Medieval II: Total War is the fourth game in the Total War series. It was built with the same engine as its predecessor Rome: Total War and Rome's expansions; Barbarian Invasion and Alexander. Each faction controls a number of settlements, and must conquer others in order to continue growing. Unlike previous Total War titles, there are two kinds of settlements, each with different advantages. About This Game MEDIEVAL: Total War™ - Collection Edition is the compilation of the critically-acclaimed Medieval: Total War and its official expansion pack - Viking Invasion About MEDIEVAL: Total War™ From the lush grasslands of Western Europe to the arid deserts of Northern Africa, and from the first Crusade to the fall of Constantinople, wage total war in order to expand your influence.
Medieval II: Total War is a strategyvideo game developed by The Creative Assembly and published by Sega. It was released for Microsoft Windows on 10 November 2006. Feral Interactive published versions of the game for macOS and Linux on 14 January 2016.[1] It is the sequel to 2002's Medieval: Total War and the fourth title in the Total War series.
Gameplay is divided between a turn-based strategic campaign and real-time tactical battles. The campaign is set between the years 1080 and 1530. Players assume control of a medieval faction and control its government, economy, military, diplomacy, and religion on a map spanning most of Europe, North Africa, and the Middle East. In battles, players control groups of soldiers and engage in combat with enemy forces.
Medieval II received mostly positive reviews from critics. Many reviewers regarded the game as an improvement over its predecessors, but criticized its lack of innovation. An expansion pack, Medieval II: Total War: Kingdoms, was released in 2007.
Gameplay[edit]
Similarly to previous titles in the Total War series, Medieval II: Total War consists of two main modes of play: a campaign mode and battles.
Campaign[edit]Medieval Total War 4
The campaign, which is turn-based, allows the player to play as one of seventeen factions from the time period and build their nation economically and militarily in order to conquer other factions. Gameplay consists of controlling the faction's military, economic, and social systems in large campaign maps. During the player's turn, armies, fleets, and agents can be moved on the map. When an army engages another army, the player can choose to fight the battle personally in the battle mode, or automatically calculate the outcome.[2]
The goal of the campaign depends on which type of campaign is played. The short campaign requires the player to defeat one or two enemy factions and control at least 15 settlements. The long campaign requires the player to control at least 45 territories and one or two significant cities, such as Jerusalem, Granada, Rome or Constantinople.[3]
Territorial control in the campaign is represented by 'settlements', which are large, notable communities. Unlike in previous Total War games, there are two different types of settlements: castles and cities. Cities primarily focus on buildings that boost one's economy, while castles primarily focus on buildings that allow for the recruitment of more advanced types of soldiers. Certain buildings in settlements can also allow the player to recruit agents that fulfill certain functions, like diplomats and spies. Under most circumstances, the settlements can be converted from one type to the other. Settlements can be governed by members of the player's family, who are also capable of leading armies as generals. The talents of family members (and other key characters) are affected by various statistics, like 'Piety' and 'Loyalty', which are in turn impacted by their character traits, personal experiences, and members of their personal retinue. For example, a character with a high 'Command' stat can be expected to do better in battle than a character with a low stat.[3]
Religion in the game is divided into three primary faiths: Roman Catholicism, Eastern Orthodoxy, and Islam. Unorganized pagan faiths and heretical sects are also represented. If a large portion of a settlement does not adhere to the state religion, unrest may ensue. Missionaries and religious buildings can be used to gradually convert members of other faiths to the state religion. Catholic nations must deal with the Pope, who can send special missions to Catholic rulers. Failure to obey the Pope may result in excommunication. The Pope may also call Crusades against hostile settlements. Muslim imams with a high 'Piety' stat may similarly declare jihads.[4]
Factions primarily interact with each other through diplomacy. Diplomatic actions include the creation of alliances, the securing of trade rights, and the giving or receiving of tribute. Factions may go to war with one another to secure more settlements or other concessions. Factions that are at war can use their armies to fight each other, which incorporates the battle mechanic of the game into the campaign. Several factions in the campaign are either not present or 'dormant' when the game begins. The Mongols will invade at some point after the campaign has begun, often posing a serious threat to factions in their path. Later on, the Timurids will also invade, bringing war elephants with them. Late in the game, factions may also sail to the Americas, where they can encounter the Aztecs.[5][6]
Battles[edit]
A group of English knights attacking French dismounted feudal knights.
One of the main focuses on the Total War franchise is its representation of real-timebattles in addition to the turn-based campaign. A battle consists of two or more armies from different factions fighting each other. Battles play similarly to those in Rome: Total War, with formations of various kinds of troops engaging in combat. The objective of the battle is to defeat the enemy army by completely destroying it or causing the whole army to flee; in a siege battle, the objective is to completely destroy the army or to take control of a plaza in the centre of the settlement. There is also an option which allows the player to allow for time limits on battles, meaning that the attacker must defeat the defender within a certain time limit or the battle results in a victory for the defender. Battles can exist as custom battles set up by the player, multiplayer battles between humans, historical battles based on real-life military engagements, or battles that occur between factions in the campaign.[3][6]
Historical Battles[edit]
In the game some historical battles are depicted:
Reception[edit]
Medieval II: Total War received a 'Gold' sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[11] indicating sales of at least 200,000 copies in the United Kingdom.[12]
Medieval II: Total War received 'generally favorable reviews' according to the review aggregation website Metacritic.[7]
The exclusive review was given to PC Gamer (US), which gave it an 'Editor's Choice Award'.[10]IGN said that the game was not as revolutionary as its predecessor, but still introduces some new ideas and builds on others from Rome: Total War, which would still be enough for anybody to buy it.[6]GameSpot noted the game's 'epic, engrossing gameplay', but also criticised its 'beefy system requirements'.[3]Hyper's Anthony Fordham commended the game for its 'incredible gameplay, both in battle and on the world map.' However, he criticised it for being 'more a refinement of the series than a huge leap forward.'[13]
Swedish historian and member of the Swedish AcademyPeter Englund reviewed the game for Swedish newspaper Dagens Nyheter where he made comparisons to traditional battle depictions such as old copper engravings and paintings, and the more recent film medium. In the review, Englund concluded that Medieval II represents a form of battle depiction 'amazingly similar to an engraving from the 1600s.'[14]
The editors of Computer Games Magazine named Medieval II the eighth-best computer game of 2006. They wrote that 'No scripted encounters or overly dramatic cutscenes can compare with the stories Creative Assembly allows you to write as your armies beat down all who would oppose you.'[15]Edge ranked the game at #26 on its list of 'The 100 Best Games To Play Today', calling it 'as complete a depiction of war as there has been in a videogame.'[16]
Although most reviews were positive,[3] some reviews have noted negative aspects of the game, such as pathfinding bugs,[17] some AI problems and some uninteresting new features.[9]
Expansion[edit]
An expansion, Medieval II: Total War: Kingdoms, was announced on 30 March 2007 and released on 28 August 2007 in the US, 31 August in the UK, 7 September in Australia, and 22 November in Japan. It adds four new campaigns to the game: 'Americas', which focuses on the Spanish colonization of the Americas, 'Britannia', which focuses on several conflicts on the British Isles, 'Crusades', which covers the Third and Fourth Crusades, and 'Teutonic', which deals with the Northern Crusades. In each of the campaigns, a small part of the world (e.g. the British Isles) is taken and enlarged, with many settlements added to it.
The Gold Edition of the game, containing the original game and the expansion pack, was released on 1 February 2008; this was later released/renamed on Steam as Medieval II: Total War™ Collection.
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Medieval_II:_Total_War&oldid=972997033'
Medieval II: Total War Kingdoms is the expansion to the 2006 PC game, Medieval II: Total War. The expansion was released on August 28, 2007 in the United States and has four new campaigns, focusing on the discovery of the Americas, 13th century Britain, and Crusader campaigns in both the Levant and Northern Europe.
Campaigns
Medieval 2: Total War Kingdoms has 4 new campaigns, each one focusing on a different area. Each new campaign must be individually installed and the entire expansion pack takes up around 4 GB of hard drive space. Please note that when the factions list below states that a certain faction is non-playable then this applies ONLY to the Campaign game. You can play a quick game or a custom game with all the factions included.
Factions
Units
Americas Campaign
Americas Strat Map
The Americas campaign is set in the early sixteenth century, covering the early period of European colonisation of Central America. The Europeans must struggle with exploring an unknown land filled with violent natives, whilst the Native Americans attempt to stall foreign invasion whilst simultaneously expanding their own lands at the expense of their neighbours.
Faction Details
Notable Features
This campaign implements the various conquistador armies that went to the new world by spawning large, formidable armies in the Americas with allegiance to New Spain. Once spawned, the New Spain faction can use these armies however they see fit. French and English forces will show up in the same way: the French in North America and the English in South America and Panama.
Also, when playing as New Spain, as the player progress through the campaign, they will be presented with missions from the King of Spain, and when sufficient influence is gained, the player may be granted a higher title of nobility, such as Baron, Count, etc. These titles unlock more advanced building levels for the player to use.
Playing as the Apache you have access to the 'warpath' ability which is the equivalent of a crusade or jihad in Medieval 2: Total War. The Apache can also use the technology of colonizing factions- after battling a colonizing faction such as New Spain, the Apache will be able to construct gun trading Tipis and horse trainers. The Chichimeca can also use enemy technology to their advantage.
All of the factions that believe in the Sun God are able to sacrifice units instead of disbanding them. They can also sacrifice populations upon capturing a settlement or they can sacrifice captured enemy troops. Sacrificing upholds the religion of the Sun God and increases the happiness of your people.
Britannia Campaign
Britannia Strat Map
At the beginning of the Britannia campaign in 1258, the British Isles are in chaos. The Kingdom of England exercises influence over most of the Isles, but its power is contested from several theaters. In the far west, on Irish soil, England tenuously holds a network of fortresses that keep the Irish at bay. However, the chieftain Brian O'Neill has succeeded in uniting the Irish, and despite their lack of heavy infantry and financial difficulties, with a strong push they may seize the island. On the Marches, the Welsh have also been united, by Prince Llywelyn, who threatens the lightly held English border fortresses and rules over a people who simply refuse to be subjugated. In the north, the English are allied with the fierce Scots, but this bond is untenable, and the only remaining question is when war in the Highlands will erupt. Finally, the warlike Norwegians are returning to the Isles, having held the Isle of Man and the Hebrides for some time, their king coming personally to oversee the conquest of Britannia. England is the largest and richest faction in the isles, however they are very thinly spread, and incursions into their territories from the Welsh, Irish and even perhaps the Scots or Norwegians, seem inevitable unless action is taken. Perhaps worst of all, dissent smolders within its own borders, in the form of the English barons, who threaten to unify into a full-fledged rebellion. Time will tell who can come through blood and iron to unite Britannia.
Faction Details
Kingdom of England, Kingdom of Scotland, Kingdom of Ireland, Principality of Wales, Kingdom of Norway, The Baron's Alliance (non-playable).
Notable Features
The presence of permanent stone forts placed in strategic locations (which can be garrisoned and provide free upkeep for a small number of units). These structures can hold out for a brief time against sieges and are automatically repaired after each battle.
Certain units can only be trained if that faction's culture is high enough in a settlement making expansion into conquered land more difficult. Culture has replaced religion in the game, and priest units are unavailable in this campaign.
A special, unplayable faction - The Baron's Alliance - similar in gameplay terms to the Eastern and Western Roman Rebels from the game Rome Total War: Barbarian Invasion. When characters, armies and settlements under English control rebel against their faction's control, they will become part of the Alliance, a faction with essentially the same strengths and weaknesses of the original faction, including the ability to utilize diplomacy and assassination to achieve their goals.
Every faction gets paid an additional amount of florins every turn. This payment is referred to as 'The King's Purse'. In Medieval 2: Total War some factions had a high king's purse payment every turn and some had a low payment, however rather than have a fixed king's purse, each faction in the Britannia Campaign has a Dynamic King's Purse- the sum of money you are paid every turn can change.
A number of special historical figures, including King Haakon of Norway, King Edward I, Prince Llywelyn of Wales, High King Brian O'Neill, and William Wallace, appearing either at the start of the campaign or at some later point. Though they lack the special abilities of the hero characters from the Crusades campaign, they are usually accompanied by a large army.
If any of the starting Welsh settlements are captured by the English, Welsh insurgents rise up in an attempt to recapture the settlements. The quality of the units in the rebel army will depend on which settlement is captured, for example the rebel army will be very strong if the starting Welsh capital- Caernarvon is captured, and it is a weaker army if smaller Welsh settlements are conquered (such as Pembroke).
Crusades Campaign
Crusades Strat Map
Beginning in 1174, the Crusades campaign is set several years prior to the outbreak of the Third Crusade, continuing into the Fourth Crusade and beyond. It follows the Kingdom of Jerusalem and Principality of Antioch as they attempt to strengthen the presence of Christendom in the Holy Lands, whilst the Seljuk Turks led by Nur ad-Din Zangi and the Egyptians led by Saladin attempt to drive them out. Meanwhile, the Byzantium led by Emperor Manuel Komnenos slowly moves into the middle east to regain its lost glory, and attempts to drive back the armies of the Turks as well as deal with the rebels and the Venetians that harass them in the west. This scenario contains many historical inaccuracies. These include the fact that Nur ad-Din died in 1174 (the starting date for the scenario) and was actually succeeded by Salah al-Din (Saladin), the substantial enlargement of the Principality of Antioch to include areas that should be under Muslim control (such as Aleppo and Edessa), and the combination of Seljuk Turks of modern day Syria, Iraq and Jordan under Nur ad-Din with the Sultanate of Rum and the Danishmend Turcomans of Anatolia to form a unified group.
Faction Details
Kingdom of Jerusalem, Seljuk Turks, Principality of Antioch, Ayyubid Egypt, Byzantium, The Mongols (non-playable), Republic of Venice (non-playable).
Notable Features
Generals in the Crusades campaign have the ability to construct permanent forts that remain even after vacated by troops.
The Principality of Antioch and Kingdom of Jerusalem may make use of the Knights Hospitaller and Knights Templar orders, respectively, thus giving them access to unique units - of whom only one of each may be present on the campaign map at one time.
Each of the five playable factions owns a single region designated as a 'Power Centre', with the loss of these centres dealing a major blow to that faction. For example, the loss of a faction's Power Centre will prevent the recruitment of certain troop types. Should a Power Centre be lost, reinforcements will often be sent to assist in recapturing that settlement.
Heroes
Each playable faction has access to a single 'Hero' character, these powerful individuals possessing special abilities capable of turning the tide of battle.
Medieval Ii: Total War 1 15Teutonic Campaign
Teutonic Strat Map
Starting from the date 1250, the Teutonic campaign centres around the conflict between Christianity - spearheaded by the Teutonic Order - and Eastern European Paganism - represented by Lithuania. The Teutonic order are ruthless and are a threat not only to the Pagans but to the other countries also. Novgorod lies in the far east of the Baltic area and guard their rich city jealously. They have triumphed over the Teutonic Order in the past, but since then the Order has been rapidly expanding. Novgorod must build up their forces if they want to survive. The Duchy of Lithuania is desperate to drive off the Teutonic Order. If they want to be victorious, they must make use of their thick forests and quick forces to drive out the Order. However after much pressure from many of the Catholic factions the path of Catholicism may be inevitable for Lithuania. Lying to the west, the Danes hope to unite Scandinavia and from there launch attacks on the rest of the Baltic area. However, the mighty Holy Roman Empire lies directly to their south, and the Danes must make good use of their mass fleets if they hope to defeat their many enemies. As the Teutonic Knights' campaign against the Lithuanians continue, the Kingdom of Poland just to their south, having originally requested the Knights to deal with Lithuania, regret their decision, seeing the destruction brought by the Knights. wanting to right their wrong, they turn on the Teutonic Knights and wage war on them.
Faction Details
Teutonic Order, Kingdom of Denmark, Grand Duchy of Lithuania, Novgorod Republic, Holy Roman Empire (Unlockable), Kingdom of Poland (Unlockable), Kingdom of Norway (non-playable), Mongol Empire (non-playable).
Notable Features
Crusading nobles, drawn to the conflict against Paganism in search of fame and glory, will request the assistance of the Teutonic Order in return for donations to the Order's coffers. The size of the donation varies depending on the nobles' successes. The Lithuanian leader will be rewarded by his council of nobles in the event that he should manage to kill any of these crusaders.
When playing as Denmark, it is possible for you to form the Union of Kalmar. In order to do this you must first take the Scandinavian settlements of Kalmar, Göteborg, Visby, Uppsala and Åbo. After taking control of these settlements you must then kill the Norwegian king, either through assassination or a direct battle. Note that if you eliminate the entire Norway faction it is impossible to form the union. After forming the union, Denmark will take on a new banner, gain access to all the existing settlements and armies of Norway, including its generals and agents and unlock the ability to build three new units.
Early in the campaign an event will herald the formation of The Hanseatic League. The League consists of five specific regions on the campaign map that represent the group's most important assets. The faction controlling the most of these settlements has the greatest chance to be offered the option of building the Hanseatic League Headquarters - a unique building that provides significant financial rewards.
Features of the Teutonic Order
Due to the unique nature of the Teutonic Order, it lacks a family tree - thus leaving princesses and certain diplomatic options closed to them but making the faction less vulnerable to assassins. Instead it is led by a Hochmeister, who, upon death, will be replaced by the most able General among the order's ranks.
Finally, the Order's best units can only be recruited in heavily Catholic areas. Recruiting units such as Christ Knights, Halbbruder and Ritterbruder thus requires an extremely high percentage of Catholics to be present in Teutonic-controlled regions.
The Teutonic Order's strength is in its powerful heavy units. While lacking in speed, the Order's units more than make up for it in very powerful defensive strength.
Features of LithuaniaMedieval 3 Total War Release
Lithuania starts out as a Pagan faction, offering it the chance to utilize a number of powerful and unique units to make up for its technological shortcomings. There are a number of different building options in a settlement that allow the faction to devote temples to three different Pagan deities. However, whilst following Paganism, Lithuania is unable to advance settlements beyond City or Castle level.
At some point during the campaign, Lithuania will be presented with the option of converting to Christianity. Whilst this can cause significant unrest and will force the faction to remove any Pagan-specific buildings, units and agents, it will also unlock new building options and make Lithuania a less tempting target to the Christian factions that surround it.
Features
ScreenshotsSystem Requirements
The Minimum System Requirements are as follows:
The Recommended System Requirements are as follows:
For the Launcher:
Medieval Ii: Total War 1 1914
- Important Note: Please refer to your hardwaremanufacturer for confirmation of 100% DirectX® 9.0c compatibility. External Links
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