Current visibility: Hidden. This item will only be visible to you, admins, and anyone marked as a creator. Current visibility: Friends-only. This item will only be visible in searches to you, your friends, and admins. These are the original manuals that came with the disk versions of the main game and the expansion. This item has been added to your Favorites. Created by. Gigantus Offline.
Category: Gameplay Basics. Languages: English. Guide Index. Short and sweet. Other Stuff. These are the original manuals as they came with the diskversion of the base game and the kingdoms extension.. To do this, you have to play a short game in which the player has to take control of fifteen provinces while surviving some faction. New factions will automatically unlock for you as you progress through the game. Each faction has different objectives and provinces that must be controlled.
There are many buildings in the city to control and upgrade, such as temples, markets, city walls, barracks, stables and military units. Controlling more cities will give you some geographical advantages and higher taxes.
However, controlling the big cities is a little more difficult. Real-time 3D tactical combat is the other half of the game. You will combine strategic and tactical game modes and represent the battle scene. There are infantry, cavalry, archers, artillery and other units in battle. Everyone has their own style of use, optimum strengths, efficiency, training standards, defensive and offensive views and morale.
Click on this button to have the advisor demonstrate how to carry out an action in the game. The X button dismisses an advisor, closing the Advisor Panel. The panel will return when new advice is being brought to your attention. You can adjust the amount of advice you receive before starting a Grand Campaign or during a campaign in the Game Options. You will find these settings when starting a Grand Campaign.
The only exception is when you actually request help or advice. The Settlement Scroll has an icon of the advisor that you can click to receive a construction or recruitment suggestion.
If you are unsure of what to recruit or build next in a settlement, you can click on this button for help. The advice given will be determined by whether the player has selected the Construction Panel or the Recruitment Panel. Click on this to bring up help information.
These two things are handled quite separately — You take your time planning where to send armies and managing the affairs in your realm. However on the field of battle, you need to react swiftly and decisively to any threats or opportunities.
Your overall goal in the Grand Campaign is to lead your people to become the most dominant empire in the world, seeking to control a huge area of land, and either have control of a certain region or outlive a particular opposing faction.
Victory in the Grand. Campaign is a truly epic achievement — they generally take days, or even weeks, to complete. Before you start playing, you must select a faction. Conditions vary from faction to faction. Your main goal in the Grand Campaign is to expand your empire by conquering regions of land, either near or far. Your secondary goal will be to either take control of a certain settlement or wipe out an opposing faction. That secondary goal will depend upon whether or not you selected to play a long standard or short campaign.
The first time you play the Grand Campaign, your campaign advisor Lady Gwendolyn will give you a tour of your lands, and show you some ideal targets to strike at first. After her tour, you will have control of the campaign map view yourself, and this is your basic window to the world in Medieval II: Total War. You will see that the campaign map has all sorts of climates and terrain types over it and that the lands are divided into different regions, marked out by borders.
The colors of the borders show you which faction controls the land. Firstly, these are the following things you will see around the campaign map as you play. These appear as either cities or castles on the map, with a name plate. The amount of filled color on the banner above the settlement indicates the power of the force garrisoned within it.
These appear as a military figure with a banner above them. The amount of filled color of the banner above the army indicates its overall power. Command stars beside an army represent the experience of the General leading it. These include all the non-military character types such as Spies , Assassins , Priests , Merchants , Diplomats and Princesses.
Around the map you will see various trade resources out in the countryside. These show what goods can be exported from the region they are in and also where.
At various points around the map there are green arrows that represent points land-based armies can cross without a fleet. These represents areas of the map that your faction cannot see, due to not having a character close enough to show who or what is there. The completely black areas are totally uncharted. In the bottom right of the screen you will find the Control Panel — This is where the basic controls and information for the campaign can be accessed.
The currently selected army, settlement or character will have its name displayed here. Click on the buttons on either side of the information to cycle through selectable settlements and characters. Click on this button to end your turn, while the number beneath it shows the current turn number. Click on this when a settlement is selected to open up a scroll with its construction options. Click on this with a General selected outside of a settlement to build a fort or a watchtower.
Click on this when a settlement is selected to open a scroll with its recruitment options. Click on this with a General selected outside of a settlement to hire mercenaries. The number beneath it shows your current treasury amount. In the middle of the bottom of the screen you will find the Review Panel — This is where you can see what units, buildings, agents and fleets are in a given location.
This is where you will transfer units in and out of your armies. Click to see what buildings are in the currently selected settlement. Click to see what non-military characters are in the currently selected army or settlement. Click to see what ships are in the currently selected fleet or settlement. The Review Panel Display Area is the large area below the tabs. This display area changes based upon which of the tabs you have selected.
The main way to use the review panel area is to right-click on any card in the panel area to get an Information Scroll on that unit, building or character. In the bottom left of the screen you will find the Mini-map Panel — This is where you can quickly look to see what faction owns each region that your own faction can presently see.
It is. Click on these two buttons to zoom the mini-map display in or out accordingly. Click on this button to open up the Missions Scroll. There you will find a record of all current missions your faction is undertaking see below.
Click on the panel to center the campaign map view on. The part of Medieval II: Total War that is played on the campaign map is turn-based — simply meaning that each faction in the game takes turns moving its armies and managing its settlements and affairs before the next one does. This means you can take as long as you like to plan out your moves on the campaign map; there is no time limit at all. Each turn you will usually do the following things all detailed in later sections of the manual :.
There are lots of things you can do, even in the first turn of the game. Details on all of your options are covered in the following sections of the manual, but here is a quick overview of wise things to do before considering hitting the End Turn button :. You can do this quickly by using the selection buttons on your Control Panel.
You can do this quickly on the Settlement Roster Scroll. In Medieval II: Total War , events are reports relating to things happening within your faction, or news from around the world. These events arrive as square icons that drop down the left side of the main display area, which you then click on to get the full message — Which could be anything from information about a declaration of war, news on a natural disaster or announcements of royal weddings.
There are literally hundreds of events in Medieval II: Total War to face as a ruler in the medieval era. The first event icon that appears when you start a campaign is a mission —. That mission will be given to you by your Council of Nobles to take control of a nearby Rebel settlement within a certain number of turns. All missions have a time limit. However ignoring them means failing them, and sometimes there is some sort of penalty for failure. You can always check on your current missions by clicking on the Missions button in the corner of the Mini-map Panel to view the Missions Scroll.
These missions are essentially advice from the nobility of your realm as to what they believe would be in the best interests of your people. Guilds are essentially trade powers and knightly orders that will interact with your faction throughout the game, depending on what you build and promote in your realm.
Catholic factions will receive orders from the Pope. As you would expect, he takes your success or failure in the missions he gives personally. When you complete a mission, there is always a reward that comes with it. Not all missions have a penalty for failure, but any mission that does will have the penalties detailed in the. It is always wise for you to assess what the rewards or penalties will mean for your current plans for your faction, and what effort will be required to complete the mission.
If something happens that would prevent you from being able to complete the mission, it will be cancelled — this does not count as failure. Most messages are going to be reports about things that have happened in your faction, such as what units were recruited, what buildings were completed, family members that died or a mission to undertake.
You will also receive news of diplomatic happenings, such as declarations of war, or an announcement that some foreign power has become the richest kingdom in the world. Reading these messages will help ensure that you are aware of things going on both within your borders, and far beyond them as well. Sometimes a message will be about a discovery in the world, or an event that heralds new possibilities or problems.
An example would be the discovery of gunpowder, which is arguably the most important advance in the history of military technology. Some historical events will just prove to be amusing, interesting or terrifying, but ensure that you read these messages to be informed of new opportunities that arise as the game progresses. Using these characters will be explained in the Using Armies and Using Agents sections of this manual, but here you will learn their role and how to read information on a specific character.
When you double-click on any character on the campaign map, or right-click on their card in the. Review Panel , you call up a scroll that has information on the selected character. Here you can access all the key information about this individual. The Character Information Panel details include:. Nobody lives forever. More on attributes below.
These are the characters that appear as soldiers or ships on the campaign map. Their use is covered in Using Armies. Generals are the most important characters in your faction, as they are the only ones who can recruit mercenaries, build field structures and govern settlements. They also have a positive effect on troops being led into battle. The way you use them will greatly. When an army has no General a Captain from within one of its units will step forward to lead the army.
Captains do not earn traits from accomplishments in battle unless they are promoted to a General — something that may be offered to you during play. Armies led by a Captain are more prone to bribery from foreign Diplomats. Admirals command a fleet of ships in battle, and can develop their combat ability in the same way that a General can — by winning battles. They cannot govern a settlement like a General; they are a purely naval commander.
These characters are specialists that perform tasks away from the battlefield. They are also the only characters aside from assassins that are capable of dealing with Heretics, except they perform a heresy trial, rather than a physical attack. Diplomats are refined men who are sent to negotiate with foreign dignitaries. Although Princesses can also enter diplomacy, only a Diplomat can attempt to bribe a. A Princess is a member of the ruling family of her faction, whose main ability is to marry a General.
She can represent her people as a Diplomat. Spies are intelligence operatives that are capable of moving undetected by foreign forces. Their main task is to infiltrate foreign settlements, where they will report on the buildings and garrison behind the walls. When within an enemy settlement, Spies inspire unrest in the population, and may also help disable wall defenses. Finally, Spies are also the most effective character at spotting other hidden agents. Assassins are similar to Spies in that they have a good chance of moving and operating undetected, except that their job is to directly target a person or building for elimination.
Assassination attempts are considered an act of war. Merchants are men who serve your people by traveling to far off lands to find resources and establish a lucrative trade route back to your capital. Merchants can attempt to put a foreign Merchant out of business — however this does not count as an act of war, nor does entering foreign lands. This shows how devout a character is seen to be.
For Generals this affects the happiness of settlements he governs and his chances of surviving an inquisition. For Priests, it affects how effectively they convert the populace to their religion, as well.
Letting prisoners go free, showing bravery in battle and abstaining from taxing the people harshly are examples of chivalrous behavior.
Executing prisoners, exterminating large numbers of people and ruling oppressively are examples of dreadful behavior. Dread generals can cause fear to inspire a morale penalty in their enemies, while chivalrous generals can inspire a morale boost in their own troops. Chivalry and dread also have an effect upon the population of a settlement governed by a General with either attribute. This shows how seriously this character honors their role of servitude. During the course of Medieval II: Total War there will be numerous situations that will test the loyalty of your Generals, and the higher this attribute, the more likely they shall honor their pledge to you.
This shows the amount of respect commanded by a Faction Leader. A Faction Leader with high Authority is more likely to retain the loyalty of his Generals, while a leader with low authority is more likely to face rebellion.
0コメント