Medieval 2 Total War Assassin

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War
Medieval II: Total War Kingdoms
Developer(s)Creative Assembly
Feral Interactive(OS X, Linux)
Publisher(s)Sega
Feral Interactive (OS X, Linux)
Designer(s)William Davis
Taamati Te Rata
Richard Lagarto
Dan Lehtonen
Brendan Rogers
Penny Sweetser
Dan Toose
Jason Turnbull
Composer(s)Jeff van Dyck
SeriesTotal War
Platform(s)Microsoft Windows, Mac OS X, Linux
ReleaseMicrosoft Windows
  • NA: 28 August 2007
  • EU: 31 August 2007
  • AU: 6 September 2007
  • JP: 22 November 2007
OS X, Linux
Genre(s)Real-time tactics, Turn-based strategy
Mode(s)Single-player, Multiplayer

Total War: Rome II Total War: Arena Total War: Shogun 2 Napoleon: Total War Empire: Total War Medieval II: Total War Rome: Total War Medieval: Total War Shogun: Total War Toolbox What links here Related changes Special pages Printable version Permanent link Tools Log in Search. Strategy Changes Medieval 2: Total War has two options for development of each province. They can either have a city or a castle. This affects both the defense value on the tactical map, the building choices which affect the economy, the upgrade path for the province and the number of units that can be produced there. Mar 23, 2014 Total War: MEDIEVAL II - Definitive Edition. +2 Personal Security, Reduces Assassin Recruitment cost -CounterSpy 3 +1 Chivalry, +1 LineofSight, +4 PublicSecurity.

Medieval II: Total War Kingdoms is the expansion to the 2006 turn-based strategyPC gameMedieval II: Total War. It was developed by Creative Assembly. The expansion was released on 28 August 2007 in North America and has four new campaigns: the Americas during European colonization, the series of wars (including the Welsh Conquest, the Irish Invasion, the Scottish–Norwegian War, the Scottish War of Independence and the Barons' Rebellion) fought on British Isles during the 13th century, the Third and Fourth Crusades, and the Northern Crusades.

Campaigns[edit]

Assassin

Kingdoms has four new campaigns, each one focusing on a different geographical area during a period of great change in its history. Non-playable factions are playable in a quick battle or a custom battle.

Americas campaign[edit]

Beginning in 1521, the Americas campaign depicts the early period of the Age of Navigation, during which the European powers sought new land through colonisation. The Spanish must struggle to explore an unknown land filled with violent natives, while the Indigenous peoples attempt to stall the Spanish invasion and simultaneously expand their lands at the expense of their neighbors.

List of factions[edit]

  • Chichimeca (unlockable)
  • Tlaxcala (unlockable)
  • Tarasca (unlockable)
  • England (non-playable)
  • France (non-playable)

Notable features[edit]

This campaign depicts various conquistador armies that travelled to the New World by spawning large, formidable armies in the Americas with allegiance to the Spanish. Once spawned, the Spain faction can use these armies however they see fit. French and English forces will show up in the same way: the French appear in Louisiana and the English in Honduras.

These conquistador forces consist of small numbers of expensive but powerful European units, their numbers often bolstered by local native mercenaries. The native factions have weaker units with little armor, but their extremely low upkeep allows vast numbers of them to be fielded and they generally possess high morale.

When the player progresses through the campaign playing as New Spain, the player 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.

The Apachean Tribes faction has access to the 'warpath' ability, which is a shamanistic counterpart to the jihad in the main campaign. The Apache can also learn from the technologies of European factions—after battling a European faction such as New Spain, the Apache will be able to construct gun trading tipis and horse trainers, unlocking new, more technologically advanced units (such as cavalry and musketeers, which the faction initially lacks). The Chichimeca can also use enemy technology to their advantage.

All of the factions adhering to the 'Sun God' religion 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 the local populace.

Britannia campaign[edit]

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 theatres. In the far west, on Irish soil, England tenuously holds a network of fortresses that keep the Irish at bay. However, the Gaelic chieftain Brian O'Neill has succeeded in rallying the Gaelic Irish, and despite their lack of heavy infantry, with a strong push they may seize the island. On the Marches, Prince Llywelyn ap Gruffudd of the Principality of Wales threatens the lightly held English border fortresses. In the north, the English are allied with the fierce Scots, but this bond is untenable, and the only remaining question is when war with the Scottish kingdom 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 Barons' Alliance, which threatens to unify into a full-fledged rebellion. Time will tell who can come through blood and iron to unite Britannia.

List of factions[edit]

Medieval Total War 2 Walkthrough

  • Rebel Barons (non-playable)
Medieval 2 total war factions

Notable features[edit]

The campaign map 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. As all factions are Catholic, culture has replaced religion in the campaign and priest units are unavailable.

A special, unplayable faction—the Barons' Alliance—is similar in gameplay terms to the Eastern and Western Roman Rebels from Rome: Total War: Barbarian Invasion. When characters, armies and settlements under English control rebel, they will become part of the Baron's Alliance, a faction with essentially the same strengths and weaknesses of the English faction, including the ability to utilise diplomacy and agents 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 II: Total War, some factions had a high king's purse payment and some had a low payment. Rather than having a fixed king's purse, each faction in the Britannia Campaign has a dynamic king's purse—the sum of money a faction is paid every turn can change.

A number of special historical figures, including KingEdward I, William Wallace, PrinceLlywelyn ap Gruffudd, High KingBrian O'Neill and KingHaakon IV of Norway, appear 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 usually possesses unique traits and are 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, such as Pembroke, are conquered. A notable historical inaccuracy in this respect is that Caernarvon, the Welsh capital, did not have a castle until 1283, despite the campaign beginning in 1258, and was no more than a minor town at the time. The actual capital of Wales in the period, Abergwyngregyn, is not represented in the game.

Crusades campaign[edit]

Beginning in 1174, the Crusades Campaign is set several years prior to the outbreak of the Third Crusade and continues into the Fourth Crusade and beyond. It follows the Kingdom of Jerusalem led by Richard the Lionheart and the Principality of Antioch led by Philip Augustus as they attempt to strengthen the presence of Christendom in the Holy Lands, whilst the Zengid Emirate led by Nur ad-Din Zangi and the Ayyubid Sultanate led by Saladin attempt to drive them out. Meanwhile, the Byzantine Empire 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.

List of factions[edit]

  • Republic of Venice (non-playable)
  • Mongol Empire (non-playable)

Notable features[edit]

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, 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.

In addition, there are some events that can aid or hamper the player's faction. Namely, some of these are the Fourth Crusade (the arrival of two large Venetian armies near Constantinople, which can threaten the Byzantine player), the Mameluke rebellion of 1250 (when the Mamluk dynasty seized power in Egypt, giving the player a powerful Mamluk army under Baybars), the Mongol invasion of Asia (which can prove threatening to any player), and the rise of Osman I, which gives the Turks a reformed army called Janissaries.

Heroes[edit]

Each playable faction has access to a single 'Hero' character. These powerful individuals possess special abilities capable of turning the tide of battle.

FactionHeroAbility
Kingdom of JerusalemKing RichardHeart of the Lion: Immediately rallies any routing units.
Ayyubid SultanateSaladinRighteousness of Faith: Briefly sets all non-routing units' morale to full.
Zengid EmirateNur ad-Din ZangiLight of the Faith: Briefly increases attack speed and morale of troops.
Byzantine EmpireManuel KomnenosByzantine Politics: Causes infighting amongst an enemy unit, essentially removing them from play until order is restored or they are attacked. It can only be used once per battle.
Principality of AntiochPhilip AugustusFlower of Chivalry: Briefly increases attack power and stamina of troops.

Teutonic campaign[edit]

Starting from the year 1250 in the middle of the Northern Crusades, the Teutonic campaign centres around the conflict between Christianity—spearheaded by the State of the Teutonic Order—and Baltic Paganism—represented by the Grand Duchy of 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 Grand 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.

List of factions[edit]

  • Holy Roman Empire (Unlockable)
  • Kingdom of Poland (Unlockable)
  • Kingdom of Norway (non-playable)
  • Khanate of the Golden Horde (non-playable)

Notable features[edit]

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 events should he manage to kill any of these crusaders.

When playing as Denmark, it is possible for the player to form the Union of Kalmar. In order to do this, the player must first take the Scandinavian settlements of Kalmar, Göteborg, Visby, Uppsala and Åbo. After taking control of these settlements, the player must then kill the Norwegian king, either through assassination or a direct battle. If the entire Norway faction is eliminated, 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, 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—Hamburg, Danzig, Visby, Riga and Novgorod—which represent the group's most important assets. The faction controlling the most of these settlements has the greatest chance[citation needed] to be offered the option of building the Hanseatic League Headquarters, a unique building that provides significant financial rewards.

Features of the Teutonic Order[edit]

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, Halbbrüder and Ritterbrüder 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, and thus vulnerable to horse archers on the open field, the Order's units more than make up for it in very powerful defensive strength. They are particularly effective in assaulting settlements, where the close quarters nullify their opponents' advantage of mobility.

Features of Lithuania[edit]

Total

Lithuania starts out as a Pagan faction, offering it the chance to utilise 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.

Reception[edit]

Reception
Aggregate score
AggregatorScore
Metacritic85/100[1]
Review scores
PublicationScore
Eurogamer8/10[2]
Game Informer9/10[3]
GameSpot8/10[4]
GameSpy[5]
IGN8.4/10[6]
PC Gamer (US)91%[7]

The expansion pack received 'favorable' reviews according to the review aggregation website Metacritic.[1]Games for Windows: The Official Magazine gave it a score of eight out of ten.[8]

References[edit]

  1. ^ ab'Medieval II: Total War Kingdoms for PC Reviews'. Metacritic. Retrieved 27 July 2016.
  2. ^Gillen, Kieron (31 August 2007). 'Medieval II: Total War Kingdoms'. Eurogamer. Retrieved 27 July 2016.
  3. ^Bertz, Matt (November 2007). 'Medieval II Total War: Kingdoms'. Game Informer (175). Archived from the original on 13 February 2008. Retrieved 27 July 2016.
  4. ^Ocampo, Jason (7 September 2007). 'Medieval II: Total War Kingdoms Review'. GameSpot. Retrieved 27 July 2016.
  5. ^Rausch, Allen (4 September 2007). 'GameSpy: Medieval II: Total War -- Kingdoms'. GameSpy. Retrieved 27 July 2016.
  6. ^Butts, Steve (10 September 2007). 'Medieval II Total War: Kingdoms Review'. IGN. Retrieved 27 July 2016.
  7. ^'Medieval II: Total War: Kingdoms'. PC Gamer: 69. December 2007.
  8. ^Molloy, Sean (October 2007). 'Medieval II: Total War -- Kingdoms'. Games for Windows: The Official Magazine. Ziff Davis Media (11): 66. Archived from the original on 7 June 2016. Retrieved 27 July 2016.

External links[edit]

  • Medieval II: Total War: Kingdoms at MobyGames
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Medieval 2 Total War Assassin Cheat

On Assassins

By EnemyofJupitor.

Last time around, I introduced the spy. Now leaving the shady building he lives in, we must go slightly more up-market - a nice inn perhaps. For here is another useful man to be used in our quest for domination - the assassin. Buy him a drink, and he shall be happy to discuss business over a pint. Watch your back, though - there are all sorts of shady types here...

Contents:

The Subtle Knife

Assassins are perhaps the most violent of the agents, dealing directly with death. However, they can be either invaluable or a dead weight to your cause depending on how they perform. One of the easiest ways to get the best out of your knife-man is to use in tandem with a spy - the latter steals into settlements and identifies a target, the former takes care of it. The assassin is usually used prior to an invasion, taking out military leaders, diplomats and buildings in order to put the target nation at an immediate disadvantage. Even in peacetime, merchants can be made to disappear, priests of a different nation found dead in their churches, and a seat on the College of Cardinals can become available. The effects of actions such as these can have benefits to you - the enemy economy looses an outlet for florins, inquisitors can appear to find out why your rival is slacking in religious duties (Keep in mind you're going to be taking over that settlement later), and the last gives your priests the chance to shine.

Assassins aren't just offensive tools, though; many times has a player found a heretic or priest of a different religion in their lands, and invading armies suddenly lack a leader - convenient, as it makes it so much easier to defend your cities.

Thug to Artist

As I'm writing this I can already hear people sit back and say 'But they're useless!' Well, so are your generals when you first gain them, so just like them you need to train up your hitman a bit first.

Start low - there's no way you can kill the king with only a couple of eyes. Rebel captains, princesses and diplomats are often the first port of call - the first are traditional fall guys in this business, but the others often have low traits due to often failing to get the deals and negotiations wanted by their king. Send a few of these to judgement, and your man is ready to start making an impact on your policies. Enemy assassins aren't good people to run into, however - since roman times they have become decidedly trickier to get rid of.

Merchants, priests, imams and the odd drunk general are acceptable targets during the middling stages of your assassin's career. If you get lucky, there may be a spy or two due for a knifing. However - be aware that he can loose traits just as easily (if not easier) as gaining them. Pick your targets well.

There are several places to 'train', where there is such a large concentration of characters on the campaign map it's screaming out for an assassin. Places such as this include (but are not limited to) northern Italy, with three or four factions vying for control, the Middle East and Constantinople. It is worth a quick scouting with a spy to see if you could benefit from sending a killer over.

A few ancillaries and higher-level traits gained through jobs should set your assassin on an even higher pedestal - something you should intend to exploit. Do not be afraid to ship one killer halfway around the world if he's good enough to cause some real damage, or swing something in your nation's favour. The world is your assassin's oyster - Kings, commanders; even the Pope isn't safe from a well-aimed crossbow shot.

Remember, there is no limit for assassins in the game, so go out and use as many as you wish.

Pyromaniacs Apply Here

So much for assassinations, but there is another use for your thug. Commonly known as sabotage, the art of burning stuff is one that may be used instead of the knife each turn, limiting or removing the effects of the targeted building for the turn, depending on how much damage your assassin causes. Indulging in this skill does not usually gain your average subterfuge points as assassination does, but instead grants 'sabotage' skill points. This only affects the chances to fire a building, and so this is not a way to train your assassin - except if you want a man who is very handy with a lighter.

Usually it is much more effective to assassinate a character than take out a building, although there are exceptions - if you're trying to make a settlement riot, take out happiness buildings, or if you wish to spread your religion take out a church. Bear in mind the AI can repair the building in a single turn. Generally the church is the easiest building to burn, and the rest of the options have the same percentage to succeed. This chance is affected by the skill of your assassin and any traits of the governor of the settlement to do with public security - it is possible that if your spies and assassins get repeatedly executed in a settlement governed by one man you will find it that much harder to go about your dirty business.

The Guild of Killers

The assassin's guild is perhaps the best thing that can happen for your killers. To gain it, you need to be training a lot of killer, preferably in one place. Other conditions that help cause the guild to ask to set up in your cities are successful attempts at sabotage and assassination and the settlement's governor having high (4+) dread - for those who like to crush and burn their foes this shouldn't be hard to achieve. Middle Eastern factions and Hungary should really gear towards gaining this guild tree, as they are able to recruit the fearsome Hashashim or battlefield assassins - a godsend against crusaders, jihadists or hordes. These powerful units should be protected and used when the enemy is least expecting it - perhaps hiding in front of some juicy exposed cannons, behind your units on the flank or even in the street next to the city plaza to 'shut the gate' on your foes.

A Note on Assassins and Faction Leaders

Using assassins - even failed attempts - reduces your faction leader's chivalric traits, such as 'fair in rule' and gains him dread traits like 'mean leader'. If you wish to have a highly chivalrous faction leader use assassins sparingly or send your king on holy wars (And win them using him) - I have once managed to keep my faction leader stable at 7 chivalry while assassinating everything in sight in Italy, but it is a stretch. Also, the use of assassins is prohibited in 'saint' or 'chivalry' iron man rules.

That about wraps it up for assassins. A big thank you to everyone on the forums - they have been most helpful, digging up all sorts of things for me, and I hope you can 'enjoy' watching your assassins doing what they do best in the in-game movies. See you on the battlefield!