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The Aztecs
The Byzantine Empire
Denmark
Egypt
England
France
The Holy Roman Empire
Hungary
Milan
The Mongols
The Moors
The Papal States
Poland
Portugal
Russia
Scotland
Sicily
Rebels
Spain
The Timurids
The Turks
Venice
No.CardNameBuilding classCity/CastleConstrustionCostCapability
1
Wooden Palisade (Upgrade)
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
Wooden Palisade (Upgrade)core_building 0city village2600 wall_level 0
tower_level 1
free_upkeep bonus 2
happiness_bonus bonus 1
recruitment_slots 1
A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
2
Wooden Wall (Upgrade)
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
Wooden Wall (Upgrade)core_building 1city town21200
Town Militia
light infantry

Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
wall_level 1
gate_strength 1
tower_level 1
free_upkeep bonus 3
happiness_bonus bonus 1
recruitment_slots 2
A Wooden Wall allows defenders to guard from raised battlements, but is still very vulnerable to siege equipment.
3
Stone Wall (Upgrade)
Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
Stone Wall (Upgrade)core_building 2city large_town32400
Spear Militia
spearmen infantry

Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
Town Militia
light infantry

Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
wall_level 2
tower_level 1
gate_strength 1
free_upkeep bonus 4
happiness_bonus bonus 1
recruitment_slots 2
Building a Stone Wall greatly improves a settlement's ability to resist siege weapons over a wooden equivalent.
4
Large Stone Wall (Upgrade)
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
Large Stone Wall (Upgrade)core_building 3city city34800
Archer Militia
missile infantry

Archer Militia are peasant archers called up to defend settlements.
Spear Militia
spearmen infantry

Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
Town Militia
light infantry

Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
wall_level 3
tower_level 1
gate_strength 2
free_upkeep bonus 5
happiness_bonus bonus 2
recruitment_slots 3
A Large Stone Wall is a truly formidable barrier, with extremely strong gate defences.
5
Huge Stone Wall (Upgrade)
A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
Huge Stone Wall (Upgrade)core_building 4city large_city49600
Archer Militia
missile infantry

Archer Militia are peasant archers called up to defend settlements.
Spear Militia
spearmen infantry

Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
Town Militia
light infantry

Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
wall_level 4
tower_level 1
gate_strength 2
free_upkeep bonus 6
happiness_bonus bonus 3
recruitment_slots 3
A Huge Stone Wall is awe-inspiring for defender and attacker alike, and no besieger attacks them lightly.
6
Motte and Bailey (Upgrade)
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
Motte and Bailey (Upgrade)core_castle_building 0castle village2600
Hobilars
light cavalry

Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy
Peasants
light infantry

In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
wall_level 0
tower_level 1
law_bonus bonus 1
recruitment_slots 1
A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
7
Wooden Castle (Upgrade)
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
Wooden Castle (Upgrade)core_castle_building 1castle village21200
Hobilars
light cavalry

Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy
Mailed Knights
heavy cavalry

Encased in mail and equipped with lances and swords these early knights are formidable fighting machines.
Peasants
light infantry

In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
wall_level 1
gate_strength 1
tower_level 1
law_bonus bonus 2
recruitment_slots 2
A Wooden Castle gives only basic protection, but allows for the construction of vital training facilities.
8
Castle (Upgrade)
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
Castle (Upgrade)core_castle_building 2castle town32400
Hobilars
light cavalry

Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy
Mailed Knights
heavy cavalry

Encased in mail and equipped with lances and swords these early knights are formidable fighting machines.
Peasants
light infantry

In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
wall_level 2
tower_level 1
gate_strength 1
law_bonus bonus 3
recruitment_slots 3
A Castle stamps its owner's authority onto the landscape, making dominion clear for all to see.
9
Fortress (Upgrade)
A fortress is a permanent statement of ownership, and not something that is easily taken.
Fortress (Upgrade)core_castle_building 3castle large_town34800
Dismounted Feudal Knights
heavy infantry

Knights would often dismount and fight on foot when the situation demanded it. Dismounted they make excellent heavy infantry.
Hobilars
light cavalry

Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy
Levy Spearmen
spearmen infantry

Common folk from villages and towns that have been levied into the army, armed with spears and shields.
Mailed Knights
heavy cavalry

Encased in mail and equipped with lances and swords these early knights are formidable fighting machines.
Peasant Archers
missile infantry

A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
Peasants
light infantry

In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
wall_level 3
tower_level 1
gate_strength 2
law_bonus bonus 4
recruitment_slots 3
A fortress is a permanent statement of ownership, and not something that is easily taken.
10
Citadel (Upgrade)
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
Citadel (Upgrade)core_castle_building 4castle city49600
Dismounted English Knights
heavy infantry

English knights often chose to fight dismounted. With their fearsome poleaxes, they can crush enemy infantry as well as cavalry.
Dismounted Feudal Knights
heavy infantry

Knights would often dismount and fight on foot when the situation demanded it. Dismounted they make excellent heavy infantry.
Hobilars
light cavalry

Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy
Levy Spearmen
spearmen infantry

Common folk from villages and towns that have been levied into the army, armed with spears and shields.
Mailed Knights
heavy cavalry

Encased in mail and equipped with lances and swords these early knights are formidable fighting machines.
Peasant Archers
missile infantry

A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
Peasants
light infantry

In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
wall_level 4
tower_level 1
gate_strength 2
law_bonus bonus 5
recruitment_slots 3
A Citadel is the ultimate defensive structure, its three-ringed stone walls form a strongpoint without compare!
11
Ballista Towers
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
Ballista Towerstower 0city large_city33200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
12
Cannon Towers
Cannon Towers provide superb additional firepower to any defence.
Cannon Towerstower 1city huge_city46400 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
13
Ballista Towers
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
Ballista Towerscastle_tower 0castle large_city33200 tower_level 2
Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
14
Cannon Towers
Cannon Towers provide superb additional firepower to any defence.
Cannon Towerscastle_tower 1castle large_city46400 tower_level 3
Cannon Towers provide superb additional firepower to any defence.
15
Stables
A Stable allows for the recruitment of basic cavalry units.
Stablesequestrian 0castle town21200
Hobilars
light cavalry

Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy
A Stable allows for the recruitment of basic cavalry units.
16
Knight's Stables
Knight's stables allow for the recruitment of cavalry units.
Knight's Stablesequestrian 1castle large_town32400
Hobilars
light cavalry

Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy
Mailed Knights
heavy cavalry

Encased in mail and equipped with lances and swords these early knights are formidable fighting machines.
Knight's stables allow for the recruitment of cavalry units.
17
Baron's Stables
Baron's stables allow for the recruitment of capable cavalry units.
Baron's Stablesequestrian 2castle city44800
Feudal Knights
heavy cavalry

Protected by heavy armour and armed with a lance, these elite warriors crush and ride down their opponents.
Hobilars
light cavalry

Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy
Mailed Knights
heavy cavalry

Encased in mail and equipped with lances and swords these early knights are formidable fighting machines.
Baron's stables allow for the recruitment of capable cavalry units.
18
Earl's Stables
Earl's stables allow for the recruitment of elite cavalry units.
Earl's Stablesequestrian 3castle large_city59600
English Knights
heavy cavalry

Elite warriors clad in steel plate armour, these men pack an effective charge, while being hard to kill.
Feudal Knights
heavy cavalry

Protected by heavy armour and armed with a lance, these elite warriors crush and ride down their opponents.
Hobilars
light cavalry

Light cavalry with spears. Useful for chasing down light infantry, and pursuing fleeing enemy
Mailed Knights
heavy cavalry

Encased in mail and equipped with lances and swords these early knights are formidable fighting machines.
Earl's stables allow for the recruitment of elite cavalry units.
19
Town Watch
The Town Watch have the minimum equipment and resources needed to train infantry.
Town Watchbarracks 0city town2600
Town Militia
light infantry

Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
law_bonus bonus 1
The Town Watch have the minimum equipment and resources needed to train infantry.
20
Town Guard
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
Town Guardbarracks 1city large_town31200
Spear Militia
spearmen infantry

Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
Town Militia
light infantry

Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
law_bonus bonus 2
A Town Guard trains recruits and can provide enough basic arms for infantry units from stores.
21
City Watch
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
City Watchbarracks 2city city42400
Archer Militia
missile infantry

Archer Militia are peasant archers called up to defend settlements.
Spear Militia
spearmen infantry

Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
Town Militia
light infantry

Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
law_bonus bonus 3
A City Watch can employ some professional warriors to train recruits, and can equip them from its armoury.
22
Militia Drill Square
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
Militia Drill Squarebarracks 3city large_city54800
Archer Militia
missile infantry

Archer Militia are peasant archers called up to defend settlements.
Bill Militia
heavy infantry

Militia unit armed with a billhook and little armour.
Spear Militia
spearmen infantry

Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
Town Militia
light infantry

Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
law_bonus bonus 3
A Militia Drill Square provides the space needed for training large bodies of men to carry out military evolutions.
23
Militia Barracks
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
Militia Barracksbarracks 4city huge_city69600
Archer Militia
missile infantry

Archer Militia are peasant archers called up to defend settlements.
Bill Militia
heavy infantry

Militia unit armed with a billhook and little armour.
Heavy Bill Militia
heavy infantry

Superior Bill militia, armed with a billhook and heavy armour.
Spear Militia
spearmen infantry

Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
Town Militia
light infantry

Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
law_bonus bonus 3
Militia Barracks provide for every aspect of infantry training, turning recruits into well-drilled soldiers.
24
Army Barracks
Army Barracks are the first training facilities capable of training full-time professional soldiers.
Army Barracksbarracks 5city huge_city712000
Archer Militia
missile infantry

Archer Militia are peasant archers called up to defend settlements.
Arquebusiers
missile infantry

Fired at close range, this noisy, smokey and lethal weapon causes morale damage as well as physical hurt.
Bill Militia
heavy infantry

Militia unit armed with a billhook and little armour.
Heavy Bill Militia
heavy infantry

Superior Bill militia, armed with a billhook and heavy armour.
Spear Militia
spearmen infantry

Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
Town Militia
light infantry

Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
law_bonus bonus 3
Army Barracks are the first training facilities capable of training full-time professional soldiers.
25
Mustering Hall
Men must be gathered, selected and trained if military strength is to be maintained.
Mustering Hallcastle_barracks 0castle village1600
Peasants
light infantry

In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
Men must be gathered, selected and trained if military strength is to be maintained.
26
Garrison Quarters
A garrison is a source of much military wisdom and skill for new recruits to the army.
Garrison Quarterscastle_barracks 1castle town21200
Levy Spearmen
spearmen infantry

Common folk from villages and towns that have been levied into the army, armed with spears and shields.
Peasants
light infantry

In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
A garrison is a source of much military wisdom and skill for new recruits to the army.
27
Drill Square
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
Drill Squarecastle_barracks 2castle large_town32400
Billmen
heavy infantry

A trained billmen can stab, hack and drag down his enemies, including both infantry and cavalry.
Levy Spearmen
spearmen infantry

Common folk from villages and towns that have been levied into the army, armed with spears and shields.
Peasants
light infantry

In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
Drill is a necessary evil in the life of a soldier. It can make the long days of garrison duty seem, if anything, longer…
28
Barracks
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
Barrackscastle_barracks 3castle city44800
Armoured Swordsmen
heavy infantry

Footmen of the knightly class able to afford excellent armour and swords, they can punish most other infantry.
Billmen
heavy infantry

A trained billmen can stab, hack and drag down his enemies, including both infantry and cavalry.
Levy Spearmen
spearmen infantry

Common folk from villages and towns that have been levied into the army, armed with spears and shields.
Peasants
light infantry

In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
Barracks house recruits and garrison troops in some small comfort, but then the life of soldier is supposed to be hard.
29
Armoury
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
Armourycastle_barracks 4castle large_city69600
Armoured Swordsmen
heavy infantry

Footmen of the knightly class able to afford excellent armour and swords, they can punish most other infantry.
Billmen
heavy infantry

A trained billmen can stab, hack and drag down his enemies, including both infantry and cavalry.
Heavy Billmen
heavy infantry

Heavily armoured versatile infantry wielding the billhook.
Levy Spearmen
spearmen infantry

Common folk from villages and towns that have been levied into the army, armed with spears and shields.
Peasants
light infantry

In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
An armoury allows for the recruitment, training and equipping of the finest infantry soldiers.
30
Military Academy
A Military Academy allows for the recruitment of late-period professional army units.
Military Academyprofessional_military 0city huge_city44800
Demi Lancers
heavy cavalry

Armed with a lance but with less armour these units are mobile and deadly.
A Military Academy allows for the recruitment of late-period professional army units.
31
Royal Officer's Academy
A Royal Officers' Academy allows for the recruitment of late-period professional army units.
Royal Officer's Academyprofessional_military 1city huge_city69600
Demi Lancers
heavy cavalry

Armed with a lance but with less armour these units are mobile and deadly.
A Royal Officers' Academy allows for the recruitment of late-period professional army units.
32
Bowyer
A Bowyer allows for the recruitment of basic missile units.
Bowyermissiles 0castle town21200
Peasant Archers
missile infantry

A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
A Bowyer allows for the recruitment of basic missile units.
33
Practice Range
A Practice Range allows for the recruitment of missile units.
Practice Rangemissiles 1castle large_town32400
Longbowmen
missile infantry

Armed with the armour piercing longbow, Longbowmen can also plant stakes in front of them to keep cavalry at bay.
Peasant Archers
missile infantry

A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
A Practice Range allows for the recruitment of missile units.
34
Archery Range
An Archery Range allows for the recruitment of well trained missile units.
Archery Rangemissiles 2castle city44800
Longbowmen
missile infantry

Armed with the armour piercing longbow, Longbowmen can also plant stakes in front of them to keep cavalry at bay.
Peasant Archers
missile infantry

A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
Yeoman Archers
missile infantry

English freeholders are required by the King to be trained in warfare, Yeoman archers are highly skilled ranged troops.
An Archery Range allows for the recruitment of well trained missile units.
35
Marksman's Range
A Marksman's Range allows for the recruitment of elite missile units.
Marksman's Rangemissiles 3castle large_city59600
Retinue Longbowmen
missile infantry

Well armoured professional soldiers. Confident and deadly.
Longbowmen
missile infantry

Armed with the armour piercing longbow, Longbowmen can also plant stakes in front of them to keep cavalry at bay.
Peasant Archers
missile infantry

A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
Yeoman Archers
missile infantry

English freeholders are required by the King to be trained in warfare, Yeoman archers are highly skilled ranged troops.
A Marksman's Range allows for the recruitment of elite missile units.
36
Ballista Maker
A Ballista Maker allows the construction of ballista siege weaponry.
Ballista Makersiege 0city large_town31600
Ballista
missile siege

Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
A Ballista Maker allows the construction of ballista siege weaponry.
37
Catapult Maker
A Catapult Maker allows the construction of catapults and ballistae.
Catapult Makersiege 1city city43200
Ballista
missile siege

Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
Catapult
missile siege

Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
A Catapult Maker allows the construction of catapults and ballistae.
38
Siege Works
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
Siege Workssiege 2city large_city56400
Ballista
missile siege

Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
Catapult
missile siege

Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
Trebuchet
missile siege

Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
39
Ballista Maker
A Ballista Maker allows the construction of ballista siege weaponry.
Ballista Makercastle_siege 0castle large_town31600
Ballista
missile siege

Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
A Ballista Maker allows the construction of ballista siege weaponry.
40
Catapult Maker
A Catapult Maker allows the construction of catapults and ballistae.
Catapult Makercastle_siege 1castle city43200
Ballista
missile siege

Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
Catapult
missile siege

Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
A Catapult Maker allows the construction of catapults and ballistae.
41
Siege Works
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
Siege Workscastle_siege 2castle large_city56400
Ballista
missile siege

Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
Catapult
missile siege

Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
Trebuchet
missile siege

Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
A Siege Works allows the construction of all siege weaponry that does not use gunpowder.
42
Gunsmith
A Gunsmith allows the construction of a bombard cannon.
Gunsmithcannon 0city city3800
Bombard
missile siege

Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
A Gunsmith allows the construction of a bombard cannon.
43
Cannon Maker
A Cannon Maker allows the construction of simple varieties of siege artillery.
Cannon Makercannon 1city large_city41600
Bombard
missile siege

Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
Mortar
missile siege

A siege weapon capable of firing over walls and plunging shots down on enemies hiding behind said walls.
Ribault
missile siege

A small multi-barrel wagon mounted cannon. A good defensive tool able to fire in a nine-barrel barrage.
weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
44
Cannon Foundry
A Cannon Foundry allows the construction of advanced siege artillery.
Cannon Foundrycannon 2city huge_city53200
Bombard
missile siege

Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
Culverin
missile siege

Able to fire solid or exploding shots, the culverin is devastating against enemy walls and lethal against enemy troops!
Mortar
missile siege

A siege weapon capable of firing over walls and plunging shots down on enemies hiding behind said walls.
Ribault
missile siege

A small multi-barrel wagon mounted cannon. A good defensive tool able to fire in a nine-barrel barrage.
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
45
Gunsmith
A Gunsmith allows the construction of a bombard cannon.
Gunsmithcastle_cannon 0castle city3800
Bombard
missile siege

Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
A Gunsmith allows the construction of a bombard cannon.
46
Cannon Maker
A Cannon Maker allows the construction of simple varieties of siege artillery.
Cannon Makercastle_cannon 1castle large_city41600
Bombard
missile siege

Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
Mortar
missile siege

A siege weapon capable of firing over walls and plunging shots down on enemies hiding behind said walls.
Ribault
missile siege

A small multi-barrel wagon mounted cannon. A good defensive tool able to fire in a nine-barrel barrage.
weapon_naval_gunpowder 1
A Cannon Maker allows the construction of simple varieties of siege artillery.
47
Cannon Foundry
A Cannon Foundry allows the construction of advanced siege artillery.
Cannon Foundrycastle_cannon 2castle large_city53200
Bombard
missile siege

Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
Culverin
missile siege

Able to fire solid or exploding shots, the culverin is devastating against enemy walls and lethal against enemy troops!
Mortar
missile siege

A siege weapon capable of firing over walls and plunging shots down on enemies hiding behind said walls.
Ribault
missile siege

A small multi-barrel wagon mounted cannon. A good defensive tool able to fire in a nine-barrel barrage.
weapon_naval_gunpowder 1
A Cannon Foundry allows the construction of advanced siege artillery.
48
Leather Tanner
A Leather Tanner offers the most basic armour improvements to new and retrained units.
Leather Tannersmith 0city town2600 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
49
Blacksmith
A Blacksmith can moderately improve the armour available to new and retrained units.
Blacksmithsmith 1city large_town31200 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
50
Armourer
An Armourer can notably improve the armour available to new and retrained units.
Armourersmith 2city city42400 armour 3
An Armourer can notably improve the armour available to new and retrained units.
51
Heavy Armourer
A Heavy Armourer can significantly improve the armour available to new and retrained units.
Heavy Armourersmith 3city large_city56400 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
52
Master Armourer
A Master Armourer substantially improves the armour available to new and retrained units.
Master Armourersmith 4city huge_city610000 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
53
Armour Factory
An Armour Factory provides the highest quality of armour to new and retrained units.
Armour Factorysmith 5city huge_city715000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
54
Leather Tanner
A Leather Tanner offers the most basic armour improvements to new and retrained units.
Leather Tannercastle_smith 0castle town2600 armour 1
A Leather Tanner offers the most basic armour improvements to new and retrained units.
55
Blacksmith
A Blacksmith can moderately improve the armour available to new and retrained units.
Blacksmithcastle_smith 1castle large_town31200 armour 2
A Blacksmith can moderately improve the armour available to new and retrained units.
56
Armourer
An Armourer can notably improve the armour available to new and retrained units.
Armourercastle_smith 2castle city42400 armour 3
An Armourer can notably improve the armour available to new and retrained units.
57
Heavy Armourer
A Heavy Armourer can significantly improve the armour available to new and retrained units.
Heavy Armourercastle_smith 3castle large_city56400 armour 4
A Heavy Armourer can significantly improve the armour available to new and retrained units.
58
Master Armourer
A Master Armourer substantially improves the armour available to new and retrained units.
Master Armourercastle_smith 4castle large_city610000 armour 5
A Master Armourer substantially improves the armour available to new and retrained units.
59
Armour Factory
An Armour Factory provides the highest quality of armour to new and retrained units.
Armour Factorycastle_smith 5castle large_city715000 armour 6
An Armour Factory provides the highest quality of armour to new and retrained units.
60
Port
A Port allows a settlement to trade with the far-distant corners of the world.
Portport 0city large_town2800
Cog
light ship

A small trading vessel armed with a basic armament of soldiers and archers.
trade_base_income_bonus bonus 2
A Port allows a settlement to trade with the far-distant corners of the world.
61
Shipwright
A Shipwright allows the construction of ships to be undertaken in earnest.
Shipwrightport 1city city31600
Cog
light ship

A small trading vessel armed with a basic armament of soldiers and archers.
Holk
light ship

An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull.
trade_base_income_bonus bonus 3
A Shipwright allows the construction of ships to be undertaken in earnest.
62
Dockyard
A Dockyard allows the construction of larger ships, and improves trade.
Dockyardport 2city large_city53200
Cog
light ship

A small trading vessel armed with a basic armament of soldiers and archers.
Gun Holk
light ship

An upgraded Holk, armed with cannons in the fore castle and extra marines armed with gunpowder weapons.
Holk
light ship

An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull.
trade_base_income_bonus bonus 4
A Dockyard allows the construction of larger ships, and improves trade.
63
Naval Drydock
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
Naval Drydockport 3city huge_city66400
Carrack
light ship

A large capital ship armed with broadside firing cannons. Capable of travelling across the ocean.
Cog
light ship

A small trading vessel armed with a basic armament of soldiers and archers.
Gun Holk
light ship

An upgraded Holk, armed with cannons in the fore castle and extra marines armed with gunpowder weapons.
Holk
light ship

An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull.
trade_base_income_bonus bonus 5
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
64
Port
A Port allows a settlement to trade with the far-distant corners of the world.
Portcastle_port 0castle large_town2800
Cog
light ship

A small trading vessel armed with a basic armament of soldiers and archers.
trade_base_income_bonus bonus 2
A Port allows a settlement to trade with the far-distant corners of the world.
65
Shipwright
A Shipwright allows the construction of ships to be undertaken in earnest.
Shipwrightcastle_port 1castle city31600
Cog
light ship

A small trading vessel armed with a basic armament of soldiers and archers.
Holk
light ship

An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull.
trade_base_income_bonus bonus 3
A Shipwright allows the construction of ships to be undertaken in earnest.
66
Dockyard
A Dockyard allows the construction of larger ships, and improves trade.
Dockyardcastle_port 2castle large_city53200
Cog
light ship

A small trading vessel armed with a basic armament of soldiers and archers.
Gun Holk
light ship

An upgraded Holk, armed with cannons in the fore castle and extra marines armed with gunpowder weapons.
Holk
light ship

An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull.
trade_base_income_bonus bonus 4
A Dockyard allows the construction of larger ships, and improves trade.
67
Naval Drydock
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
Naval Drydockcastle_port 3castle large_city66400
Carrack
light ship

A large capital ship armed with broadside firing cannons. Capable of travelling across the ocean.
Cog
light ship

A small trading vessel armed with a basic armament of soldiers and archers.
Gun Holk
light ship

An upgraded Holk, armed with cannons in the fore castle and extra marines armed with gunpowder weapons.
Holk
light ship

An upgraded Cog equipped with small artillery pieces in the fore and aft castles and a durable oak hull.
trade_base_income_bonus bonus 5
A Naval Drydock allows the largest ships to be constructed, and also allows the free passage of much cargo.
68
Merchant's Wharf
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
Merchant's Wharfsea_trade 0city city31600 trade_fleet 1
trade_base_income_bonus bonus 2
A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
69
Warehouse
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
Warehousesea_trade 1city large_city53200 trade_fleet 2
trade_base_income_bonus bonus 3
A Warehouse allows two extra trade fleets, and notably increases trade to the settlement.
70
Docklands
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
Docklandssea_trade 2city huge_city66400 trade_fleet 3
trade_base_income_bonus bonus 4
Docklands allow three extra trade fleets, and greatly increases trade to the settlement.
71
Naval Academy
A Naval Academy reduces the cost of naval units recruited in the region, while also improving their training.
Naval Academyadmiralty 0city city32400 recruitment_cost_bonus_naval bonus 1
navy_bonus 1
A Naval Academy reduces the cost of naval units recruited in the region, while also improving their training.
72
Admiralty
The Admiralty greatly reduces the cost of naval units recruited in the region, while also improving their training.
Admiraltyadmiralty 1city large_city54800 recruitment_cost_bonus_naval bonus 2
navy_bonus 1
The Admiralty greatly reduces the cost of naval units recruited in the region, while also improving their training.
73
Grain Exchange
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
Grain Exchangemarket 0city town2600
Merchant
trade_base_income_bonus bonus 2
agent_limit merchant 1
A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
74
Market
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
Marketmarket 1city large_town31200
Merchant
trade_base_income_bonus bonus 3
agent_limit merchant 1
A Market brings wealth and many people into a town, some to sell, others willing to sell themselves and others…
75
Fairground
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
Fairgroundmarket 2city city42400
Merchant
trade_base_income_bonus bonus 4
agent_limit merchant 1
Fairgrounds only host festivals once or twice a year, but they also offer a huge boost to trade in an area.
76
Great Market
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
Great Marketmarket 3city large_city64800
Merchant
trade_base_income_bonus bonus 5
agent_limit merchant 1
A Great Market significantly boosts trade - almost anything can be found among its stalls and shops.
77
Merchants' Quarter
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
Merchants' Quartermarket 4city huge_city79600
Merchant
trade_base_income_bonus bonus 6
agent_limit merchant 1
A Merchants' Quarter boosts trade thanks to the numbers of townsfolk now involved in business of all kinds.
78
Dirt Roads
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
Dirt Roadshinterland_roads 0city town1400 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
79
Paved Roads
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
Paved Roadshinterland_roads 1city city31200 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
80
Dirt Roads
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
Dirt Roadshinterland_castle_roads 0castle town1400 road_level 0
Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
81
Paved Roads
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
Paved Roadshinterland_castle_roads 1castle city31200 road_level 1
Paved Roads maximise the movement speed of units that travel along them. They also improve trade in the region.
82
Land Clearance
Land Clearance allows a region to begin producing enough food to encourage growth.
Land Clearancehinterland_farms 0 village2600 farming_level 1
Land Clearance allows a region to begin producing enough food to encourage growth.
83
Communal Farming
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
Communal Farminghinterland_farms 1 town31200 farming_level 2
Communal Farming improves farming productivity in the region to encourage growth and prosperity.
84
Crop Rotation
Crop Rotation results in improved yield from farming districts, all year round.
Crop Rotationhinterland_farms 2 large_town42400 farming_level 3
Crop Rotation results in improved yield from farming districts, all year round.
85
Irrigation
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
Irrigationhinterland_farms 3 city64800 farming_level 4
Irrigation maximises the amount of food a region can produce, a must in ensuring larger populations can be properly sustained.
86
Mines
Mines increase the trade income generated by metal deposits in the region.
Mineshinterland_mines 0city large_town22000 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
87
Mining Network
A Mining Network maximises the income generated by metal deposits in the region.
Mining Networkhinterland_mines 1city city33500 mine_resource 7
A Mining Network maximises the income generated by metal deposits in the region.
88
Mines
Mines increase the trade income generated by metal deposits in the region.
Mineshinterland_castle_mines 0castle large_town22000 mine_resource 4
Mines increase the trade income generated by metal deposits in the region.
89
Mining Network
A Mining Network maximises the income generated by metal deposits in the region.
Mining Networkhinterland_castle_mines 1castle city33500 mine_resource 7
A Mining Network maximises the income generated by metal deposits in the region.
90
Alchemist's Lab
An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here.
Alchemist's Labacademic 0city large_city31600 weapon_missile_gunpowder 1
An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here.
91
Alchemy School
An Alchemy School can upgrade the weapons of any gunpowder-using unit, as well as improve the education of characters created here.
Alchemy Schoolacademic 1city huge_city53200 weapon_missile_gunpowder 1
weapon_artillery_gunpowder 1
An Alchemy School can upgrade the weapons of any gunpowder-using unit, as well as improve the education of characters created here.
92
University
A University can upgrade the weapons of any artillery or gunpowder-using unit, as well as offer a superior education to characters created here.
Universityacademic 2city huge_city66400 weapon_projectile 1
A University can upgrade the weapons of any artillery or gunpowder-using unit, as well as offer a superior education to characters created here.
93
Small Church
A Small Church converts a very small percentage of the region to Catholicism, and improves happiness.
Small Churchtemple_catholic 0city town1800
Priest
happiness_bonus bonus 1
religion_level bonus 1
pope_disapproval 1
agent_limit priest 1
A Small Church converts a very small percentage of the region to Catholicism, and improves happiness.
94
Church
A Church converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
Churchtemple_catholic 1city large_town21600
Priest
happiness_bonus bonus 1
religion_level bonus 2
agent_limit priest 1
pope_disapproval 1
A Church converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
95
Abbey
An Abbey converts a moderate percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
Abbeytemple_catholic 2city city33200
Priest
happiness_bonus bonus 2
religion_level bonus 3
agent_limit priest 2
pope_disapproval 1
An Abbey converts a moderate percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
96
Cathedral
A Cathedral converts a decent percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
Cathedraltemple_catholic 3city large_city46400
Priest
happiness_bonus bonus 2
religion_level bonus 4
agent_limit priest 2
pope_disapproval 1
pope_approval 1
population_health_bonus bonus 1
A Cathedral converts a decent percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
97
Huge Cathedral
A Huge Cathedral converts a sizable percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
Huge Cathedraltemple_catholic 4city huge_city610000
Priest
happiness_bonus bonus 3
religion_level bonus 5
agent_limit priest 2
pope_disapproval 1
pope_approval 1
population_health_bonus bonus 3
A Huge Cathedral converts a sizable percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
98
Small Chapel
A Small Chapel converts a very small percentage of the region to Catholicism, and improves happiness.
Small Chapeltemple_catholic_castle 0castle town1800
Priest
happiness_bonus bonus 1
religion_level bonus 2
pope_disapproval 1
agent_limit priest 1
A Small Chapel converts a very small percentage of the region to Catholicism, and improves happiness.
99
Chapel
A Chapel converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
Chapeltemple_catholic_castle 1castle large_town21600
Priest
happiness_bonus bonus 1
religion_level bonus 3
agent_limit priest 1
pope_disapproval 1
A Chapel converts a small percentage of the region to Catholicism, improves happiness, and allows the Priest agent.
100
Brothel
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
Brotheltaverns 0city town2800
Spy
happiness_bonus bonus 1
A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
101
Inn
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
Inntaverns 1city large_town31600
Assassin
Spy
happiness_bonus bonus 2
An Inn increases happiness in the settlement, and allows the recruitment of spies and assassins.
102
Tavern
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
Taverntaverns 2city city43200
Assassin
Spy
happiness_bonus bonus 3
A Tavern notably increases happiness in the settlement, and allows the recruitment of spies and assassins.
103
Coaching House
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
Coaching Housetaverns 3city large_city56400
Assassin
Spy
happiness_bonus bonus 4
A Coaching House greatly increases happiness in the settlement, and allows the recruitment of spies and assassins.
104
Pleasure Palace
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
Pleasure Palacetaverns 4city huge_city610000
Assassin
Spy
happiness_bonus bonus 5
A Pleasure Palace has a huge effect on happiness in the settlement, and allows the recruitment of spies and assassins.
105
Town Hall
A Town Hall helps maintain law and order, as well as reduce squalor.
Town Hallcity_hall 0city large_town2600
Diplomat
law_bonus bonus 1
population_health_bonus bonus 1
A Town Hall helps maintain law and order, as well as reduce squalor.
106
Council Chambers
Council Chambers help to maintain law and order, as well as reduce squalor.
Council Chamberscity_hall 1city city31200
Diplomat
law_bonus bonus 2
population_health_bonus bonus 2
Council Chambers help to maintain law and order, as well as reduce squalor.
107
City Hall
A City Hall does much to maintain law and order, as well as reduce urban squalor.
City Hallcity_hall 2city large_city42400
Diplomat
law_bonus bonus 3
population_health_bonus bonus 4
A City Hall does much to maintain law and order, as well as reduce urban squalor.
108
Mayor's Palace
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
Mayor's Palacecity_hall 3city huge_city54800
Diplomat
law_bonus bonus 4
population_health_bonus bonus 5
A Mayor's Palace does wonders to help maintain law and order, and also reduces squalor considerably.
109
Jousting Lists
Jousting Lists improve the quality of knights recruited here.
Jousting Liststourney 0castle city21600 heavy_cavalry_bonus bonus 1
Jousting Lists improve the quality of knights recruited here.
110
Tourney Field
A Tourney Field improves the quality of knights recruited here, and allows an extra militia unit at the castle.
Tourney Fieldtourney 1castle large_city43200 happiness_bonus bonus 1
free_upkeep bonus 1
heavy_cavalry_bonus bonus 2
A Tourney Field improves the quality of knights recruited here, and allows an extra militia unit at the castle.
111
Assassins' Guild
An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
Assassins' Guildguild_assassins_guild 0city city11000 law_bonus bonus 1
An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
112
Master Assassins' Guild
A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
Master Assassins' Guildguild_assassins_guild 1city large_city12000 law_bonus bonus 1
A Master Assassins' Guild improves law and order in the region, and the quality of locally trained assassins.
113
Assassins' Guild Headquarters
The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
Assassins' Guild Headquartersguild_assassins_guild 2city huge_city13000 law_bonus bonus 2
The Assassins' Guild Headquarters improves law and order in the region, and the quality of locally trained assassins.
114
Masons' Guild
A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
Masons' Guildguild_masons_guild 0city city11000
Spear Militia
spearmen infantry

Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
construction_cost_bonus_stone bonus 30
happiness_bonus bonus 1
A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
115
Master Masons' Guild
A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
Master Masons' Guildguild_masons_guild 1city large_city12000
Bill Militia
heavy infantry

Militia unit armed with a billhook and little armour.
construction_cost_bonus_stone bonus 30
happiness_bonus bonus 1 faction_capability construction_cost_bonus_stone bonus 20
A Master Masons' Guild house notably reduces the cost of stone buildings, and improves happiness.
116
Masons' Guild Headquarters
The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
Masons' Guild Headquartersguild_masons_guild 2city huge_city13000
Heavy Bill Militia
heavy infantry

Superior Bill militia, armed with a billhook and heavy armour.
construction_cost_bonus_stone bonus 30
happiness_bonus bonus 2 faction_capability construction_cost_bonus_stone bonus 30
The Masons' Guild Headquarters greatly reduces the cost of stone buildings, and improves happiness considerably.
117
Theologians' Guild
A Theologians' Guild house improves the quality of priests created in the region.
Theologians' Guildguild_theologians_guild 0city city11000
A Theologians' Guild house improves the quality of priests created in the region.
118
Master Theologians' Guild
A Master Theologians' Guild improves the quality of priests created in the region.
Master Theologians' Guildguild_theologians_guild 1city large_city12000
A Master Theologians' Guild improves the quality of priests created in the region.
119
Theologians' Guild Headquarters
The Theologians' Guild Headquarters improves the quality of priests created in the region.
Theologians' Guild Headquartersguild_theologians_guild 2city huge_city13000
The Theologians' Guild Headquarters improves the quality of priests created in the region.
120
Merchants' Guild
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
Merchants' Guildguild_merchants_guild 0city city11000
Merchant Cavalry Militia
heavy cavalry

Poorly trained, but well equipped cavalry who fight with a sword.
trade_base_income_bonus bonus 1
A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
121
Master Merchants' Guild
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
Master Merchants' Guildguild_merchants_guild 1city large_city12000
Merchant Cavalry Militia
heavy cavalry

Poorly trained, but well equipped cavalry who fight with a sword.
trade_base_income_bonus bonus 2
A Master Merchants' Guild improves both the trade income, and the quality of merchants created in the region.
122
Merchants' Guild Headquarters
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
Merchants' Guild Headquartersguild_merchants_guild 2city huge_city13000
Merchant Cavalry Militia
heavy cavalry

Poorly trained, but well equipped cavalry who fight with a sword.
trade_base_income_bonus bonus 3
The Merchants' Guild Headquarters improves both the trade income, and the quality of merchants created in the region.
123
Alchemists' Guild
An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
Alchemists' Guildguild_alchemists_guild 0city city11000 gun_bonus 1
An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
124
Master Alchemists' Guild
An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement.
Master Alchemists' Guildguild_alchemists_guild 1city large_city12000 gun_bonus 1 faction_capability gun_bonus 1
An Alchemists' Guild house notably improves the experience level of gunpowder units trained in the same settlement.
125
Alchemists' Guild Headquarters
The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement.
Alchemists' Guild Headquartersguild_alchemists_guild 2city huge_city13000 gun_bonus 1 faction_capability gun_bonus 2
The Alchemists' Guild Headquarters greatly improves the experience level of gunpowder units trained in the same settlement.
126
Thieves' Guild
A Thieves' Guild house improves the quality of spies hired in the same settlement.
Thieves' Guildguild_thiefs_guild 0city city11000
A Thieves' Guild house improves the quality of spies hired in the same settlement.
127
Master Thieves' Guild
A Master Thieves' Guild improves the quality of spies hired in the same settlement.
Master Thieves' Guildguild_thiefs_guild 1city large_city12000
A Master Thieves' Guild improves the quality of spies hired in the same settlement.
128
Thieves' Guild Headquarters
The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
Thieves' Guild Headquartersguild_thiefs_guild 2city huge_city13000
The Thieves' Guild Headquarters improves the quality of spies hired in the same settlement.
129
Explorers' Guild
An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
Explorers' Guildguild_explorers_guild 0city city11000
An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
130
Master Explorers' Guild
A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
Master Explorers' Guildguild_explorers_guild 1city large_city12000
A Master Explorers' Guild house increases the movement speed of those trained in the same settlement.
131
Explorers' Guild Headquarters
The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.
Explorers' Guild Headquartersguild_explorers_guild 2city huge_city13000
The Explorers' Guild Headquarters increases the movement speed of those trained here notably, and opens a lucrative trade route to India.
132
Swordsmiths' Guild
A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
Swordsmiths' Guildguild_swordsmiths_guild 0 city11000 weapon_melee_blade 1
A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
133
Master Swordsmiths' Guild
A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
Master Swordsmiths' Guildguild_swordsmiths_guild 1 large_city12000 weapon_melee_blade 1 faction_capability heavy_cavalry_bonus bonus 1
A Master Swordsmiths' Guild allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
134
Swordsmiths' Guild Headquarters
The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
Swordsmiths' Guild Headquartersguild_swordsmiths_guild 2 large_city13000 weapon_melee_blade 1 faction_capability heavy_cavalry_bonus bonus 1
The Swordsmiths' Guild Headquarters allows trained melee units to upgrade their weaponry by retraining, and also improves the standard of locally recruited cavalry.
135
Templars' Minor Chapter House
A Templars' Minor Chapter House allows the recruitment of Templar knights.
Templars' Minor Chapter Houseguild_templars_chapter_house 0 city11000
Knights Templar
heavy cavalry

Elite and some say reckless knights formed to protect Christian pilgrims in the Holy Lands.
A Templars' Minor Chapter House allows the recruitment of Templar knights.
136
Templars' Major Chapter House
A Templars' Major Chapter House allows the recruitment of experienced Templar knights.
Templars' Major Chapter Houseguild_templars_chapter_house 1 large_city12000
Knights Templar
heavy cavalry

Elite and some say reckless knights formed to protect Christian pilgrims in the Holy Lands.
A Templars' Major Chapter House allows the recruitment of experienced Templar knights.
137
Templars' Headquarters
The Templars' Headquarters allows the recruitment of veteran Templar knights.
Templars' Headquartersguild_templars_chapter_house 2 large_city13000
Knights Templar
heavy cavalry

Elite and some say reckless knights formed to protect Christian pilgrims in the Holy Lands.
The Templars' Headquarters allows the recruitment of veteran Templar knights.
138
St Johns' Minor Chapter House
A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights.
St Johns' Minor Chapter Houseguild_st_johns_chapter_house 0 city11000
Knights Hospitaller
heavy cavalry

Well trained and disciplined these knights are amongst the deadliest heavy cavalry in all Christendom.
population_health_bonus bonus 1
A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights.
139
St Johns' Major Chapter House
A St. Johns' Major Chapter House allows the recruitment of experienced Hospitaller knights.
St Johns' Major Chapter Houseguild_st_johns_chapter_house 1 large_city12000
Knights Hospitaller
heavy cavalry

Well trained and disciplined these knights are amongst the deadliest heavy cavalry in all Christendom.
population_health_bonus bonus 2
A St. Johns' Major Chapter House allows the recruitment of experienced Hospitaller knights.
140
St Johns' Headquarters
The St. Johns' Headquarters allows the recruitment of veteran Hospitaller knights.
St Johns' Headquartersguild_st_johns_chapter_house 2 large_city13000
Knights Hospitaller
heavy cavalry

Well trained and disciplined these knights are amongst the deadliest heavy cavalry in all Christendom.
population_health_bonus bonus 3
The St. Johns' Headquarters allows the recruitment of veteran Hospitaller knights.
141
Woodsmen's Guild
A Woodsmen's Guild improves the quality of archers recruited from the region.
Woodsmen's Guildguild_woodsmens_guild 0castle city11000 archer_bonus 1
A Woodsmen's Guild improves the quality of archers recruited from the region.
142
Master Woodsmens' Guild
A Master Woodsmen's Guild notably improves the quality of archers recruited from the region.
Master Woodsmens' Guildguild_woodsmens_guild 1castle large_city12000
Sherwood Archers
missile infantry

Wielding a longbow made of yew, and able to hide in any terrain these men are excellent at ambushes, and are outstanding marksmen.
archer_bonus 1 faction_capability archer_bonus 1
A Master Woodsmen's Guild notably improves the quality of archers recruited from the region.
143
Woodsmens' Guild Headquarters
The Woodsmen's Guild Headquarters greatly improves the quality of archers recruited from the region.
Woodsmens' Guild Headquartersguild_woodsmens_guild 2castle large_city13000
Sherwood Archers
missile infantry

Wielding a longbow made of yew, and able to hide in any terrain these men are excellent at ambushes, and are outstanding marksmen.
archer_bonus 1 faction_capability archer_bonus 2
The Woodsmen's Guild Headquarters greatly improves the quality of archers recruited from the region.
144
Horse Breeders' Guild
A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
Horse Breeders' Guildguild_horse_breeders_guild 0city city11000 cavalry_bonus 1
A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
145
Master Horse Breeders' Guild
A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
Master Horse Breeders' Guildguild_horse_breeders_guild 1city large_city12000 cavalry_bonus 1 faction_capability cavalry_bonus 1
A Master Horse Breeders' Guild notably improves the quality of cavalry units recruited in the region.
146
Horse Breeders' Guild Headquarters
The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
Horse Breeders' Guild Headquartersguild_horse_breeders_guild 2city huge_city13000 cavalry_bonus 1 faction_capability cavalry_bonus 2
The Horse Breeders' Guild Headquarters greatly improves the quality of cavalry units recruited in the region.
147
Convert to Motte and Bailey
Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
Convert to Motte and Baileyconvert_to_castle 0city village1800
Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
148
Convert to Wooden Castle
Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
Convert to Wooden Castleconvert_to_castle 1city town11600
Converting a Town into a Wooden Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
149
Convert to Castle
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
Convert to Castleconvert_to_castle 2city large_town23200
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
150
Convert to Village
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
Convert to Villageconvert_to_city 0castle village1800
Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
151
Convert to Town
Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options.
Convert to Townconvert_to_city 1castle town11200
Converting a Wooden Castle into a town makes the settlement more conducive to trade, but has fewer recruitment options.
152
Convert to Large Town
Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options.
Convert to Large Townconvert_to_city 2castle large_town21600
Converting a Castle into a Large Town makes the settlement more conducive to trade, but has fewer recruitment options.
153
Convert to City
Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options.
Convert to Cityconvert_to_city 3castle city23200
Converting a Fortress into a City makes the settlement more conducive to trade, but has fewer recruitment options.
154
Convert to City
Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options.
Convert to Cityconvert_to_city 4castle large_city36400
Converting a Citadel into a City makes the settlement more conducive to trade, but has fewer recruitment options.
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Medieval II: Total War Kingdoms is the expansion to the 2006 turn-based strategy PC game Medieval 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 first wave of European colonization of the Americas, the series of wars (including the Welsh Conquest, the Irish Invasion, the Scottish–Norwegian War. While Medieval: Total War was the audience’s “in” to the Total War franchise, it was R:TW that took it to the next level and launched the fandom into the stratosphere. The 2D sprites evolved into detailed 3D models and everything from the campaign map to the battle screen was completely overhauled. I have a lot of problems with Medieval 2 Total War map. At first it looks quite sensible, with all parts of the map covered by regions: But that's an illusion, region borders don't matter at all, except maybe for diplomacy - AI gets annoyed when you cross its borders and it can see it - but it gets annoyed by just about anything or totally at.

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Agents[edit]

Where was it stated there will be 9 new agents? There isn't a source, nor have I seen it mentioned on any of the game pages/videos.

Got the game, and in the first 5 minutes I've already used several new agent types. They mostly seem to be different versions of the previous agents, fulfilling similiar roles but with adjusted stats.

The article says that

'Use a host of new agents to aid you in your exploration of the New World. Exploit the riches of the New World – build trade agreements to boost your prestige and uncover powerful ancient relics.'

I've played 19 turns as Spain when this is being written and I have not seen any new agents (mine or the computer-controlled players), just a renamed priest (missionary), the diplomat and a renamed spy (guide). I have seen no relics. -Sensemaker

Vikings[edit]

Isn't 1258 too late for vikings?63.226.180.162 17:25, 3 April 2007 (UTC)


Yes, very much so. Just about all major viking migrations ended by 1100 at the latest. The term Vikings in this scenario is being used to describe the medieval kingdom of Norway. Even thought I don't believe there was any succesful scandanavian invasion of Britain in the high and late middle ages the creators of the game probably felt that adding a viking like horde to the campaign would spice up the playing ground and add more over all strategic outcomes to the map of the british isles. --Jay Menglass 20:39, 6 April 2007 (UTC)Jay Menglass

The Viking-age was permanently over in 1080, this is represented in the normal game by letting the typical 'viking-units' be outdated quite fast. The term 'Viking' in the normal game refers to the Danish kingdom, as can be seen in the fact that they start with Denmark as a homebase. And indeed there wasn't any Scandinavian military influence in the rest of Europe from the end of the viking age (ca 1060) until Sweden became a great power in the early modern period (ca 1500). What I'm personally interested in is if there will be a representation of the 100 years war between England and France that started in 1337 (:p)Krastain 11:05, 18 April 2007 (UTC)

there was actualy a nvation and nearly an all out war between Haakon of Norway and Alexander of Scotland, and the game bases itself on 'what if' Haakon did not die from sickness as he did?. Norway's armies had not lost its viking influences in the 13th century, not at all, Norway still did not have any Federal system like England and France. Nor did it ever had any knights or much of a nobilety. Most of the vikings were actualy peasants, But were good fighters and sailors due to the climate of norway. The axe was preferred as a main waepon, and cavalry or archers was non existent all trough Norways middle ages. The dragonships were still the best boat in the world, All in all, altho the viking age was ended with Haakon Haardradas defeat at stamford bridge. Norway was still a Viking sosietiety, and fielded viking warriors

According to Wikipedia there were Norwegians in the Brittish Isles at this time. They were known as the Kingdom of Mann and the Isles. As you can guess they inhabited the Isle of Mann and the Hebrides, however they weren't Vikings.--Rhyfelwr 18:11, 4 November 2007 (UTC)

Crusader Map[edit]

Who ever added the new information on the Crusader campaign (about the mongols being unplayable and the map stretching from greece to afganistan)im just wondering for my own knowledge where did you get that information from?--Jay Menglass 23:53, 16 April 2007 (UTC)Jay MenglassYou can't get the mongols in game (tested) and the geography is obvious... --76.84.24.14 (talk) 03:40, 16 October 2010 (UTC)

if you edit a certain file in install you can play venice amd mongols and rebels alike.-someone — Preceding unsigned comment added by 174.21.147.40 (talk) 13:39, 14 May 2012 (UTC)

America[edit]

'Cortés arrives in 1519 with a small, elite force of conquistadors and must rely on his motherland of Spain for the reinforcements and supplies that will help him survive and explore these new lands.'This 'rely on the motherland' stuff does not concur with my experiences. I have been playing on normal strategic difficult/har battles for 22 turn and control 25 cities as Spain. I get two things from the motherland: troops and money. More than half of my forces are native mercenaries and of the rest less than half are originally from the motherland. So less than a forth of my troops come from the motherland. The money I get from Spain is significant but probably less than a tenth of my total income so far. The motherland has given significant contributions but I certainly haven't relied on them. I might have been playing more aggressively than normal, but I do not think my experiences are totally atypical.

Sensemaker

Features[edit]

It's written in the features section that there are 13 playable factions, but yet the playable factions mentioned number 23. Someone should take a look at it.

There are a total of 23 playable factions- 13 of which are not found in the original game. These are the KoJ , PoA, Novogrod, Lithuania, the Order, Norway, Ireland, Wales, Apacheans, Tarascans, Tlaxcalans, Chicimecans and Maya.

European Release?[edit]

The article state it will be released the 31st of august in GB, but what about the rest of Europe? —The preceding unsigned comment was added by Rovdyr (talk • contribs).

Good job on expanding the descriptions, but...[edit]

Well, I like how there's so much more information on each of the four campaigns, but all of it is going to have to be rewritten. The language of Wikipedia is supposed to be an objective one, and it seems as though whoever wrote it has simply copied the text from one of the advertisements for the game, giving it a very enthusiastic, very unencyclopedic, tone. —Preceding unsigned comment added by Dilcoe (talk • contribs) 03:40, August 29, 2007 (UTC)

I agree, though it's kinda inevitable when the only information on a game is through the developer's own previews and presentations to journos. I'll be getting the game soon and I'll see if I can rewrite the article a bit. Edders 10:36, 29 August 2007 (UTC)

I've rewritten three of the four campaigns. Now there's just the Americas and the micellaneous stuff floating around the article. Edders 18:56, 31 August 2007 (UTC)

Balian in the Crusade campaign[edit]

i think this is more or less a tribute to the movie kingdom of heaven, although he was an important player in the Crusades. —Preceding unsigned comment added by 207.161.42.43 (talk) 20:18, 2 September 2007 (UTC)

Fair use rationale for Image:IndiMTWIIKingdoms.jpg[edit]

Image:IndiMTWIIKingdoms.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.

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BetacommandBot 03:55, 1 October 2007 (UTC)

Americas description[edit]

Someone needs to rewrite the description for the Americas campaign to make it more in line with the other campaigns' descriptions. It needs to be greatly shortened, and the emotive language needs to be removed.--121.209.164.54 23:53, 8 October 2007 (UTC)

Fair use rationale for Image:CursadersMTWIIKingdoms.jpg[edit]

Image:CursadersMTWIIKingdoms.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.

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BetacommandBot 21:12, 29 October 2007 (UTC)

Fair use rationale for Image:BrittaniaMTWIIKingdoms.jpg[edit]

Image:BrittaniaMTWIIKingdoms.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.

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BetacommandBot 23:35, 29 October 2007 (UTC)

Medieval total war 2 map with cities map

Sparta?[edit]

Since when was Sparta added as a nation in the Teutonic Campaign? It was a small city at the time, not a nation and definetly not a nation in the baltic area -80.160.159.174 14:26, 6 November 2007 (UTC)

I think it was just vandalism on the page, either that or the guy who posted it was a nutter.--Rhyfelwr (talk) 23:39, 17 November 2007 (UTC)

Fair use rationale for Image:MTWIIKingdomsBoxArt.jpg[edit]

Image:MTWIIKingdomsBoxArt.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.

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If there is other fair use media, consider checking that you have specified the fair use rationale on the other images used on this page. Note that any fair use images uploaded after 4 May, 2006, and lacking such an explanation will be deleted one week after they have been uploaded, as described on criteria for speedy deletion. If you have any questions please ask them at the Media copyright questions page. Thank you.

BetacommandBot 11:10, 7 November 2007 (UTC)

Fair use rationale for Image:TeutonicKnightsMTWIIKingdoms.jpg[edit]

Image:TeutonicKnightsMTWIIKingdoms.jpg is being used on this article. I notice the image page specifies that the image is being used under fair use but there is no explanation or rationale as to why its use in this Wikipedia article constitutes fair use. In addition to the boilerplate fair use template, you must also write out on the image description page a specific explanation or rationale for why using this image in each article is consistent with fair use.

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BetacommandBot (talk) 04:58, 30 November 2007 (UTC)

hanseatic league[edit]

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Can somebody please list the citys that need to be taken for the hanseatic league... i can find no references anyway for this on the internet and its very frustrating as i deleted the ingame popup and don't know where to find the names again: i know novgorod, hamburg, and Visby, but it is very frustrating not being able to find out whicj cities i should be capturing and randomly careering around capturing palces hoping i get the write one. So can someeone please update this... -Carroll M. —Preceding unsigned comment added by 86.138.106.146 (talk) 18:39, 24 February 2008 (UTC)

Kingdoms Patch released[edit]

Someone should update this article since the much anticipated patch for Kingdoms has been released. The information on the patch should have a summary of the fixes and the problems associated with patch installation (after reading the links below, it seems that there is a big problem with the patch). For more info on the issues on the patch please refer to:

Hopefully this info would be useful.222.127.190.228 (talk) 11:30, 11 April 2008 (UTC)


Difficulties[edit]

These difficulty ratings for each faction, are they official? Or are they original research? I'm suspecting the latter, especially judging from the section on the Britannia campaign ... 96T (talk) 20:41, 24 October 2008 (UTC)


I haven't cross-referenced it, but I had just gone through the manual; the manual has difficulty ratings for every faction in every campaign. So yes, they are official; if they are correct. AndarielHalo (talk) 02:12, 25 October 2008 (UTC)

Re-naming cities?!?!?! Permanent forts with moats?!?! I call BS[edit]

I have played this game, all four campaigns, and the base game, and I have checked the manual for Kingdoms, and I have found NO evidence supporting that permanent forts can be built (there are only permanent forts in the Britannia campaign, which are pre-built) nor that any city can be re-named.

If anyone can source this and confirm it, I would squeal in delight at these new features. Otherwise, until then, I say they are bullshit. AndarielHalo (talk) 02:03, 25 October 2008 (UTC)

I have no source to give you but I have played the game as well. In the Crusades campaign, any forts you build stay permanent. Also you can rename cities in the game. Zombie Hunter Smurf (talk) 02:07, 25 October 2008 (UTC)
How? AndarielHalo (talk) 02:12, 25 October 2008 (UTC)
Medieval total war 1
Also see page 12 of the manual (I'm playing the American version but I'm not sure if thats a problem) where it says generals can build permanent forts in the Crusades campaign. I couldn't find in the manual where it says you can rename cities but I have done it before, just open the city menu and click on the name. Zombie Hunter Smurf (talk) 02:15, 25 October 2008 (UTC)
Fuckdamn, I see it now. It's amazing, and yet I don't like it. Naming all my settlements 'Jesustown'... AndarielHalo (talk) 02:21, 25 October 2008 (UTC)
I'm glad I could help. Also here is a source that confirms the permanent forts [3]Zombie Hunter Smurf (talk) 02:23, 25 October 2008 (UTC)

i hope this is true and not a bs artical. i play game every day, i will test today. if true i will make a barberque, burn all the chicken, and sell it for $100. i can and will... — Preceding unsigned comment added by 174.21.147.40 (talk) 13:50, 14 May 2012 (UTC)

Game/article title[edit]

I think the article title should be Medieval II: Total War - Kingdoms. SharkD (talk) 01:59, 14 January 2009 (UTC)

No the current title is correct. QueenCake (talk) 18:28, 18 January 2009 (UTC)

Rename article[edit]

I suggest renaming the article to Medieval II: Total War - Kingdoms. That's how MobyGames lists it, at least. SharkD (talk) 08:44, 22 January 2009 (UTC)

More discussion has occured here. SharkD (talk) 01:43, 29 January 2009 (UTC)

Inaccuracies[edit]

Medieval

The article describes the inaccuracies on the Americas campaign but what about the others. I know for one thing that the leader of the Welsh is wrongly called king instead of Prince. English Bobby (talk) 13:11, 19 September 2009 (UTC)

true true but thats the way games go. — Preceding unsigned comment added by 174.21.147.40 (talk) 13:51, 14 May 2012 (UTC)

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