Medieval II: Total War: Difference between revisions

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Warning: the above items might be invalidated by the Kingdoms expansion pack, take them with a grain of salt!
Warning: the above items might be invalidated by the Kingdoms expansion pack, take them with a grain of salt!


* You have two basic modes in Total War games TEMPORARYDASHCHARACTER the World Map and the Battle Map. World Map plays very similarly to the Civilization series in that you manage construction for your various cities and try to keep the public happy while you move your armies around. Once combat is instigated, you can auto-resolve as a Civilization battle would do, but that's no fun. You want to fight the battle in real-time.
* You have two basic modes in Total War games - the World Map and the Battle Map. World Map plays very similarly to the Civilization series in that you manage construction for your various cities and try to keep the public happy while you move your armies around. Once combat is instigated, you can auto-resolve as a Civilization battle would do, but that's no fun. You want to fight the battle in real-time.


* You'll go into the Battle Map and you can array your troops in formation before starting the battle. Once you do, the game plays out very similarly to an RTS. The main difference is that you can only control massed units of 60+, not individual soldiers. You'll have to use tactics like troop counters and flanking a lot in battle. If things go hilariously/horribly wrong one side, then a few of their units will start to rout. You won't be able to control them, they'll just run away in panic. Total annihilation of the opposition rarely happens in Total War; it's a rout that you're aiming for, so make sure to damage enemy morale as well as enemy numbers.
* You'll go into the Battle Map and you can array your troops in formation before starting the battle. Once you do, the game plays out very similarly to an RTS. The main difference is that you can only control massed units of 60+, not individual soldiers. You'll have to use tactics like troop counters and flanking a lot in battle. If things go hilariously/horribly wrong one side, then a few of their units will start to rout. You won't be able to control them, they'll just run away in panic. Total annihilation of the opposition rarely happens in Total War; it's a rout that you're aiming for, so make sure to damage enemy morale as well as enemy numbers.
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* Try not to ally yourself with your neighbor, and instead ally yourself with the neighbor of your neighbor. Your immediate neighbor is for you to conquer, and your new buddy next door to them will be able to help out. So if you're playing as Byzantium, make an allegiance with Milan and start a war with Venice.
* Try not to ally yourself with your neighbor, and instead ally yourself with the neighbor of your neighbor. Your immediate neighbor is for you to conquer, and your new buddy next door to them will be able to help out. So if you're playing as Byzantium, make an allegiance with Milan and start a war with Venice.


* Each of your generals has stats that affect gameplay TEMPORARYDASHCHARACTER Command, Loyalty/Authority, Piety, and Chivalry/Dread. Command only matters if you auto-resolve battles; the game engine compares the size of opposing armies and the Command rating of the generals in control when determining who wins. Loyalty measures how likely they are to defect versus your current king's Authority TEMPORARYDASHCHARACTER the higher both stats are on either end, the better. Piety is good to keep high as well, otherwise they might be targets for inquisitors. Stats that people often neglect with their Generals are Chivalry and Dread. If a bonus is given to one, it detracts from the other. So if your general acts like a dick in battle TEMPORARYDASHCHARACTER executes prisoners, exterminates cities, hunts fleeing armies down TEMPORARYDASHCHARACTER then his Dread will increase and his Chivalry will decrease. His Chivalry will increase (and his Dread will decrease) if he's a good guy. Concentrate on making your generals into either a total bastard or an angelic saint, as their other stats will increase accordingly if their Chivalry or Dread is high enough.
* Each of your generals has stats that affect gameplay - Command, Loyalty/Authority, Piety, and Chivalry/Dread. Command only matters if you auto-resolve battles; the game engine compares the size of opposing armies and the Command rating of the generals in control when determining who wins. Loyalty measures how likely they are to defect versus your current king's Authority - the higher both stats are on either end, the better. Piety is good to keep high as well, otherwise they might be targets for inquisitors. Stats that people often neglect with their Generals are Chivalry and Dread. If a bonus is given to one, it detracts from the other. So if your general acts like a dick in battle - executes prisoners, exterminates cities, hunts fleeing armies down - then his Dread will increase and his Chivalry will decrease. His Chivalry will increase (and his Dread will decrease) if he's a good guy. Concentrate on making your generals into either a total bastard or an angelic saint, as their other stats will increase accordingly if their Chivalry or Dread is high enough.


* If a Guild wants to set up a branch in one of your cities, remember that no other Guild will be able to set up there afterwards. Some Guilds are way more helpful than others, depending on your situation TEMPORARYDASHCHARACTER a Theologian's Guild isn't going to be of much assistance if you don't need Priests that much, but a Knight Order chapter house will give you some ass-kicking new units to train.
* If a Guild wants to set up a branch in one of your cities, remember that no other Guild will be able to set up there afterwards. Some Guilds are way more helpful than others, depending on your situation - a Theologian's Guild isn't going to be of much assistance if you don't need Priests that much, but a Knight Order chapter house will give you some ass-kicking new units to train.


* Build towns in your inner territories and castles on your frontiers, and turn your outside into a ring of military production while your inside serves as the main source of income for your kingdom.
* Build towns in your inner territories and castles on your frontiers, and turn your outside into a ring of military production while your inside serves as the main source of income for your kingdom.
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* For money: roads then docks then farms then merchants.
* For money: roads then docks then farms then merchants.


* Ignore merchants, waste of time micromanaging them and they always get raped by enemy bean counters. Useless until your empire is big enough to have them be in any territory you want, at which point you probably don't need the money anyway.
* Ignore merchants, waste of time micromanaging them and they always get destroyed by enemy bean counters. Useless until your empire is big enough to have them be in any territory you want, at which point you probably don't need the money anyway.
 
* The best mod for M2TW is Stainless Steel (6.1 i believe). Adds a ridiculous amount of content to the game, find their forums and read up on it.


* Upon capturing a new territory, make sure to demolish any remaining buildings that do not belong to your religion.
* Upon capturing a new territory, make sure to demolish any remaining buildings that do not belong to your religion.


[[Category:Games]]
[[Category:Games]]