can be moved out of the settlement as normal.
• Right-click on a foreign merchant to make an Acquisition attempt. The chance Stealth – Passive ability
of success will be shown on a panel – press the Acquisition button to proceed. Spies are constantly attempting to remain unseen by other factions, so even though you can
• A merchant’s Finance rating is the primary factor in determining success or see your spies on the campaign map all the time, the other factions cannot.
failure. • Subterfuge Rating. A Spy’s Subterfuge rating directly affects their ability to both remain
• Acquisition is not an act of war, though it may well annoy the faction that you hidden, as well as detect other hidden agents, such as Spies and Assassins.
are attacking in this economic manner. • Constant, not foolproof. Even though stealth is a constant effect, it is not foolproof, and
there is always a chance of being detected by a foreign character.
Using Priests & Imams
Preaching – Passive ability Using Assassins
Priests and Imams are constantly spreading their faith in the region they are in, which Assassination – Active ability
effectively “converts” a percentage of the population from the other religions, over to his Assassins are capable of targeting any one character on the campaign map for termination,
faction’s religion. regardless of whether they are out in the wilderness or inside a foreign settlement. Success
• Piety rating. A Priest or Imam’s Piety rating directly affects how great a percentage of means the targeted character is killed, and their faction will be unaware as to who was
the population that they can convert. responsible. Failure will mean that the Assassin will either be driven away without
• More is better. Multiple Priests or Imams can work in a region together to convert the completing the job, or killed in the event that they are caught in the act.
population more quickly. • Right-click on a settlement, army or agent to make an Assassination attempt.
• Preaching is not a transgression. Preaching in another faction’s lands is not considered The chance of success will be shown on a panel – press the Assassinate button
a diplomatic transgression or an act of war. to proceed.
• Subterfuge rating. An Assassin’s Subterfuge rating directly affects their chances
Denouncing – Active ability of assassinating a target successfully.
Priests and Imams can rid their lands of Witches and Heretics by attempting to denounce • Assassination traits. Some traits that an Assassin can earn will improve or
them at a trial for Heresy. Success means the blasphemous individual is put to death. worsen the chances of success for assassination.
Failure to denounce a Heretic can result in him escaping, or converting the Priest into • Act of war. Unlike most agent actions, if caught, an assassination attempt will
another Heretic. Failure to denounce a Witch can result in the woman escaping, or worse, be counted as an act of war. If the Assassin succeeds however, the enemy is
destroying the Priest. none the wiser – secrecy is part of the success.

• Right-click on a Witch or Heretic to make a Denouncement attempt. Sabotage – Active ability


The chance of success will be shown on a panel – press the Denounce button Sabotage works much like Assassination, except that the target is always a building in a
to proceed. settlement. Success means the targeted building is destroyed, and their faction will be
unaware as to who was responsible. Failure will mean that the Assassin will either be driven
• A Priest or Imam’s Piety rating is the primary factor in determining away without completing the job, or killed in the event that they are caught in the act.
success or failure.
• Right-click on a settlement to make a Sabotage attempt. The chance of success
• A Priest or Imam that has traits stating they have some Unorthodoxy is more will be shown on a panel, if not click on the “Sabotage” tab – press the
likely to become a Heretic during denouncement attempts. Sabotage button to proceed.
• Subterfuge Rating. An Assassin’s Subterfuge rating directly affects their chances
of sabotaging a building successfully.
• Sabotage Traits. Some traits that an Assassin can earn will improve or worsen
34 the chances of success for assassination. 35
• Act of war. Sabotage is an act of war, with similar consequences as described RELIGION
under assassination, should the assassin be caught.
Religion in Medieval II: Total War
Stealth – Passive ability Although your victory conditions in the Grand Campaign do not involve any religious goals,
Assassins use Stealth in exactly the same way that Spies do (see Using Spies). religion is something that you must treat with respect, even as the ruler of a vast empire.
Faith played an enormous role in both daily life and politics in the medieval era, and this is
Using Diplomats represented in the Grand Campaign.
Diplomacy – Active ability Your basic concerns with religion are:
Diplomacy is the act of negotiating with other factions in Medieval II: Total War, and is • Ensuring your religion is dominant in your regions.
very different to all other agent actions – It is covered in its own section of the manual • Ensuring Heresy does not get out of hand in your regions.
(see DIPLOMACY). • Considering how your actions may affect your relationship with other factions of your
• Right-click on an army, character or settlement to enter diplomacy with them. religion, or the Pope.
• Influence rating. A Diplomat’s Influence rating has an effect on his chances of making
successful proposals during diplomacy. Spreading Your Faith
• Able to bribe. Diplomats can attempt to bribe foreigners over into their own faction’s To ensure that your lands are free of religious problems, you will need to invest some
service during diplomacy. No other character can do this. money in building Churches or Masjids, and also in recruiting Priests or Imams. Churches
• Only Generals, Captains, Settlements and other Diplomats can actually be approached and Masjids will help their faith spread so that a percentage of the population that follows
to make a diplomatic proposal. All other character types can only be approached for other religions will change to your faction’s religion. Priests and Imams have the same
bribery, and some characters cannot be bribed at all, such as Princesses, Faction effect in the regions that they stand in.
Leaders and Faction Heirs. • You can check the religious breakdown of the population of a region by looking at its
Settlement Details Scroll.
Using Princesses • It can be advantageous to send a Priest or Imam into a region you plan to conquer if
Marriage – Active ability the population there has a different religion to your faction. This is not considered an
This is a special kind of marriage, where the Princess attempts to marry a General – either act of war or diplomatic transgression.
a General from her own faction, or a foreign General. If the General is from her own faction, • A Heretic will spread Heresy in the regions they enter in the same way a Priest or
he will always accept. If she succeeds in marrying a foreign General he will leave his Imam spreads their religion.
faction to join hers. If she fails, she will either continue to serve her people, or be
disgraced and never to be heard from again. The Pope
• Right-click on a General to make a Marriage attempt. The chance of success The Pope is the head of the Catholic Church, and the Faction
will be shown on a panel – press the Marriage button to proceed. Leader of the Papal States, which are the lands belonging to the
• Charm rating. A Princess’s Charm rating directly affects her chances of making a Church. As an individual with a huge amount of power, the
successful marriage attempt. If the General is from another faction, his Loyalty Pope’s personality will have an effect on all of Christendom.
rating also has an effect on the chances of success. He may believe in “holy” war against the people of other
• Princesses cannot attempt to marry Generals from an Islamic faction (Egypt, religions, or he could abhor violence altogether. He may also
Turks, Moors) or factions that do not have Princesses. be a shining example of righteous beliefs, or corrupted by the
• A General who marries a Princess receives a Loyalty rating bonus, making him power his position has afforded him.
less susceptible to bribery and thoughts of rebellion. It is also important to note that the Pope was once but a
humble Priest. The experiences during a Priest’s life will have
Diplomacy – Active ability an effect on what sort of spiritual leader he will become should
Princesses use Diplomacy in exactly the same way Diplomats do, except: he one day be elected as Pope.
• After Right-clicking on a character or settlement from another faction, a list of • To see an overview of the current Pope, click the Faction button on the
suitable marriage targets is presented. Press the Enter Diplomacy button on the Control Panel, then click on The Pope tab at the top of the scroll.
bottom of the panel to initiate diplomacy instead. • The Pope’s age, plus anything known about the Pope’s personality can be found
• Princesses cannot bribe. Unlike Diplomats, a Princess cannot attempt to bribe beside the Pope’s portrait.
other characters during diplomacy. They can however enter a marriage alliance. • Click on this button, left of the Pope’s portrait to request that he call a Crusade
• Charm rating. A Princess’s Charm rating has an effect on her chances of making (see CRUSADES & JIHADS below).
successful proposals during Diplomacy. • The columns of crosses in the lower part of the Pope Overview Scroll represent
the Pope’s view of the Catholic factions. The more crosses, the more he
respects and admires that faction.

Excommunication & Reconciliation


The reason that maintaining a healthy relationship with the Pope is so important for
Catholic factions is that if he deems that a Catholic Faction Leader is behaving poorly,
does not support the faith properly or is actively opposing him, he may excommunicate
the Faction Leader in question.
When the Pope excommunicates a faction, it is only the leader that he has a problem with.
However, this is no consolation for the people of that faction who are still cut off from the
36 37
Pope, their spiritual leader. In fact, when a Faction Leader is excommunicated, his people Papal Elections
will be upset with him for allowing problems with the Catholic Church to go so far, rather When the Pope dies the College of Cardinals will convene
than annoyed at the Pope for excommunicating them in the first place. for a Papal election to elect a new Pope. This is a moment
Reconciliation is when the Pope “forgives” the faction that he had excommunicated, and is where the rulers of the Catholic factions have an opportunity
the opposite of excommunication. to seriously improve their relations with the Papacy.
• Both your population and your Generals will not be pleased about your faction There are only ever a maximum of three candidates for the
being excommunicated. It may lead to public order issues and rebelling Generals. Papacy – these men are called the Preferati. Any faction
• An excommunicated faction will not receive any missions from the Pope. that has a Cardinal can vote in the Papal election. Even
• An excommunicated faction may have a Crusade called against it. though you can simply vote and see the results, there are
• Catholic factions can attack an excommunicated faction without fear of repercussions opportunities here to wheel and deal with other factions in
from the Pope. an effort to control the outcome of the election.
• It is possible to request to reconcile with the Pope during diplomatic negotiations • The Papal Election Scroll will only appear when the election takes place and
with the Papal States. There is also a chance the Papal States will offer reconciliation you have a Cardinal to give your faction a vote.
as well. • The faction of each Preferati is shown beside their portrait. Faction symbols to
• Excommunication is a personal thing between the Pope and a Faction Leader. If the the right of that show which factions are known to support that candidate.
Faction Leader dies, or a new Pope is elected, the Pope may decide to reconcile the Mouse over any of these shields for extra information about this faction in a
faction again. tooltip.
• Click on this button to the right of a Cardinal you wish to vote for.
The Papal States
The Papal States still exist today in the modern era, as the “Vatican City.” In Medieval II:
Total War, the Papal States are considerably larger, and work like a normal Catholic faction • Click on one of the Faction shield buttons along the bottom of the scroll to
in most regards. However, there are some very important differences as to how the Papal enter diplomacy with that faction.
States works that you will need to be aware of when you’re thinking of dealing with them:
• The Papal States cannot be wiped out, ever. If they lose their last settlement, the Election Results
Catholic Church will seek out a new home for the Papacy, and will even ask Catholic It is good to have a sound understanding of the results of a Papal election, because voting
factions to grant them a region. Obviously, that will have a massive positive effect with for the loser could have a negative effect on your relationship with the Papacy. It may not
that faction’s relations with the Pope and the Papal States. always be in your best interests to back an ally if they will lose:
• Attacking the Papal States is almost certain to bring the wrath of all Catholic factions • The Preferati with the most votes becomes the new Pope.
upon you… and there are a lot of them, so think twice about choosing the Papal States • Preferati from other factions will always vote for themselves in the election.
as an enemy. • If there is a tie for votes, the Preferati with the highest Piety rating will win. If there is
• The Papal States do not have a family tree. Instead the Pope is its Faction Leader and a tie for Piety as well, the Preferati from the faction with the best relationship with the
the Cardinals (see below) are the potential “heirs.” Papal States will win.
• Factions that voted for the winner will have their relations with the Papal States
The College of Cardinals improved.
The Catholic Church has a council of the highest ranked • Factions that voted for someone other than the winner will have their relations with the
Priests within the faith, called Cardinals. These men form a Papal States worsened.
collective called the College of Cardinals, of which there are
never more than thirteen. Special Religious Agents
• Click on this button at the bottom of the Overview There are two sorts of blasphemous characters that wander the campaign map, leaving a
Scroll to bring up the College of Cardinals Scroll. trail of strife and spiritual unrest in their wake – Heretics and Witches. Both of them
This shows who the current Cardinals are, and encourage the spread of Heresy in any region that they stand in, but have their own unique
where they are from. effects as well.
• A Catholic Priest must have a sufficiently high
Piety rating to be considered for promotion to a Heretics
Cardinal by the Pope. A Heretic is a man of faith who has adopted a different take on one of the
• The College of Cardinals does not have to have all major religions, or has even attempted to forge an entirely new one of his own
thirteen seats filled. If there are not enough Catholic Priests in the game of will. He is utterly convinced that what he is doing is correct, but he is also
sufficient Piety, then there will be fewer Cardinals. aware that the major religions find his attempts to spread a message of faith
• Cardinals are immune to the effects of Heresy, and can never become a Heretic other than their own to be blasphemous.
character. This makes them extremely useful at getting rid of Heretics from the • Heretics may appear suddenly in regions with high Heresy.
campaign map. • Heretics spread Heresy in the regions they are in.
• When the Pope dies, a new Pope will be elected from the College of Cardinals • Heretics can be denounced by a Priest or Imam.
(covered below). • Heretics have a chance to convert a Priest into a Heretic should the
Priest fail to denounce him.

38 39
Witches • The chances of the Pope agreeing to a Crusade request are strongly affected by the
A Witch is a woman believed to have magical powers, granted to her through Pope’s relationship with the faction that makes the request.
the practice of foul, blasphemous arts. Once a woman is deemed a Witch, she • The greater the percentage of the population of taken to Heresy in a settlement, the
is essentially an outcast, being forced to wander in an effort to escape more likely the Pope will approve a Crusade there.
religious authorities that would seek to end her heretical practices. • The larger the Catholic population in a settlement owned by a non-Catholic faction, the
• Witches may appear suddenly in regions with high Heresy. more likely the Pope will approve a Crusade there.
• Witches spread Heresy in the regions they are in.
• Witches move about the campaign map, approaching people of interest. Joining or Leaving a Crusade
• Generals approached by a Witch may end up being cursed… Or at least Because there are some serious penalties and benefits for an army on a Crusade, it is
believing that they have been stricken by some unholy affliction. important to know how to join a Crusade:
• The higher a Witch’s Magic rating, the more likely she is to curse a General. • There is a time limit within which to join a Crusade.
• Witches can be denounced by a Priest or Imam. • All Catholic Generals have the option to join a Crusade, provided that their
• Witches have a chance to kill a Priest if he fails to denounce her… At least faction is not excommunicated.
that’s what the peasants will report happened. • To have a General join a Crusade, he must first be outside of a settlement,
and have at least 8 units in his army. Then double-click on him to open his
Inquisitors Army Details Scroll, and click on the “Join the Crusade” button at the bottom
An Inquisitor is a special sort of Priest, sent by the Catholic Church to deal of the scroll.
with Heresy when it becomes a serious problem in the Pope’s eyes. These men • This Crusade marker will appear at the top of a Crusading army’s banner.
are charged with the right to attempt to denounce any man or woman they • It is possible for a General to abandon the Crusade, although doing so will
suspect of blasphemous behavior through a trial for Heresy – including your cause his units to begin deserting. This can cause the loss of a huge military
Generals, or even your Faction Leader! It is definitely better to avoid having an force, so be very careful
Inquisitor coming to visit in the first place than finding a way to get rid of
them once they are there. Crusading Army Effects
• Inquisitors work like a Catholic Priest in that they spread the Catholic faith Once a General has joined a Crusade, his army experiences the following effects:
throughout the regions they travel through.
• Although an Inquisitor can attempt to denounce Generals and agents, they • Crusading armies can move at twice their normal movement rate.
will move to Heretics and Witches first – the obvious purveyors of Heresy. • Crusading armies do not pay any upkeep for their units.
• Inquisitors also work like a Priest in that their Piety rating directly affects • There are special units that are only available to Crusading armies. If a Crusading
their chances of denouncing a character, regardless whether they are a General attempts to hire mercenaries, he may see new units available that wish to join
General, Heretic or Witch. the Crusade for a nominal fee.
• A General’s Piety rating directly affects his chances of surviving an • If a Crusading army does not make sufficient progress towards the Crusade target each
Inquisitor’s denouncement attempt. and every turn, it will begin to lose troops to desertion. These men are utterly
• An Inquisitor can be assassinated, but be aware that he represents the committed to the cause, and will not wait to serve a man that lacks their conviction.
Papal States, and there may be serious consequences for attempting this. • If a unit in a Crusading army is ordered out of the army, then it will vanish after one
turn, disgusted at being asked to abandon their holy cause. The only exception to
this is when a Crusading army captures a city, it may leave units there to form
CRUSADES & JIHADS a new garrison.
Crusades Ending Crusades
A Crusade is a religious quest, a holy war undertaken with Papal sanction. The mission Crusades can end several ways:
statement of those who join is to capture a certain settlement in the name of Christendom.
This could be because the place is rife with Heresy, or because there is a Catholic • A Crusade succeeds when a Crusading army successfully captures the target
population there that requires some spiritual rescue in his Holiness’s eyes. Sometimes the settlement of the Crusade.
Pope will call a Crusade on his own initiative, but he is also open to suggestion from the • A Crusade fails if no Generals have joined the Crusade within the time limit to join.
Catholic Faction Leaders. • If the target settlement belongs to an excommunicated faction and it reconciles, the
Being a religious cause, Crusades inspire men to push themselves far beyond their normal Crusade ends peacefully.
capabilities. Once a Crusade has been called, it is up to Catholic Generals to take up the • If the target settlement falls to a Christian army not on Crusade, then the Crusade
cause and lead their zealous soldiers to victory in God’s name. Any man who can lead a ends uneventfully.
successful assault on a settlement targeted by a Crusade will be the toast of Christendom • Factions that participate in a Crusade can receive a variety of rewards, depending upon
for years to come! their involvement. Simply participating can earn positive rewards, even if another
faction is the one that takes the target settlement.
Requesting Crusades
A Crusade is an incredibly serious event, and not something that the Pope will approve Jihads
lightly – After all, he is essentially asking the able bodied men of Christendom to travel a A Jihad is a Muslim Holy War against the infidels that would make themselves the enemies
great distance and potentially give their lives for this cause. Here are some things to know of Islam. Jihads have almost identical effects to a Crusade, however the way that they are
about requesting a Crusade: called is very different. Since there is no singular spiritual leader within Islam, Muslim
Faction Leaders do not have to seek someone else’s approval to call a Jihad.
• You can request that the Pope call a Crusade via the Pope Overview Scroll. (see The
Pope) You must then select a Crusade target settlement before the Pope accepts or • Any Islamic faction that has an Imam with a sufficient Piety rating can call one.
rejects your request. Click on the “Declare a Jihad” button at the bottom of the Imam’s Character
40 Information Scroll 41
• Islamic Generals join a Jihad in exactly the same way that a Catholic General them into a “proposal.”
joins a Crusade, via the “Join the Jihad” button on their Army Details Scroll. • The center scroll is where you actually form proposals, and the items you include in a
• A Jihad army experiences exactly the same restrictions, bonuses and effects proposal are shown here.
that a Crusading army does. • The buttons below the scroll select how you put the proposal forward – as a gift, a
• Jihads end for exactly the same reasons as a Crusade, except that there is no proposal, or a declaration that you are cancelling a treaty.
equivalent of excommunication.
Demeanor - Reading their Reaction
DIPLOMACY A large part of negotiating is figuring out what the people you’re dealing with are thinking,
Although it might be your destiny to conquer the known world, your faction is but one of or are prepared to accept – This is where Demeanor comes in.
many in the Grand Campaign. Sometimes it will be better to attempt to deal with other
factions in a more civilized manner to further your plans of conquest. This is where When you start diplomacy, the first demeanor reaction you receive from the other party will
diplomacy comes in. be a greeting, which will vary depending on whether or not you were at war, allied, or
Diplomacy in the Grand Campaign works by a system of proposals. One faction makes a neutral. From that point on, all demeanor reactions you hear and see on the demeanor
proposal of some sort, and the other faction accepts, refuses or counters it. Choosing to display will be relating the reaction to the last proposal you made.
counter is the way to haggle in negotiations.
Throughout diplomacy you will hear the other party speak to you, and their tone will help Making Proposals & Declarations
give you an idea about what they thought of the last thing you proposed to them. It is quite The center scroll shows the proposal that you are going to put forward. You build up a
possible to insult someone badly enough to make their faction think less of you; should you treaty by selecting items from the two lists to the side of the scroll:
push things too far…
• Click on items under the “Make Offer” heading in the left hand column to add
The Diplomacy Scroll them as offers in the proposal. These are things that you’re willing to give to the
Once you enter Diplomacy, there is plenty other party, including land, cash, information, military support or access, an
of information made available to you about alliance, and other such things.
your faction, the other faction and the • Click on items under the “Make Demands” heading in the left hand column to
individual you are negotiating with, and add them to the proposal as demands from your opposite number.
the proposals you make yourself. • Click on items under the “Make Declarations” heading in the left hand column
to add them to the proposal – although this is not a proposal, but rather a
• Your faction’s details, and the items declaration that you are ending a treaty.
you can put into a proposal are shown • Click on an item already in the proposal to remove it.
in the panel on the left hand side of • As you add and remove items, you can see the “Proposal Balance” shown
the Diplomacy Scroll. beneath the offers and demands you have added to the proposal.
• The other faction’s details, including a • Proposals do not have to be balanced, but you’ll find proposals that are
display of their enemies and allies, as obviously imbalanced in your favor are rejected more often than proposals that
well as any treaties you have with offer the other faction something genuine.
them, are shown in the panel on the • Click the Make Offer button below the proposal text. Your opposite
right hand side of the Diplomacy Scroll. number will then respond. He will do one of three things: refuse
• Your current stance of allied, neutral or at war with the other faction, and the number outright, accept immediately or make a counter-offer.
of turns that this has been the case is displayed at the top of the scroll. • If you’re simply offering money, territory or map information and not asking for
• The speech bubble shows what the other faction has to say to you throughout the anything in return, you can offer these as a gift to the other faction. This will
negotiations. Some of this will come as actual speech. usually make the other faction see your people in a better light.
• The Demeanor display below the speech bubble will give a description to confirm what • When you want to bring an end to a treaty you have with another faction, such
the speech you heard was implying. as taking away their military access or breaking an alliance, you can do so by
• The two negotiators will have their name and diplomacy-related attribute shown. selecting these items under the “Make declaration”, and then clicking on the
• Details: Relations – This represents the relationship you have with the other faction. Cancel Treaty button instead of making an offer.
• Details: Reputation – This represents this faction’s reputation throughout the world. • It’s quite possible that your proposed treaty was interesting, but not quite what
Factions that break treaties become known for it. the opposition wanted. In this case, observe their demeanor as they make a
• Details: Power – This faction’s total military might, including that of their allies. It may counter-offer to you. The demeanor will help you get an idea of how close you
well be worth considering who has the most ability to back their threats. were to success.
• Details: Wealth – For your faction, your treasury value is shown. Thinking about what • Once a counter offer treaty is on the table, you can accept it or make your own
the other faction can afford is worth factoring into your proposals. proposals in response as a counter offer. Again, you can change the treaty by
• Details: Priorities – If you happen to have an insight into what the other faction may clicking on either the offers, the demands, and on the proposal scroll itself.
want from at this moment, it will be displayed here. • It’s quite possible for negotiations to go through several rounds of offer and
• Private Dealings: Bribe – If this is shown, you have the option to bribe the army, counter offer before a deal is reached. Be mindful, though, that not everyone’s
settlement or individual you are dealing with. patience is endless and one man’s haggling is another man’s waste of time!
• Make Offer – The items listed here are things you can offer in your proposals. Some • If you make an offer or demand without adding the other type, click the Make
items may or may not be much of an actual offer, depending on the circumstances. Offer button. You will be asking the other party what it would take for them to
• Make Demand – The items listed here are things you can ask from the other faction in accept what you’ve suggested.
your proposals. It may or may not actually be demanding to propose these.
• Make Declaration – The items listed here are treaties that you can cancel, by putting
42 43
Proposal Items
The items available on the left that you can enter as offers, demands or private dealings The Family Tree Scroll
will change depending upon what situations are available. Here are some things to know The Family Tree Scroll shows all the important characters in
about special situations and proposals: your faction—the men who can be Generals and Governors,
• Offering Trade Rights is an ideal first proposal for neutral factions. as well as your noble daughters who will become Princesses.
• Only a Diplomat can attempt to bribe a settlement, army or character. • Portraits in color are living characters; those
• Only a Princess can offer herself in a marriage alliance, and she can also be characters shown in grey are dead.
approached personally for one as well. A marriage alliance is serious, and both parties • The two most important characters are the
are expected to honor the deal. Faction Leader and the immediate Faction Heir,
• Military Access means granting passage through a faction’s lands, without it any longer and the status of these two is marked on their
being considered a hostile action. portraits. The Faction Leader is always the most
• If you are negotiating for Papal election votes, relevant offers and demands senior General in any army, regardless of actual
will appear here. Command ratings.
• All the larger portraits are characters in your
Proposal Balance faction that you can use in the campaign now. Move the cursor over a portrait to
The “Proposal Balance” displayed at the bottom of the proposal scroll is a very useful tool see the character’s name and abilities displayed at the bottom of the scroll.
in that it lets you know how generous or demanding your suggestion is. • Select one of the larger portraits by clicking on it and then click on the
The information shown relates how balanced the proposal is on raw terms – in other words, “Show Me” button to reveal character’s location on the campaign map.
without considering the situations for both parties. Thus, what normally may be generous • The smaller portraits are wives or children who have not yet come of age.
may be unappealing to the faction you are dealing with now.
New Family Members
MANAGING YOUR EMPIRE During the Grand Campaign you will have characters and family members die, but you will
In the Grand Campaign, you will discover that as your empire becomes larger and more also have new members join the ranks of your ruling family. Sometimes your direct actions
powerful, it will also become a more unruly beast for you to tame. You will have to deal will expand or change your family tree, while other times promising Generals, keen suitors
with increasing numbers of enemies, the prospect of rebellion within your realm, deaths in or women of noble breeding may be presented to you, seeking to join your nobility.
your ruling family, and much more! Ways to join your Family Tree include:
This section of the manual covers how to get a grip on your faction’s empire - from knowing • Being born in. Characters born into your Family Tree become either a General or a
where all your forces are through to who your allies and enemies are. Princess when they come of age, depending on their gender. They may have traits as a
result of their parents’ influence.
The Faction Overview Scroll • Being married in. Characters can join your family by marrying someone in your Family
Click on this button to get an overview of your faction. The Faction Overview Scroll Tree. This may be a direct result of the player’s actions, such as attempting to marry a
displays some information about your faction, and opens access to other scrolls General with a Princess, or seal a marriage alliance in diplomacy. It could also be
relating to your faction’s state: because a suitable husband or wife has become available.
• A host of information and stats about your faction, from who your greatest • Being adopted in. Characters that lack their own children may choose to adopt a
General is, through to what year it is and your victory conditions. younger man and make him his ward, someone that they would be prepared to have
• Access the automanage controls which allow you to have either the taxes or serve his family’s interests, and potentially name as a potential successor to their
construction in your settlements managed by the AI. There is also a slider to wealth and estates.
adjust the spending policies when using automanage. • Bribed characters do not join the family. It is important to note that bribing a General
• Tabs that open other overview scrolls, such as the Diplomacy Overview where you does not actually bring him into the family tree of his new faction. The only way that
can see the current stances for all known factions in the campaign at present. these Generals may join the family is by being married to a Princess within the faction,
and this is limited to European factions.

• Click on this button to view your Family Tree Scroll. The Faction Rankings Scroll
This scroll gives you a way of seeing your progress in the
game, and comparing your strength with that of your rivals
• Click on this button to view the Faction Rankings Scroll. in several different ways. The graph shows your faction’s
power over time as an absolute value; it does not show the
proportion of the world’s “power” that you control.
• Click on this button to view your Rosters Scroll. • The ranking choice allows you to choose an aspect of
your faction’s power: production, territorial, financial,
population and overall.
• The faction choice lets you choose which collection of
• Click on this button to view the College of Cardinals Scroll. factions you wish to compare: your own, all factions, the
top five, neighboring factions and a custom selection.
• You can use the faction symbols to toggle the graph
lines on and off for any particular faction(s). This can
be very useful when reviewing your progress in a war.
44 45
The Rosters Scroll because they are either disloyal to begin with, or are in a position where their loyalty is
The Rosters Scroll is actually three roster lists rolled into one location. You can access the being strained.
rosters either via the button at the bottom of the Faction Overview Scroll, or by right-clicking
on the tabs at the top of the Review Panel: How to Deal with Loyalty & Rebellion
• Military Forces Roster. This roster lists the Generals, Admirals and Captains for your There are several ways to prevent rebellion; having to recapture a settlement or lose a
faction. It also displays their attributes, their status and location, and how many General who you were counting on can be a true setback.
soldiers they have under their command. Here are some ways you can avoid rebellion:
• Settlements Roster. This roster lists the settlements for your faction. It shows the level • Marry a Princess to a General. This will boost his loyalty significantly.
of settlement, population, public order, income, Governor (if any) and icons to flag • Don’t leave Generals stranded. If you leave a General to fight in very difficult odds, he
when construction or recruitment are taking place. won’t appreciate it. Ensure they have the troops they need to not be in too much
• Agents Roster. This roster lists all the agents in service for your faction. Also displayed danger.
are their attributes, their character type, and where they are located. • Keep disloyal Generals close. Generals with a loyalty problem should be kept close. If
you send them far away, they are more likely to become rebellious.
Your Job as Faction Leader • Keep the people happy. Try and build everything you can to improve the settlements you
There are countless options as to what you can do in the Grand Campaign, and it would be have, install Governors where there are issues and having a decent garrison of units
incorrect to say that you have to touch on everything to succeed. In fact, the more focused helps there.
your actions, the more effective they are.
These are the primary tasks you have as the ruler of your faction: BATTLES IN MEDIEVAL II: TOTAL WAR
• Ensure you have enough troops. To conquer other lands and defend your own, you will How Battles work in Total War
need armies and garrisons. It is up to you to ensure that your empire has the facilities Realistic large-scale conflicts are what Total War battles are all about. Unlike many real-
to recruit these units. time strategy games where you can continually recruit troops during battle and use sheer
• Ensure you have enough money. Without finances you will find that there is very little numbers to overwhelm your opponent, battles in Medieval II: Total War involve using the
chance of success in the Grand Campaign. Money may not be one of your goals, but it same sorts of tactics for field and siege warfare that commanders of the period had to
will be required to reach them. master themselves.
• Deal with other factions. The agreements you make with other factions can have a huge As a commander you’ll be doing things like:
effect on your situation. An aggressive allied faction can drag you into huge conflicts, • Making sure your units are organized and positioned to do their job.
or a timid one might not back you sufficiently when you could use their help. • Looking to the terrain for places where you can use one unit to hold back many
• Deal with threats of rebellion. Good leaders find out about trouble within their own ranks enemies, or higher ground to defend and shoot from.
before it happens. Keep an eye on your Generals and settlements to see if they are • Choosing the right units to do the job. You don’t want to send cavalry charging into a
loyal and content. row of spears formed into a wall of spikes for example.
• Plan conquests. You will need to have an idea of what’s going on both in your lands, • Paying attention to what the enemy is doing, and moving to counter his plans.
and those beyond your borders so you know where the opportunities lie to expand your • Looking for opportunities to outnumber and outflank enemy units to take enemies
empire. down more easily.
• Ensuring that you don’t let your men get too exhausted or break their morale.
How to Make Money Your men are no good to you if they are spent, or running for their lives!
There are several ways to make money for your faction in the Grand Campaign, though it is • Using your Generals (if present) to rally troops and influence the battle.
important to know that doing some of these things may have other repercussions.
These are some of the basic ways to improve the amount of money your faction is The Battle Deployment Scroll
generating: When you have an army selected on the campaign map
• Establish trade rights. Send your Diplomats and Princesses out to establish trade rights right-click on an enemy army or settlement to attack.
with everyone you can. This will bring up the Battle Deployment Scroll:
• Increase your tax rates. Just ensure you’re not going to send your settlements into a • The strength comparison bar in the center of
state of riot and unrest by doing so. the scroll gives you the overall battle odds.
• Construct buildings that improve trade income. Constructing trade buildings may cost Move the cursor over the crossed swords to
money, but they pay themselves off over time and then make your settlements more see the exact odds.
profitable. • Reinforcements are also listed (and taken
• Disband surplus units. Most troops require that you pay them an upkeep cost each turn. into account in the odds calculation). These
If you are keeping units you will never put into action, disbanding them will help cut are drawn from armies that are adjacent to
down your military expenditure. the site of the battle or siege.
• Ransom Prisoners. When you fight battles, attempt to capture lots of prisoners and then
ransom them back to the enemy. • Click here to take control of your units on the battlefield.
• Use Merchants. The amount of money that you can generate from sending Merchants
out onto valuable trade resources can be significant.
• You can have the game work out the result. Auto-resolving a battle is speedy,
Rebellion but your tactical skill is obviously not taken into account. Casualties may be
Not everybody is content to remain a servant, and there may be times that you are faced heavy, and you can’t protect valuable Generals.
with characters, armies or settlements that actually rebel against you. This is usually
• Click here to cancel the battle. If the other army was the attacker, your force
46 will withdraw a short distance to a safer position. 47
Attackers & Defenders The Battle View & HUD
In every campaign battle there is an attacking army and a defending army. During sieges the What you see on screen during a battle can be divided into four main sections:
besieging army is usually the attacker. The only exception to this is when the defenders • The Battlefield View. The actual display of the battlefield. Much of the controls in battle
sally out, or a relief force attacks the besiegers. In this case the besieging army is the involve clicking on the actual men and terrain.
defender. Attacking and defending armies have different victory conditions in battle and • The Battle Mini-map. On the left are the mini-map and game speed controls.
have different deployment rules. • The Battle Review Panel. In the center are the unit cards, each of which represents one
of your units on the battlefield.
How to Win Battles • The Battle Control Panel. On the right are the controls for individual units, groups of
Generally speaking, in a field battle you need to drive the enemy from the battlefield in units and the army as a whole.
order to win. You can press the ESC key at any time to end a battle.
• This may involve killing many enemy troops, although a crisis of morale (the death of a The Battlefield View
General, for example) will make the enemy flee the battle. Medieval II: Total War’s battlefield offers a realistic and direct take on what’s happening in
• As an attacker, there is a time limit. If you haven’t defeated the enemy before the the battle itself, but when there’s a lot happening, being able to recognize exactly what
timer expires, you lose the battle. everything is can be vital:
• As a defender, the timer works in your favor. Remain on the field until it runs out and • You can click on the large banner to select the unit – this can be quite useful in the
the attacker is automatically defeated. middle of tense hand-to-hand fighting. Different shaped banners are shown for
• During a siege battle, victory is determined by control of the central square or plaza in different classes of unit (eg. Cavalry and infantry use different banners).
the settlement. The attackers must take this square before the timer expires. • Some units also carry smaller flags showing your faction color and symbol. These show
• During a battle you can press the F1 key to see information about the battle, including a combination of its experience and upgrades to weaponry and armor.
the victory conditions. • Terrain has exactly the effects you would expect in real life: marching through snow is
tiring, as is marching up hill; charging downhill is more effective than charging uphill;
Deploying Your Units for Battle positioning artillery and archers atop hills and cliffs gives them a range bonus and
At the start of the battle you may be given a chance to deploy your troops. The rules of clear shot, etc.
deployment work as follows: • Weather also has realistic effects: A blazing sun will heat plate armor; fog will obscure
• As an attacker your army will always deploy on a section of the battlefield that matches or even hide units at a distance and rain will make missile fire less accurate, etc.
the line of its approach. March onto a battlefield from the north, and that’s were your • The out-of-bounds area of the map is marked by a bright red line that is visible when
forces will deploy. There is an exception to this in siege battles, where you will the camera is close to the battlefield’s edge. Units cannot be ordered beyond this line,
approach from the side of the settlement that has a gate. although they will go there if running away or withdrawing.
• As a defender, you’ll deploy in a complementary area of the battlefield.
• Units must be positioned within the boundaries of your deployment zone. This is the The Battle Control Panel
area on the map bordered by your faction color. There are two sets of buttons to use on the Battle Control Panel – Unit controls, and
• If you are ambushed, then you will not be able to manually deploy your units at all. Group controls:
• Reinforcements always appear on the edge of the battlefield that matches their position
on the campaign map. It can be very worthwhile, for example, to position supporting Unit Controls
armies on the campaign map on the flanks or in the rear of an enemy position before • Clicking on the portrait of your commanding General or Captain immediately
you attack. moves the camera to a position behind the Generals’ unit.
Placing Units During Deployment
There are several controls to understand so that you can actually deploy your units in a
sensible manner:
• Click here to cancel the current orders being carried out by the selected unit(s).
• Click on a unit or its card in the Control Panel, and then right-click on the ground you You can also press the Backspace key for the same effect.
want it to occupy.
• You can select multiple units for deployment. • Click here to make the selected unit(s) withdraw from battle in good order. The
units will retreat into the out of bounds area of the map. A unit that is given
• Hold down the CTRL key and click on the units (on the battlefield) or unit cards
withdrawal orders can be stopped and recalled to the fight up until the point it
(in the Control Panel) you wish to select.
leaves play.
• Hold down CTRL and double-click on a unit card (in the Control Panel) to select
all units of the same type in your army. • Click here to toggle the unit formation from “tight” to “loose.” This alters the
• Click-and-drag on the battlefield to have a yellow box around the units you wish spacing between men within the selected unit(s).
to select. All units surrounded in this fashion will be selected. • Click here when a unit is selected to toggle the unit’s movement speed between
• If you select one card then hold down shift and click on another card, then it walking and running. A unit that runs will tire more quickly than one that
will select all cards in between. marches at a steady pace.
• You can deploy multiple units by right-clicking on the ground you want them to occupy. • Click here to set the selected unit(s) to guard mode. When this is toggled on the
You can also right-click-and-drag the units out as a line. unit(s) hold position and formation at all costs, and let the enemy come to
them. A unit on guard will not pursue fleeing enemies. This can be useful for
holding an important location (such as a gateway).

48 49
• Click here to toggle skirmish mode on and off. A missile unit set to skirmish will • A single arrowhead at the top of the card shows that the unit is moving at a
seek to keep a safe distance between itself and the enemy (usually the range of steady march towards its ordered destination.
its missile weapons). If a unit cannot skirmish this button will be greyed out.
• Click here to toggle Fire at will mode on or off. When this is on selected missile-
armed units will fire at nearby targets without further orders. When a unit
without missiles is selected this button will be greyed out and unavailable.
• A double arrowhead at the top of the card shows that the unit is moving
• These buttons are reserved for a variety of special abilities, depending on the towards its ordered destination at the run, or is charging an enemy unit and is
type of unit currently selected. See Using Special Abilities. yet to make contact.
• This displays the number of prisoners you have captured during the battle. • Crossed swords show that the unit is engaged in hand-to-hand combat.

• A bow and arrow symbol shows that the unit is firing missiles. (This symbol is
used even if the unit is using ammo other than arrows).

Group Controls • Arrows show that the unit is under fire. It may be worth moving the unit out of
• When a group of units is selected click here to bring up the Group formations range or ordering it to attack its tormentors!
buttons. • This symbol shows that the unit is currently hiding and may not be spotted by
• Click this button to group the selected units. This button is greyed out unless enemy forces.
multiple units have been selected.
• The white flag symbol shows that the unit has suffered a morale crisis and is
• Click this button to toggle CPU control for the group, and the game will now routing: running from the enemy. The unit banner also changes to white on
independently issue orders to the units once you have given the group some the battlefield. It may be possible for a General to rally troops that are routing.
orders.
• These symbols only appear on unit cards during sieges.
To find out more see SIEGES & SIEGE BATTLES.
The Battle Review Panel It’s quite possible for more than one of these symbols to apply at any one time. If this is
Each of the cards in this section represents one unit on the battlefield. When a card is the case, the symbols that apply are displayed in turn.
highlighted all men in the unit on the battlefield are highlighted with a circle, and an arrow
showing the direction they are facing. The Battle Mini-map
• The number is the current number of men in the unit. The artwork on the card The mini-map gives you a view directly down onto the battlefield. Terrain on the battlefield
shows the unit type. is taken from the campaign map location. you’ll see distant mountains and bodies of water
• Large portrait unit cards are always Generals accompanied by their bodyguards. in the correct places beyond the battlefield.
A gold star on the unit card identifies the commanding general in battle. Any • The mini-map is always oriented so that north is at the top.
other generals have a silver star. • The arrowheads in faction colours show the position and facing of units on the
• Units that have gained experience and/or improved weapons or armor have this battlefield.
shown on the unit card as chevrons, swords and/or shield markers. • Selected units are always highlighted on the mini-map.
• All units that are armed with missile weapons have a bar across the bottom of • The two blue lines show the current view onto the battlefield.
the card that shows their current ammunition status. This bar always starts full, • The markers on the mini-map indicate if the unit is yours (green), the enemy’s (red) or
and as the unit fires missiles the bar empties. neutral (blue).
• Artillery units have an ammunition status bar, just like other missile units. The • The shadowed area at the edge of the mini-map is out of bounds during a battle. Units
number on the card is the number of men in the unit, not the number of artillery may only enter this part of the map if they are withdrawing from battle or routing.
pieces. Each artillery piece requires a minimum number of men to crew it. • It is possible to issue movement orders using the mini-map.
• Units can be grouped together during battle. By clicking on the tab all the units See Giving Orders – Moving & Attacking for more details.
in the group can be selected and controlled as one. • Drag-and-click on the mini-map to adjust its displayed view.
• Unit cards can have action icons superimposed to show what the unit is
currently doing (covered below). The other data and controls in this section of the panel are:
States & Effects on Units in Battle • You can zoom in and out of the mini-map using these buttons to change the
The unit cards in the control panel also give you a way of monitoring what your units are map scale.
doing without having to dash to each one in turn. Each unit card can have a superimposed • Three buttons adjust the game speed. The “plus” and “minus” speed or slow
symbol as “shorthand” notification of what is happening to the unit: down the action respectively. “Pause” stops the battle, and then becomes a
• When a unit takes casualties the number of men in the unit shown on the unit “Play” button. The number shown is the game speed multiplier. Hit CTRL + T to
card will turn red. toggle between standard and the fastest speed setting.
• The hourglass timer shows how much time remains before the battle ends. If
you speed up the game, the timer speeds up, too.
• Just above the game speed controls the power bar shows the relative success or
50 failure of your army in disposing of the enemy. 51
The Battle Cameras break and rout. The tool tip will show their action as “routing” and their morale state as
The default for the battlefield camera in Medieval II: Total War is an RTS-style camera, “broken.” They will attempt to exit the battle as quickly as possible and you will no longer
which can be controlled by the mouse or keyboard controls (there is a second mode which be able to select them, or give them orders. It is easy to spot units that are routing, as their
will be discussed below): banner will flash white.
• Moving the cursor to the edge of the screen alters the camera view. The cursor If they reach a place where they feel safe, then they may rally and return to your control.
will change shape to show that the view is being altered. The view will move in Units won’t rally when an enemy is close by, so chasing after enemy units will ensure that
the same direction as the side of the screen the cursor was moved to. they don’t return to the fight.
• The mouse-wheel (if your mouse has one) alters the camera height. The camera Factors That Reduce Your Morale
automatically pitches (tilts) downwards as its height is raised above the Morale will naturally fall over the course of the battle as units take casualties and become
battlefield. tired. There are some specific things that directly affect morale as well:
• The / and * keys (divide and multiply) on the numeric keypad also alter the • Losing your General.
camera height in the same fashion. The - and + keys (minus and plus) on the • Being engaged in a losing melee battle.
numeric keypad alter the camera tilt towards or away from the ground without • Being outnumbered.
altering its height. • Being under fire from artillery, guns and flaming ammo.
• Clicking the center (third) button on the mouse zooms the camera viewpoint to • Having allies flee nearby. Note that routing can work like a chain reaction in the
look at the unit nearest the cursor while the button is held down. When the worst-case scenarios.
button is released the camera moves back to its previous position. (On some • Threats from enemies at the rear or flanks.
mice the mouse-wheel acts as the center button). • Frightening foes such as elephant cavalry and savage natives that practice live
• The cursor arrow keys on the keyboard track the camera view left, right, forward sacrifices, etc.
and back without changing the viewing angle. Click on the ground and hold • Being hit by a nauseous gas cloud from a cow carcass.
down the left or right arrow keys to pan the camera rapidly.
Factors That Increase Your Morale
• The numeric keypad also changes the camera view. Check the key settings by The best ways to bolster morale are:
pressing the F1 key during battle for the camera controls.
• Being engaged in a winning melee battle.
• Double-click on a unit card to make the camera move to a position directly • Outnumbering the enemy.
behind that unit. Pressing the End key also has the same effect. • Keep your forces concentrated so that units can support each other.
• Click on the General’s portrait in the control panel to move the camera to a • Keep your General near the action.
position directly behind the General’s bodyguard unit. If no General is present, • Use your General’s Rally ability.
there will be a Captain. • Position high morale units at the end of your line, as this is the most exposed position.
• The blue lines on the mini-map showing the visible area of the battlefield
Ways to Attack the Enemy’s Morale
change as the camera position alters.
Your aim is to clear the enemy from the field of battle, so be sure to use some of these
• The camera view can be changed when the game is paused. techniques to get them routing:
Pressing the Delete key toggles the second camera mode – locking the view onto the
• Concentrate assaults in one place so you can overwhelm certain enemy units.
selected unit(s). This will be familiar to players of earlier Total War titles. Virtually all
• Concentrate missile fire on one unit to increase the chances of breaking it.
camera controls are the same, with one important exception:
• Look for ways to get several enemy units routing at once to create a mass panic.
• The up and down arrow keys on the keyboard track the camera view forward and back • Get units behind the enemy to undermine the morale of the whole force.
without changing the viewing angle. • If the chance arises, kill or rout the enemy General.
• The left and right arrow keys on the keyboard pan the camera (spin on its vertical axis)
without changing its position. Fatigue
When your men are tired, they don’t fight as well, and are more likely to run away.
Morale The fatigue level is shown on the unit tool tip. If a unit is exhausted, you should
Morale is an area where Total War differs from most other strategy games. Total War battles try and give it rest.
simulate the psychological factors that affect soldiers in some detail, and it’s important to Things that affect fatigue include:
have some understanding of these factors. Not only will this keep your own army fighting
• Units get tired when they fight or shoot.
longer, but convincing the enemy soldiers to run away is a much safer route to victory than
• Units get tired when they run a long distance, or climb a steep slope.
having to actually kill them.
• If a unit has become tired, then leave it standing still for a while, and it will recover.
How your units react will depend on their particular training and disposition, so read the
• Units do not become tired walking on flat ground, but nor do they recover.
unit descriptions carefully.
• Troops used to the cooler climate of the north, or who are wearing heavy armor will tire
• In general, peasants and militia are likely to run away at the first sign of trouble, out if fighting in the heat of the desert or the tropics.
whereas elite units such as knights will fight on in sticky situations.
• You can see each unit’s morale on the unit tool tip. If it says eager, then everything is Giving Orders - Moving and Attacking
fine. If it says, “wavering” then the unit is likely to run away soon if you don’t get Medieval II: Total War uses the same basic controls for both tasks: click to select, right-click
them some help. on the battlefield for a destination or target.
Routing
• Click on a unit on the battlefield or a unit card in the Review Panel to select the unit.
If your men become too scared or disheartened and their morale drops too low, they will
52 53
• Right-click on the ground to have all the selected units move to that point. again if the units have been dispersed.
• Right-click on an enemy unit to have all the units attack it – Note that the cursor will • Groups can be given a preset formation, making it easy to organize your units.
change based on the unit you have selected, and the way it will attack. • If you order a group to attack an enemy unit, the units in the group will intelligently
• You can review movement orders for all units by holding down the spacebar key. The assign themselves to attack surrounding enemy units too. A common situation that
colored chevrons will show all unit destinations for as long as the spacebar is held. occurs in the game is when two lines face off against each other. If you group the units
• When you order a tightly bunched selection of units to move to a point, they’ll keep in your line, then right-click on the unit in the center of the enemy line, all your units
their formation, and move so that the center of the group of units is the point that you will intelligently match off with the enemy unit facing them.
clicked. If they’re widely spread, then they’ll arrange themselves intelligently around • The group may be placed under “AI assistance.”
the point you selected.
• The cursor will become green when targets are in range of a selected unit that uses a Once you’ve formed units into a group, you can still give orders to individual units within it,
missile attack. The cursor will be red if the target is out of range. if you temporarily need them to do something different. Units always obey the last order
that they’ve been given though, so whenever you issue an order to the group, this overrides
Multiple Selections, Grouping, and Formations any individual orders you’ve given units.
Understanding groups and formations is important if you wish to be an effective
commander. These features allow your units to work together more effectively, and let you Using AI Assistance
control your army more easily. It’s usually best to set up your groups and formations during You can place a group under “AI Assistance” (computer control) by selecting the group,
the battle’s deployment phase. and clicking the “AI Assistance” button on the Control Panel. The computer will now take
care of controlling these units for you. You can give high-level instructions to the computer
Selecting & Ordering Multiple Units by selecting the group, then clicking on the place you’d like it to defend, or clicking on the
There are several ways you can select multiple units at once: enemy you’d like it to attack. If you don’t give any orders, the group will defend the spot
• Hold down the CTRL key when clicking on a unit or unit card. This will add it to those where it currently stands.
units already selected.
• Click-and-drag on the ground, and drag out a box to enclose several units. Using Formations
• Use one of the shortcut keys to select all the units of a particular type. The default A “Formation” is an arrangement of units, where each unit type has a set position for the
shortcuts are current formation. Knowing how to use formations makes keeping your forces in a certain
• CTRL + M to select all missile units. shape quick and easy.
• CTRL + C to select all cavalry units. • Create your own formations – To create your own formation, arrange your units into the
• CTRL + I to select all non-missile infantry units. desired positions before assigning them as a group. The units in the group will always
• CTRL + B to select all artillery units. move back into that formation when you give it an order.
• CTRL + A to select all units. • Using preset formations – Once a group is selected, click on the Group Formations button
to reveal a selection of 8 present formation buttons. Clicking on one of these will
arrange the units into the formations as described by their tool tip. The units arrange
Once you have multiple units selected, you can order them all together in the same way themselves instantly in the deployment phase.
that you’d order a single unit. This includes moving, attacking, and the various special • Formation stretching - If you’ve assigned a preset formation, you can vary the width of
order buttons. the group, by right-clicking on the terrain, holding the mouse button down, and
dragging out a line to define exactly where you’d like the group to go, and how spread
Groups out you’d like it to be.
When you have multiple units selected, you can easily turn them into a group by clicking
the Group button on the control panel. Once you do this, you’ll see that the unit cards Using Special Abilities
rearrange themselves on the review panel, with a border around them and a convenient tab Some units have special capabilities that you can call upon in battle, ranging from actual
that you can use to select the group in future. There are several benefits to grouping your attacks, through to unique formations and actions like trying to rally your allies.
units. • Rally troops – This ability is unique to Generals and gives a temporary morale
• You can create a group with a specific number, by selecting the units you wish to boost to all nearby friendly units. This may stop wavering units from breaking,
group, then holding down CTRL and pressing the number you desire. You can or encourage routing units to rally.
alternatively hit the G key to group the currently selected units. • Sharpened stakes – This ability allows missile units to place down a row of heavy
• It’s easy to select them again by clicking their tab on the Review Panel. You can also wooden stakes in front of their current position during deployment only. This
select the group by pressing the number key that corresponds to the number on the forms a defensive wall that is ideal for deterring cavalry charges.
group tab. • Spear wall formation – This ability allows a spear-wielding unit to form up a
• To remove a unit from a group, select the unit, and click the Group button again. deadly wall of spikes that makes them extremely difficult to attack from the
• To split a group into two, select the units you wish to split off, click the Group button to front. While in this formation, the unit cannot run and moves slowly.
remove them from the group, then click it again to form them into a new group. • Fire flaming ammo – This ability allows units with missile weapons to set fire to
• To add units to a group, you must reform it. Select the existing group, then hold down their ammo, causing a drop in accuracy, but adding extra fire damage to shots
the control key and select the units or groups that you wish to add. Click the Group that connect.
button or CTRL and a number key to form a new group with all these units. • Fire exploding ammo - Exploding shot is an advanced form of munitions that
• When grouped units move, they all move at the same speed, and attempt to maintain detonate on impact, creating a deadly hail of shrapnel, killing most troops
their formation. caught in the blast.
• The group remembers the formation it was in when formed, making it easy to reform

54 55
• Barrage fire – Allows gunpowder artillery to fire many individual shots all in one • Declining to pay ransoms when you can afford it can be considered somewhat
attack. dreadful, while choosing to pay a large ransom is considered quite chivalrous.
• If you can’t actually afford a ransom, nobody will think worse of you for not paying.
• Rotting cow carcass – Loads a decaying bovine carcass into a trebuchet, which
will create a cloud of nauseous gas. Units affected by the gas suffer a morale SIEGES & SIEGE BATTLES
penalty. Sieges occur when an army assaults a settlement or attempts to break into a fort. They
• Circle and shoot – Causes missile cavalry units to ride in a circle as they attack have much in common with field battles, but with the important qualification that one side
the enemy, making their shots slightly less accurate, but also making them is behind a set of defenses. All the normal rules of the battlefield apply to sieges; orders for
much more difficult to hit themselves. attacks and movement are issued in the normal fashion.
• Wedge formation – Forms cavalry into a narrow wedge that is ideally suited to There are, however, extra conditions that apply during sieges, and new weapons and tactics
moving through enemy lines, rather than stopping to engage. for both the attacker and defender to consider.

• Schiltrom formation – Forms a spear/pike wielding unit into a circular formation, Launching a Siege
with all troops facing outwards. This is a useful defensive formation when When you attack a settlement with an army, you are
outnumbered or surrounded. launching a siege and will receive a special Siege Details
Scroll that comes with options not found in field battles.
Taking Prisoners
Whenever an enemy soldier that is routing is brought down by one of your men, • Any defenses including walls or improved towers
the enemy is taken prisoner. Note that you only get to take prisoners if you are will be displayed here to show what you’re up
victorious, as the winning side is in a position to reclaim their men that were against.
taken themselves. • The number of turns that the settlement can last
before having to surrender from starvation is
Battle Results shown below the defenses.
When a battle ends, whatever the reason, a panel will • Click on this button to have your army withdraw,
appear giving you information about the result. The calling off the siege.
following details and controls are available here. • Click on this button to launch your attack now with the forces and equipment
• Statistics about the battle you just had, whether you have now.
you won or lost, and if it was a close battle or a
slaughter. • Click on these buttons to begin building the siege equipment shown
• Click this button to exit the battle entirely. on them: Ladders, Rams and Siege Towers. Items selected will
appear in the construction queue below, and points will be
• Click this button to save a replay of the battle that just took place so you can deducted from the army’s build points total.
view it later to relive your more glorious moments. • Click on this button to have your siege army maintain its position, holding the
• The option to save a replay does not occur in campaign battles. siege. This can be used to build more siege equipment, wait for reinforcements,
• Click this button for more detailed information about the battle that or even attempt to starve out the defenders so that they will surrender.
just took place. Victory in Siege Battles
The victory conditions of a siege battle are different to that of a field battle. You can still
Dealing with Prisoners win by killing all of your opponent’s troops or routing them from the battlefield, but
If you were the victor, and thus the captor, you will have a decision about what to do with controlling the settlement is actually what a siege battle is about.
the prisoners you have taken in battle.
• There is a square in the center of every settlement, indicating which faction the
Ransom square, and thus the settlement belongs to.
Choosing to ransom asks the other faction to pay for the return of their troops, and possibly • The besieging army must have at least one of its units in the square without any
Generals or even Faction Leaders or Heirs. This is considered common and acceptable, defenders in the square to actually take control of it.
neither noble nor nasty. • When the besieging army takes control of the square a timer will appear, counting
Release down the time remaining before they have fully taken control of the settlement itself. If
Choosing to release lets these men go after the battle, showing mercy. This is considered to the remaining defenders do not reclaim the square within that time limit, they lose the
be a rather chivalrous thing to do, although letting the enemy go is not always wise. battle, and the settlement.
Execute Using Siege Equipment & Artillery
Choosing to execute the prisoners is quite obviously a dreadful thing to do, but if you can’t There are two basic types of machines that you can employ in siege battles – artillery units
afford for the enemy to be regaining troops, this can be the best course of action. that are capable of attacking walls and structures, and actual siege equipment.
Things to know about how you deal with prisoners: Artillery can target walls, defenses and buildings like any other unit in battle. Siege
equipment however works quite differently depending on the equipment being used:
• The faction that actually captured the prisoners is the one that decides to ransom,
execute or release them. • A unit equipped with a ram can be sent against a gateway or wooden wall.
• The only decision the faction that lost the battle makes is whether or not it pays the The cursor will change to show a suitable target gate for the ram. The ram
ransom, should one be offered. affords the men using it some protection from missile fire.
• Generals, Faction Leaders and Faction Heirs are worth far more money than standard • A unit equipped with ladders can be sent to scale a suitable stretch of wall
units in ransom calculations. (not a tower). The cursor will change to show a suitable length of wall to
56 57
assault. The unit will march towards the walls, raise their ladders and then Playing a Historical Battle
climb up onto the top of the walls. They will have to fight any defenders on the To begin playing a Single Player Historical Battle, go to the Single Player Menu and then
walls after climbing up. select Historical Battles to see the list of currently available battles to play. Multiplayer
• A unit equipped with a siege tower can be sent to assault a suitable wall (not a Historical Battles involve the same process as below, except that the “Select Army” screen
tower in the defenses). The cursor will change to show a suitable wall to attack. includes information to show which player is controlling which army.
The unit will push the siege tower towards the wall, bring it to a halt next to the • Click on the battles listed under “Select Battle.” This will bring up the basic details of
wall, and then clamber up it before launching an assault directly over the the battle in question.
battlements. They will have to fight any defenders who are present on the wall. • Click on the “Next” button in the bottom right to go to the “Select Army” screen.
• This cursor appears whenever it is possible to target walls or defenses with a • Mouse-over the faction shields to see which armies are playable in this battle. Click on
selected artillery unit. The artillery unit will continue to fire until its target their shields to see that army’s units – the last selectable army you click on will pulse
structure is destroyed or it runs out of ammunition. with a glow.
• Click on this button in the Control Panel to toggle flaming missiles on and off. • When you are ready to begin the battle, click on the “Next/Start” button.
Flaming missiles can set buildings on fire, often ensuring that they will be
totally destroyed. Winning a Historical Battle
The rules of Historical Battles are only slightly different to that of any other field battle
Capturing Walls or siege:
Wooden palisades serve only as a barrier to keep out attackers. However, settlements
with proper walls men can walk upon can be actively fought over by the attackers • The deployment is always pre-determined. Part of the challenge with these battles is
and defenders: winning from a poor starting position.
• Reinforcements may appear to arrive in a manner that looks unfamiliar, so keep an eye
• Any infantry (i.e. non-mounted) unit can be ordered to move to the top of a wall, or out for them – They may be close, but well hidden.
ordered to attack defenders on a wall.
• If an attacking unit is in sole possession of a wall, gatehouse or tower it will capture
the structure. CUSTOM BATTLES
• The defenders can recapture walls.
Custom Battles give the player the ability to fine-tune a battle scenario to their liking,
Defending in Siege Battles for both Single Player and in Multiplayer Battles. To start a Custom Battle, click on “Single
Even though being under siege is not a good thing, having the advantage of walls and Player” in the Main Menu, then click on “Custom Battle.” There are three things to set
defensive structures is. When armies are evenly matched, the defender actually has a before your Custom Battle can begin: the conditions, the teams and the armies.
huge advantage, as it is not they that need to take a risk – it is up to the attacker to find
a way in. Choosing Conditions Screen
There are a wide variety of conditions that can be
Sally Battles adjusted to tailor the battlefield to your needs. Once
Sally battles occur when the settlement garrison emerge from behind their walls to drive off you are done, click on the “Next” button to continue
their besiegers. In the case of a sally battle the garrison are always treated as the battle to the Customize Battle Screen.
attackers and the besiegers as the battle defenders even though, in strategic terms, the
situation is the other way round. Custom Battle Conditions Settings:
The besiegers will appear on the battlefield outside the settlement, and they will not have a • Choose Battle. This selects a battle location. Locations marked with a cross before the
chance to position their troops for the battle. For the attackers (sallying out) to win, they name includes a specially defined settlement. Locations without rivers can have
must kill or drive off all the defenders (the besieging army). settlements added to them.
• Load Previous Battles. Click on the “Load Previous Battles” button to quickly recall the
Using Defensive Fortifications settings of a previously fought battle.
Defensive fortifications need to be manned in order to be activated – It is not enough to • Game Type. Chooses between victory conditions of “Last man standing” (survive to
simply build the fortifications in the first place. win), “Scored resolution” (score based on units involved and combat results) for field
• If a unit of the defending faction is near a tower or gatehouse, the defensive missiles battles. Siege Battles will always be set to “Siege Assault.”
installed there will fire on enemy units that come into their firing range. • Season, Weather & Time of Day. These adjust the basic season, weather and time of day
• It is possible for the attacker to take control of fortifications once they gain control of for the battle. Some weather and time settings have an effect on how combat works.
the central square. • Time Limit. Allows varying time limits, or a “No time limit” battle.
• Level. Allows varying settlement levels to be included, to play the battle as a siege. Set
this to “None” for a field battle.
HISTORICAL BATTLES • Culture. Allows the settlement culture to be set to Northern European, Southern
European, Mesoamerican or Middle Eastern.
Historical Battles are battles taken from history that are brought to life in Medieval II: Total • Defences. Allows for the inclusion of improved towers in siege battles.
War. These battles come as special scenarios where you play as one of the sides in an epic • Difficulty. Sets the battle difficulty – the higher the difficulty, the more capable and
battle where you have to make the most of the situation at hand. Being based on the actual dangerous your CPU opponent will be.
historical events, history itself has shown us a winning tactic in these scenarios – apply • Period. Works as a unit filter. If set to “All,” all units are available. “Early,” “Late” and
those tactics and you should prove victorious! “High” all refer to a medieval time period. Late period units are more advanced, early
period units are more primitive.

58 59
Customize Battle Screen units can have their weapons upgraded.
This is the screen where the teams are set up for • Click on the arrowheads next to the shield to change the unit’s armor quality;
battle. You can have up to 8 factions and 4 teams grey indicates standard armor, while bronze, silver and gold indicate 1-3 levels of
in one battle using the controls on screen as increased quality respectively. Not all units are capable of receiving armor
follows: upgrades.
• Team details are shown down the left. • In siege battles you can give siege equipment to the attacking army:
Aside from seeing which player is in Click on the arrowheads below each of the siege equipment
which team, you can also adjust the amount of florins that team can use to items to add them to the attacking army.
spend on units, and whether or not that team plays as the attacker or defender. • Note that these have no cost at all – They are useless without
• Player details are shown in the middle of the screen. Clicking on the Faction units.
shield or player name area selects that player – Then you can select a faction
for that player by clicking on a faction shield in the “Factions” area at the right • Click on this button to clear the selected units in an army and start again.
of the screen.
• These shields show which team that player is on. Click on the arrows either side
• Click on this button to make the computer select an army for you. It will do its
to change teams.
best to spend your budget as efficiently as possible and create as flexible a force
• Clicking on this button will remove that player from the game, emptying that as possible. You can make adjustments to the CPU’s suggested force.
player slot. • Click on the “Load & Save Battle” button to save this custom battle set up, or load
• Click on the “Next” button in the bottom-right corner to continue to unit a Custom Battle you created earlier.
selection.
• Click on the “Load & Save Army” button to save the current army’s unit and
upgrade set up, or load an army you set up earlier.
Select Units Screen
This screen is where you select the individual
units that will be in each army. There are certain
MULTIPLAYER BATTLES
things that will limit what you can select, or Multiplayer games allow you to battle against other people, either over the Internet or
affect the costs of the units: across a Local Area Network (LAN). You can create Multiplayer Custom Battles, or fight one
of the special Historical or Balanced Multiplayer battles that have been included with
• Faction and Florins Left show the currently
Medieval II: Total War.
selected faction, and its remaining budget for
unit selection and upgrades – This is not the
Setting Up a Multiplayer Battle
team budget. As units and unit upgrades are selected, this value will drop accordingly.
To begin playing Multiplayer battles, click on “Multiplayer” in the Main Menu and then go
• The area in the center of the screen is where teams and factions are selected. Click on
through the following steps:
a faction shield to change armies and select another force. The army currently being
selected has a glowing faction shield. The panel below the shields shows the units that • Enter your details – Include your player name that other players will see in game, your
have been added to this army. email address and GameSpy password (only needed for online play).
• The area to the right of the screen shows the available units for that faction. Mousing- • Select Online or LAN – Choose between online play over the Internet via GameSpy or a
over each card shows information about that unit both in the displays above, and on a Local Area Network game. Once you click on one, you will then be taken to the
tooltip. The number on the unit card is the number of men in the unit. multiplayer lobby.
• Click on an available unit in the right area to add it to the army. The unit cost is
immediately deducted from the available money. The Multiplayer Lobby
• The first unit selected is always the army leader. The lobby is the “hub” of Multiplayer gaming where
• Right-click on a unit in the central area to remove it from the army. The unit cost players meet before the battle. The screen lists games
is credited to the available budget. being played and allows you to sort them by several
• You can drag-and-drop units within the lower army box. You can drag-and-drop a different criteria. You can also host and join games
unit into the first place in your army (the upper left hand box) to make it the from here.
commander’s unit. This can also help the organization of your army when you • Click on any game in the central display area to
have a few identical units. select it. Mousing-over it will give additional
• If you recruit more than four of one unit type, that unit will begin to cost more information about the conditions and settings.
and more as you continue to recruit more of them. • If a game is selected, clicking on the “Join Game”
• You can upgrade some units in an army. This costs money for every improvement that button will take you into the relevant team or Unit Selection screen, depending on the
you make. Not all units can be upgraded: battle type (see Hosting a Multiplayer Game below).
• Click on a unit in the army to select it – not a right-click, this • Click on any of the buttons at the top of the lobby to sort all the games by the
removes the unit from the army! information in that column.

• Click on the arrowheads next to the chevrons to change the unit’s experience Using Chat
rating. The more chevrons, the greater the unit’s experience. A grey chevron At the bottom of all Multiplayer lobby screens is the chat area, with messages being
indicates no experience. displayed on the left, and the people chatting listed on the right. You can type a message
• Click on the arrowheads next to the sword to upgrade the unit’s weapons. Not all and it will appear on screen for everyone in the lobby. There is also a “Private” chat mode,
allowing you to send messages to specific players.
60 61
END USER LICENSE AGREEMENT
PLEASE READ THE FOLLOWING END USER LICENSE AGREEMENT (“AGREEMENT”) BEFORE
• To use the chat filter toggles, click on a player’s name you wish to filter or INSTALLING MEDIEVAL II: TOTAL WAR, (THE “GAME SOFTWARE”). BY INSTALLING, COPYING, AND/OR
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AGREEMENT AS SET FORTH BY SEGA CORPORATION OF 1-2-12, HANEDA, OHTA-KU, TOKYO,
• Click to toggle between public and private chat modes. This lets you talk to one 144-8531 JAPAN AND ITS AFFILIATED COMPANIES (COLLECTIVELY, “SEGA”).
or more people aside from those in the lobby.
IF YOU AGREE TO THE TERMS SET FORTH IN THIS AGREEMENT, select “Yes” to install the Game
• Click to toggle the selected player(s) as a private chat recipient. Their name will Software and to indicate your acceptance of these terms and your understanding of the conditions of
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• Click to toggle filtering of all messages from the selected player(s).
IF YOU DO NOT AGREE TO THE TERMS SET FORTH IN THIS AGREEMENT, select “No” and Sega shall not
grant to you the License (defined below) to the Game Software. Sega requests that you either return the
• Click to toggle between blocking or unblocking the selected player(s) from unused Game Software to the place of purchase or contact one of the customer service centers
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• Click to toggle directing all your messages to team members only on or off.
LIMITED USE LICENSE
The term “Game Software” includes the software included in this video game, the associated media,
• Toggle to filter lobby chat any software associated with the online mode of the video game, any printed materials, any online or
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again to minimize the chat window. License are hereby reserved by Sega and, as applicable, by its licensors. The Game Software is licensed
to you, not sold. This License does not give you any title or ownership in the Game Software, and
Hosting a Multiplayer Game should not be construed as a sale or transfer of any intellectual property rights to the Game Software.
Hosting a Multiplayer game is almost identical to
playing either a Custom Battle or Historical Battle OWNERSHIP
You agree and acknowledge that all title, ownership rights, and intellectual property rights connected
depending on game type. To host a multiplayer game,
with the Game Software and any and all copies thereof (including but not limited to any derivative
go to the Multiplayer lobby, click on the “Host Game” works, titles, computer code, themes, objects, characters, character names, stories, dialogs, catch
button, then proceed through the following steps: phrases, locations, concepts, artwork, animation, sounds, musical compositions, audio-visual effects,
• Game Name – Click on the “Game Name” text, methods of operation, moral rights, “applets” incorporated into the Game Software, and any
display and enter a name for the game to be related documentation) are owned by Sega or its licensors.
shown in the Lobby. The Game Software is protected by the copyright laws of the United States, international copyright
• Set Players & Password – Set the maximum number treaties and conventions, and other laws. All rights are reserved. The Game Software contains certain
of players, and enter a password if you wish to set up a private game. licensed materials, and Sega and Sega's licensors may protect their rights in the event of any violation
• Unit Scale – You may wish to reduce this if one or more of the players has an older PC of this Agreement. You agree not to remove, disable or circumvent any proprietary notices or labels
or graphics hardware. contained on or within the Game Software.
• Custom, Historical or Balanced – Click on the type of multiplayer battle you wish
to host. LICENSE CONDITIONS
You agree to only use the Game Software, or any part of it, in a manner that is consistent with this
• Selecting teams, armies and units – Subsequent screens from here involve simply License and you SHALL NOT:
choosing teams, using the same basic setup screens as you would have in a single
player Custom Battle or Historical Battle – except with options to lock any vacant slots. (a) without written permission from Sega, exploit the Game Software or any of its parts commercially,
including but not limited to use at a cyber (Internet) café, computer gaming center or any other location-
A WORD OF RESPECT TO THE FAITHFUL based site;
We here at the Creative Assembly want to make it clear from the outset that we are (b) without a separate, additional license, use the Game Software or permit the use of the Game
aware that certain game elements and events within Medieval II: Total War may take Software, on more than one computer, game console, handheld device or PDA at the same time;
liberties with how the different religions are handled. The way some things in the game
are described may not adhere to the mandates of those faiths. This is because Medieval II: (c) use the Game Software, or permit use of the Game Software, in a network, multi-user arrangement
Total War is not a game about religion; it is simply a strategy wargame that represents an or remote access arrangement, including any online use, except as otherwise explicitly permitted by
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No one religion is better than another in Medieval II: Total War, and the effects of religion (d) make copies of the Game Software or any part thereof, except that you may make one (1) copy of
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property of Sega and/or its licensors on creation, in any event);

62 63
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SEGA is registered in the U.S. Patent and Trademark Office. © 2006 The Creative Assembly Limited. Total War, Medieval: Total War, and the Total War logo are
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logo are registered trademarks of SEGA Corporation.
64 65
CREDITS Moran Paldi Olag Mirochincov
Alistair Hope Alex Norton
The Creative Assembly Brisbane Australia Sean Davidson Melvyn Quek Lucy Robinson
William Davis Sophie Blakemore Kerry Shale
Project Director & Lead Designer Lara Sweeney Slav Shumor
R.T. Smith Thomas Doig
Daniel Driscoll Special Thanks Philippe Smolikowski
Production Terry Greisbach The entire Rome Dev Team Luis Soto
Prasant Moorthy Chris Harvey Robbie Stevens
Studio Manager Craig Hughes Outsourced Roles Dai Tabuchi
George Fidler Rohan McAlinden Keith Wickham
Motion Capture Actors
Vana Prayitno In-Game Font
Design Simon Johns of YoungBlood
Mikhail Raspaskovski Kevin King
Penny Sweetser Tim Klotz of YoungBlood
Mathew Ray
Dan Toose Scriptwriter Additional Thanks
Mark Taylor
Richard Lagarto Antony Zwierzchaczewski Andy Bagley and crew at Musiclab
Dan Lehtonen IT Support Liam Byrne at Creative Labs
Matthew Pawlowski FX Animator
Programming Allen McKay Special Thanks
Ken Turner Special Thanks A big thanks to the Org, all the moderators
Craig Allsop John Harmon Medieval Combat Consultants on the official forums, and all the fans that
Andriy Doroshchuk Paul Greasley Joshua Cavalchini of Knight Fight have helped make the online community
Dmytro Dudnikov Kit Cavalchini of Knight Fight as great as it is!
Dan Glastonbury Voice Casting And of course, endless thanks to our families
Artem Kulakov The Creative Assembly Southwater UK Andy Emery of Side UK and friends for their understanding and
Grigoriy Podgorny Development Director Cheryl Prince of Side UK support throughout the entire production of
Martin Slater Mike Simpson Medieval II: Total War.
Voice Direction
Martin Valigursky
Design Andy Walsh of Side UK
Adam Bryant
Ian Roxburgh Olivier Deslandes of Side UK
Scott Lowther SEGA Europe
Iain McManus Jeff Woods Sound Engineer
James Whitston Phil Evans of Side UK CEO
Art Naoya Tsurumi
John Carline Testing Vocal Talent
Jason Dalton Graham Axford Tim Bentinck President/COO
Zaquri Foster Dion Lay Steffan Boje Mike Hayes
Brendan Rogers James Buckle Walter Bonacker Development Director
Nick Smith Art Emmanuel Bonami Gary Dunn
Viktor Sylak Peter Brophy Brian Bowles
Angelo Cola Creative Director
Taamati Hanson-Pou Nick Tresadern
Stephane Conicord Matthew Woodley
Denzil O’Neill Pawel Wojs
Damien Paon Roland MacDonald Maria Darling Director of European Marketing
Simon Pennington Joss Adley David De Keyser Gary Knight
Tunde Glover Olivier Deslandes Head of External Studios
Animation
Ranulf Busby Ken Drury Jim Woods
David Zwierzchaczewski
Howard Rayner Chris Fairbank
Andrew Bedford Production
Paul Abbot Javier Fernandez
Shane Oakes Darius Sadeghian
Wayne Forrester
Mathieu Walsh Animation Simon Mathews
Jon Glover
Music & Audio Ben Potts
Framboise Gommendy Head of Brand Marketing
Jeff van Dyck Greg Alston
Simon Greenall Helen Camilleri
Richard Vaughan Pre Battle Speeches Stephen Grief
Mike Brunton European PR
James Vincent Stephan Grothgar Lynn Daniel
Quality Assurance Marketing & PR Sarah Hadland Kerry Martyn
Ashley Parker Mark Sutherns Togo Igawa
Richie Skinner Jessica Juffre Brand Manager/Senior Brand Manager
Kim Sellentin
Jonathan Keeble Darren Williams
Jason Turnbull IT Support
William Hamilton Jonathan Kydd Creative Services
Gareth Hailes
Kevin Stoker Dhafer L’Abidine Alison Warfield
Simon Allan
Stephen Berg Aletta Lawson Tom Bingle
Mark Burns Additional Support Lewis Macleod Morgan Gibbons
Christian Carriere Chris Waller Neil McCaul Arnoud Tempelaere
Graham McTavish Akane Hiraoka
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Head of Development Services Ross Green Director of Development NOTES
Mark Le Breton Adrian Daly Services
Localization Manager Andrew Sparks Deni Skeens
Marta Lois Gonzalez Additional QA Documentation
Rickard Kallden QA Supervisor
Localization Coordinator Josh Morton
Giuseppe Rizzo Mark Day
Remi Mckenzie
QA Supervisor Test Leads
Marlon Grant Lee Frohman
Stuart Arrowsmith SEGA of America, Inc. Nestor Protacio
Julie Metior
CEO Testers
Mastering Group Naoya Tsurumi
John Hegarty Sam Carion
Jigar Patel Tim Erbil
President Emily Sheafe
Roy ‘Papa’ Boateng Simon Jeffery
Senior Team Lead Special Thanks
Ben Howell VP of Production Department Beejey Enriquez
Team Leads David Cobb Mina Provonsha
Phongtep Boonpeng One PR
Tony Langan Senior Producer
Constantine Hantzopoulos
Assistant Team Lead
Jide Alabi Associate Producer
Testers Martin Hunter Caplan
Herculess Bekker
Clinton LittleJohn VP of Marketing
Paul Rogers Scott Steinberg
Faesel Saeed
Amir Hafeez Director of Marketing
Trevor Kite Chip Blundell
Stuart Fenn
James Cauldwell Product Manager
Titus Samkubam Elliott Chin
Andrzej Lubas
Chris Jones Manager, Research & Analysis
Michael Beirne Vincent Chin
Jania Moudrak
Clint Gibson Senior Consumer Research
Colin Perman Analyst
Zahra Al Naib Prabha Kannan
Dean Powell
Tristan Carree Public Relations
Arian Barvarz Jay Boor
Oliver Bennett Denny Chiu
Robert Williamson Steve Groll
Jacob Barker Jennie Sue
Jasmine Lillywhite
Samuel Morgan Creative Services Manager
Paul Kershaw Jen Groeling
Chris Bien
Aidan Howe Production Specialist
Hayk Galstyan Heather Lucchetti
Nahiyan Al-Muhaymeen
Hany Gohary Graphic Designer
Bryan Fevrier Marco Garcia
Robert Thompson
Jiten Patel

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