Medieval 2 Total War Free Download PC Game setup in direct link for windows. Medieval 2 Total War PC Game Overview. Intel Pentium 4 2.4 GHz; RAM: 1 GB; Hard Disk Space. Hello lads, I just installed patch 1.1/1.2 and 1.3. I'm trying to find a 1.4 patch but i can't find it.
Mods - Medieval II: Total War. HOME; XONE; PS4; WiiU; VR; iOS. This is units pack for Medieval 2 Total War patch 1.2. This mod is a companion set that will add an additional 51 units into the game. Additional Notes: 1 gigabyte (GB) RAM (32-bit) or 2 GB RAM (64-bit) See all. Medieval II: Total War patch v.1.2 PL. Poprawka systemowa przeznaczona do polskiej edycji gry Medieval II: Total War. For anyone still embroiled in Creative Assembly's Medieval II: Total War, get ready for some rather significant tweaks. Recently released patch 1.2 addresses a number of issues with the game, some of which are. Medieval: Total War; Medieval: Total War. Apply the official Medieval II: Total War v1.2 Patch. Apply the official Medieval II: Total War v1.1 Patch. Free Download Medieval II: Total War Kingdoms US Patch. Kingdoms is an expansion for Medieval II: Total War which brings four new campaigns for players to enjoy. 1 User review so far.
Medieval II: Total War - Wikipedia, the free encyclopedia. Medieval II: Total War, the indirect sequel to 2. Medieval: Total War and the fourth game in the Total War series from Creative Assembly, is a game of turn- based strategic rounds and real- time tactically- oriented battles, released in November 2. The game is set between the years 1. Like the original Medieval: Total War, it focuses on medieval warfare, religion and politics in Europe, North Africa and the Middle East.
Gameplay. Battles can be played in multiplayer, in user- defined scenarios, or in historical scenarios which simulate real battles such as the Battle of Arsuf or the Battle of Agincourt. Battles are also featured in the campaign.
Campaign. Gameplay consists of controlling the faction's military, economic, and social systems in large campaign maps. During the player's turn, armies, fleets, and agents can be moved on the map. When an army engages another army, the player can choose to fight the battle personally in the battle mode, or automatically calculate the outcome.
Discuss Medieval II: Total War and its expansion, Kingdoms, here. This is where you can find help in modding Medieval 2: Total War. Forum Actions: Forum Statistics: Threads: 17,945.
The goal of the campaign depends on which type of campaign is played. The short campaign requires the player to defeat one or two enemy factions (for example, Holy Roman Empire must defeat its historical enemies Milan and Denmark) and control at least 1. The long campaign requires the player to control at least 4.
Jerusalem, Granada, Rome or Constantinople. Any nation conquered in the Grand Campaign will be unlocked as a playable faction, with the exception of the Papal States, Mongols, Timurids, Aztecs (only encountered in the New World, or in the late period) and Rebels. Completing the Grand Campaign on any difficulty level unlocks all factions as playable. Settlements. Unlike previous Total War titles, there are two kinds of settlements, each with different advantages and disadvantages: cities and castles. Castles have better defensive capabilities and have access to a larger selection of soldiers including cavalry, infantry, and missile troops most of which can only be obtained through castles, and for the most part are superior to city troops in terms of abilities, morale, and combat statistics. However, castles generate less income, cannot train as many agents as cities, and have no access to higher civilian technologies such as taverns, markets, and buildings related to law and health such as town halls, and the eastern Bimaristan. Cities generate much larger income and are technological centres of a faction, but are more difficult to defend and only have access to militia troops, which are generally inferior to those trained at castles except for a select few unique units.
A small quantity of militia troops, stationed in the city where they have been trained, can have the benefit of no upkeep cost, that cost being a great burden on the economy of a faction throughout the game. Players may convert a settlement to a different type, although larger cities may not be converted into castles. The early castle upgrades don't have a need of population to be upgraded, all that is needed are florins (in- game currency). As in other Total War games, in each settlement the faction may construct a number of buildings, each with different functions, such as training troops, upgrading weapons and armour, expanding the economy, increasing the settlement's defences or strengthening religion. A new feature of Medieval II is the ability to build guild halls. A given settlement may only have a single guild hall, although there are several different types.
The guild hall provides certain bonuses such as increased movement for troops, better weapons, or better agents; some even grant access to new units, such as the ahistoric unit of . Guild halls may also be later upgraded to a . It is possible however, to capture a city with an existing Master Guild Hall of a certain type, and have two of one kind. Characters. Once male family members come of age at 1. Each character has attributes that determine his prowess in both. A character's actions can affect his attributes - for example, a general who routinely kills prisoners of war and exterminates captured settlements may see his . Characters also develop (or regress) by gathering traits and retinue members.
Characters can take after (or rebel against) their parents, traits like alcoholism are self- perpetuating, inbreeding tends to strengthen when inherited, naivete and paranoia are mutually exclusive but both detrimental, etc. Some traits, mostly positive, are brought out by victories in battle: for example, generals can become increasingly scarred as time goes on, giving them more hitpoints, and generals who successfully complete a Crusade gain chivalry, command, and piety points. Others accumulate while governing a city: poorly managed backwaters tend to bring out the worst in generals, whereas advanced, central cities improve a general's traits. Owners of strong traits earn epithets, such as . A very important aspect of generals is their loyalty.
If a general is disloyal, he may rebel, turning into the 'Rebels' faction and taking a part of the army at his command with him. The faction leader has an 'authority' rating instead of loyalty. Higher authority makes disloyal generals less likely to rebel. Captains are leaders of armies that do not have a family member controlling them.
They don't have any special attributes or retinue, but if killed in battle troop morale decreases all the same, increasing the chance that the army will rout. If killed or assassinated, a new captain will instantly appear and take command of the army in question. If a captain is victorious in a particularly one sided battle or has shown excellent leadership, he may become 'Man of the Hour', and comes with an option to adopt him into the Royal Family. If adopted, he turns into a general and may gain attributes and retinue. If declined, he continues to be a generic captain.
An army left with only a captain may rebel and join the rebel faction. Each faction has a number of agents it may use to maintain order and influence other factions.
The types of agent available are Priests and Imams, princesses, diplomats, merchants, assassins and spies. Priests and Imams will steadily convert a province to their faction's religion, causing or reducing religious unrest, and can denounce dangerous heretics and witches. Princesses and diplomats are able to negotiate with other factions, and princesses can attempt to marry a rival family member to gain his allegiance. Merchants can be stationed on resources on the map to generate income and can attempt to eliminate rival merchants through a takeover. Assassins can kill off characters, and sabotage buildings belonging to rival factions. Spies can infiltrate rival settlements and provide information about their buildings and garrisons. Each agent has attributes that develop the more he is able to successfully be used.
Princesses, for example, have a . Spies and Assassins have a . All agents except princesses are trained at settlements which contain the appropriate buildings - for example, Christian priests can be trained in any settlement with a church or chapel. Princesses are born into the player's ruling family, and become active as agents once they come of age at 1. Diplomacy functions much as in previous Total War games, mainly involving negotiating treaties such as cease fires, alliances and marriages and wars. The interface for negotiation has changed from previous games, however; a new system has been integrated to show the other faction's attitude toward the player's faction, intelligence estimates (such as how wealthy the faction is and what other factions they are at war with), as well as how fair the other faction feels the player's proposals are. Inquisitors are controlled by The Papal States and are sent to the player's lands if you have fallen out of favour with the Pope (though not necessarily excommunicated).
They can accuse any agent of heresy, and if they are found guilty, they will be executed. Generals, and even a player's King, may fall prey to these agents of God. To get rid of Inquisitors, you can gain favour with the Pope by building churches and converting the population, and avoid attacks on any more favourable Christian nations, or perhaps even attempt to assassinate them. Turn system. A side effect of this system is that there are inconsistencies.
For example, due to the movement system, when discovering America, it takes about 8- 1. America from western Europe; Christopher Columbus took about a month to make each of his first two voyages. Factions. The other factions may be unlocked one at a time, as soon as the player has defeated that faction in the campaign by conquering all their settlements including occupied temporary forts or by killing off the entire royal family of that faction, regardless of whether the player wins the entire campaign or not. The unlockable factions may be unlocked all at once by winning the short or long campaign as one of the five initially available factions, and include Portugal, Scotland, the Moors, Egypt, the Turks, the Byzantine Empire, the Kingdom of Sicily, Duchy of Milan, Denmark, Novgorodian Russians, Poland, and Hungary. The only factions that cannot be played are the Papal States, the Mongols, the rebels, the Aztecs, and the Timurids (the Papal States, Mongols, Aztecs, and Timurids can be played in Custom Battle, Quick Battle, and Multiplayer modes, though). Each faction has at least one . One of these units from each faction is listed in the game as the faction's .
The army unit types available to each faction are modelled to reflect their real- life histories, with each faction possessing unique characteristics that afford them certain strengths and weaknesses against other factions in combat. There are various simplifications in the game to make factions more identifiable.