Medieval: Total War
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Medieval: Total War {{#if:{{{image|}}}|<tr><td colspan="2" style="text-align: center;">{{{image|}}} | |
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Developer(s) | Creative Assembly {{#if:{{{publisher|}}}|<tr><th style="background-color: #ccccff;">Publisher(s)<td>{{{publisher|}}} |
Release date(s) | August 19, 2002 |
Genre(s) | Turn-based strategy, real-time tactics |
Mode(s) | Single player, Multiplayer {{#if:{{{ratings|}}}|<tr><th style="background-color: #ccccff;">Rating(s)<td>{{{ratings|}}} |
Platform(s) | Windows {{#if:{{{media|}}}|<tr><th style="background-color: #ccccff;">Media<td>{{{media|}}} |
Medieval: Total War (MTW), is a computer strategy game where the player builds a dynastic empire in medieval Europe, North Africa, and the Middle East. Gameplay is both strategic and tactical, with grand strategy played out in turn-based fashion on a province-by-province level, somewhat like Risk, while military units of varying types and capabilities fight against each other in real time on a tactical map.
MTW was the second game in the Total War series from The Creative Assembly, which includes Shogun: Total War and Rome: Total War. MTW has been considered by many hardcore fans of the series to be the best of Total War due to Rome: Total War's many flaws. MTW was followed by an expansion pack called Viking Invasion (VI). VI featured a new campaign map of the British Isles and surrounding parts of the Continent. Players can either try to unite the people of the British Isles, or simply conduct raids on coastal settlements by taking on the role of the Viking invaders. The existing campaign is also expanded with new units, and three formerly unplayable factions are made available to the player.
A sequel, Medieval 2: Total War was announced on January 20th, 2006. [1]
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Gameplay
MTW fundamentally consists of two game types, the real-time battles and the turn-based campaign. Battles can be played alone (in random or user-defined conditions, as part of historical scenarios, or in multiplayer), or as part of the campaign (in which they can be avoided entirely by automatically calculating outcomes).
The campaign itself has two methods of determining victory. A Conquest game requires the player to conquer 60% of the provinces on the map, at which point the player is offered victory (or may choose to play on and attempt total conquest). A Glorious Achievements game awards points for achieving certain objectives, reflecting historical achievements or aims of the different factions. All factions have the Glorious Achievements 'Homelands' (control a designated list of home provinces, which may change over time) and 'Conquest' (points awarded for capturing territory beyond the homelands; the number of provinces per point varies from faction to faction). Other Glorious Achievements include capturing the Holy Lands in the Crusades, building the Alhambra or Notre Dame Cathedral, and the Drang nach Osten.
Factions
MTW divides the strategic map among a large number of factions. There are three types of factions: major playable factions (any one of which the player chooses to control), major unplayable factions, and minor factions. Major factions, listed below, can control several provinces, have hereditary rulers, and generally act in an organized manner. They have a faction flag and distinctive color. Minor factions control a single province, usually raise only low-quality troops, and rarely act with any kind of coordination. They represent minor civilizations or kingdoms (such as Scotland, Navarre, or the small Turkic states), the side in a civil war not holding the throne, and rebels and bandits. The initial extent of each major faction's territory depends on the starting period of the game—Early (1087), High (1205) or Late (1321), reflecting the historical state of these factions over time. A mod called MTW: XL.
Almohads
The Almohads are the Berber Muslims of Iberia and North Africa, one of the three Muslim major factions in MTW. Their wide territory is an initial advantage, but early conflict with other major factions is almost unavoidable. Almohad unique units, particularly the Almohad urban militia, are quite useful for this reason, although they become less effective as other factions become more advanced. Their faction colour is orange.
Byzantines
The Byzantines are the major Orthodox faction. They are probably the strongest faction in the Early period, but their historical decline makes them increasingly difficult to play in the High or Late periods. Events in Byzantine history are also used to divide these periods: the fall of Constantinople to the Fourth Crusade marks the start of the High period in 1205, and the fall of the same city to the Ottoman Turks in 1453 marks the end of the game.
The Byzantines have more unique units available to them than any other faction except the Turks. Several of these unique units, such as kataphraktoi, Trebizond archers, Varangian Guard and Byzantine Infantry, give this faction a significant advantage. However, its units become dated as time wears on with some units becoming unavailable. Their faction colour is purple.
Danes
The Danes are a Catholic faction. They are well suited to early expansion (thanks to their unique units, Vikings and longboats) and a trading strategy. Their main problem is their powerful neighbour, the Holy Roman Empire. They are the only Catholic faction that are unable to launch Crusades. Their faction colour is white.
Egyptians
The Egyptians are a Muslim faction. Their position is one of feast or famine. Occupying a corner of the map makes for a strong defensive position, and they control the lucrative trading provinces of the Levant. However, these same rich lands may often be the targets of Crusades, leaving Egypt with only the Sinai and Arabian desert provinces, among the poorest on the map. On the plus side, Egypt can marshal some unique Mamluk units which, combined with the penalties heavily-armored European knights suffer when trying to fight in the hot desert, offers some hope for an effective defense. Their faction colour is a dark yellow.
English
The English are a Catholic faction, moderately easy to play. They are well suited to both war and peace, with good provinces and several unique unit types (particularly longbowmen and billmen). The game begins in 1087, marking the death of England's William the Conqueror. Their faction colour is red.
French
The French are a Catholic faction and one of the more difficult to play, as they are surrounded by other factions with a tendency to invade, and typically have fragmented territories. In a Glorious Achievements game, French achievements can be very difficult, including building a citadel (the Krak des Chevaliers) in Tripoli by 1200, and conducting the Albigensian Crusade (which first requires that the target provinces be incited to rebellion). All their unit types are shared with at least one other faction. As a positive, several French provinces give a bonus to particular unit types trained there, such as Chivalric Knights and crossbowmen. Their faction colour is blue.
Holy Roman Empire
The German Holy Roman Empire is a powerful Catholic faction, whose only real disadvantage is its own large size. They have access to some of the most powerful unique and special units in the game, including Gothic knights, making them suited to aggressive play. Even their surrounded position is hardly a disadvantage, as they can expect victory against any one of their neighbours as long as peace is maintained with the others. Unlike most of the other faction leaders the Holy Roman Emperor is elected, which can be useful — usually the death of an heirless leader spells disaster, but the Germans simply elect a new one. Their faction colour is black.
Italians
The Italians are a Catholic faction with excellent trading prospects. In something of a break with history, the Italian faction unites several historical rivals of the region, notably Genoa and Venice. The ease with which this faction can generate income combined with formidable units makes it well suited to any style of game, played ambitiously. Their faction colour is dark green.
Polish
The Polish are a Catholic faction of moderate difficulty. Aggressive play, usually involving conquest of the minor factions to the east, is the usual approach with this faction, as their inland position makes trade difficult unless a coastline can first be conquered. Their faction colour is maroon.
Russians
The Orthodox Russians only become available in the High and Late periods, developing from the non-playable people of Novgorod in the Early game. This represents the historical decline of the Kievan Rus', centred on Novgorod, after the fall of Constantinople to the Fourth Crusade (which marks the start of the High period), and the rise to dominance of the Russian people of the north and northeast of that realm. Russian prospects for expansion are good, but conflict with the Golden Horde is all but inevitable. Their royal unit, the Boyars, are one of only two ranged royal units in the game, mounted and armed with both bows and swords. A huge advantage that the Russians have over other factions is an almost full technology tree if played in the High Period, enabling them to use advanced units before nearly any other faction. Their faction colour is light blue.
Spanish
The Castilian Spanish are a Catholic faction with mixed prospects. Even when not player-controlled, this faction tends to launch more Crusades than others. Dominance of the Iberian peninsula, paralleling the historical Reconquista, is often an aim, bringing them into conflict with the Almohads to the south. The need for aggressive play means the Spanish tend to either dominate or collapse. Their faction colour is bright yellow.
Turks
The Turks are a Muslim faction. In the Early game, their position is poor, requiring conflict with either the Byzantines or the Egyptians to expand. By the Late period, though, the Seljuks have given way to the Ottomans, and the Turks are one of the most powerful factions, thanks to their outstanding Ottoman and Janissary unique units. By this time, the Turkish royal unit has become the Sipahi of the Porte, which (like the Russian boyars) are armed with both swords and bows. By this time in the game, the collapse of nearby factions and the awesome power of the Janissaries make a late grab for power a common tactic among human players. The Turkish faction colour is light green.
Unplayable Factions
- The Aragonese begin with a single province, and rarely make as much of an impact as their Castilian neighbours. Their faction colour is light pink. This faction becomes playable in Viking Invasion.
- The Burgundians are an unplayable faction that rarely emerges during the game. Their unit roster includes no unique units; it is identical to that of the French. Their faction colour is light blue.
- The Golden Horde appear abruptly from the east, usually disrupting all eastern factions. They come with powerful forces, comprised largely of unique units. Their faction colour is gold.
- The Hungarians sit as a buffer between the Byzantines, Germans and Poles and possibly Turks. They are generally able to hold their own against these neighbours, but rarely have any influence on the wider world. Their faction colour is dark pink. This faction becomes playable in Viking Invasion.
- The people of Novgorod are essentially the unplayable Early period predecessors of the Russians. Differences between the two are otherwise minimal. Their faction colour is that of the Russians — light blue.
- The Papacy is unique in more ways than one. Its political power extends far beyond its territories to all Catholic factions. Excommunication is a constant threat to any Catholic ruler who is too aggressive to fellow Catholic factions, and an immediate reality to any who invade Papal territory. Defeating the Pope means that a faction can establish a puppet ruler, but it is almost inevitable that the 'true' Papacy will re-emerge before long. The Papal faction colour is pale yellow.
- The Norman Sicilians are similar to the Italians in several respects, including prospects for domination of the Mediterranean, but they lack their northern cousins' wealth. Their faction colour is grey. This faction becomes playable in Viking Invasion.
- The Swiss emerge in the Late period if Switzerland is not held firmly and loyally by a major faction. Their royal unit, Swiss armoured pikemen, is the only royal infantry in the game. With strong defences but little chance of expansion, they are essentially a more formidable minor faction; even their faction colour, grey, seems to reflect this.
All of these factions can be made playable by editing the game's data files, but this is not endorsed by the game developers and can have adverse effects if done improperly. In particular, the Papacy is heavily scripted, leading to crashes if it is not computer-controlled.
Viking Factions
These factions are playable with the Viking Invasion Expansion Patch. They exist only on an enlarged map of the British Isles and western Scandinavia set in the 8th Century.
- The Vikings start in Jutland and Norway and have special units, especially naval units, which can travel far and fast. They are pagans who receive extra cash rewards for destroying facilities in a province. They can be converted to Christianity by the other factions using their bishops which can help reduce their potency. Their colour is white.
- Mercia are the easiest faction to play and start in the English midlands. They can expand easily and rapidly into the rebel territories of the North Folk, Essex and Kent. This factions colour is light blue.
- The Saxons are based on Wessex and apart from Mercia are potentially the easiest English faction to play becaus of the wealth of the southern counties. They will come into conflict with Mercia early on. This factions colour is red.
- Northumbria has the wealth of the Abbey at Lindesfarne but is threatened by their dangerous neighbour in Mercia to the south. It is also extremely susceptible to Viking raids. This factions colour is yellow.
- The Welsh are one of the weaker factions having little wealth and being divided between Wales proper and Cerniu (Cornwall). They seem more prone to civil wars. Their colour is green.
- The Irish are potentially a powerful faction once they have united their island and have mastery of their coast. Their colour is light green.
- The Scots control Ulster in northern Ireland and the western coast of Scotland (Dalriada). They are immediately in confrontation with their Pictish neighbours to the east and have the disadvantage of being split between Scotland and Ireland. Their colour is dark blue.
- The Picts inhabit the far north of Scotland and control quite a few provinces. Their lands are relatively poor and they are at immediate risk of Viking raids. They have some quite exciting special units which can be used to good effect. Their colour is brown.
Buildings and Units
Each province can construct buildings and train units. Buildings are set up in a tech tree. There is no specific technology research as such, but certain advances (most notably gunpowder) do become available over time. More economic buildings such as Trading Posts, Farms or Mines, generate more money from trade, farming or mining, while military buildings allow the training of more advanced unit types. Many unit types, such as Spanish Jinetes or Polish Retainers, are called unique units and are restricted to a single faction; other units can only be trained within a single province, but can be created by any faction holding that province. Some special unit types shared by only a few factions, such as Knights Templar, are also called 'unique', though this is not strictly true. Most of the time these units appear in the form of Orders of Knighthood (Knights Templar, Teutonic Knights, Hospitallers, Knights of Santiago) and can be recruited only in conjuction with a Crusade.
Military units consist of up to 100 men (on default unit sizes), with cavalry units usually 40 strong, and certain infantry and foot archer units 60 strong, and are grouped into armies that can fight to control provinces. Fights take place on a 3D battlefield, with full tactical control given to the player (although battles can also be computer-simulated from the campaign map, speeding up games with extremely large confrontations that sometimes result in hours of battles per turn).
Faction leaders (variously called kings, emperors, sultans, and so on) lead elite units of their own, as do their sons and brothers. The unit type for these 'royal units' is fixed for each faction: the Catholic factions all have Royal Knights, with the exception of the Swiss; Byzantine Emperors and princes fight as Kataphraktoi; princes of Novgorod or Russia lead Boyars; and Muslim factions have Ghulam Bodyguards, or Sipahi for the Ottoman Turks. Royal units without a king or prince can also be trained normally, but are expensive and (with the exception of Boyars and Kataphraktoi) under-sized compared to other cavalry units.
Ships can be built and used to control the various sea-regions. The usefulness of ships revolves around securing 'sea lanes', controlling the seas between one's own provinces and those abroad. A faction with a sea lane to a foreign port might gather intelligence on the port, land troops there, or gain income through trade. Ships can attack other ships, but all sea battles are simulated by the computer. In order to transport troops between provinces separated by an ocean a player must have control of the province from which the army will embark, have constructed a port in this province, and also control the sea lane connecting his province to the target province.
Crusades and jihads can also be 'built'. Once one has been constructed, it can be targeted at a province, have more soldiers added to it, and set forth. A crusade or jihad is the only army that can peacefully cross a foreign province (but only if the faction permits it to pass, otherwise a battle will ensue). Unfortunately, Crusades can only be launched against non-Catholic provinces, and, unless the Pope has called for a Crusade against a particular faction, cost money (on top of the 1000 florin creation cost) in the form of a donation to the Papacy. Also, a Crusading army is placed on the fastest direct course to it's target, meaning that the player can only choose between, at most, two provinces to cross every turn; also Crusades cannot be disbanded until the target has been conquered, meaning that any provinces captured during the march need to be garrisoned by the players own troops. Jihads cost nothing extra, but can only be used in defense of a Muslim province (a sort of counter-Crusade). When first initiated, a crusade or jihad begins with a core of soldiers (including peasants, religious fanatics, and knights of crusading orders, such as Templars or Teutonic Knights). The controlling faction can add more soldiers to it, while others may join voluntarily as it proceeds (depending on the zeal of each province) —even defecting from another faction's armies to do so! The number of new troops joining a crusade or jihad depends on the zeal of the province that the crusade or jihad is passing through; if it is higher than 50% the army will gain strength, if it is substantially lower than 50% the army might decrease in size. It is wise to aim a Crusade towards the provinces with the highest zeal or the ones with the most powerful units.
Non-military units, collectively referred to as 'agents', can also be trained. These include emissaries, spies and assassins, religious units (bishops, inquisitors, and others), and princesses (who are born, not trained). These units conduct foreign relations, such as concluding alliances (often by marriage in the case of princesses), assassinating rivals, and spreading a particular religion.
Agents and military commanders have various attributes indicating their skill. For agents, this is simply a rating, from zero upwards, referred to as 'rank' or 'valour'. Generals also have rank as their Command ability, but are also rated on Loyalty (or Influence for a faction leader), Piety, Dread and Acumen. These influence their ability to govern a province as well as command battles. A pious governor will improve the loyalty of a zealous population of the same religion, while one with great acumen will increase the income from his province. Sometimes, a unit will be trained with unusually high abilities and the name of a famous historical figure. For example, Saxo Grammaticus or Thomas à Becket appear as three-rank bishops, while commanders like Tancred de Normandie, Joan of Arc, Frederick Barbarossa, Richard the Lionheart, Saladin, Robin of Locksley, Henry the Lion or El Cid are great generals and leaders.
On top of these ratings, it is possible to shape the personality of individual kings and generals. The progression of time, and notable actions performed by generals, often lead to them gaining certain 'traits', called Vices and Virtues, that can influence their ratings and certain other values. For example, a general who often retreats is seen as a coward, and may lose Command ranks, while killing prisoners generates a reputation for bloodthirstiness and increases Dread (a good thing) and moving the "princess" icon onto a relative will give them the "incest" attribute. During a civil war, generals with higher loyalty will remain under player control, while those with low loyalty (usually three or lower) will join the rebellion. Leaders with high enough Piety can command support from the relgious population of a province if that province is conquered by another faction of differing religion (an army will appear under player control).
External links
Template:Total War seriesfr:Médiéval: Total War sv:Medieval: Total War