Use this software in a well-lit room, staying a good distance away from the monitor
or TV screen to not overtax your eyes. Take breaks of 10 to 20 minutes every hour,
and do not play when you are tired or short on sleep. Prolonged use or playing too
close to the monitor or television screen may cause a decline in visual acuity.
In rare instances, stimulation from strong light or flashing when staring at a monitor
or television screen can cause temporary muscular convulsions or loss
of consciousness for some people. If you experience any of these symptoms, consult
a doctor before playing this game. If you experience any dizziness, nausea, or
motion-sickness while playing this game, stop the game immediately. Consult a
doctor when any discomfort continues.
PRODUCT CARE
Handle the game discs with care to prevent scratches or dirt on either side of the
discs. Do not bend the discs or enlarge their center holes.
Clean the discs with a soft cloth, such as a lens cleaning cloth. Wipe lightly, moving
in a radial pattern outward from the center hole towards the edge.
Never clean the discs with paint thinner, benzene, or other harsh chemicals.
Do not write or attach labels to either side of the discs.
Store the discs in their original case after playing. Do not store the discs in a hot or
humid location.
The
Medieval II: Total War™ Kingdoms
personal computer. Please do not play the discs on an ordinary CD player, as this may
damage the headphones or speakers.
* Also read the manual on your personal computer.
* The game discs may not be used for rental business.
* Unauthorized copying of this manual is prohibited.
* Unauthorized copying and reverse engineering of this software is prohibited.
game discs contain software for use on a
TM
TABLE OF CONTENTS
TABLE OF CONTENTS
Welcome to Medieval II: Total War™ Kingdoms ………………2
Welcome to Medieval II: Total War™ Kingdoms ………………2
Installation …………………………………………………………3
Installation …………………………………………………………3
Starting
Starting
What’s New Since
What’s New Since
Kingdoms Campaigns………………………………………………5
Kingdoms Campaigns………………………………………………5
Britannia Campaign ………………………………………………5
Britannia Campaign ………………………………………………5
Crusades Campaign
Crusades Campaign ………………………………………………8
Teutonic Campaign ………………………………………………13
Teutonic Campaign ………………………………………………13
Americas Campaign ………………………………………………17
Americas Campaign ………………………………………………17
Credits ……………………………………………………………22
Credits ……………………………………………………………22
Medieval II: Total War™ Kingdoms ……………………3
Medieval II: Total War™ Kingdoms ……………………3
Medieval II? …………………………………4
Medieval II? …………………………………4
………………………………………………8
1
WELCOME TO
MEDIEVAL II: TOTAL WAR
™
KINGDOMS
Medieval II: Total War Kingdoms is an expansion pack for Medieval II: Total War. There
are four new campaigns to test your abilities as a military master of the medieval world.
From exploring the New World, through to maintaining control of the Holy Lands, each
richly-detailed campaign offers unique challenges and opportunities to adapt your
favorite strategies, as well as forge new, iron-clad tactics to conquer your foes.
Several new gameplay features add an extra dimension to the
experience. For the first time, you will be able to build permanent forts on the
campaign map to control more of your lands, use unique abilities of heroic generals
in battle, play as a knightly or
foes to a crisp with flamethrowers!
Medieval II: Total War Kingdoms also includes all the updates released so far for
Medieval II: Total War. It also includes the ability to play multiplayer campaigns and
control reinforcements on the field of battle.
der, convert from one religion to another, and burn your
Medieval II: Total War
INSTALLATION
Please make sure your computer system uses either Windows XP or Windows 2000.
Medieval II: Total War Kingdoms is not compatible with earlier versions of Windows, or
non-Windows operating systems.
latest DirectX 9.0c compatible drivers for your DVD drive, sound card, and video card
to operate at its best. If you have any problems running the program, older sound or
video drivers are the most likely cause.
Medieval II: Total War Kingdoms also requires the
HOW TO INSTALL MEDIEVAL II: TOTAL WAR KINGDOMS
• Before installing, close all other applications.
• You must have
install
• Insert the
Autoplay enabled, the title screen will display shortly after inserting the DVD into your
drive. If Autoplay is not enabled, simply double-click on ‘My Computer’ and then doubleclick on your DVD Drive to launch the game installer. On the title screen, click the Install
button to begin the installation process and then follow the on-screen instructions.
• After
Medieval II: Total War Kingdoms is installed, your computer will install Microsoft
DirectX 9.0c drivers (if you do not already have them). When DirectX installation is
complete, you may need to restart your computer for the new drivers to take effect. For
more information on DirectX 9.0c, see the relevant DirectX 9.0c Help file.
• Now you can run
Play on the DVD title screen. Please note that the game requires you to have a
II: Total War Kingdoms
Medieval II: Total War already installed on your computer in order to
Medieval II: Total War Kingdoms.
Medieval II: Total War Kingdoms DVD into your DVD drive. If you have
Medieval II: Total War Kingdoms from the Start menu or by clicking
Medieval
DVD in your DVD Drive at all times in order to play the game.
STARTING MEDIEVAL II: TOTAL
WAR KINGDOMS
The launcher allows you to view the latest Total War news such as community info,
upcoming releases and polls. It also allows you to start all the campaigns. Clicking the
Play button will bring up a list of all available campaigns and registered mods installed
on the computer. Just select the desired campaign and click to load it up.
THE MAIN MENU
• Single Player – This will take you to the Single Player Menu from which you can
start a Campaign or Quick Battle.
• Continue Campaign – This will automatically load your last saved campaign
game/auto-save and allow you to continue your conquest.
• Multiplayer – Accesses all of the multiplayer modes available.
• Load Game – Allows you to load saved campaigns, custom battles, and battle
replay movies.
23
• Options – Adjusts the options available for Video, Audio, and Game Controls.
• Audio –
• Quit – Exit Medieval II: Total War Kingdoms and return to Windows.
Any options inaccessible by the user will be greyed-out until such time as they
become usable. To quickly exit the game hit the Esc key on your keyboard.
Medieval II: Total War Kingdoms supports EAX®ADVANCED HD™.
®
EAX
ADVANCED HD™ is used to model reverberation effects on the
3D sounds. This allows the game to accurately model different
coustic environments and take advantage of the hardware DSP on
a
the Sound Blaster
ound Blaster X-Fi sound cards, please go to: http://soundblaster.com
S
®
X-Fi™ series of sound cards. To learn more on
WHAT’S NEW SINCE MEDIEVAL II?
Several major features have been added to Medieval II: Total War since the initial
release. New features that are unique to the Kingdoms campaigns will be covered in
the sections of the manual devoted to individual campaigns.
MULTIPLAYER HOTSEAT CAMPAIGNS
A hotseat campaign is a multiplayer game where two or more players can play the
same campaign together on the same computer. Hotseat mode is available in the
Grand Campaign and the new Kingdoms campaigns.
To play a hotseat campaign, left-click on Multiplayer in the Main Menu, then leftclick on Hotseat Campaign (found below LAN Battles). Now simply select a faction
for each player (or multiple factions per player if you wish), by left-clicking on the
faction shields at the top of the screen. A flashing shield represents a faction that
will be player-controlled in the campaign. Before hitting the Start button to begin
play, you may wish to adjust some of the new campaign options in the bottom-right
of the screen.
CONTROLLING REINFORCEMENTS
To control the reinforcements, make sure that you select the checkbox "Allow this
army to be controlled by AI" and also the checkbox "Command this army in battle".
Once in battle, the reinforcement army that you control will be represented by an
individual unit card on the right-hand side of the screen. Besides the card, there are
three buttons that determine what stance the army will take - simply left-click on the
stance to activate it. The stances are:
• Aggressive Stance – Move to engage the enemy should it come within close
proximity. Missile units will fire at will.
• Defensive Stance – Defend the current position (or a position the army has
moved to). Routing enemies will not be pursued.
• Shootout Stance – Fire missiles without engaging in melee. Melee units will
defend the missile units.
EXPANDED TIME CONTROLS
You can now fine tune the rate at which time passes in battle by holding down Shift
while speeding up or slowing down time. This will incr
ementally adjust the speed of
the game. You can also now play the game at slower than real-time. This feature is a
ery useful learning tool for those wanting to come to grips with controlling a large
v
orce without using Pause. It also lets you play the game in slow motion so you don’t
f
iss any of the action!
m
SDK TOOLS
You now have access to some creative tools for Medieval II: Total War that will help
you create your own content or mods. The tools provided are:
• The Battle Editor – Allows you to create your own battle maps.
• CinEd – Create movies using
• Unpacker – Allows you to open up the data packs, and then edit or replace
some of the individual files. Note that tampering with the data files may cause
the game to crash, or cease working altogether. Use this tool at your own risk.
Although all of these tools are not officially supported or endorsed by The Creative
Assembly or SEGA, you may find help from the active Total War mod community at
either www
.totalwar.org or www.twcenter.net.
Medieval II: Total War battle replays.
THE KINGDOMS CAMPAIGNS
The Kingdoms campaigns are four unique campaigns that offer a highly detailed
strategic experience which focus on some of the greatest chapters of warfare and
conquest throughout the medieval period.
Each campaign has its own specific features and conditions to bring the essence of
that particular historical struggle to life. It is strongly recommended that you read the
instructions on each campaign in this manual before playing them as there are new
strategic options to consider should you hope to be victorious!
THE BRITANNIA CAMPAIGN
It is the year of our Lord 1258, and the British Isles are
in turmoil! Henry III, the English King, is the dominant
monarch, owning more lands than the Kings of
Scotland, Wales, and Ireland combined. Asserting their
dominance over the British Isles has forced the English
to spread their forces rather thin, and has created great
animosity with the other British Kingdoms.
make a push into English lands to assure their own long-term survival, though they
have good reasons not to overextend themselves. Haakon IV, the King of Norway has
become aware that the Scots are keen to reclaim the islands just off the mainland and
is sending more of his men to the British Isles. Should any of the other British
Kingdoms leave their shores undefended, perhaps the Nords may find an opportunity to
secure themselves on British soil again.
A five-way struggle for control of Britannia is about to begin! Can any one of these
kingdoms manage to do what no other has, and truly conquer all of the British Isles in
uncontested rule?
The time may be right for the Scots, Welsh, and Irish to
4
5
THE FACTIONS
D
EENNGGLLAANND
Difficulty: Easy
Strengths: Boasts strong heavy infantry.
Weaknesses: Fields a poor variety of cavalry.
UNITS
INFANTRYCAVALRYMISSILESARTILLERY
PeasantsHobilarsPeasant ArchersBallista
Bill Militia
BillmenMailed KnightsArquebusiersRibault
Town MilitiaDemi LancersLongbowmenTrebuchet
Heavy Bill MilitiaFeudal KnightsYeoman ArchersMortar
Heavy BillmenEnglish Knights
Spear MilitiaKnights TemplarCulverin
Levy Spearmen
Dismounted English
Armored Swordsmen
Armored Sergeants
SSCCOOTTLLAANND
D
Difficulty: Easy
Strengths: Makes excellent use of spears and pikes.
Weaknesses: Lacking in cavalry, and the nobles often prefer to fight on foot.
scendancy to the English throne has often been disputed, and there are
A
always powerful nobles who would seek opportunities to dispute the
overeignty of the realm. In the Britannia campaign, a faction called the Baron’s
s
Alliance can emerge in times of unrest to challenge the current English monarchy for
control of England. English cities, generals, and characters have a chance of rebelling
and joining the Baron’s Alliance, creating a united front against the English Monarch.
When you play as England in the Britannia campaign, you should work to keep your
men loyal, lest they join the alliance against you.
Forts
Around the campaign map, there are several
permanent stone forts to provide strategic
strongholds for attack or defense. Garrisoning
your troops within a fort provides:
• Thick walls with battlements on which units can
be placed to defend against besieging forces.
• Much greater devastation to the region than
armies in the open. Free upkeep for several units.
• Forts are relatively small structures that are automatically repaired after battle.
Emerging Champions
Each faction has an emergent champion, who provides a great boost for his faction at
some stage during the Britannia Campaign. Not only will he be a formidable General,
whose presence on the battlefield greatly inspires his countrymen, but he will also
come with a powerful army.
Rebellion on the Welsh Border
Inspired by the new, self-declared King of Wales, Llywelyn, the inhabitants of the
Welsh highlands are eager to rise up and join the rebellion against the English. Early
in the Britannia Campaign, while Llywelyn has a strong position on the Welsh throne,
each border settlement he captures from the English will cement his power.
Dynamic Kings Purse
Be aware that your King’s Purse bonus income can change throughout the Britannia
Campaign. If this happens, you will be given a message to notify you of your adjusted
income. This can also happen for the other factions in your campaign as well.
THE CRUSADES CAMPAIGN
It is the year 1174 and the Holy lands know nothing
of peace. Though the first crusade and capture of
Jerusalem happened over 70 years ago, the battle for
control of the Holy lands continues to wash the desert
sands in blood.
With the Kingdom of Jerusalem and the Principality of Antioch both aided by Knightly
rders, the western Crusaders now hold much of the land along the Mediterranean coast.
o
he Crusaders, though, have found it challenging to expand their borders with the Turks
T
nd Egypt fighting tooth and nail to keep the lands out of the hands of the infidels.
a
Egypt and The Turks are determined to push these foreign invaders back into the sea,
eclaiming what is rightfully theirs! Watching all of this unfold are the wily Byzantines,
r
who await the right time to tip the balance in their favor and regain lands recently lost.
Can the Crusaders sweep all before them in the name of Christ? Can the children of
Islam drive out the hated infidels? Can the Byzantine Empire regain its lost glory?
THE FACTIONS
KKIINNGGDDOOMM OOFF JJEERRUUSSAALLEEM
Difficulty: Easy
Strengths: Fields strong heavy cavalry and the strength of the Knights Templar.
Weaknesses: Fields a poor variety of light cavalry and skirmishers.
UNITS
INFANTRYCAVALRYMISSILESARTILLERY
Syrian MilitiaMounted SergeantsSodeer ArchersBallista
Pisan & Geonese Sailors
Frankish AxemenKnights of Tripoli
Squires of TripoliTemplar Confrere Knights
Templar SergeantKnights of Jerusalem
Dismounted Knights of
Jerusalem
PPRRIINNCCIIPPAALLIITTYY OOFF AANNTTIIOOCCH
Difficulty: Moderate
Strengths: Fields strong heavy cavalry and the strength of the Knights Hospitaller.
Weaknesses: Fields a poor variety of light cavalry and skirmishers.
UNITS
INFANTRYCAVALRYMISSILESARTILLERY
Syrian MilitiaTurkopolesSodeer ArchersBallista
Antioch MilitiaMounted Sergeants
Edessan SquiresSeljuk Auxiliary
Frankish SwordsmenKnights of EdessaBombard
Hospitaller SergeantKnights of Antioch Hospitaller Gunner
Edessan GuardKnights Hospitaller
Dismounted Knights of Antioch
Canons of the Holy Sepulcher
M
Turkopoles
Knights Templar
Constable of Jer
Marshall of the Templars
H
usalem
Marshall of the
Hospitallers
Maronites of Lebanon
Templar Crossbowmen
Templar Gunners
Armenians of Celicia
Hospitaller
Crossbowmen
Catapult
Ribault
Bombard
Great Cross
Jer
usalem
Mangonel
Catapult
Trebuchet
Great Cross
Antioch
Mangonel
8
9
T
EEGGYYPPT
ifficulty:Moderate
D
trengths:Relies on powerful cavalry, particularly the Mamluks.
S
eaknesses:Lacks heavy infantry, particularly in the late period.
W
UNITS
INFANTRYCAVALRYMISSILESARTILLERY
PeasantsArab CavalryPeasant ArchersBallista
Spear MilitiaDesert CavalryArcher MilitiaCatapult
Nubian SpearmenGhulamsKurdish Javelinmen Trebuchet
al'Ashir InfantryMamluk ArchersDesert ArchersBombard
Dismounted Arab Cavalry MamluksAbid al Shira
KhassekiRoyal MamluksNaffatun
Al Haqa InfantrySibyan al Khass
Dismounted GhulamsKhassakiSudanese Gunners
Saracen MilitiaBedouin Camel Riders
Tabardariyya
Hashishim
Each faction in the Crusades campaign has a Power Center, which is a built-up
settlement of strategic importance that serves as a base of operations for that faction.
Power Centers have several qualities that give them great strategic importance in the
Crusades campaign. A faction must hold its Power Center to achieve victory and to
recruit its best units. Powerful Holy Relics can be recovered when a Power Center is
captured. Upon losing your Power Center, reinforcements will arrive to aid in its recovery.
FACTIONPOWER CENTERUNITS REQUIRING POWER CENTER
Kingdom of JerusalemJerusalem
Principality of AntiochKrak de Chevaliers
EgyptCairo
The TurksBaghdad
The Byzantine EmpireConstantinople
Victory Conditions – Hold Settlement
In the Crusades campaign, you will not only have to capture key settlements, but you will
also need to hold them for a given duration to achieve victory. If you lose one of these
settlements, you will need to recapture it and hold it for the specified time again. Power
Centers must be held for 30 turns and other key settlements must be held for 10 turns.
Knights of Jerusalem
Dismounted Knights of Jerusalem
When playing the Crusades campaign, forts that are constructed by Generals will
permanently remain on the campaign map, even if they are vacated.
Knightly Orders & Hashashim
The Knights Templar and the Knights Hospitaller have an allegiance
with the Kingdom of Jerusalem and the Principality of Antioch,
respectfully. When playing as these factions, you will receive
missions from your knightly order and have access to special order
units, including unique units. Only one unique unit can exist at a
time, giving them special significance and strategic importance.
FACTIONKNIGHTY ORDERUNIQUE UNITS
Kingdom of JerusalemTemplars
Principality of AntiochKnights Hospitaller
The Hashashims set up guilds throughout the cities of Egypt and
Turkey, issuing missions to assassinate important figures and
providing bonuses for assassins.
Marshall of the Templars
Constable of Jerusalem
Marshall of the Hospitallers
Canon of the Holy Sepulchre
Heroes
During the Crusades, there were several men, both Christian and Muslim, who forged
themselves a permanent place in history through their bravery and cunning. These
men were the heroes of their era. In the Crusades campaign, some Heroes are present
at the start, while others emerge throughout the course of the campaign. Emerging
Heroes bring with them a significant force of troops, making their arrival an event to
look out for, both for the faction they support and their enemies!
Hero Abilities
Each faction in the Crusades campaign has a Hero with unique battlefield abilities
that can turn the tide of battle. New Hero Abilities replace the standard Rally Troops
command. This makes your Hero incredibly valuable, so be sure to learn how to use
his special ability to maximum effect while he is within your service.
BByyzzaannttiinnee PPoolliittiiccss
Hero: Manual Comemnus (The Byzantine Empire)
Several enemy units succumb to infighting and refuse to move for a limited time.
There is no range limit to the effect, but it can only be used once per battle.
LLiigghhtt ooff tthhee FFaaiitthh
Hero: Nur ad-Din (The Turks)
Increases the attack speed and morale of troops for a limited time. Can be used
more than once per battle, but a period of time must pass between each use.
RRiigghhtteeoouussnneessss ooff FFaaiitth
Hero: Saladin (Egypt)
Sets all units that have not br
used more than once per battle, but a period of time must pass between each use.
h
oken to maximum morale for a limited time. Can be
HHeeaarrtt ooff tthhee LLiioonn
ero:Richard (Kingdom of Jerusalem)
H
mmediately rallies all troops who are fleeing and returns their morale to
I
ormal. Can be used more than once per battle, but a period of time must pass
n
between each use.
FFlloowweerr ooff CChhiivvaallrryy
Hero: Phillip II (Principality of Antioch)
Increases attack power and stamina of his troops for a limited time. Can be used
more than once per battle, but a period of time must pass between each use.
THE TEUTONIC CAMPAIGN
As the year 1250 commences, Eastern Europe is the
scene of a brutal holy war, lead by the Teutonic Order.
From their humble origins as caretakers of a field
hospital in the Holy Lands, the Teutonic Order has
emerged as one of the most powerful military orders of
the 13th century.
As the Order intensifies their attacks on Pagan Lithuania,
it has become apparent to all that this religious crusade
desire for wealth and power, with pious ideals playing a secondary role at best.
As tales of the Teutonic Order’s brutality and ruthlessness spread throughout the
region, powers such as Poland and Novgorod are mindful of the fact that the Teutonic
Order will not be content to simply control the lands of Lithuania and will, in time,
look to extend their grasp throughout the Baltic region. Now is the time for the major
players of Eastern Europe to make their stand and assert their right to rule these lands,
lest they wish to be relegated to the pages of history as merely another casualty of the
Teutonic Order!
THE FACTIONS
TTHHEE TTEEUUTTOONNIICC OORRDDEER
Difficulty: Easy
Strengths: Powerful knights and disciplined soldiers.
Weaknesses: Lacks fast, light cavalry and infantry.
eaknesses:Militia-grade soldiers lacking in discipline.
W
NITS
Cuman Horse Archers
Chivalric Knights
(Catholic Only)
Dieva’s Guard
(Pagan only)
K
Difficulty: Easy
Strengths: Has a good all-round mix of units, with the infantry preferring to
wield swords or axes instead of spears.
Weaknesses: Lacks good heavy cavalry.
Merchant Cavalry
Svenner
(Kalmar Union only)
Norse War Clerics
Chivalric Knights
Baltic ArchersCatapult
Latvian Crossbowmen
Arquebusiers
(Catholic only)
Peasant ArchersBallista
Arquebusiers Trebuchet
Norse ArchersBombard
Trebuchet
Bombard
Grand Bombard
Cannon
UNLOCKABLE FACTIONS
NNOOVVGGOORROOD
PPOOLLAANND
TTHHEE HHOOLLYY RROOMMAANN EEMMPPIIRRE
D
Difficulty: Moderate
Strengths: Has a great mix of missile and melee cavalry.
Weaknesses: Poor early infantry and missile units.
UNITS
INFANTRYCAVALRYMISSILESARTILLERY
Peasants
Spearmen
Dismounted Boyar Sons
WoodsmenCavalry MilitiaArquebusiersBombard
Berediche AxemenLate Generals Bodyguard
Spear MilitiaBoyar Sons
Dismounted Druzhina Druzhina
D
Difficulty: Hard
Strengths: Makes use of very strong cavalry.
Weaknesses: Somewhat mediocre infantry.
Difficulty: Moderate
Strengths: Strong all-round.
Weaknesses: Lacking in late-period professional armies.
Early Generals BodyguardCr
Kazaks
Dvor CavalryArcher MilitiaBallista
Tsars Guard
Cossack Cavalry
E
ossbow Militia
Cossack Musketeers Cannon
Peasant Archers
Dismounted Dvor
Trebuchet
Basilisk
Catapult
Grand Bombard
SPECIAL FEATURES & RULES
Playing as the Teutonic Order
When playing as the Teutonic Order, it is important to remember that this faction is not
a Kingdom, but rather a military order that is trying to establish itself as a legitimate
realm. There are some differences in the way the Teutonic Order plays relative to
standard factions:
• No Family Tree. As a military order that requires its members to undertake vows of
chastity, the Teutonic Order does not have a family tree. As such, as long as the Teutonic
Order has Generals and at least one region, it will survive. Upon the death of the Order’s
leader, the Hochmeister, the most qualified candidate for the role is selected from
amongst all the Teutonic Order’s Generals and promoted to the position.
• Castle-Driven Build Options. The Teutonic Order cannot develop a city settlement past the
City level. At this point they will have to convert it to a castle in order for it to grow any
further. Otherwise, the Teutonic Order’s building options are the same as that of the Holy
Roman Empire in the Grand Campaign.
• Religion affects Recruitment. The Teutonic Order’s best units can only be recruited in
egions wher
r
Catholics must be kept high to recruit Christ Knights, Halbbrüder, and Ritterbrüder.
e Catholicism is truly the dominant religion. The percentage population of
14
15
Playing as Lithuania
The Lithuanians start the game as a Pagan faction, which gives them access to
multiple temples to worship specific Pagan gods and train powerful Pagan warriors.
However, they are at odds with the many Christian factions that surround them and
lack the technological advances of their Christian enemies. Some of the special
gameplay options for Pagan Lithuania include:
• Converting Religions. Lithuania will be presented with the opportunity to convert to
Catholicism during the Teutonic campaign. The technology of the Christian
factions will then be made available to Lithuania, but they will lose access to their
Pagan temples and units. Upon converting to Christianity, all of Lithuania’s Pagan
temples will be destroyed and their Pagan priests and units will be disbanded.
• Lithuanian Building Options. While Lithuania is Pagan, they have the unique
ability to construct Pagan religious buildings. There are three lines of pagan
religious buildings that can be created, with each focusing their worship towards
a specific Pagan God. Only one line of religious buildings can be constructed in
each city or castle and, when fully upgraded, a powerful Pagan unit unique to
that temple line can be recruited from the settlement. However, while following
the Pagan religion, Lithuania cannot upgrade their settlements past the levels of
City or Castle, until they convert to Christianity. The Building Planner for
Lithuania can be found in the documents folder in the directory where you
Medieval II: Total War Kingdoms.
installed
Crusading Nobles
There are nobles from Western Europe who seek to do their duty for Christendom by
traveling to the Baltic to do battle with the Pagan menace. These Crusading Nobles
offer the Teutonic Order a chance for a sizeable donation, should the Order ensure
that they get to do battle with the Pagans during their stay in the region. When
playing as the Order, you can increase the size of a noble’s donation by ensuring he
has success in battle and captures Pagan lands. It is worth noting that the Crusading
Noble is especially fond of exterminating Pagan settlements. If he loses against the
Pagans, he will be less generous, and if he dies, there will be no reward. For the
Lithuanian Pagans, these Crusading Nobles are a threat to be dealt with. Lithuania’s
Council of Nobles will offer a reward for the death of these self-righteous hunters.
UUnniioonn ooff KKaallmmaar
Denmark has the ability to form a special alliance known as the Union of
Kalmar, should they take control of Scandinavia. This will see them adopt a
new banner in the Teutonic campaign, along with all the settlements and
soldiers of the Norwegian faction. It will also grant the Danish faction access
to three new units, representing the allegiance of warriors from Norway.
r
THE AMERICAS CAMPAIGN
The New World, 1521AD … The conquistadors of Spain
have traveled half-way across the world in search of new
lands, untold riches, and prestige for Spain … but
they’re about to get a lot more than they bargained for.
They come face-to-face with the extensive empire of the
Aztec Triple Alliance, an advanced civilization that is as
brutal in war as they are devoted to their blood-thirsty
gods! The Aztecs themselves have been locked in so-
the Tlaxcalans and the Taracans, for a century, harvesting their warriors for sacrifice
to their sun god, Huitzilopochtli. Meanwhile, the Mayans have suffered a mysterious
and devastating descent in power, lasting six centuries, and only now are they ready
to reclaim the former glory of their ancient empire. Finally, the nomadic Apachean
and Chichimec tribes to the north lay scattered and weak, but they are not to be
underestimated. Even now, they are assembling raiding parties to hunt down their
enemies … the warpath is about to begin!
THE FACTIONS
NNEEWW SSPPAAIIN
TTHHEE AAZZTTEECC EEMMPPIIRRE
N
Difficulty: Moderate
Strengths: Excellent infantry, cavalry, and missile troops.
Weaknesses: Small number of men must rely on native mercenaries.
Difficulty: Moderate
Strengths: Brave, zealous, and vast in numbers.
Weaknesses: Completely lacking in armor and weapon technology.
called “flowery wars” against their weaker neighbors,
The Hanseatic League
Early in the Teutonic campaign, an event will herald
that a trading company, known as the Hanseatic
League, is establishing itself as a power within the
region. This event will also announce a group of five key
locations around the Baltic Sea, in which the league is
carrying out the majority of its trading operations.
Whichever faction is able to control the greatest number
of these key trading settlements will have the best
chance of being offered the opportunity to construct the
unique Hanseatic League Headquarters in one of their towns and reap the potent
financial reward it provides.
PeasantsMayan Archers
Al holpop militiaMayan Javelinmen
Batab MilitiaHolkans
Nacom WarriorsHornet Throwers
Jaguar warriors
Temple Guard
Priests of Kukulcan
Supreme War Captain
TTHHEE AAPPAACCHHEEAANN TTRRIIBBEES
UNITS
INFANTRYCAVALRYMISSILESARTILLERY
Apachean ScoutMounted ApacheRabbit boys
Apachean BraveMounted Thunder Brave Dog soldiers
Onde’s menKoitsenko
Medicine ManThunder Brave
War Chief
S
ifficulty:Moderate
D
trengths:Brave, zealous, and vast in numbers.
S
eaknesses:Completely lacking in armor and weapon technology.
W
AVALRY
C
Difficulty: Moderate
Strengths: Fierce, brave troops with many skilled archers. Able to use their
enemies’ technology against them.
Weaknesses: Wear very little armor and wield mostly archaic weapons.
S
ISSILES
M
RTILLERY
A
UNLOCKABLE FACTIONS
TTHHEE TTLLAAXXCCAALLAANNS
TTHHEE CCHHIICCHHIIMMEECC TTRRIIBBEES
TTHHEE TTAARRAASSCCAANNS
S
Difficulty: Moderate
Strengths: Brave, zealous, and vast in numbers.
Weaknesses: Completely lacking in armor and weapon technology.
S
Difficulty: Moderate
Strengths: Strong infantry and archers who can use enemies’ technology against them.
Weaknesses: Wear very little armor and wield mostly archaic weapons.
S
Difficulty: Moderate
Strengths: Brave, zealous, and vast in numbers.
Weaknesses: Completely lacking in armor and weapon technology.
SPECIAL FEATURES & RULES
Playing as New Spain
he Spanish Conquistadors are a long way from home, and although Spain is an
T
stablished power in the Old World, New Spain is only a fledgling with great potential
e
n the New World. Being so far away from home, the Spanish have some serious
i
limitations in their ability to develop settlements and recruit units.
To succeed in his conquest of the New World, the Viceroy of New Spain must develop
Prestige (see below) to earn support from the motherland, develop relationships with
the indigenous people of the Americas, and naturally – develop a huge treasury!
PPrreessttiiggee
The Spanish crown’s support of the expeditions in the New World is directly
influenced by New Spain’s successes and conquests. As the Viceroy of New Spain
manages to steer his realm to new achievements, he will develop Prestige with the
motherland. As New Spain’s Prestige grows, the Spanish crown will bestow the
Viceroy of New Spain a higher title, granting him the ability to develop larger
colonies. Each noble title bestowed by Spain – Lord, Baron, Viscount, Count, and
Marquis – will grant access to more supplies and reinforcements from home, allowing
more and better buildings to be constructed and units to be recruited.
The accomplishments that drive Prestige for New Spain include completing missions
from the Spanish Consulate, winning battles and capturing settlements, destroying
other factions, and making money through trade and conquest.
NNeeww SSppaaiinn SSeettttlleemmeenntts
There are several restrictions that New Spain faces in their attempt to develop colonies
so far from the Old World, which change the way that their settlements can be
developed. Although there are many similarities to the Spanish settlements back in
Europe, it is important to note the following differences when playing as New Spain:
• Cities Only. New Spain cannot develop castles. However, all of the buildings
they need can be developed in a city. For example, they can build a Bowyer
in a city.
• Ports are Vital. The need to ship in weapons and fresh recruits from the Old
World means that New Spain requires a Port in its settlements to construct
recruitment buildings. Consequently, their inland settlements cannot raise
large armies.
• Prestige Matters. As mentioned above, the Viceroy of New Spain’s rank will
determine what level of city the faction can develop across the entire map.
• New Spain Building Options. The Building Planner for New Spain can be
found in the documents folder in the directory you installed
Total War Kingdoms
RReeccrruuiittiinngg MMeerrcceennaarriiees
New Spain’s ambitions to dominate the New World are obvious to its indigenous
inhabitants, and as a result, the Spanish are limited to recruiting mercenary units
that belong to the factions they have allied with. While there will always be some
native forces in the area that the Spanish can approach, all of the best mercenary
units will require an alliance.
s
Medieval II:
.
s
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Playing as the Aztecs & Mayans
The Mesoamerican factions in the Americas campaign play very differently to the
Spaniards. Their society has developed an entirely different set of values, their own
unique polytheist religions, architectural style, and way of life. The key differences in
playing as the Aztecs, Mayans, and other Mesoamerican factions are as follows.
MMeessooaammeerriiccaann BBuuiillddiinngg OOppttiioonns
The Mesoamericans were a highly advanced civilization, with impressive cities, based
heavily around their temple pyramids and religious structures. Their construction
options vary greatly from the European factions of
for Mesoamerican factions can be found in the documents folder in the directory you
Medieval II: Total War Kingdoms.
installed
e
SSaaccrriiffiicce
the Sun God! Sacrificing increases the happiness of your people and keeps them
properly devoted to the gods.
Human sacrifice is an accepted part of life to the Mesoamericans,
and was considered the most important way to honor and appease
the gods. As a Mesoamerican, you can conduct ritual sacrifices
when you have a Temple of the Sun. You can sacrifice captured
prisoners after a victorious battle, sacrifice the population of a
newly captured settlement, and sacrifice your own units to appease
s
Medieval II. The Building Planner
Playing as the Apachean Tribes
The Apachean Tribes are among the most capable and fearsome warriors of all the
Native American peoples. Unlike the settled Mesoamericans to the south, with their
expansive civilizations, the Apachean Tribes are a nomadic people.
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NNoommaadds
The Apachean Tribes have a simple culture, with small villages consisting of various
tents. They are, however, very adept at acquiring the technology of their enemies and
adapting their ways in battle to make use of this technology. The Building Planner for
the Apachean Tribes can be found in the documents folder in the directory you
Medieval II: Total War Kingdoms. Here is a basic guide to the actions that
installed
lead to unlocking new technology:
TENTRECRUITMENTACTIONS TO UNLOCK
HunterMissile unitsRecruit missile units and capture settlements
RaiderMelee unitsRecruit infantry units and win battles
Horse Trainer Cavalry unitsDefeat armies that include Cavalry
Gun TraderGunpowder units Defeat armies that include Gunpowder units
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WWaarrppaatthhs
hen the Apachean Tribes have an Elder (Priest) with high Piety, they can call a
W
arpath on a foreign settlement. Once called, Apachean War Leaders can join the
W
arpath, which will see many braves eager to flock to their banner, and race towards
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the Warpath target. Warpaths work much like a Jihad or Crusade in that:
• An army on a Warpath that doesn’t progress towards the Warpath target stands
to lose men to desertion.
• Mercenary units are available cheaply for a War Leader who is on Warpath.
• Units on Warpath are upkeep-free.
• An army on the Warpath can move much faster than a regular army.
Wealth in the New World
While the New World is abundant in riches, the lack of basic civil infrastructure and
system of currency that exists in the Old World makes tax collection a relatively
useless notion. The ways to generate wealth in the Americas campaign vary from the
Grand Campaign in that taxation yields less income, trading with merchants and in
settlements is more lucrative, and more money is gained by sacking settlements.
Exploration in the Americas
The New World is a huge, mysterious, uncharted realm and not even its existing
inhabitants ar
Americas campaign is covered in a thick fog of the unknown and must be explored to
be revealed.
e truly aware of what lies beyond the borders of their own lands. The
Epidemics
The people of the Old World have already survived some horrendous plagues and
diseases, but the indigenous Americans will be exposed to these catastrophic illnesses
for the first time when the Spanish bring them across the Atlantic Ocean. These
epidemics will cull local populations with as much efficiency as any field army ever
could. Although this is most disastrous for the Americans, losing a large population can
also significantly hamper the development of New Spain’s conquered territories.
CCeerreemmoonniiaall DDaannccees
s
Apaches can build a Dance Circle within their settlements, allowing
them to perform sacred dances to honor the spirits. Holding
ceremonial dances increases happiness in a village.
Robbie Stevens
Greg Baldwin
Robin Atkin Downes
Mark Hildreth
James Horan
Neil Kaplan
Fred Tatascoire
Localisation Voice Casting
Andy Emery
Cheryl Prince of Side UK
Localization Voice Direction
Andy Walsh
Olivier Deslandes of Side UK
Localization Sound Engineer
Phil Evans of Side UK
In-Game Font
Kevin King
.
K
G
Medieval II:
SSEEGGAA OOFF AAMMEERRIICCAA,, IINNCC.
EO
C
aoya Tsurumi
N
President
Simon Jeffery
Executive VP of Corporate Planning
Hitoshi Okuno
VP of Product Development
Dave Cobb
VP of Marketing
Scott A. Steinberg
VP of Sales
Sue Hughes-Taigen
Localization Manager
John Merlino
Assistant Producer
Omar Woodley
Director of Marketing
Chip Blundell
Associate Marketing Manager
Dan Gallardo
Director of Public Relations
Charles Scibetta
Public Relations Manager
Denny Chiu
Creative Services Manager
Jen Groeling
Creative Services Production Specialist
Heather Lucchetti
QA Development Services Manager
Deni Skeens
QA Manager
John Holdeman
Gavin Kennedy
QA Lead
Nick Glomski
QA Testers
Andre Baud
Charles Wheeler
Jon Pederson
Graphic Design
Scott Allen
.
Special Thanks
lliott Chin, Jana Rubenstein,
E
gnited Minds, Concept Arts,
I
ocelyn Acedillo, Thu Nguyen,
J
Derek Carlson, Vincent Chin,
cott Lambrecht, Chris Olsen,
S
Marjorie Puruganan, Teri Higgins,
Marco Garcia, Josh Morton,
Rhianna Kellom, Rey Buzon,
Ray Vasquez, Scott Sampson,
Matt Ellison, Ben Szeto,
Patrick Dillon and GameInstinct.
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LIMITED WARRANTY:
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cartridge shall be free from defects in material and workmanship for a period of 90-days
from the original date of purchase. If a defect covered by this limited warranty occurs
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• E-mail: support@sega.com
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