On Spies

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By EnemyofJupitor.

In my last article, I covered the workings of religion. Now we must leave the Cathedral and walk down the road to a building of lesser repute but of equal importance and usefulness- the Brothel, where our slippery friend the spy can be found. Let us brave the.. odd sounds and moaning and dive into the world of subterfuge, and meet our friend the Spy.

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Spies are a must for when you start going on a conquering rampage, as their skill to check out the enemy and open gates is invaluable. Using this slippery character you can pick and choose your fights carefully, which is especially useful if you have a mainly pike army and you've just discovered the half flag army you've just assaulted is actually a big bunch of experienced heavy infantry. It's not nice when that happens, but with a simple spy you could have avoided that and brought up a better army. Still.

The best thing about spies is that they are available very quickly- a Brothel, which is a low tier, 2 turn, 800 florin-costing structure is the only thing needed. They also have no limits what so ever, unlike the priests and merchants. I do recommend infiltrating an area with a few spies working as a team before unleashing an army because multiple spies in a settlement build up a better picture and improve the chances of opening the gates.

Back to Top.

Fighting the Rot within

War

However, the enemy also uses this against you, and you may have a spy already in your settlement. So what? As well as having the very nasty side effect of not being to deploy properly at the start of the resulting siege battle, spies heighten unrest in the settlement, meaning you may have to lower taxes, and you'll want to get rid of it. How?

Well, sadly, there isn't too much you can do apart from putting your own spy in the settlement, or having a governor that has public security traits. However, when the spy is chucked out of the settlement 99/100 times they will be visible, and you can then have a pot shot at them with an assassin.

How to mod medieval 2 total war

Back to Top.

From Small-time Crook to Royal Spy

The Spy is rated in subterfuge. They gain new levels of subterfuge fairly quickly, either by ancillaries over time, or traits that come from successful missions, usually between 2-5. Unlike the assassin, however, the spy can't escape from a failed mission, and will meet a grisly end, so pick and choose your targets wisely. Luckily, enemy cities are also generally easy to infiltrate, making the spy well worth his salt. Each time you infiltrate a settlement, notice the public order values before and after you've snuck inside. Advantek networks tv capture card driver windows 7 free. Each spy lowers the public order of a settlement by roughly 5% per subterfuge rating, making the settlement more likely to rebel and cause damage to buildings. This is much more noticeable in a city than a castle, as the latter usually have very good public order, and it's sometimes hard to lower the level down enough to cause a riot. Cities, however (especially the bigger ones) are easy pickings for your spy teams, especially higher level ones. So, if you see a big garrison in a city, don't bother going head on straight away- train some spies, give them a couple of missions to get their levels up and then hit the city with multiple 5+ spies. You can make a city throw off the rulers and replace the huge garrison with (hopefully) a smaller and easier rabble to defend the walls. That's when your army comes a-knocking; sustaining marginally less casualties than if you'd just gone bull headed.

Back to Top.

To train a Thief

A Thieves guild is also one of your best friends if you make use to spies- like all agents you get +1 if your slippery friend is trained with the guild in force locally, another +1 if there is a master guild in your Kingdom wherever you train him, but +2 if you have the HQ. Higher-level buildings of the building strand, such as a coaching house, will improve the odds of a spy getting a better initial subterfuge rating.

Certain factions can train the spy from castle buildings called a Library or an Academy- a lovely ability that you should exploit if you're playing Denmark, Scotland, Hungary or Poland. Like the Brothel, these give unlimited spies, but sadly you still can't have a local Thieves guild in your castle. However, the advantage of having a spy ready to be trained in each settlement is so useful, you'll be using up a fair chunk of your budget just on the immense amount of spies that you recruit on a whim.

Back to Top.

A Note on Gates

Be aware, though, that on the battle map the animation saying that the spy's opened the gates has come up but it isn't actually open, it doesn't mean there's a bug. You have to walk your units next or on a path through the gate for it to open. All gates are taken care of by your spies, too, so if you're assaulting a citadel you merely have to walk up the 3 levels without firing a shot at the walls. Handy, isn't it?

Back to Top.

Well, I hope you found this one as helpful as the last. I've had fun at least by watching all the cool movies, and hopefully you'll be able to witness the cart movie where he actually gets past the gates, and not splintered with a halberd. Also, a big thanks to everyone who's helped me on this, from those who I've bugged on MSN for hours to the forumers who post their pearls of wisdom on the forums.

<>

Poland: Gameplay Information

Poland emerged as a state in the 10th century and developed into the second largest state in Europe after Russia during the 16th century. Formidable foreign enemies nearly put paid to the country in the 13th century but Poland regained strength & territory during the 14th Century to lead into a Polish/Lithuanian 'golden age'. Their cavalry roster is strong with both good quality melee & missile cavalry to call upon and while their early infantry is not all that impressive, their later units are more than capable of matching the western powers. Spongebob mp4 download. The Polish Nobles are available from an early point in the game and they are more than capable javelin armed cavalry but also very useful in melee. Later Polish Guards & Knights become available and these are excellent quality melee cavalry units. Dismounted Polish Nobles can hold the line in the early campaign but later Dismounted Polish Knights become available. Lithuanian Archers can use stakes to protect them from cavalry. Aside from the excellent Polish Nobles, the other missile cavalry is only adequate.

Table of Contents

Campaign Overview

Religion
  • Catholic
Long Campaign Win Conditions
  • Take 45 Regions
  • Take Jerusalem
Short Campaign Win Conditions
  • Take 15 Regions
  • Outlive Hungary
  • Outlive Russia
Finances
  • Initial Money: 12000 Florins
  • King's Purse: 2500 Florins
Initial Settlements
  • Krakow(Large Town, Capital) - Small Church, Grain Exchange, Dirt Roads, Town Hall, Town Guard
  • Halych(Wooden Castle) - Stables
Initial Generals
  • King Wladyslaw the Chivalrous(40, Faction Leader) - 4 Command, 7 Chivalry, 4 Authority, 3 Piety
  • Prince Zbigniew (20, Faction Heir) - 6 Command, 1 Dread, 5 Loyalty, 0 Piety
  • Boleslaw Herman (19, Family member) - 4 Command, 1 Dread, 5 Loyalty, 0 Piety
Initial Admirals
  • None
Initial Agents
  • Anna Comnenus (20, Princess) - 3 Charm
  • Gavriel Branas (44, Bishop) - 4 Piety
  • Demetrios Calaphates (30, Merchant) - 3 Finance
  • Kyriakos Loukites (30, Spy) - 3 Subterfuge
Initial Troops
  • General's Bodyguard - 3
  • Spear Militia - 2
  • Peasants - 6
  • Peasant Archers - 3
  • Polish Nobles - 1

The Poles have excellent possibilities open for expansion. They start with a large town at Krakow and a wooden castle at Halych. There are at least 8 rebel-held provinces immediately bordering them that can be taken without having to war with another faction. The HRE & Hungary are likely to be your immediate rivals with the Danes and Russia coming into the picture before too long. It may be wise to leave the Russians expand south to provide a buffer against the probable Mongol invasion. The HRE are likely to be excommunicated early which means potential rich pickings to your west. Eliminating Hungary means that the Balkans are open to expansion into Byzantine territory. This would provide an ideal springboard for crusades and expansion in the middle east. There are a multitude of options to choose from and since many of your enemies will be fellow catholics, keeping the pope on your side would be strongly advised.

Back to Top.

Recruitable Units

The following table contains all of the units that Poland can recruit in Multiplayer and Custom Battles. For the Grand 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).
PeriodMilitia UnitsInfantryMissile InfantryCavalryMissile CavalryArtillery
Early
  • Town Militia
  • Peasants
  • Woodsmen
  • Dismounted Polish Nobles
  • Spearmen
  • (Slav Mercenaries)
  • Peasant Archers
  • Dismounted Lithuanian Cavalry
  • Lithuanian Archers
  • General's Bodyguard
  • Lithuanian Cavalry
  • Strzelcy
  • Polish Nobles
  • Ballista
  • Catapult
High
  • Town Militia
  • Crossbow Militia
  • Peasants
  • Woodsmen
  • Dismounted Polish Nobles
  • Dismounted Polish Knights
  • Spearmen
  • Peasant Archers
  • Dismounted Lithuanian Cavalry
  • Lithuanian Archers
  • Handgunners
  • Hussars
  • General's Bodyguard
  • Polish Knights
  • Lithuanian Cavalry
  • Strzelcy
  • Polish Nobles
  • Ballista
  • Catapult
  • Trebuchet
  • Bombard
Late
  • Peasants
  • Woodsmen
  • Spearmen
  • Dismounted Polish Knights
  • Peasant Archers
  • Dismounted Lithuanian Cavalry
  • Lithuanian Archers
  • Handgunners
  • Arquebusiers
  • Hussars
  • Polish Retainers
  • Polish Guard
  • Polish Knights
  • General's Bodyguard
  • Lithuanian Cavalry
  • Strzelcy
  • Ribault
  • Serpentine
  • Cannon
All
  • Town Militia
  • Crossbow Militia
  • Peasants
  • Woodsmen
  • Dismounted Polish Nobles
  • Dismounted Polish Knights
  • Spearmen
  • (Slav Mercenaries)
  • Peasant Archers
  • Dismounted Lithuanian Cavalry
  • Lithuanian Archers
  • Handgunners
  • Arquebusiers
  • Hussars
  • Polish Retainers
  • Polish Guard
  • Polish Knights
  • General's Bodyguard
  • Lithuanian Cavalry
  • Strzelcy
  • Polish Nobles
  • Ballista
  • Catapult
  • Trebuchet
  • Bombard
  • Ribault
  • Serpentine
  • Cannon

Back to Top.

Constructable Buildings


Cities

Building TypeVillageTownLarge TownMinor CityLarge CityHuge City
WallsWooden Palisade (Upgrade)Wooden Wall (Upgrade)Stone Wall (Upgrade)Large Stone Wall (Upgrade)Huge Stone Wall (Upgrade)
Improved TowersBallista Towers
BarracksTown WatchTown GuardCity WatchMilitia Drill SquareMilitia BarracksArmy Barracks
SiegeBallista MakerCatapult MakerSiege Works
SmithsLeather TannerBlacksmithArmourerHeavy ArmourerMaster ArmourerArmour Factory
PortsPortShipwright
Sea TradeMerchants' WharfWarehouseDocklands
TradeGrain ExchangeMarketFairgroundGreat MarketMerchants' Quarter
RoadsDirt RoadsPaved Roads
FarmsLand ClearanceCommunal FarmingCrop RotationIrrigation
MinesMinesMining Network
AcademiaUniversity
ChurchesSmall ChurchChurchAbbeyCathedralHuge Cathedral
InnsBrothelInnTavernCoaching HousePleasure Palace
Town HallTown HallCouncil ChambersCity HallMayor's Palace
Assassins' GuildAssassins' GuildMaster Assassins' GuildAssassins' Guild Headquarters
Masons' GuildMasons' GuildMaster Masons' GuildMasons' Guild Headquarters
Theologians' GuildTheologians' GuildMaster Theologians' GuildTheologians' Guild Headquarters
Merchants' GuildMerchants' GuildMaster Merchants' GuildMerchants' Guild Headquarters
Alchemists' GuildAlchemists' GuildMaster Alchemists' GuildAlchemists' Guild Headquarters
Thieves' GuildThieves' GuildMaster Thieves' GuildThieves' Guild Headquarters
Explorers' GuildExplorers' GuildMaster Explorers' GuildExplorers' Guild Headquarters
Swordsmiths' GuildSwordsmiths' GuildMaster Swordsmiths' GuildSwordsmiths' Guild Headquarters
Knights TemplarTemplar Minor Chapter HouseTemplar Major Chapter HouseTemplar Headquarters
Hospitaller KnightsSt Johns' Minor Chapter HouseSt Johns' Major Chapter HouseSt Johns' Headquarters
Horse Breeders' GuildHorse Breeders' GuildMaster Horse Breeders' GuildHorse Breeders' Guild Headquarters

Castles

Building TypeVillageMotte and BaileyWooden CastleCastleFortressCitadel
CastleMotte and Bailey (Upgrade)Wooden Castle (Upgrade)Castle (Upgrade)Fortress (Upgrade)Citadel (Upgrade)
Improved TowersBallista TowersCannon Towers
StablesStablesKnight's StablesBaron's StablesEarl's StablesKing's Stables
BarracksMustering HallGarrison QuartersDrill SquareBarracks
RangesBowyerPractice RangeArchery Range
SiegeBallista MakerCatapult MakerSiege Works
CannonsGunsmithCannon MakerCannon Foundry
SmithsLeather TannerBlacksmithArmourerHeavy ArmourerMaster ArmourerArmour Factory
PortsPortShipwrightDockyardNaval Drydock
RoadsDirt RoadsPaved Roads
FarmsLand ClearanceCommunal FarmingCrop RotationIrrigation
MinesMinesMining Network
ChurchesChapelLarge Chapel
AcademyCastle LibraryAcademy
Swordsmiths' GuildSwordsmiths' GuildMaster Swordsmiths' GuildSwordsmiths' Guild Headquarters
Knights TemplarTemplar Minor Chapter HouseTemplar Major Chapter HouseTemplar Headquarters
Hospitaller KnightsSt Johns' Minor Chapter HouseSt Johns' Major Chapter HouseSt Johns' Headquarters

Back to Top.

Popular Posts

  • Spies are a must for when you start going on a conquering rampage, as their skill to check out the enemy and open gates is invaluable. Using this slippery character you can pick and choose your fights carefully, which is especially useful if you have a mainly pike army and you've just discovered the half flag army you've just assaulted is actually a big bunch of experienced heavy infantry. It's not nice when that happens, but with a simple spy you could have avoided that and brought up a better army. Still.

    The best thing about spies is that they are available very quickly- a Brothel, which is a low tier, 2 turn, 800 florin-costing structure is the only thing needed. They also have no limits what so ever, unlike the priests and merchants. I do recommend infiltrating an area with a few spies working as a team before unleashing an army because multiple spies in a settlement build up a better picture and improve the chances of opening the gates.

    Back to Top.

    Fighting the Rot within

    War

    However, the enemy also uses this against you, and you may have a spy already in your settlement. So what? As well as having the very nasty side effect of not being to deploy properly at the start of the resulting siege battle, spies heighten unrest in the settlement, meaning you may have to lower taxes, and you'll want to get rid of it. How?

    Well, sadly, there isn't too much you can do apart from putting your own spy in the settlement, or having a governor that has public security traits. However, when the spy is chucked out of the settlement 99/100 times they will be visible, and you can then have a pot shot at them with an assassin.

    How to mod medieval 2 total war

    Back to Top.

    From Small-time Crook to Royal Spy

    The Spy is rated in subterfuge. They gain new levels of subterfuge fairly quickly, either by ancillaries over time, or traits that come from successful missions, usually between 2-5. Unlike the assassin, however, the spy can't escape from a failed mission, and will meet a grisly end, so pick and choose your targets wisely. Luckily, enemy cities are also generally easy to infiltrate, making the spy well worth his salt. Each time you infiltrate a settlement, notice the public order values before and after you've snuck inside. Advantek networks tv capture card driver windows 7 free. Each spy lowers the public order of a settlement by roughly 5% per subterfuge rating, making the settlement more likely to rebel and cause damage to buildings. This is much more noticeable in a city than a castle, as the latter usually have very good public order, and it's sometimes hard to lower the level down enough to cause a riot. Cities, however (especially the bigger ones) are easy pickings for your spy teams, especially higher level ones. So, if you see a big garrison in a city, don't bother going head on straight away- train some spies, give them a couple of missions to get their levels up and then hit the city with multiple 5+ spies. You can make a city throw off the rulers and replace the huge garrison with (hopefully) a smaller and easier rabble to defend the walls. That's when your army comes a-knocking; sustaining marginally less casualties than if you'd just gone bull headed.

    Back to Top.

    To train a Thief

    A Thieves guild is also one of your best friends if you make use to spies- like all agents you get +1 if your slippery friend is trained with the guild in force locally, another +1 if there is a master guild in your Kingdom wherever you train him, but +2 if you have the HQ. Higher-level buildings of the building strand, such as a coaching house, will improve the odds of a spy getting a better initial subterfuge rating.

    Certain factions can train the spy from castle buildings called a Library or an Academy- a lovely ability that you should exploit if you're playing Denmark, Scotland, Hungary or Poland. Like the Brothel, these give unlimited spies, but sadly you still can't have a local Thieves guild in your castle. However, the advantage of having a spy ready to be trained in each settlement is so useful, you'll be using up a fair chunk of your budget just on the immense amount of spies that you recruit on a whim.

    Back to Top.

    A Note on Gates

    Be aware, though, that on the battle map the animation saying that the spy's opened the gates has come up but it isn't actually open, it doesn't mean there's a bug. You have to walk your units next or on a path through the gate for it to open. All gates are taken care of by your spies, too, so if you're assaulting a citadel you merely have to walk up the 3 levels without firing a shot at the walls. Handy, isn't it?

    Back to Top.

    Well, I hope you found this one as helpful as the last. I've had fun at least by watching all the cool movies, and hopefully you'll be able to witness the cart movie where he actually gets past the gates, and not splintered with a halberd. Also, a big thanks to everyone who's helped me on this, from those who I've bugged on MSN for hours to the forumers who post their pearls of wisdom on the forums.

    <>

    Poland: Gameplay Information

    Poland emerged as a state in the 10th century and developed into the second largest state in Europe after Russia during the 16th century. Formidable foreign enemies nearly put paid to the country in the 13th century but Poland regained strength & territory during the 14th Century to lead into a Polish/Lithuanian 'golden age'. Their cavalry roster is strong with both good quality melee & missile cavalry to call upon and while their early infantry is not all that impressive, their later units are more than capable of matching the western powers. Spongebob mp4 download. The Polish Nobles are available from an early point in the game and they are more than capable javelin armed cavalry but also very useful in melee. Later Polish Guards & Knights become available and these are excellent quality melee cavalry units. Dismounted Polish Nobles can hold the line in the early campaign but later Dismounted Polish Knights become available. Lithuanian Archers can use stakes to protect them from cavalry. Aside from the excellent Polish Nobles, the other missile cavalry is only adequate.

    Table of Contents

    Campaign Overview

    Religion
    • Catholic
    Long Campaign Win Conditions
    • Take 45 Regions
    • Take Jerusalem
    Short Campaign Win Conditions
    • Take 15 Regions
    • Outlive Hungary
    • Outlive Russia
    Finances
    • Initial Money: 12000 Florins
    • King's Purse: 2500 Florins
    Initial Settlements
    • Krakow(Large Town, Capital) - Small Church, Grain Exchange, Dirt Roads, Town Hall, Town Guard
    • Halych(Wooden Castle) - Stables
    Initial Generals
    • King Wladyslaw the Chivalrous(40, Faction Leader) - 4 Command, 7 Chivalry, 4 Authority, 3 Piety
    • Prince Zbigniew (20, Faction Heir) - 6 Command, 1 Dread, 5 Loyalty, 0 Piety
    • Boleslaw Herman (19, Family member) - 4 Command, 1 Dread, 5 Loyalty, 0 Piety
    Initial Admirals
    • None
    Initial Agents
    • Anna Comnenus (20, Princess) - 3 Charm
    • Gavriel Branas (44, Bishop) - 4 Piety
    • Demetrios Calaphates (30, Merchant) - 3 Finance
    • Kyriakos Loukites (30, Spy) - 3 Subterfuge
    Initial Troops
    • General's Bodyguard - 3
    • Spear Militia - 2
    • Peasants - 6
    • Peasant Archers - 3
    • Polish Nobles - 1

    The Poles have excellent possibilities open for expansion. They start with a large town at Krakow and a wooden castle at Halych. There are at least 8 rebel-held provinces immediately bordering them that can be taken without having to war with another faction. The HRE & Hungary are likely to be your immediate rivals with the Danes and Russia coming into the picture before too long. It may be wise to leave the Russians expand south to provide a buffer against the probable Mongol invasion. The HRE are likely to be excommunicated early which means potential rich pickings to your west. Eliminating Hungary means that the Balkans are open to expansion into Byzantine territory. This would provide an ideal springboard for crusades and expansion in the middle east. There are a multitude of options to choose from and since many of your enemies will be fellow catholics, keeping the pope on your side would be strongly advised.

    Back to Top.

    Recruitable Units

    The following table contains all of the units that Poland can recruit in Multiplayer and Custom Battles. For the Grand 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).
    PeriodMilitia UnitsInfantryMissile InfantryCavalryMissile CavalryArtillery
    Early
    • Town Militia
    • Peasants
    • Woodsmen
    • Dismounted Polish Nobles
    • Spearmen
    • (Slav Mercenaries)
    • Peasant Archers
    • Dismounted Lithuanian Cavalry
    • Lithuanian Archers
    • General's Bodyguard
    • Lithuanian Cavalry
    • Strzelcy
    • Polish Nobles
    • Ballista
    • Catapult
    High
    • Town Militia
    • Crossbow Militia
    • Peasants
    • Woodsmen
    • Dismounted Polish Nobles
    • Dismounted Polish Knights
    • Spearmen
    • Peasant Archers
    • Dismounted Lithuanian Cavalry
    • Lithuanian Archers
    • Handgunners
    • Hussars
    • General's Bodyguard
    • Polish Knights
    • Lithuanian Cavalry
    • Strzelcy
    • Polish Nobles
    • Ballista
    • Catapult
    • Trebuchet
    • Bombard
    Late
    • Peasants
    • Woodsmen
    • Spearmen
    • Dismounted Polish Knights
    • Peasant Archers
    • Dismounted Lithuanian Cavalry
    • Lithuanian Archers
    • Handgunners
    • Arquebusiers
    • Hussars
    • Polish Retainers
    • Polish Guard
    • Polish Knights
    • General's Bodyguard
    • Lithuanian Cavalry
    • Strzelcy
    • Ribault
    • Serpentine
    • Cannon
    All
    • Town Militia
    • Crossbow Militia
    • Peasants
    • Woodsmen
    • Dismounted Polish Nobles
    • Dismounted Polish Knights
    • Spearmen
    • (Slav Mercenaries)
    • Peasant Archers
    • Dismounted Lithuanian Cavalry
    • Lithuanian Archers
    • Handgunners
    • Arquebusiers
    • Hussars
    • Polish Retainers
    • Polish Guard
    • Polish Knights
    • General's Bodyguard
    • Lithuanian Cavalry
    • Strzelcy
    • Polish Nobles
    • Ballista
    • Catapult
    • Trebuchet
    • Bombard
    • Ribault
    • Serpentine
    • Cannon

    Back to Top.

    Constructable Buildings


    Cities

    Building TypeVillageTownLarge TownMinor CityLarge CityHuge City
    WallsWooden Palisade (Upgrade)Wooden Wall (Upgrade)Stone Wall (Upgrade)Large Stone Wall (Upgrade)Huge Stone Wall (Upgrade)
    Improved TowersBallista Towers
    BarracksTown WatchTown GuardCity WatchMilitia Drill SquareMilitia BarracksArmy Barracks
    SiegeBallista MakerCatapult MakerSiege Works
    SmithsLeather TannerBlacksmithArmourerHeavy ArmourerMaster ArmourerArmour Factory
    PortsPortShipwright
    Sea TradeMerchants' WharfWarehouseDocklands
    TradeGrain ExchangeMarketFairgroundGreat MarketMerchants' Quarter
    RoadsDirt RoadsPaved Roads
    FarmsLand ClearanceCommunal FarmingCrop RotationIrrigation
    MinesMinesMining Network
    AcademiaUniversity
    ChurchesSmall ChurchChurchAbbeyCathedralHuge Cathedral
    InnsBrothelInnTavernCoaching HousePleasure Palace
    Town HallTown HallCouncil ChambersCity HallMayor's Palace
    Assassins' GuildAssassins' GuildMaster Assassins' GuildAssassins' Guild Headquarters
    Masons' GuildMasons' GuildMaster Masons' GuildMasons' Guild Headquarters
    Theologians' GuildTheologians' GuildMaster Theologians' GuildTheologians' Guild Headquarters
    Merchants' GuildMerchants' GuildMaster Merchants' GuildMerchants' Guild Headquarters
    Alchemists' GuildAlchemists' GuildMaster Alchemists' GuildAlchemists' Guild Headquarters
    Thieves' GuildThieves' GuildMaster Thieves' GuildThieves' Guild Headquarters
    Explorers' GuildExplorers' GuildMaster Explorers' GuildExplorers' Guild Headquarters
    Swordsmiths' GuildSwordsmiths' GuildMaster Swordsmiths' GuildSwordsmiths' Guild Headquarters
    Knights TemplarTemplar Minor Chapter HouseTemplar Major Chapter HouseTemplar Headquarters
    Hospitaller KnightsSt Johns' Minor Chapter HouseSt Johns' Major Chapter HouseSt Johns' Headquarters
    Horse Breeders' GuildHorse Breeders' GuildMaster Horse Breeders' GuildHorse Breeders' Guild Headquarters

    Castles

    Building TypeVillageMotte and BaileyWooden CastleCastleFortressCitadel
    CastleMotte and Bailey (Upgrade)Wooden Castle (Upgrade)Castle (Upgrade)Fortress (Upgrade)Citadel (Upgrade)
    Improved TowersBallista TowersCannon Towers
    StablesStablesKnight's StablesBaron's StablesEarl's StablesKing's Stables
    BarracksMustering HallGarrison QuartersDrill SquareBarracks
    RangesBowyerPractice RangeArchery Range
    SiegeBallista MakerCatapult MakerSiege Works
    CannonsGunsmithCannon MakerCannon Foundry
    SmithsLeather TannerBlacksmithArmourerHeavy ArmourerMaster ArmourerArmour Factory
    PortsPortShipwrightDockyardNaval Drydock
    RoadsDirt RoadsPaved Roads
    FarmsLand ClearanceCommunal FarmingCrop RotationIrrigation
    MinesMinesMining Network
    ChurchesChapelLarge Chapel
    AcademyCastle LibraryAcademy
    Swordsmiths' GuildSwordsmiths' GuildMaster Swordsmiths' GuildSwordsmiths' Guild Headquarters
    Knights TemplarTemplar Minor Chapter HouseTemplar Major Chapter HouseTemplar Headquarters
    Hospitaller KnightsSt Johns' Minor Chapter HouseSt Johns' Major Chapter HouseSt Johns' Headquarters

    Back to Top.

    ...">Medieval 2 Total War Spisok Vseh Yunitov(16.04.2020)
  • Spies are a must for when you start going on a conquering rampage, as their skill to check out the enemy and open gates is invaluable. Using this slippery character you can pick and choose your fights carefully, which is especially useful if you have a mainly pike army and you've just discovered the half flag army you've just assaulted is actually a big bunch of experienced heavy infantry. It's not nice when that happens, but with a simple spy you could have avoided that and brought up a better army. Still.

    The best thing about spies is that they are available very quickly- a Brothel, which is a low tier, 2 turn, 800 florin-costing structure is the only thing needed. They also have no limits what so ever, unlike the priests and merchants. I do recommend infiltrating an area with a few spies working as a team before unleashing an army because multiple spies in a settlement build up a better picture and improve the chances of opening the gates.

    Back to Top.

    Fighting the Rot within

    War

    However, the enemy also uses this against you, and you may have a spy already in your settlement. So what? As well as having the very nasty side effect of not being to deploy properly at the start of the resulting siege battle, spies heighten unrest in the settlement, meaning you may have to lower taxes, and you'll want to get rid of it. How?

    Well, sadly, there isn't too much you can do apart from putting your own spy in the settlement, or having a governor that has public security traits. However, when the spy is chucked out of the settlement 99/100 times they will be visible, and you can then have a pot shot at them with an assassin.

    How to mod medieval 2 total war

    Back to Top.

    From Small-time Crook to Royal Spy

    The Spy is rated in subterfuge. They gain new levels of subterfuge fairly quickly, either by ancillaries over time, or traits that come from successful missions, usually between 2-5. Unlike the assassin, however, the spy can't escape from a failed mission, and will meet a grisly end, so pick and choose your targets wisely. Luckily, enemy cities are also generally easy to infiltrate, making the spy well worth his salt. Each time you infiltrate a settlement, notice the public order values before and after you've snuck inside. Advantek networks tv capture card driver windows 7 free. Each spy lowers the public order of a settlement by roughly 5% per subterfuge rating, making the settlement more likely to rebel and cause damage to buildings. This is much more noticeable in a city than a castle, as the latter usually have very good public order, and it's sometimes hard to lower the level down enough to cause a riot. Cities, however (especially the bigger ones) are easy pickings for your spy teams, especially higher level ones. So, if you see a big garrison in a city, don't bother going head on straight away- train some spies, give them a couple of missions to get their levels up and then hit the city with multiple 5+ spies. You can make a city throw off the rulers and replace the huge garrison with (hopefully) a smaller and easier rabble to defend the walls. That's when your army comes a-knocking; sustaining marginally less casualties than if you'd just gone bull headed.

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    To train a Thief

    A Thieves guild is also one of your best friends if you make use to spies- like all agents you get +1 if your slippery friend is trained with the guild in force locally, another +1 if there is a master guild in your Kingdom wherever you train him, but +2 if you have the HQ. Higher-level buildings of the building strand, such as a coaching house, will improve the odds of a spy getting a better initial subterfuge rating.

    Certain factions can train the spy from castle buildings called a Library or an Academy- a lovely ability that you should exploit if you're playing Denmark, Scotland, Hungary or Poland. Like the Brothel, these give unlimited spies, but sadly you still can't have a local Thieves guild in your castle. However, the advantage of having a spy ready to be trained in each settlement is so useful, you'll be using up a fair chunk of your budget just on the immense amount of spies that you recruit on a whim.

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    A Note on Gates

    Be aware, though, that on the battle map the animation saying that the spy's opened the gates has come up but it isn't actually open, it doesn't mean there's a bug. You have to walk your units next or on a path through the gate for it to open. All gates are taken care of by your spies, too, so if you're assaulting a citadel you merely have to walk up the 3 levels without firing a shot at the walls. Handy, isn't it?

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    Well, I hope you found this one as helpful as the last. I've had fun at least by watching all the cool movies, and hopefully you'll be able to witness the cart movie where he actually gets past the gates, and not splintered with a halberd. Also, a big thanks to everyone who's helped me on this, from those who I've bugged on MSN for hours to the forumers who post their pearls of wisdom on the forums.

    <>

    Poland: Gameplay Information

    Poland emerged as a state in the 10th century and developed into the second largest state in Europe after Russia during the 16th century. Formidable foreign enemies nearly put paid to the country in the 13th century but Poland regained strength & territory during the 14th Century to lead into a Polish/Lithuanian 'golden age'. Their cavalry roster is strong with both good quality melee & missile cavalry to call upon and while their early infantry is not all that impressive, their later units are more than capable of matching the western powers. Spongebob mp4 download. The Polish Nobles are available from an early point in the game and they are more than capable javelin armed cavalry but also very useful in melee. Later Polish Guards & Knights become available and these are excellent quality melee cavalry units. Dismounted Polish Nobles can hold the line in the early campaign but later Dismounted Polish Knights become available. Lithuanian Archers can use stakes to protect them from cavalry. Aside from the excellent Polish Nobles, the other missile cavalry is only adequate.

    Table of Contents

    Campaign Overview

    Religion
    • Catholic
    Long Campaign Win Conditions
    • Take 45 Regions
    • Take Jerusalem
    Short Campaign Win Conditions
    • Take 15 Regions
    • Outlive Hungary
    • Outlive Russia
    Finances
    • Initial Money: 12000 Florins
    • King's Purse: 2500 Florins
    Initial Settlements
    • Krakow(Large Town, Capital) - Small Church, Grain Exchange, Dirt Roads, Town Hall, Town Guard
    • Halych(Wooden Castle) - Stables
    Initial Generals
    • King Wladyslaw the Chivalrous(40, Faction Leader) - 4 Command, 7 Chivalry, 4 Authority, 3 Piety
    • Prince Zbigniew (20, Faction Heir) - 6 Command, 1 Dread, 5 Loyalty, 0 Piety
    • Boleslaw Herman (19, Family member) - 4 Command, 1 Dread, 5 Loyalty, 0 Piety
    Initial Admirals
    • None
    Initial Agents
    • Anna Comnenus (20, Princess) - 3 Charm
    • Gavriel Branas (44, Bishop) - 4 Piety
    • Demetrios Calaphates (30, Merchant) - 3 Finance
    • Kyriakos Loukites (30, Spy) - 3 Subterfuge
    Initial Troops
    • General's Bodyguard - 3
    • Spear Militia - 2
    • Peasants - 6
    • Peasant Archers - 3
    • Polish Nobles - 1

    The Poles have excellent possibilities open for expansion. They start with a large town at Krakow and a wooden castle at Halych. There are at least 8 rebel-held provinces immediately bordering them that can be taken without having to war with another faction. The HRE & Hungary are likely to be your immediate rivals with the Danes and Russia coming into the picture before too long. It may be wise to leave the Russians expand south to provide a buffer against the probable Mongol invasion. The HRE are likely to be excommunicated early which means potential rich pickings to your west. Eliminating Hungary means that the Balkans are open to expansion into Byzantine territory. This would provide an ideal springboard for crusades and expansion in the middle east. There are a multitude of options to choose from and since many of your enemies will be fellow catholics, keeping the pope on your side would be strongly advised.

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    Recruitable Units

    The following table contains all of the units that Poland can recruit in Multiplayer and Custom Battles. For the Grand 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).
    PeriodMilitia UnitsInfantryMissile InfantryCavalryMissile CavalryArtillery
    Early
    • Town Militia
    • Peasants
    • Woodsmen
    • Dismounted Polish Nobles
    • Spearmen
    • (Slav Mercenaries)
    • Peasant Archers
    • Dismounted Lithuanian Cavalry
    • Lithuanian Archers
    • General's Bodyguard
    • Lithuanian Cavalry
    • Strzelcy
    • Polish Nobles
    • Ballista
    • Catapult
    High
    • Town Militia
    • Crossbow Militia
    • Peasants
    • Woodsmen
    • Dismounted Polish Nobles
    • Dismounted Polish Knights
    • Spearmen
    • Peasant Archers
    • Dismounted Lithuanian Cavalry
    • Lithuanian Archers
    • Handgunners
    • Hussars
    • General's Bodyguard
    • Polish Knights
    • Lithuanian Cavalry
    • Strzelcy
    • Polish Nobles
    • Ballista
    • Catapult
    • Trebuchet
    • Bombard
    Late
    • Peasants
    • Woodsmen
    • Spearmen
    • Dismounted Polish Knights
    • Peasant Archers
    • Dismounted Lithuanian Cavalry
    • Lithuanian Archers
    • Handgunners
    • Arquebusiers
    • Hussars
    • Polish Retainers
    • Polish Guard
    • Polish Knights
    • General's Bodyguard
    • Lithuanian Cavalry
    • Strzelcy
    • Ribault
    • Serpentine
    • Cannon
    All
    • Town Militia
    • Crossbow Militia
    • Peasants
    • Woodsmen
    • Dismounted Polish Nobles
    • Dismounted Polish Knights
    • Spearmen
    • (Slav Mercenaries)
    • Peasant Archers
    • Dismounted Lithuanian Cavalry
    • Lithuanian Archers
    • Handgunners
    • Arquebusiers
    • Hussars
    • Polish Retainers
    • Polish Guard
    • Polish Knights
    • General's Bodyguard
    • Lithuanian Cavalry
    • Strzelcy
    • Polish Nobles
    • Ballista
    • Catapult
    • Trebuchet
    • Bombard
    • Ribault
    • Serpentine
    • Cannon

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    Constructable Buildings


    Cities

    Building TypeVillageTownLarge TownMinor CityLarge CityHuge City
    WallsWooden Palisade (Upgrade)Wooden Wall (Upgrade)Stone Wall (Upgrade)Large Stone Wall (Upgrade)Huge Stone Wall (Upgrade)
    Improved TowersBallista Towers
    BarracksTown WatchTown GuardCity WatchMilitia Drill SquareMilitia BarracksArmy Barracks
    SiegeBallista MakerCatapult MakerSiege Works
    SmithsLeather TannerBlacksmithArmourerHeavy ArmourerMaster ArmourerArmour Factory
    PortsPortShipwright
    Sea TradeMerchants' WharfWarehouseDocklands
    TradeGrain ExchangeMarketFairgroundGreat MarketMerchants' Quarter
    RoadsDirt RoadsPaved Roads
    FarmsLand ClearanceCommunal FarmingCrop RotationIrrigation
    MinesMinesMining Network
    AcademiaUniversity
    ChurchesSmall ChurchChurchAbbeyCathedralHuge Cathedral
    InnsBrothelInnTavernCoaching HousePleasure Palace
    Town HallTown HallCouncil ChambersCity HallMayor's Palace
    Assassins' GuildAssassins' GuildMaster Assassins' GuildAssassins' Guild Headquarters
    Masons' GuildMasons' GuildMaster Masons' GuildMasons' Guild Headquarters
    Theologians' GuildTheologians' GuildMaster Theologians' GuildTheologians' Guild Headquarters
    Merchants' GuildMerchants' GuildMaster Merchants' GuildMerchants' Guild Headquarters
    Alchemists' GuildAlchemists' GuildMaster Alchemists' GuildAlchemists' Guild Headquarters
    Thieves' GuildThieves' GuildMaster Thieves' GuildThieves' Guild Headquarters
    Explorers' GuildExplorers' GuildMaster Explorers' GuildExplorers' Guild Headquarters
    Swordsmiths' GuildSwordsmiths' GuildMaster Swordsmiths' GuildSwordsmiths' Guild Headquarters
    Knights TemplarTemplar Minor Chapter HouseTemplar Major Chapter HouseTemplar Headquarters
    Hospitaller KnightsSt Johns' Minor Chapter HouseSt Johns' Major Chapter HouseSt Johns' Headquarters
    Horse Breeders' GuildHorse Breeders' GuildMaster Horse Breeders' GuildHorse Breeders' Guild Headquarters

    Castles

    Building TypeVillageMotte and BaileyWooden CastleCastleFortressCitadel
    CastleMotte and Bailey (Upgrade)Wooden Castle (Upgrade)Castle (Upgrade)Fortress (Upgrade)Citadel (Upgrade)
    Improved TowersBallista TowersCannon Towers
    StablesStablesKnight's StablesBaron's StablesEarl's StablesKing's Stables
    BarracksMustering HallGarrison QuartersDrill SquareBarracks
    RangesBowyerPractice RangeArchery Range
    SiegeBallista MakerCatapult MakerSiege Works
    CannonsGunsmithCannon MakerCannon Foundry
    SmithsLeather TannerBlacksmithArmourerHeavy ArmourerMaster ArmourerArmour Factory
    PortsPortShipwrightDockyardNaval Drydock
    RoadsDirt RoadsPaved Roads
    FarmsLand ClearanceCommunal FarmingCrop RotationIrrigation
    MinesMinesMining Network
    ChurchesChapelLarge Chapel
    AcademyCastle LibraryAcademy
    Swordsmiths' GuildSwordsmiths' GuildMaster Swordsmiths' GuildSwordsmiths' Guild Headquarters
    Knights TemplarTemplar Minor Chapter HouseTemplar Major Chapter HouseTemplar Headquarters
    Hospitaller KnightsSt Johns' Minor Chapter HouseSt Johns' Major Chapter HouseSt Johns' Headquarters

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    ...">Medieval 2 Total War Spisok Vseh Yunitov(16.04.2020)