Medieval Total War 1

Legal Stuff Introduction - Medieval: Total War is a game of infinite replayability and there is no way to make a definitive walkthrough. Therefore, this guide does not contain a walkthrough in.

Platforms:PC
Publisher:Activision Publishing
Developer:The Creative Assembly
Genres:Strategy / Turn-Based Strategy
Release Date:August 20, 2002
Game Modes:Singleplayer / Multiplayer

Even with some limitations, Medieval is still a great strategy game.

With Shogun: Total War, developer Creative Assembly delivered a seamless blend of epic real-time combat and traditional turn-based gameplay. The result was a superlative strategy experience. The sequel, Medieval: Total War, continues Shogun’s success, adding even more strategic depth in the turn-based section of the game. The result is an extremely addictive game hampered by only a few minor problems.

Like Shogun, Medieval: Total War takes a snapshot of a highly-volatile section of the world and drops you directly into the heart of the conflict. In this case, the setting is the Middle Ages and the battlefield stretches from the western edge of Europe to the Middle East. There are 12 playable factions, ranging from the Egyptians to the English to the Danes, and three possible starting dates: 1087, 1205, and 1321.

The starting date will determine which units are initially available to you. Regardless of which starting date you choose, the game will end once you reach the year 1453. The two possible victory conditions are Domination and Glorious Achievements. As in Shogun, you’ll spend most of your time playing the game from the turn-based “grand strategy” screen. From here you move your pieces around the board, adjust taxes, monitor conflicts, and build structures and military units.

Might Equals Right

Because Medieval’s setting roughly coincides with the historical Crusades, religion plays a major role in shaping the game world. You’ll have the Roman Catholic Church launching Crusades to take back the Holy Land. When this happens, a giant cross appears on the map and thousands of Christendom’s finest soldiers begin their long march. These battles can decimate your territories if you play as the Muslims, especially if your military is weak. And you’re not free of the Church’s influence if you play as a Christian nation either: an Inquisition can spring up and annihilate any heathen generals under your command.

Adding to the deliciousness are assassins and emissaries. Assassins can try to eliminate enemy generals or religious leaders, while emissaries are your primary diplomatic contact with rival nations. Emissaries can propose cease-fires, alliances, marriages, and bribes; if a bribe is successful, the enemy general will join your side and hand over the territory he represents. Most impressive, though, is that Medieval’s AI can handle all of these elements, usually to great effect.

Get Medieval

Ultimately, Medieval is about battle, and in this area you have two choices. The first is to let the computer resolve the conflict automatically (the victor is determined by force of numbers and skill), while the second is to head in and lead the troops yourself in the traditional 3D battlefield. The latter real-time mode is nearly identical to Shogun’s. You position your troops in an initial deployment, call in reinforcements (if any are available), and control all of your forces as they wage bloody war. As before, thousands of men populate the screen.

Morale and fatigue also factor into the mix, and with proper use of tactics a smaller force can decimate an army with superior numbers. More than once, the enemy had twice as many troops as me and I was still able to beat him, though with huge losses on my side. In the end, you’ll have a lot of fun with Medieval, especially if you’ve already played and enjoyed Shogun.

System Requirements: Pentium 233 Mhz, 32 MB RAM, Win95

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Medieval: Total War - Walkthrough/FAQ Medieval: Total War Unofficial Strategy Guide v 1.0By: LapEmail: lap@hotmail.comDate: 10/28/02Table of Contents-1. Starting off3. Getting Your Bearings4. Water, Navies, and Trade6. Keeping the Peace (or keeping those peasants in line)8.

Vices and Virtues9. Strategic Agents10. Crusades and Jihads11. The Church12. Advanced Strategies16.

Download cooper security incert manual. Battles - Charging17. Faction Suggestions (Early Age)18.

Legal StuffIntroduction-Medieval: Total War is a game of infinite replayability and there is no way tomake a definitive walkthrough. Therefore, this guide does not contain awalkthrough in any form. What is does contain is hints, tips, and strategy.This guide does not list the units or buildings because if you bought M:TWthen you should already have this.Starting Off-Once you have completed all the tutorials you should then try going for thefull blown campaign.

I suggest not worrying about the difficulty you selectright now as that can be changed. Starting in the early period is recommendedbecause it is not so frantic and you won't have 100 different unit thrown atyou in the beginning.

Now comes the first hard decision you will have to make;who to be? There is no real 'best' group to be although some are clearly morepowerfull than others. Since this is your first time you should make sure toread all the decriptions for each group since they include almost every proand con of your group. For the first game try and choose a group that has adifficulty of easy or normal. Once you have decided then go back to the mainmenu and NOW decide your difficulty.

If you are a Shogun veteran you might aswell play at a combined difficulty of normal or above or you may quickly getbored. When I say combined difficulty I mean that if your group has adifficulty of easy and you pick a game difficulty of hard then you have acombined difficulty of normal. Please take note that the ai does not getsmarter past normal, they just cheat and get more money. New players shouldhave a combined difficulty of easy or normal. Now you can really get startedin building an empire (NOTE: The next few chapters assume you have choosenEarly Period although they can be helpful on any age).Getting Your Bearings-The first thing you do once you are actually in the campaign map is to take alook around.

You probably won't be able to see much but that won't be forlong. Right-click and examine all the territories you can see. Take note ofhow much income they have, resources, trade goods, terrain, other specialtiesand buildings there. Try to make a basic idea of which areas you think aremost important for you to defend or conquer.

It is a good idea to incorporateallies into your plan right from the start. Just make sure not to become todependent on a certain ally since you may not even be able to get him to allywith you or he could backstab you later.

On to getting buildings.What Now?-Your first thought is probably 'what to build?' What you decide to build isall dependent on what kind of strategy you are going to use as well as thegroup you choose. Take a good long look at the fold out tech tree that camewith the game since this will be very useful the entire game. Now is a goodtime to put together a basic strategy. Here are some you should think about:The Diplomat-This strategy involves using an almost complete defensive plan thatincorporates a slew of strategic agents. This is a good decision if you arebad at the real time battles, just want something different, or if caution isjust your nature. The diplomats will concentrate on building up most of theirstarting provinces since it is not likely that they will be conquering much.Diplomats are preferably Christians with starting points that have convienienttrade options available to them (for example the Italians) as this will allowthem to make a lot of money while maintaining friendly relations with mostnations (this also helps with trading).

Diplomats must use spies, emissaries,inquisitors, and assasins to be successfull. Making sure the enemy has fewgood generals as well as figuring out which side to take in wars willdefinatly be a high priority for the Diplomat. Bribing enemy armies andlaunching crusades will become the norm as the Diplomat.Pros: If you can balance your enemies and allies while at the same timemanipulating the computers actions and units you can win the game using asatisfying 'invisible hand' method. Few provinces means it's easier to guardand defense is always easier than attack.Cons: Not very expansive and you can easily get demoralized if you keeplooking at the quick expansionist strategies the computer uses sometimes.

Canseem weakier later in the game and this strategy is usually only meant to bekept until half way through the game (expert players can follow this methodout the whole game if they are good).The Moderate-Seriously not much to say about type of player. They are the average playerand most people will end up becoming them. They use a little of everything andhave no actually strong point. Good in all areas.Pros and Cons: NoneThe Warlord-Everyone knows the warlord and whether you love or hate him he is here tostay. The warlords concentrate on war and war alone.

All efforts focus on moretroops and maintaining a minimium defense of all conquered territories. Thewarlord can quickly crush an entire faction but he can be brought down just aseasy.Pros: Most players that are good commanders love being able to do cool realtime battles. Can quickly gain the upperhand and their King's usually have ahigher influence.Cons: Because of the speed at which warlords expand at they are exceptionallyvulnerable to have their empire crumble in just a few years. If the AI was alittle more intelligent the amount of warlords would decrease dramaticly(further information on this will be explained later).Now that you have seen the three most basic strategies you must decide whichgeneral direction your leaning too. You should then build accordingly.

Somegeneric tips about building:-Build up your most valuable places first.-Make each place build only 1-3 types of units. So one place should make onlyheavy calvary, the other siege engines, other ships, other archery, etc.-Build farm upgrades in every location that initally gives you more than 250income (if you want you can put them in all your places but improving thefarmland 20% of a place that only gives you 50 bucks only means an extra 2.5flourins).-Build trading posts in places that have 2 or more tradable goods.-Try to establish a long term plan for provinces. Make sure that if your goalis to get gothic knights in a hundred years that you follow the tech tree fromthe start to save you time and money.-If a province makes a specfic regional only unit make sure that you make aneffort to build the needed structures to build that unit.

Regional units arealways more powerfull than similar units of similiar costs. This is especiallytrue with Switzerland.

Take Switzerland as fast as possible since it containsthe best spear units in the game.-If a province gives +1 valour to a specfic unit type it is only intelligentto have that place building that kind of unit instead of the next provinceover (there are some situational exceptions of course).-If you have faction or religion only units in your tech tree try and worktowards them. These units, like regional units, are far more powerful thangeneric units of the same type.-Make sure that you don't have important provinces with idle build orders.Medieval: Total War has so many useful structures you can build almost theentire game.Water, Navies and Trade-Another feature new to the Total War series is the more interactive use of theseas.

Although this section may seem out of place this early in the game Ireally have to stress the fact that the seas are important. Also if you are agroup with easy sea access you will want to try and set up trade as early aspossible. Controlling the seas is now extremely important and only increasesas the game goes on. The oceans allow you to get immense masses of wealth aswell as the ability to transfer units across the map in one turn. Personnaly,I thought the MTW manual was very vague regarding trade and the sea so I willclarify.To begin your navy you are going to have to have at least one port. Once thisis built you will also have to build a shipwright so you can start building aboat. You should build the cheapest boat possible and in three turns (yes ittakes 3 turns to make a ship of any kind so remember that it can clog up armyproduction in that territory).

Now you have a near useless ship and almostnothing will come from it alone. The only ability a lone ship has is fightingother ships (this one is so weak that there isnt even a point) and to scoutout coastal territories. What you need to do is make more ships. When you getyour next ship move it out to the next sea territory. This creates a supplychain/trade route to any foriegn ports that are adjacent to the seaterriories. If you have a dock in a territory you can now transport units toany land territory adjecent to your chain of ships.

This is incredibly usefulwhen fighting across an ocean and if a lot of your places have docks than youcan have an army than can move throughout your empire in one turn.Trading with ships is the primary use of a navy. To trade, set up a supplychain/trade route to a foriegn port as explained above. Next you need to builda trading post. Right-click the trading post you have to see how much moneyyou are gaining from trade. This is dependent upon the amount of tradeableresources of the territories that are trading as well as the type of yourtrade building you have. The perfect trade route would involve many foriegnterritories that have a lot of tradeable resources.

You should try to makesure you have ports in territories that have 2 or more tradeable resources andthat they have the highest type of trade building you can stand to have. Hereis a list of things that you should check if your trade route isn't working:1. Do you have a trading post in your territory?2. Is there an unbroken line of ships to the foreign territory?3. Do both your territory and theirs have a port?4. Are there any enemy ships in any sea territory that your trade route is in?5.

Do both territories have tradeable resources?6. Are you at war with the target nation?Ships of nations you are at war with break trade routes. You cannot trade pastthe point where the line is broken and you cannot transport troops past thatpoint either. This can be devastating.

Some nations may rely almost completlyon income from trade and by placing a single ship in the trade route you canbankrupt them rather quickly. For example, I was playing as Italy with almost2/3 of my income from trade and I had a large standing army.

The Byzantinesdeclared war one me and broke my trade routes. I was about 1500 short everyturn and I was forced to choose between setting my troops on a rampage topillage and kill themselves (so I wouldn't have to pay support) or trying tomake peace with the Byzantines. It broke my empire in half. So you should alsoremember to have either very strong ships in your trade route or a few extraships guard the routes.Making amphibious landings is a great way to catch the computer by suprise.Most of the time the computer keeps minimal forces inside its empire whilemost of thier forces are spent guarding their boarders. This is also usefullfor quick in and out slash and burn attacks. This is especially fun as theDanes early in the game, using vikings to pillage everyones territories.

Youmust remember that if you make a landing upon a territory could mean that youmight have no way back. If for example, you land your invasion force inIreland you will not be able to transport that army back until you build aport in Ireland. Even if the place you are invading has a port when you invadeit you shouldn't expect it to be there after your troops are done pillagingit. It is for this reason that you should expect your army to be a suicidearmy. If your army survives and establishes a foothold in the territory youattacked, or if they make it back to the Motherland saftly just consider it anadded bonus.Control of the seas is important to all but some of the most landlockednations of the world (like Poland). You should strive to get trade routesestablished with major trading ports (Constantinople, Antioch, and Venice areall places that can get over 1000 flourins a year JUST from properlyestablished trade).

Even if you don't have any good trade oppertunities havinga few ships can be useful for either harrasing your enemies trade routes aswell as transporting your troops. A few well placed ships can save your armiesturns upon turns of movement. Bottomline; Do not underestimate the power ofnavies.Diplomacy-Diplomacy is definatly an aspect of the game that you can choose to persue toany extent you wish. How far you choose to pursue it usually depends on whatyou enjoy more. Do you enjoy trampling your opponents with a massive army orwatching your opponents ex-allies crush them as they succumb to innertreachery?

Both are equally satisfying and can radically alter the game. Theemissary and princess are your two most basic units for establishingdiplomatic ties. The princess is usually your best bet to getting an allianceor cease fire with a nation. This option is not always available sinceprincesses are randomly created by your married king. It is also important tonote that any muslim nation will not produce any princesses ever. If you donot have any princesses an emissary will do although they do not have as highof chance of having their offer accepted.Try to establish allies wherever you can. Whenever you go to war you shouldtry and have it so that you are allied with every nation except the one thatyou are at war with.

Fighting on two or more fronts because you angered toomany nations is usually not a good idea. Before you go to war with anyone youshould look at the diplomacy screen and figure out who the target nation isallied with.

Starting a war with a nation could get your alliances canceled oryou may have a few more people to fight. It's not uncommon to see over five ofyour allies bail out on their alliance with you after you attack someone. Thecomputer usually goes with whatever ally has more influence and power but Ihave seen nations side with nations as small as the Aragonese even though icontrolled half of Europe.In summary, diplomacy is a very simple concept that you can use how youplease. Basiclly, just try to have a lot of allies backing you up and alwaysmake sure that anything you do diplomaticly should be to your benefit.Keeping the Peace (or keeping those peasants in line)-Rebellions, riots, and discord.You will become familiar with rebels andtheir incesent annoyances.

Rebellions will be a constant the entire game. Youshould learn to use the shift key often (every turn actually) to make surethat none of your provinces will be attacked by rebels. If you are having aproblem with high rebellion chances in your territories here are some tips toremedy the situation:-The easiest thing to do is lower taxes. This is the first thing you should do.-Produce cheap to make armies with a large unit size. Feudal sargents andspearmen are good units to quell a rebellious populace. The larger the unitsize, the more they lower the chance of rebellion.-Look at the territories religious demographic. It is harder to control apopulation that worships Allah if you are a Christian kingdom.

Put somepriests of your religion there to lower the chance of rebellion. A church hasthe same effect.-Examine the govenor of the territory.

If the govenor has some awful traitsattached to him that lower happiness that could be why your subjects are sounruly. A govenor with low dread and/or low piety could be the reason forunhappiness. If your territory has a high level of zeal than piety is moreimportant to the general than dread. Otherwise dread is the larger factor. Ifthere is no govenor than find one with high piety or dread. All of yourterritories should have govenors as there is almost always no downside tohaving them.-Are you excommunicated?

If you are Christian and you have displeased the popeyou may have gotten excommunicated. You can easily tell if you areexcommunicated by looking at any of your generals and looked at the crosses inpiety. If they are broken you are excommunicated. Being excommunicated angersyour subjects depending on how zealous they are.-Check out the vices of your king. Did he just get a vice that lowershappiness?

This applies to every territory you have. There is very little youcan do about this.-Is the province recently conquered? If it is then lower the taxes to very lowand put some more troops on that province. The populace will slowly acceptyour rule.-Do none of the following seem to apply? The province may just be a naturallyunruly place. This is especially true of Scotland and Portugual who can becomevery rebellious for no reason at all. Sometimes you may have to consider ifthe province is really worth keeping.

Personnaly, sometimes I would just letthe rebels have it. If you have to have a massive army kept on the territoryat all times with very low taxes on the province you might actually be wastingmoney. The support of that army may actually outweigh the amount of moneybeing produced by the province.I really have to stress using the shift key every turn.

Provinces can becomefilled with unrest for almost no reason at all. The larger your empire getsthe more rebellions become a problem. Provinces that you have held for theentire game may start to act up and if kept unchecked they can bring yourempire to its knees. Your expansion is usually not actually halted by theenemy but the rebels. Say you attack a neighboring province with 1000 men. Youlose 400 or so in the battle for the territory. Depending on the territoriesprevious loyalty and your religion you may find that even with very low taxesthat place may still have a high chance of rebellion.

Now you are essentiallystuck in that territory. If you move the army out of the province you arelikely to have a loyalist uprising in that territory. Speaking of loyalistrebellions, here is a list of the different kinds of rebellions:Peasant Uprising-This is the weakest of the different kinds of uprisings. Anarmy of peasants that is easily dispatched by a force, usually less than halftheir number.

These occur when one of your usually loyal territories is taxedtoo much.Religious Uprising-These can actually be a problem. They are created when theprovince becomes disloyal do to the religious neglect in that province. Thesearmies contain a multitude of units.Bandits-These are about as dangerous as the religious uprisings.

They onlyoccur when there is no castle or less than 100 units in the province.Loyalist Uprising-These are by far the most dangerous uprisings. They cancontain generals of almost any power and troops to match. This isn't reallywhy they are that powerful. It's more the fact that your enemy has control ofthis army. So if you are defending a province and a loyalist rebellion occurswhile you are being attacked, the computer now has a larger force to fightagainst you. The worst possible scenario you can get yourself into with thesethings is if you leave a territory unguarded, or if you are retreating fromthat province back to a safer one, odds are a Loyalist rebellion will springup and the computer might have even more of a force than they had when youfirst attacked. Luckily, loyalist rebellions only happen in the mostpreviously loyal of conquered territories.When you actually defeat a rebellion you are given three options:1.

Kill/Enslave them all - Lowers chance of rebellion but may give the kingsome bad traits2. Kill/Enslave the ringleaders - Kind of a neutral thing.3. Release them all - Can give your king a mercy trait that adds happiness.NOTE: While not really rebellions faction reapperances are actually moredangerous than Loyalist uprisings. These happen when randomly after a factionhas been eliminated. A lost heir will appear and about 3 large armies willattack three or so of your provinces.

These always appear in a place where thefaction occupied. These reappearance become brutal later in the game whenthere is so many eliminated factions and you have a larger area to protect.Vices and Virtues-One of the most unique things about MTW is the introduction of the vices andvirtues system wherein generals, govenors, and royalty gain traits dependingupon their actions. This system is very important to pay attention to as itcan make or break your empire in multiple ways.Right-clicking on any leader will bring up information on them. The differenttraits can all be explained just by moving your mouse over the trait. You willwant to take note of the following:Loyalty: This is probably the least important trait. This trait is almostalways near or at full and if it is not just assign that person a land title.Unless you are frequently losing or are a very weak country, your generalsshould all have relatively high loyalty. While I consider this traitrelatively low on your priority list it should be put to the top if any ofyour leaders has a low amount of loyalty.

This is because leaders with lowloyalty are very dangerous. Not only can they defect from your rule but ifenough of your leaders are disloyal a civil war with start (I believe a leaderof royal blood must also be disloyal for this to occur but don't risk it atall).

The civil wars will take roughly half of your territories and pit themagainst the remaining territories. This is devastating even though you areallowed to choose which side you favor in the rebellion. A civil war willbasicly stop you from doing anything until you get your land restored. Duringthis time computers like to 'liberate' your rebelious territory. You've got afew options if you want to raise the loyalty of your nobles.-Give them a land or office title (Try to distribute all of your titles).-If you have an extra princess lying around getting old and fat you might aswell have her marry one of the generals (although you must remember that thisgives the noble royal status).-If all else fails, have an emissary strip the noble of his title and give thetitle to a more qualified candidate.Piety: Piety has only two real functions. One is to make it harder for thenoble to be tried by an inquisition and two is to make zealous territorieshappy. Try to have high piety nobles govenoring highly zealous territories.Dread: This is the most important in keeping your territories in line.

Highdread means the people fear and respect the govenor and they will rebel less(if you want proof, take a place that has a high chance of rebellion andassign it a govenor with high dread). A very easy way to get some dread is toslaughter prisoners in battle for no reason (gotta love the sound that buttonmakes).Command: This is very important in battle. Each command increases the valor ofeveryone in that army.

Command is a key fator in every battle and it is takeninto consideration a lot when you auto-calc a battle. You can easily gaincommand by having generals win battles.Acumen: This is right up there with command on the importance scale. For themost part you should have a few good generals and everyone else should benerdy acumen heavy govenors. Also try and make your good generals govenors ofthe lesser territories unless they have high acumen. Whenever you have a highincome territory like Constantinople or Venice you should strive to get find ageneral with the most acumen you can find. You should even go to the extent oflooking within army stacks.

Meaning that you should check out your army stacksand then look inside them, right clicking each unit on the bottom to see iftheres some general you haven't noticed that is brimming with potential.Having a few more acumen on a general in a key region can mean around 500extra flourins a turn in a place that may have only produced 750 before.The Other Stuff: There are tons of traits that can be listed at the bottom ofthe nobles information window. These are really what you have to watch outfor. They are only really dangerous because a lot of the traits are gainedrandomly and the changes they cause can be quite dramatic. Here are a few ofthe more common/important ones:NOTE: All X's mean there are many words that are just used as differentdegrees for this trait.Secret X - There are many secret traits that your leaders can have.

Only spiescan uncover them. Until they are uncovered they really have no effect.X Builder- You get the 'X Builder' title depending on how much you build. Thisis usually given to the king and means more happiness.Hesitant- This one is as annoying as it is uncommon.

Any time you say 'Calloff the attack' in the attack method menu you have a chance of getting thistrait. Hesitant gives you -2 morale.Skilled/Expert Defender/Attacker- These traits all give you either a +1 or +2bonus to command when attacking or defending. You get these traits by doing agood job defending or attacking.Skilled/Expert Last Stand- This is one of my favorites. These traits give youa bonus to command when you are outnumbered by more than 2 to 1. It's quite astatus symbol.Questionable Courage/Coward- These traits are devestating.

What could be worsethan when you are losing battles than having your generals become worse? Ifyou retreat you will most likely get a coward related trait that effectsmorale.X Leader-These are excellent as they give a massive bonus in combat. Makepeople with any of these traits your generals.X Warrior- Usually a bonus to health and valor.

Gained by the general's unitperforming well in combat.Not So Bold- When your generals sits back for too many battles you get thisnegative trait.Gluttony- When the taxes in a province are high the govenor may get thisnegative trait.There are so many more traits but most of them are acquired ranodmly and mostof them are fully explained just by passing over the trait with the mouse. Themain things you need to do are to check all your major generals to make surethey are combat worthy. One of the most important things to look for is thatthe general doesn't have many (or any) low morale modifiers. You could have ageneral with 8 command but if he has -6 morale your better off with a 1command general. Nothing is worse than when you go into battle with a hugewell equipped army and right when you are about to close in for the kill yoursoldiers see (Not even start to fight but just SEE) an enemy unit they allhigh-tail it out of there.Also take note that all of your king's territory affecting traits effect allof your territories. This can mean immense benefits for your kingdom but italso a double edged sword. Say for example that your king has a trait thatgives a territory 10% agricultural bonus.

This bonus applies to allterritories! It is best used for the +10 happiness modifiers since you willhave far less rebellions, Unfortunatly, this can destroy your entire empire.Let's say you have +20 happiness on your king and you are a fairly largeempire. Now let's imagine that you have just conquered a few territories andyou are just barely keeping them from rebellion. Then your king dies. Suddenlyyou lose that +20 happiness bonus and half your provinces, even ones thatdidn't seema threat before are rebelling like mad. This is why it's usually agood idea to start reinforcing all your territories when your king begins toreach old age.

You never know when your king will die.Through rebellion comes peace. This is a little trick you can use to makeyour entire kingdom happier. If you have a rebellion on your hands (or you canjust make one by being a bastard to the people) you can then eliminate therebellion and when you are given the choice of what to do choose to let themall go.

This usually gives your king the trait Occassional Mercy +10 orFrequent Mercy +20 and -2 dread. This bonus applies to all your territories soI suggest that each one of your kings get Occassional Mercy.Strategic Agents-All strategic agents are useful scouts. So if they aren't doing anything havethem moving around. Remember that strategic agents can also use a dock totravel to any other dock in the world.Emissary- Used for making alliances or cease fires. They can also be droppedon your own nobles to strip them of their title (This is useful for when say,your govenor of Constantinople just got a trait that saps half the cash fromhis territory).

Remember that striping a noble of his title will result in areduction in loyalty. Emissaries can also bribe generals to your side.Assassin- Ah, who doesn't love a cold blooded killer for hire? With thesedeliverers of death you can try and assasinate any strategic agent save ajihad or crusade depending on the valor of your unit and the valor/rank of thetarget.Spy- Spies are your best source of information and they are especially usefulfor finding out how powerful enemy generals are. They can also uncover hiddentraits. Spies can attempt to bribe gate guards to open castle doors.C. Priest/Alim- These are all religious men that increase thepercentage of people beliving in a certain religion. Remember to use these toquell religious rebellions by changing the religion to yours.

It is alsousually a good idea to put some of your priests in a territory you areplanning on conquering so that it's easier to control once you conquer it.C. Bishop/Imarn- These are improved religious men.Inquisitor- Used to raise the zeal in whatever province the inquisitor is in.After around 60% zeal or so the province will become out of control and manypeople will die. Think of putting one in an enemies place for fun. NOTE:Catholic priests and bishops will reduce the effect of Inquesitors if they arein the same province.

Inquisitors can also be dropped on nobles to try themfor hearsey. The chance of success depends on the valor of the inquisitor andthe piety of the target.Grand Inquisitor- Improved Inquisitors.Crusades and Jihads-Crusades and jihads can be your best friend or worst enemy. Crusades areavailable only to Catholic factions and Jihads are available only to muslims.Sorry Orthodox factions, you guys get the shaft. Anyways crusades are onlyused when attacking provinces and jihads are used for reclaiming conqueredprovinces (AKA a sort of defense).

Both crusades and jihads are dependent onzeal. Without a good amount of zeal the crusade or jihad will be weak and/orfail. Crusades and jihads are very useful early in the game and continuallybecome weaker as the game progresses. This is due to the advancement oftechnology and the decline of the church.

Zeal is usually always on thedecline so it is best to use the crusades and jihads as fast as possible. Allyou need to do is buid a jihad or crusade, select an appropriate target andthats pretty much it.Crusades that pass through Christian lands gain followers depending on theprovince's zeal. They will even take troops from your enemies and add them toyou. By doing this you can essentially have yor enemies fight for you. Leadersdo have the option of not letting the crusade pass, in which case a fight willensue. This rarely happens though. Crusades also produce unique units.

Thesecan be fanatics, order foot soldiers, teutonic sargeants, Knights of Santiago,teutonic knights, knights hospitaller, and knights templar. All except thefanatics and order foot soldiers are among the best calvary in the game. Theorder foot soldiers can also give you an edge.

These units, if used quickly inthe beginning of the game can annhilate enemies.Another great thing about crusades and jihads is that you can effectivly usethem to have an entire army cross one of your allies territories. You can dropany army you want into the crusade (although they cannot leave until thecrusade is over). I personnally love being the Spanish and sending a crusadethat contains all my armies through France, Germany, and Italy on it's way totake Constantinople.If the Pope calls for a crusade and you send a crusade to whatever the Popeasks you to do you won't have to pay him to start the crusade. You can alsonot start cursades if you are excommunicated.Many of the following also applies to jihads.Pros of crusades: Can cross other nations you don't want to go to war with andat the same time you can steal their troops. Very powerful units are producedfrom crusades.Cons of crusades: Takes four years to make.

Can't be done if excommunicated.Costs a lot of money and cannot change it's destination territory. Becomesuseless late in game.The Church-The Papacy is annoying as hell. They are natives of Rome and will reappearevery so often if you conquer them.

The Pope will excommunicate you if youfight Christians and me call for crusades against you. The Pope mayoccasionally send you money if you are an extrememly good with 'spreading godsword'. I would only take on the papacy if you feel you have absolutly no needfor crusades. If the papacy is destroyed so are all excommunications. You canalso build your own churchs too increase faith.

Constructing cathedrals willamplify the effect and give you money from it.The Inn-The inn is a great tool. It allows you to attract mercenary units of any kind.If you have a wealth of money I would suggest building a couple of these. Thesupport costs for the units are immense but inns can provide entire armies incase of emergencies.

Mercenaries cannot become govenors or be resupplied.Remember to disband excess mercenary units if you are getting low on cash.Sieging-Whenever you siege a castle the easiest way to win it is to just sit there.The easiest way to defend against a siege is to just sit there and hope forreinforcements. Exciting, huh? The only time you should ever attack a castleis if it is a key territory and you need it right then and there. I wouldstill only recommend doing this if right-clicking on the castle reveals thatyou still have over 3 years before the castle falls.

Only sally forth from thecastle if you have far more units than your opponent. Remeber if you siege tohave plenty of siege weapons.Auto-Calcing-There comes a time when battle become repetitive (especially in noncrucialbattles versus rebels and such). When this time comes it means that it is timefor the auto-calc (or letting the computer resolve the battle for you).Generally the computer will almost always do worse for you than a skilledplayer so I would advise against using this all the time. Auto-calc works wellif you have a lot of command/valor/morale and a mixed force. The computer DOEStake into account the combination of units you have so don't think just bymaking 1000 peasants that the computer will favor your 1000 peasants vs 500well trained troops. If you auto-calc a siege try to have at least some siegeweapons.Advanced Strategies-If you are losing in the big picture the easiest thing to do is defend andwait for an attack. As a human you should be able to defend against over 3xyour number.

After you crush an invasion counterattack the weakend force andtake some territory in the process.Slash and Burn- This is one of my favorite strategies since it solves so manyproblems. This straegy involves taking everything you have (save garrisons forstopping rebels) and spreading to any province you can take. The entire goalis not to gain land.

The goal is to destroy your enemies buildings and killtroops. This strategy usually results in a huge cash influx. You can then usethis to support massive armies. I am occasionally force into using thisstrategy when my empire gets enormous. When you are going bankrupt this is theultimate solution to your support costs because A. It will kill a lot of yourmen (no more support) as well as the enemies.

You get tons of cashpillaging C. The enemy will be set back many years because of all the stuffyou destroy. You might also actually get to keep one or two of the territoriesyou take too. The only con to this are that you could keep the generic levelof technology down (not that you might care but.). You can use this on abroad scale if you want. All you have to do is keep a central production area(Constantinople for example) and keep the rest of the world in ruin.

Thisinsures you will have the best units. This strategy is great fun as thevikings.Scorched Earth- This is useful for retreating. When you know the province youare looking at will get miserably crushed next turn. All you have to do issell all the buildings in the territory and withdrawl all your troops to alarger force or more defensible territory.

Your enemy will probably have toface rebels too (just make sure you don't move all your troops away if youknow there may be a loyalist rebellion if you leave.Wealth Beyond Measure- Feasibly only obtainable as Italy, Egypt, orConstantinople since you need a lot of money to pull this one off. This oneinvoles merely defending every major sea port and ruling the seas. Each majordock territory can make over 1000 flourins a turn.

You can just buy armiesthrough mercenaries or bribery.For the Glory of God- This strategy is better known as 'Crusades Everywhere!' .This works very well with the zealous Spanish. All you have to do iscontinually make crusades as soon as possible and load them up with everythingyou can find. Strike quick and fast.The Wall- This strategy is very popular and can be used by any nation. All itinvolves is keeping all your troops on the borders and minimal troops behindit. The advantage is that you are very hard to be invaded but things likerebels and reappearing factions can cripple you in no time.The Moving Wall- This strategy works best if you have many high tech units.All you have to do is only attack weak territories and really only play adefensive game.

You just pick a lot of high tech defensive units and slowlyadvance, never attacking a large force. This works so well because defendersalways have an advantage.Heir Elimination- The goal is not to conquer and entire faction but to make itdisappear completly by killing all the heirs. Assasins, inquisitors, and armykill squads all become focused on hunting down every last heir. This is a veryrisky but fun strategy. All forces in battle should focus on killing theheirs/kings.Zerg- Everyone loves getting Zerg rushed! This strategy involves tons and tonsof cheap units thrown everywhere.

Vikings, Scottish Highlanders, SteppeCalvary, Woodsmen, Milita Sargeants.pretty much anything that is cheap tomake. Just continually produce these units and win with sheer numbers. Thisstrategy works well in conjunction with the Slash and Burn strategy.Rebellions are also easy to prevent since you have so many units to use forgarrison.Battles-Eventually you will have to take the field of battle (and if you don't youshouldn't play MTW). This is a whole different game here and mastering it canbe hard. You'll learn to love it after you watch your own home grown armycrush your enemies. Commanding battles yourself should always mean a betterkill ratio but the downside is that battles take time. I definatly don'tsuggest actually commanding every battle that happens since that would takeforever.

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Anyways here is a list of tips for battle that you should keep inmind:NOTE: This is really meant for singleplayer. Humans are smarter and lesspredicatable so they may see through some of these tricks and such.-Always keep a balanced force. MTW is like any real time strategy in that ituses a kind of rock-paper-scissors system.

(You need spearmen to kill calvary,calvary to kill bowman, etc.).-Fear is contagious. Routing units scare nearby allied troops.-Do not have a king in a territory that will have a battle since the king willalways become the general even if he has only 1 command compared to anothergeneral in the same territory with 9.-Do not charge troops until the last minute since it saves energy.-Select all your units if there is a mass rout and see if it is possible torally any of them.-When on defense take the highest ground possible.-When on defense you have to choose whether or not to be close to the edge ofthe map or far away. I usually suggest being close to the edge since it makesenemies have to walk a very long way so they get tired. They also will have towalk through routing units. My troops also get more rest too. The downside tothis is that if your units rout close to the map edge you have almost nochance of rallying them.-If a unit is out of ammo or become useless for some reason (fatigue,casualties, etc.) don't be afraid to right-click them and hit 'Withdraw fromBattle'.

Unlike rout, this won't scare your own units and you can still usethis unit later on in the campaign.-Don't be afraid to use large group formations. Experiment with them andconclude on how they are best used (PCGamer's December 2002 issue has a greatsection on the use of group formations).-Use the strength of your army. (If you have tons of archers try to have themuse all their ammo before you attack with the rest).-Units suffer penalties the more tired they are and the more surronded theyare.-Flanking is your best friend. You can even defeat a group of pikemen withcalvary if you charge from the back for side.-Calvary is key since mobility is key to winning battles.-Make sure a siege weapon has enough crew to fire before you put it intobattle.-if a battle is so close that you are running low on guys don't feel bad aboutcharging units with missle units (although it is usually best to do thisagainst other weak units like missle units.-Try and sneak around a horse or two to take out siege weapons.-Ballistas suck.-Be wary of turning your guys around while they are fighting. Getting attackedfrom behind may cause them to route.-Guard your missle units.-Bridge battles are the hardest battles in the game.

Make sure you have atleast 3x as many guys if attacking.-Hashinin can give the enemy quite a suprise.-Siege weapons aren't just for castles;).-Kill enemy generals since they'll take a morale hit.-Use trees to conceal troops.-USe trees to protect from calvary and arrows.-If a multifaction battle starts let the enemy either come to you or fight itout between themselves, then sweep in for the kill.-Be a sore loser. Kill prisoners if your going to lose.-Swap reinforcements until you find the best combination for the start of thebattle.-Peasants and units with low valor/morale can actually be harmful to yourarmies. Be wary of using them since they rout easily. This can cause the fearto spread to your good troops.-Use the weather to your advantage. If you are attacking a group of manyarchers/gunpowder units attack in rain.-Try not to send your general to the front.-Use wedge formations and charges to break enemy formations.-If a unit works best in deep formations keep them in deep formations.-If the battle contains more than just two factions than let the other twofight it out while you hide in the corner.

Then come in for the kill when theyare both near death.-Press 'P' so you can pause the game and give orders better.-If the enemy has a lot of anti-calvary you should dismount your calvary.-Don't underestimate the power of weapons that cause fear. Even if your siegeweapon only kills a few guys it is still scaring the enemy.-Don't underestimate short range units like Spanish Jinets and NapthaThrowers. These units can destroy waves of men. The key to their success is toput them on hold position and turn off the skrimish mode so they don't runaway and interrupt their loading every time the enemy takes a step.-Don't overload on artillery.-When placiong a siege weapon notice where that siege weapon is able to firesince it cannot be moved once the battle commences.-When attacking a castle you have two options. One is too surrond the castleand the other is to focus on one part. The advantage to surronding is that youconfuse the enemy but you get hit by all of the towers in the caslte.

Thefocus method is more predicatable but you are only hit by half the castlestowers.Charging.Choosing to charge after a fleeing enemy is a risky thing to do. This isbecause it tires your troops and it could possibly be a trap. The adavantagesare that you will kill many more people, most likely prevent them fromrallying, and also your troops/calvary will probably gain valor. Even if youdon't think the computer is clever doesn't mean that it can't spring a trap onyou. The computer may be able to rally its troops around and crush yours. Itis even worse if you chase all their troops to the end of the map only to findthat they have tons of reinforcements popping in. Your troops will be ripe forthe pickings after they just exhausted themselves with all that chasing.Generally don't charge unless you know the computer has no more units inreserve.Faction Suggestions (Early Age)-Almohads- Somewhat easy.

Make use of their special unit sas soon as possible.The only real decision you have to make is whether to attack Egypt or Spain.Byzantines- Fairly easy. Focus on one front, work towards kataphraktoi, whilebuilding byzantine infantry, spearmen, archers, and naptha throwers. Try tostart trading early on.Danes- Oddly enough the Danes are ranked amongst the best factions by manyplayers. The danes are moderatly hard and they should concentrate on capturingNorway and terrorizing the North Sea.

You could also try to find a weakness inthe Germans or try taking Russia.Egypt- Egypt is the easiest of the Muslim factions. Egypt is an excellentterritory, they can easily trade, and tehy have a few good unique units. Focuson capturing the coastal provinces to the east such as Antioch. Trade there isgreat.English- Most newbies decide to play as English their first time.

England israther complext for a beginner so I would not recommend it for the first try.They are trapped by France though they do have excellent unique and provinceonly units.French- The French are relativly easy. They are great at crusading and areonly rivaled by Germany in the knight department. I would suggest crusadingfor a while until you no longer care about being excommunicated.

TakeSwitzerland ASAP since the pikemen and halberdiers are excellent.Germany- The strategy here.pure and utter war. Kill anyone you want and worktowards the high level knights. Take Switzerland ASAP. Germany is the onlycountry that can fight a war on all fronts with relative ease.Italy- One of my personal favorites. Italy should specialize in trade andbecome a monetary powerhouse. Whether or not you choose to get rid of thePapacy is up to you.

I recommend a mix of The Moving Wall with Wealth BeyondMeasure with a heavy emphasis on Italian Infantry.Polish- These are the real underdogs of the early age. They are surronded adnhave no special units of any use. I would suggest taking over Russia orByzantines first.Spanish- Crusades are the name of the game here. Take out the Almohads or theByzantines and build a lot of Spanish Jinets since they are very versatile.Turkish- Competing with the Polish for the worst faction of the time. Theturks have some ok unique units but other than that they have no otheradvantages.Legal Stuff-This document is copyright 2002 by Layne Phillips, the sole owner of thisdocument.

This document is protected by international copyright laws. If youwish to publish or post this document somewhere you must have my expresspermission.