Medieval II: Total War: Difference between revisions
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* If you are playing with a faction that can recruit horse archer units (Turks, Egypt to some extent Hungary) make an almost full stack of horse archers with one or two generals. Having a full cavalry army allows you to jet around the world map and pick the place you want to fight or just avoid anything you can't handle with your superior speed. On the combat screen just kite enemy army until a-)enemy troops start to break from massive losses b-)ran out of arrows. Charge in with your cavalry and bodyguards, the enemy will break. Chase them around with your fast horse archers and let none survive. Walk around with couple of spies(they can match your army speed) to open the city gates or just hire some basic infantry to siege. | * If you are playing with a faction that can recruit horse archer units (Turks, Egypt to some extent Hungary) make an almost full stack of horse archers with one or two generals. Having a full cavalry army allows you to jet around the world map and pick the place you want to fight or just avoid anything you can't handle with your superior speed. On the combat screen just kite enemy army until a-)enemy troops start to break from massive losses b-)ran out of arrows. Charge in with your cavalry and bodyguards, the enemy will break. Chase them around with your fast horse archers and let none survive. Walk around with couple of spies(they can match your army speed) to open the city gates or just hire some basic infantry to siege. | ||
* In the base game campaign, units that use two-handed weapons (pikes, two-handed swords, bills) are bugged and are far less effective than their cost suggests. Fixed in the expansions, various mods or with a dedicated fan bugfix. | |||
* Increase the fun by landing on far to reach areas like Spain or England and raze every city. Since they can't practically invade you rack up experience and cash. | * Increase the fun by landing on far to reach areas like Spain or England and raze every city. Since they can't practically invade you rack up experience and cash. | ||
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* The farther the *first* instance of a resource is from your capital, the more it's worth to your merchants. So if you're in England and the first time Ivory appears is halfway around the world, it will be worth a lot to your merchants. On the other hand, you may be able to find fish in Cairo - but since fish are all over the place near your capital, they won't be worth anything. | * The farther the *first* instance of a resource is from your capital, the more it's worth to your merchants. So if you're in England and the first time Ivory appears is halfway around the world, it will be worth a lot to your merchants. On the other hand, you may be able to find fish in Cairo - but since fish are all over the place near your capital, they won't be worth anything. | ||
* Two basic ways of handling merchants. 1 - recruit merchants one at a time, and send them on a long trek to Timbuktu or wherever, hoping they won't die along the way. Fiddly, not really worth it. 2 - capture a city on the other side of the world during a crusade or whatever. Pump out a bunch of merchants in that city, get 200-600 gold per turn | * Two basic ways of handling merchants. 1 - recruit merchants one at a time, and send them on a long trek to Timbuktu or wherever, hoping they won't die along the way. Fiddly, not really worth it. 2 - capture a city on the other side of the world during a crusade or whatever. Pump out a bunch of merchants in that city, get 200-600 gold per turn per level 1 merchant. Obviously I'd recommend this one. Also - park one depleted army unit on a particularly valuable resource node, and have all your merchants join that army unit, trading the same resource without issues. | ||
* 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]] |