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- Pagan Factions In Medieval Ii Total War
- Medieval 2 Faction Guide
- Medieval 2 Total War Kingdoms Americas Unlock All Factions
Apacheans: Gameplay Information
I prefer to see factions related to empires, kingdoms, duchies, counties, principalities, caliphates, etc. For the high and late Medieval this would be the correct and correct option 2. I think that the game should start from the High Medieval period, that is, it should already be 'kingdoms'. A subreddit for the Total War strategy game series, made by Creative Assembly. Discussions, strategies, stories, crude cave-drawings, and more for Medieval 2, Empire, Shogun 2, Rome 2, Attila, Thrones of Britannia, Warhammer, Three Kingdoms and others. There are twenty-two factions in Medieval II: Total War. In the Grand Campaign game seventeen factions are playable. Of these, only England, France, the Holy Roman Empire, Spain, and Venice are available from outset.
With the freedom of the North American plains comes the relative in-sophistication when compared to the Meso-American civilisations to the south. The Apache warriors are brave & numerous but man for man, they are no match for their better equipped opponents. It's not all doom & gloom for the prospective Apache war chief though. Apache units are incredibly cheap. They are so cheap in fact that you will have no trouble maintaining large numbers of troops while still turning over an enormous surplus in your treasury and this will be the key to your campaign. An Aztec full-stack will soundly rout your full-stack but will they rout the second and third as well? Certain units are rather useful. Apachean braves throw javelins and are capable in melee as well. Onde's Men are vital because they are your only anti-cavalry infantry. Koitsenko's are excellent archers who pack a serious punch in melee as well. Later in the game, you gain access to cavalry & gunpowder units. The Thunder Brave infantry are not all that useful but the cavalry are a different matter. They can dominate the battle field against all other American factions and will defeat the old world factions if care is taken as to their use. It is unusual to have infantry as your general's bodyguard unit and care needs to be taken to protect them in the campaign.
Pagan Factions In Medieval Ii Total War
There has been much discussion over how to gain the upper tier buildings required to train better units like Koitsenko's, Onde's Men, and the gunpowder/cavalry units. To gain these units:
- Dog Soldiers - Recruit 20 missile units and capture five settlements.
- Koitsenko's - 50 missile units must be recruited and 15 settlements must be captured.
- Onde's Men - To get the second tier Raiders building, you will need to recruit 20 infantry units and win 5 battles. To get the third tier Raiders building, you need to recruit 50 infantry units and win 10 battles. Be warned. There have been reports that the game doesn't appear to consider Apache Braves as infantry so you'll need to recruit lots of Apache Scouts and Medicine Men.
- Gunpowder Units - Defeat 10 armies containing gunpowder units.
- Cavalry Units - Defeat 10 armies containing cavalry units.
Table of Contents
Campaign Overview
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Long Campaign Win Conditions |
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Short Campaign Win Conditions |
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Finances |
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Initial Settlement |
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Initial Generals |
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Initial Admirals |
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Initial Agents |
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Initial Troops |
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The Apaches start off in the far north of the map and have huge scope for unfettered expansion before running into their neighbours. If you are quick, it is possible to grab the majority of provinces required to win the game without waging war on any other game faction. The Apacheans cannot build roads so travel can be a trial at times but careful use of Warpaths will ease the wait to reach new regions somewhat. The French will land in Florida and it is likely that you will need to fend them off. This is in fact something to be welcomed as you cannot recruit cavalry or gunpowder units until you defeat those units in battle a sufficient of times.
The Meso-American factions have cities and when you capture them, you will need to exterminate or else civil disorder will become a serious problem. These factions follow the Sun God so you will need to convert them to the Great Spirit. Send your Wisemen into these provinces before you attack to get a head start on converting the locals. If you send them in 'packs', you'll convert the population much faster. This also allows you to call Warpaths, which are vital in acquiring good quality armies.
Do be careful to satisfy the requirements to recruit Koitsenko's & Onde's Men before you get gunpowder & cavalry units as there is a bug in the game that comes into effect if you get gunpowder/cavalry units first.
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Recruitable Units
The following table contains all of the units that the Apaches can recruit in Multiplayer and Custom Battles. For the Campaign, use the 'All' period with the following corrections:
- Units in (Brackets) are mercenaries and therefore cannot be trained in campaign, although any general can recruit them in the field if he has space in his army and there are some available.
- Units in [Square Brackets] cannot be recruited in campaign, they are for Multiplayer and Custom Battles only.
- Units in Italics can only be recruited in certain regions (eg. The New World) or after a certain event (eg. The discovery of gunpowder).
- Note that early/late/high periods do not apply for Apachean custom or online battles.
Period | Infantry | Missile Infantry | Missile Cavalry |
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All |
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Medieval 2 Faction Guide
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Constructable Buildings
Cities | |||
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Building Type | Level 1 | Level 2 | Level 3 |
Hunters | Hunter's Tipi | Hunter's Wigwam | Hunter's Longhouse |
Farmers | Farmers's Tipi | Farmers's Wigwam | |
Raiders | Raider's Tipi | Raider's Wigwam | Raider's Longhouse |
Traders | Trader's Tipi | Trader's Wigwam | |
Medicine Man | Medicine Man's Tipi | Medicine Man's Wigwam | |
Horse Trainers | Horse Trainer's Tipi | Horse Trainer's Wigwam | Horse Trainer's Longhouse |
Gun Traders | Gun Trader's Tipi | Gun Trader's Wigwam | |
Dance Circle | Dance Circle | ||
Sweat Lodge | Sweat Lodge | ||
Hogan | Hogan | ||
Armour Maker | Armour Maker |
Medieval 2 Total War Kingdoms Americas Unlock All Factions
Note that the Apaches cannot expand beyond villages but they can capture larger size settlements and maintain the existing city walls as well as mines and some farming structures but all other buildings are destroyed.
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Kingdoms Expansion
Comprised of four new campaigns – the Discovery of the Americas, 13th Century Britain and Ireland, the Third and Fourth Crusade and the Teutonic Campaign in the high middle ages – Kingdoms takes your Medieval II experience further with enhanced graphics, gameplay and a vast array of other new content including over 150 new units, new mission types and 13 new playable factions.
- Discovery of the Americas Campaign: Taking place in the early 16th Century, this campaign chronicles the early European colonisation of America. Play as the British, French or Spanish as you explore and conquer a wild land filled with violent natives or play as the Apache and mount a warpath against the foreign colonisers.
- Britannia Campaign: In 1258, the British Isles are in Turmoil. The Kingdom of England is encroached on all sides by those it is supposed to preside over – the Welsh, the Irish and the fierce Scots seem inevitable to cast off the chains of English rule. The Kingdom of Norway too seem poised to take England for their own and to make matters worse dissent within the kingdom itself with Barons threatening to unite and wage a full scale rebellion. Choose a faction and either defend the English throne or seize it for yourself.
- Crusades Campaign: Beginning in 1174, a few years before the Third Crusade and continuing through to the Fourth Crusade, this campaign allows you to control the Kingdom of Jerusalem and Principality of Antioch as they battle to increase the presence of Christendom in the Middle East. The player can also choose to fight on behalf of the Saladin of Egypt and the Turks as they attempt to drive the crusaders out. The Byzantine Empire is also a playable faction as they attempt to regain the glory of the Middle East in the name of Emperor Manuel Komnenos.
- Teutonic Campaign: Starting in 1250, the Teutonic Campaign centres on the conflict between Christianity – advocated by the Teutonic Order, and Eastern European Paganism – represented by Lithuania. The conflict stretches far beyond these two factions however, threatening to engulf factions such as the western Kingdom of Denmark, the Holy Roman Empire, the Novgorod Republic and the Kingdom of Poland, all of whom see opportunity for victory, conquest, peace or mere survival reflected in the Teutonic Order’s bloody campaign.
The expansion contains 6 new multiplayer battle scenarios and 20 new custom battle maps. It also sees the introduction of Hero units with special abilities, 9 new Agents (although some are revamped and renamed from the original game) and new technology trees influenced by Religion and Prestige.
External links
Retrieved from ‘https://wiki.totalwar.com/index.php?title=Kingdoms_Expansion&oldid=19488’