SEGA Medieval II: Total War Kingdoms User Manual

SEGA PC DISC – NOTES ON USE
HEALTH ISSUES
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
Britannia Campaign ………………………………………………5
Crusades Campaign
Crusades Campaign ………………………………………………8
Teutonic Campaign ………………………………………………13
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.
2 3
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 INFANTRY CAVALRY MISSILES ARTILLERY
Peasants Hobilars Peasant Archers Ballista Bill Militia Billmen Mailed Knights Arquebusiers Ribault Town Militia Demi Lancers Longbowmen Trebuchet Heavy Bill Militia Feudal Knights Yeoman Archers Mortar Heavy Billmen English Knights Spear Militia Knights Templar Culverin 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.
UNITS INFANTRY CAVALRY MISSILES ARTILLERY
Highland Rabble Scots Pike Militia Border Horse Highland Archers Catapult Highland Pikemen Mailed Knights Town Militia Feudal Knights Trebuchet Spear Militia Mortar Highlanders Bombard Heavy Pike Militia Culverin Highland Nobles Dismounted Feudal Noble Pikemen Noble Swordsmen
Merchant Cavalry Militia
Merchant Cavalry Militia
Archer Militia Catapult
Retinue Longbowmen
Peasant Archers Ballista
Noble Highland Archers
Bombard
Ribault
Y
NNOORRWWAAY
ifficulty:Hard
D
trengths:Excellent shock infantry who wield powerful two-handed weapons.
S
eaknesses:Lacks good heavy cavalry.
W
UNITS INFANTRY CAVALRY MISSILES ARTILLERY
Peasants Svenner Hand Gunners Ribault Town Militia Spear Militia Mounted Crossbowmen Crossbowmen Trebuchet Viking Raiders Norse War Clerics Arquebusiers Bombard Norse Swordsmen Huscarls Norse Archers Swordstaff Militia Feudal Knights Cannon Sami Axemen Chivalric Knights Ballista Gotland Footmen Dismounted Feudal Knights Dismounted Chivalric Knights Dismounted Huscarls
S
WWAALLEES
Difficulty: Hard Strengths: Has a number of units capable of fighting in multiple roles. Weaknesses: Lacks heavy infantry.
UNITS INFANTRY CAVALRY MISSILES ARTILLERY
Peasants Welsh Militiamen Teulu Skirmishers Helwyr Catapult Gwent Raiders Mathrafal Horsemen Saethwyr Ribault Spear Militia Mailed Knights Magnelwyr Trebuchet Rhyfelwyr Teulu Mortar Meirionnydd Spearmen Bombard Morgannwg Spearmen Culverin
D
IIRREELLAANND
Difficulty: Moderate Strengths: Fields a good mix of cavalry and gunpowder units. Weaknesses: Lacks strong spear and pike units.
UNITS INFANTRY CAVALRY MISSILES ARTILLERY
Peasants Ceitherne Horseboys Saighdeoir Ribault Ostmen Ridire Calivermen Catapult Cliathairi Hobiguir Trebuchet Ulster Swordsmen Mounted Calivermen Mortar Galloglaich Lords Retinue Bombard
e
Muir
Merchant Cavalry Militia
Merchant Cavalry Militia
Merchant Cavalry Militia
Crossbow Militia Catapult
Serpentine
Welsh Skirmishers Ballista
Deisi Javelinmen Ballista
Culverin
6
7
SPECIAL FEATURES & RULES
The Baron’s Alliance
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 INFANTRY CAVALRY MISSILES ARTILLERY
Syrian Militia Mounted Sergeants Sodeer Archers Ballista Pisan & Geonese Sailors Frankish Axemen Knights of Tripoli Squires of Tripoli Templar Confrere Knights Templar Sergeant Knights 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 INFANTRY CAVALRY MISSILES ARTILLERY
Syrian Militia Turkopoles Sodeer Archers Ballista Antioch Militia Mounted Sergeants Edessan Squires Seljuk Auxiliary Frankish Swordsmen Knights of Edessa Bombard Hospitaller Sergeant Knights of Antioch Hospitaller Gunner Edessan Guard Knights 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 INFANTRY CAVALRY MISSILES ARTILLERY
Peasants Arab Cavalry Peasant Archers Ballista Spear Militia Desert Cavalry Archer Militia Catapult Nubian Spearmen Ghulams Kurdish Javelinmen Trebuchet al'Ashir Infantry Mamluk Archers Desert Archers Bombard Dismounted Arab Cavalry Mamluks Abid al Shira Khasseki Royal Mamluks Naffatun Al Haqa Infantry Sibyan al Khass Dismounted Ghulams Khassaki Sudanese Gunners Saracen Militia Bedouin Camel Riders Tabardariyya Hashishim
TTHHEE TTUURRKKS
UNITS INFANTRY CAVALRY MISSILES ARTILLERY
Peasants Turkomans Peasant Archers Ballista Town Militia Spear Militia Sipahis Turkish Archers Trebuchet Ahdath Hasham Ottoman Infantry Bombard Saracen Militia Sipahi Lancers Turkish Crossbowmen Kurdish Auxiliaries Quapukulu Hand Gunners Dismounted Hasham Iqta'dar Naffatun Dismounted Sipahi Lancers Hashashim
S
Difficulty: Easy Strengths: Outstanding mounted archers and good infantry. Weaknesses: Lacks late period heavy cavalry.
Turkish Horse Archers
Mamluk Handgunners
Turkish Javelinmen Catapult
Mangonel
Mangonel
TTHHEE BBYYZZAANNTTIINNEE EEMMPPIIRREE
ifficulty:Hard
D
trengths:Good heavy cavalry and missile cavalry, capable archers, and fields
S
he Greek Firethrower.
t
Weaknesses: Spread out starting position and not well-liked by its neighbors.
NITS
U INFANTRY CAVALRY MISSILES ARTILLERY
Town Militia Greek Militia Cavalry Peasant Archers Catapult Spear Militia Skythikon Archer Militia Trebuchet Pronoia Infantry Vardariotai Trebizond Archers Bombard Byzantine Spearmen Byzantine Cavalry Byzantine Guard Archers Byzantine Infantry Latinkon Byzantine Gunners Alamanoi Byzantine Lancers Greek Firethrower Dismounted Latinkon Kataphractoi
Dismounted Byzantine Lancers
Varangian Guard
Peasents
Archontopoulai
Mangonel
SPECIAL FEATURES & RULES
Power Centers
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.
FACTION POWER CENTER UNITS REQUIRING POWER CENTER
Kingdom of Jerusalem Jerusalem
Principality of Antioch Krak de Chevaliers
Egypt Cairo
The Turks Baghdad
The Byzantine Empire Constantinople
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
Hospitaller Sergeant Hospitaller Crossbowmen Hospitaller Gunner
Sibyan al Khass Khassaki
Hasham Dismounted Hasham
Archontopoulai Greek Firethrower
10
11
Forts
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.
FACTION KNIGHTY ORDER UNIQUE UNITS
Kingdom of Jerusalem Templars
Principality of Antioch Knights 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.
UNITS INFANTRY CAVALRY MISSILES ARTILLERY
Peasants Merchant Cavalry Militia Peasant Archers Ballista Clergymen Mounted Crossbowmen Crossbow Militia Catapult Order Militia Knechten Prussian Archers Mangonel Dismounted Halbbruder Halbbruder Burgher Pikemen Christ Knights Hand Gunners Bombard Sword Brethren Ritterbruder Serpentine Order Spearmen Dismounted Ritterbruder
is primarily a means to justify the Order’s insatiable
R
Livonian Auxiliaries
Trebuchet
Grand Bombard Cannon
Basilick
12
13
LLIITTHHUUAANNIIA
U INFANTRY CAVALRY MISSILES ARTILLERY
Peasants Cavalry Militia Peasant Archers Ballista Sudovian Tribesmen Samogitian Axemen Tartar Lancers Estonian Rebels Dzujikan Horsemen Dismounted Tartar Lancers Slekta Serpetine
Followers of Perkunas (Pagan only)
Giltine’s Chosen (Pagan only)
Dismounted Chivalric Knights (Catholic Only)
Dismounted Slekta
DDEENNMMAARRK
UNITS INFANTRY CAVALRY MISSILES ARTILLERY
Peasants Town Militia Scouts Crossbow Militia Ribault Spear Militia Mounted Crossbowmen Catapult Sami Axemen
(Kalmar Union only) Norse Swordsmen Huscarls Hand Gunners Serpentine Viking Raiders Feudal Knights Cannon Gotland Footmen
(Kalmar Union only) Sword Staff Militia Dismounted Feudal Knights Dismounted Chivalric Dismounted Huscarls Norse Axemen Obudshaer
A
ifficulty:Moderate
D
trengths:Excellent light cavalry.
S
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 Archers Catapult Latvian Crossbowmen
Arquebusiers (Catholic only)
Peasant Archers Ballista
Arquebusiers Trebuchet Norse Archers Bombard
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 INFANTRY CAVALRY MISSILES ARTILLERY
Peasants Spearmen Dismounted Boyar Sons Woodsmen Cavalry Militia Arquebusiers Bombard Berediche Axemen Late Generals Bodyguard Spear Militia Boyar 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 Cavalry Archer Militia Ballista
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.
UNITS INFANTRY CAVALRY MISSILES ARTILLERY
Pike Militia Mounted Crossbowmen Crossbow Militia Bombard Tercio Pikemen Conquistadores Crossbowmen Grand Bombard Swordsmen Militia Spanish Dragoons Musketeers Culverin Sword and Buckler Men Basilisk Dismounted
Conquistadores
E
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.
16
UNITS INFANTRY CAVALRY MISSILES ARTILLERY
Peasants Aztec Spear Throwers Aztec Spearmen Aztec Archers Aztec Warriors Arrow Warriors Eagle Warriors Jaguar Warriors Coyote Priests Cuahchiqueh
17
TTHHEE MMAAYYAANNS
UNITS
NFANTRY
I
Peasants Mayan Archers Al holpop militia Mayan Javelinmen Batab Militia Holkans Nacom Warriors Hornet Throwers Jaguar warriors Temple Guard Priests of Kukulcan Supreme War Captain
TTHHEE AAPPAACCHHEEAANN TTRRIIBBEES
UNITS INFANTRY CAVALRY MISSILES ARTILLERY
Apachean Scout Mounted Apache Rabbit boys Apachean Brave Mounted Thunder Brave Dog soldiers Onde’s men Koitsenko Medicine Man Thunder 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
18
19
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.
s
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:
TENT RECRUITMENT ACTIONS TO UNLOCK
Hunter Missile units Recruit missile units and capture settlements
Raider Melee units Recruit infantry units and win battles
Horse Trainer Cavalry units Defeat armies that include Cavalry
Gun Trader Gunpowder units Defeat armies that include Gunpowder units
s
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
W 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.
20
21
CREDITS
TTHHEE CCRREEAATTIIVVEE AASSSSEEMMBBLLYY, BBRRIISSBBAANNEE AAUUSSTTRRAALLIIA
Design
William Davis Taamati Hanson-Pou Richard Lagarto Dan Lehtonen Brendan Rogers Penny Sweetser Dan Toose Jason Turnbull
Programming
Adam Bryant Scott Lowther Iain McManus Mark Taylor
Art
John Carline Denzil O'Neill Damien Paon Simon Pennington
Animation & Cinematics
Shane Oakes Mathieu Walsh
Music SFX & Dialog
Jeff van Dyck Richard Vaughan James Vincent
Quality Assurance
Ben Adams Kevin Stoker William Hamilton Terry Greisbach Mark Lawson Robert Littler David Payne Kahl Piotrowski Jeff Read Aaron Symes Sebastian Tiller
Production
Ashley Parker Kim Sellentin
System Administrator
Matthew Pawlowski
Studio General Manager
George Fidler
A
Special Thanks
he Medieval II: Total Warteam
T
oftclub
S
DProjekt
,
C
Also to all those fans that make the Org a thriving community. Also a special thanks to all t
he moderators on the official forums and all the modders that have helped build a thriving community!
And of course, endless thanks to our families and friends for their understanding and support throughout the entire production of
To
tal War Kingdoms
TTHHEE CCRREEAATTIIVVEE AASSSSEEMMBBLLYY,, SSOOUUTTHHWWAATTEERR UUK
Marketing & PR
Mark Sutherns Ian Roxburgh
Marketing Artists
Peter Brophy Laurence Tully
Community & TotalWar.com
Mark O’Connell Richie Skinner
Testing
Graham Axford James Buckle
OOUUTTSSOOUURRCCIINNG
Voice Direction and Casting
Rob King
Sound Enginee
Rob King
Voice Talent
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.
22
23
LIMITED WARRANTY:
SEGA of America, Inc. warrants to the original consumer purchaser that the game disc or 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 during this 90-day warranty period, the defective game disc or cartridge will be replaced free of charge. This limited warranty does not apply if the defects have been caused by negligence, accident, unreasonable use, modification, tampering, or any other causes not related to defective materials or manufacturing workmanship. This limited warranty does not apply to used software or to software acquired through private transactions between individuals or purchased from online auction sites. Please retain the original, or a photocopy, of your dated sales receipt to establish the date of purchase for in-warranty replacement. For replacement, return the product, with its original packaging and receipt, to the retailer from which the software was originally purchased. In the event that you cannot obtain a replacement from the retailer, please contact Sega to obtain support.
Obtaining technical support/service To receive additional support, including troubleshooting assistance, please contact Sega at:
• Website: www.sega.com/support
• E-mail: support@sega.com
• Telephone: 1-800-USA-SEGA
LIMITATIONS ON WARRANTY
ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, ARE HEREBY LIMITED TO 90 DAYS FROM THE DATE OF PURCHASE AND ARE SUBJECT TO THE CONDITIONS SET FORTH HEREIN. IN NO EVENT SHALL SEGA OF AMERICA, INC., BE LIABLE FOR CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM THE BREACH OF ANY EXPRESS OR IMPLIED WARRANTIES. THE PROVISIONS OF THIS LIMITED WARRANTY ARE VALID IN THE UNITED STATES AND CANADA ONLY. SOME STATES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS, OR EXCLUSION OF CONSEQUENTIAL OR INCIDENTAL DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU. THIS WARRANTY PROVIDES YOU WITH SPECIFIC LEGAL RIGHTS. YOU MAY HAVE OTHER RIGHTS THAT VARY FROM STATE TO STATE.
To register this product, please go to www.sega.com
© The Creative Assembly Limited. Total War, Medieval: Total War, and the Total War logo are trademarks or registered trademarks of The Creative Assembly Limited. SEGA is registered in the U.S. Patent and T SEGA logo are registered trademarks or trademarks of SEGA Corporation. The NVIDIA logo and the "The way it's meant to be played" logo are registered trademarks or trademarks of NVIDIA Corporation. GameSpy and the “Powered by Gamespy” design are trademarks of GameSpy Industries, Inc. The Creative logo, Sound Blaster logo, X-Fi logo, EAX logo, EAX ADVANCED HD logo are registered trademarks of Creative Technology Ltd, in United States and/or other countries. All brands or product names listed are trademarks or registered trademarks and are property of their respective holders. The ratings icon is a registered trademark of the Entertainment Software Association. All rights reser
rademark Office. SEGA and the
ved.
Loading...