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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.
<>< h3=' />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.

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.

Back to Top.
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.
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.
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 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.
| Religion |
|
|---|---|
| Long Campaign Win Conditions |
|
| Short Campaign Win Conditions |
|
| Finances |
|
| Initial Settlements |
|
| Initial Generals |
|
| Initial Admirals |
|
| Initial Agents |
|
| Initial Troops |
|
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.
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:
| Period | Militia Units | Infantry | Missile Infantry | Cavalry | Missile Cavalry | Artillery |
|---|---|---|---|---|---|---|
| Early |
|
|
|
|
|
|
| High |
|
|
|
|
|
|
| Late |
|
|
|
|
| |
| All |
|
|
|
|
|
|
Back to Top.
Cities | ||||||||
|---|---|---|---|---|---|---|---|---|
| Building Type | Village | Town | Large Town | Minor City | Large City | Huge City | ||
| Walls | Wooden Palisade (Upgrade) | Wooden Wall (Upgrade) | Stone Wall (Upgrade) | Large Stone Wall (Upgrade) | Huge Stone Wall (Upgrade) | |||
| Improved Towers | Ballista Towers | |||||||
| Barracks | Town Watch | Town Guard | City Watch | Militia Drill Square | Militia Barracks | Army Barracks | ||
| Siege | Ballista Maker | Catapult Maker | Siege Works | |||||
| Smiths | Leather Tanner | Blacksmith | Armourer | Heavy Armourer | Master Armourer | Armour Factory | ||
| Ports | Port | Shipwright | ||||||
| Sea Trade | Merchants' Wharf | Warehouse | Docklands | |||||
| Trade | Grain Exchange | Market | Fairground | Great Market | Merchants' Quarter | |||
| Roads | Dirt Roads | Paved Roads | ||||||
| Farms | Land Clearance | Communal Farming | Crop Rotation | Irrigation | ||||
| Mines | Mines | Mining Network | ||||||
| Academia | University | |||||||
| Churches | Small Church | Church | Abbey | Cathedral | Huge Cathedral | |||
| Inns | Brothel | Inn | Tavern | Coaching House | Pleasure Palace | |||
| Town Hall | Town Hall | Council Chambers | City Hall | Mayor's Palace | ||||
| Assassins' Guild | Assassins' Guild | Master Assassins' Guild | Assassins' Guild Headquarters | |||||
| Masons' Guild | Masons' Guild | Master Masons' Guild | Masons' Guild Headquarters | |||||
| Theologians' Guild | Theologians' Guild | Master Theologians' Guild | Theologians' Guild Headquarters | |||||
| Merchants' Guild | Merchants' Guild | Master Merchants' Guild | Merchants' Guild Headquarters | |||||
| Alchemists' Guild | Alchemists' Guild | Master Alchemists' Guild | Alchemists' Guild Headquarters | |||||
| Thieves' Guild | Thieves' Guild | Master Thieves' Guild | Thieves' Guild Headquarters | |||||
| Explorers' Guild | Explorers' Guild | Master Explorers' Guild | Explorers' Guild Headquarters | |||||
| Swordsmiths' Guild | Swordsmiths' Guild | Master Swordsmiths' Guild | Swordsmiths' Guild Headquarters | |||||
| Knights Templar | Templar Minor Chapter House | Templar Major Chapter House | Templar Headquarters | |||||
| Hospitaller Knights | St Johns' Minor Chapter House | St Johns' Major Chapter House | St Johns' Headquarters | |||||
| Horse Breeders' Guild | Horse Breeders' Guild | Master Horse Breeders' Guild | Horse Breeders' Guild Headquarters | |||||
Castles | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Building Type | Village | Motte and Bailey | Wooden Castle | Castle | Fortress | Citadel | |||||
| Castle | Motte and Bailey (Upgrade) | Wooden Castle (Upgrade) | Castle (Upgrade) | Fortress (Upgrade) | Citadel (Upgrade) | ||||||
| Improved Towers | Ballista Towers | Cannon Towers | |||||||||
| Stables | Stables | Knight's Stables | Baron's Stables | Earl's Stables | King's Stables | ||||||
| Barracks | Mustering Hall | Garrison Quarters | Drill Square | Barracks | |||||||
| Ranges | Bowyer | Practice Range | Archery Range | ||||||||
| Siege | Ballista Maker | Catapult Maker | Siege Works | ||||||||
| Cannons | Gunsmith | Cannon Maker | Cannon Foundry | ||||||||
| Smiths | Leather Tanner | Blacksmith | Armourer | Heavy Armourer | Master Armourer | Armour Factory | |||||
| Ports | Port | Shipwright | Dockyard | Naval Drydock | |||||||
| Roads | Dirt Roads | Paved Roads | |||||||||
| Farms | Land Clearance | Communal Farming | Crop Rotation | Irrigation | |||||||
| Mines | Mines | Mining Network | |||||||||
| Churches | Chapel | Large Chapel | |||||||||
| Academy | Castle Library | Academy | |||||||||
| Swordsmiths' Guild | Swordsmiths' Guild | Master Swordsmiths' Guild | Swordsmiths' Guild Headquarters | ||||||||
| Knights Templar | Templar Minor Chapter House | Templar Major Chapter House | Templar Headquarters | ||||||||
| Hospitaller Knights | St Johns' Minor Chapter House | St Johns' Major Chapter House | St Johns' Headquarters | ||||||||
Back to Top.
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.

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.

Back to Top.
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.
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.
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 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.
| Religion |
|
|---|---|
| Long Campaign Win Conditions |
|
| Short Campaign Win Conditions |
|
| Finances |
|
| Initial Settlements |
|
| Initial Generals |
|
| Initial Admirals |
|
| Initial Agents |
|
| Initial Troops |
|
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.
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:
| Period | Militia Units | Infantry | Missile Infantry | Cavalry | Missile Cavalry | Artillery |
|---|---|---|---|---|---|---|
| Early |
|
|
|
|
|
|
| High |
|
|
|
|
|
|
| Late |
|
|
|
|
| |
| All |
|
|
|
|
|
|
Back to Top.
Cities | ||||||||
|---|---|---|---|---|---|---|---|---|
| Building Type | Village | Town | Large Town | Minor City | Large City | Huge City | ||
| Walls | Wooden Palisade (Upgrade) | Wooden Wall (Upgrade) | Stone Wall (Upgrade) | Large Stone Wall (Upgrade) | Huge Stone Wall (Upgrade) | |||
| Improved Towers | Ballista Towers | |||||||
| Barracks | Town Watch | Town Guard | City Watch | Militia Drill Square | Militia Barracks | Army Barracks | ||
| Siege | Ballista Maker | Catapult Maker | Siege Works | |||||
| Smiths | Leather Tanner | Blacksmith | Armourer | Heavy Armourer | Master Armourer | Armour Factory | ||
| Ports | Port | Shipwright | ||||||
| Sea Trade | Merchants' Wharf | Warehouse | Docklands | |||||
| Trade | Grain Exchange | Market | Fairground | Great Market | Merchants' Quarter | |||
| Roads | Dirt Roads | Paved Roads | ||||||
| Farms | Land Clearance | Communal Farming | Crop Rotation | Irrigation | ||||
| Mines | Mines | Mining Network | ||||||
| Academia | University | |||||||
| Churches | Small Church | Church | Abbey | Cathedral | Huge Cathedral | |||
| Inns | Brothel | Inn | Tavern | Coaching House | Pleasure Palace | |||
| Town Hall | Town Hall | Council Chambers | City Hall | Mayor's Palace | ||||
| Assassins' Guild | Assassins' Guild | Master Assassins' Guild | Assassins' Guild Headquarters | |||||
| Masons' Guild | Masons' Guild | Master Masons' Guild | Masons' Guild Headquarters | |||||
| Theologians' Guild | Theologians' Guild | Master Theologians' Guild | Theologians' Guild Headquarters | |||||
| Merchants' Guild | Merchants' Guild | Master Merchants' Guild | Merchants' Guild Headquarters | |||||
| Alchemists' Guild | Alchemists' Guild | Master Alchemists' Guild | Alchemists' Guild Headquarters | |||||
| Thieves' Guild | Thieves' Guild | Master Thieves' Guild | Thieves' Guild Headquarters | |||||
| Explorers' Guild | Explorers' Guild | Master Explorers' Guild | Explorers' Guild Headquarters | |||||
| Swordsmiths' Guild | Swordsmiths' Guild | Master Swordsmiths' Guild | Swordsmiths' Guild Headquarters | |||||
| Knights Templar | Templar Minor Chapter House | Templar Major Chapter House | Templar Headquarters | |||||
| Hospitaller Knights | St Johns' Minor Chapter House | St Johns' Major Chapter House | St Johns' Headquarters | |||||
| Horse Breeders' Guild | Horse Breeders' Guild | Master Horse Breeders' Guild | Horse Breeders' Guild Headquarters | |||||
Castles | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Building Type | Village | Motte and Bailey | Wooden Castle | Castle | Fortress | Citadel | |||||
| Castle | Motte and Bailey (Upgrade) | Wooden Castle (Upgrade) | Castle (Upgrade) | Fortress (Upgrade) | Citadel (Upgrade) | ||||||
| Improved Towers | Ballista Towers | Cannon Towers | |||||||||
| Stables | Stables | Knight's Stables | Baron's Stables | Earl's Stables | King's Stables | ||||||
| Barracks | Mustering Hall | Garrison Quarters | Drill Square | Barracks | |||||||
| Ranges | Bowyer | Practice Range | Archery Range | ||||||||
| Siege | Ballista Maker | Catapult Maker | Siege Works | ||||||||
| Cannons | Gunsmith | Cannon Maker | Cannon Foundry | ||||||||
| Smiths | Leather Tanner | Blacksmith | Armourer | Heavy Armourer | Master Armourer | Armour Factory | |||||
| Ports | Port | Shipwright | Dockyard | Naval Drydock | |||||||
| Roads | Dirt Roads | Paved Roads | |||||||||
| Farms | Land Clearance | Communal Farming | Crop Rotation | Irrigation | |||||||
| Mines | Mines | Mining Network | |||||||||
| Churches | Chapel | Large Chapel | |||||||||
| Academy | Castle Library | Academy | |||||||||
| Swordsmiths' Guild | Swordsmiths' Guild | Master Swordsmiths' Guild | Swordsmiths' Guild Headquarters | ||||||||
| Knights Templar | Templar Minor Chapter House | Templar Major Chapter House | Templar Headquarters | ||||||||
| Hospitaller Knights | St Johns' Minor Chapter House | St Johns' Major Chapter House | St 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.

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.

Back to Top.
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.
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.
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 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.
| Religion |
|
|---|---|
| Long Campaign Win Conditions |
|
| Short Campaign Win Conditions |
|
| Finances |
|
| Initial Settlements |
|
| Initial Generals |
|
| Initial Admirals |
|
| Initial Agents |
|
| Initial Troops |
|
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.
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:
| Period | Militia Units | Infantry | Missile Infantry | Cavalry | Missile Cavalry | Artillery |
|---|---|---|---|---|---|---|
| Early |
|
|
|
|
|
|
| High |
|
|
|
|
|
|
| Late |
|
|
|
|
| |
| All |
|
|
|
|
|
|
Back to Top.
Cities | ||||||||
|---|---|---|---|---|---|---|---|---|
| Building Type | Village | Town | Large Town | Minor City | Large City | Huge City | ||
| Walls | Wooden Palisade (Upgrade) | Wooden Wall (Upgrade) | Stone Wall (Upgrade) | Large Stone Wall (Upgrade) | Huge Stone Wall (Upgrade) | |||
| Improved Towers | Ballista Towers | |||||||
| Barracks | Town Watch | Town Guard | City Watch | Militia Drill Square | Militia Barracks | Army Barracks | ||
| Siege | Ballista Maker | Catapult Maker | Siege Works | |||||
| Smiths | Leather Tanner | Blacksmith | Armourer | Heavy Armourer | Master Armourer | Armour Factory | ||
| Ports | Port | Shipwright | ||||||
| Sea Trade | Merchants' Wharf | Warehouse | Docklands | |||||
| Trade | Grain Exchange | Market | Fairground | Great Market | Merchants' Quarter | |||
| Roads | Dirt Roads | Paved Roads | ||||||
| Farms | Land Clearance | Communal Farming | Crop Rotation | Irrigation | ||||
| Mines | Mines | Mining Network | ||||||
| Academia | University | |||||||
| Churches | Small Church | Church | Abbey | Cathedral | Huge Cathedral | |||
| Inns | Brothel | Inn | Tavern | Coaching House | Pleasure Palace | |||
| Town Hall | Town Hall | Council Chambers | City Hall | Mayor's Palace | ||||
| Assassins' Guild | Assassins' Guild | Master Assassins' Guild | Assassins' Guild Headquarters | |||||
| Masons' Guild | Masons' Guild | Master Masons' Guild | Masons' Guild Headquarters | |||||
| Theologians' Guild | Theologians' Guild | Master Theologians' Guild | Theologians' Guild Headquarters | |||||
| Merchants' Guild | Merchants' Guild | Master Merchants' Guild | Merchants' Guild Headquarters | |||||
| Alchemists' Guild | Alchemists' Guild | Master Alchemists' Guild | Alchemists' Guild Headquarters | |||||
| Thieves' Guild | Thieves' Guild | Master Thieves' Guild | Thieves' Guild Headquarters | |||||
| Explorers' Guild | Explorers' Guild | Master Explorers' Guild | Explorers' Guild Headquarters | |||||
| Swordsmiths' Guild | Swordsmiths' Guild | Master Swordsmiths' Guild | Swordsmiths' Guild Headquarters | |||||
| Knights Templar | Templar Minor Chapter House | Templar Major Chapter House | Templar Headquarters | |||||
| Hospitaller Knights | St Johns' Minor Chapter House | St Johns' Major Chapter House | St Johns' Headquarters | |||||
| Horse Breeders' Guild | Horse Breeders' Guild | Master Horse Breeders' Guild | Horse Breeders' Guild Headquarters | |||||
Castles | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Building Type | Village | Motte and Bailey | Wooden Castle | Castle | Fortress | Citadel | |||||
| Castle | Motte and Bailey (Upgrade) | Wooden Castle (Upgrade) | Castle (Upgrade) | Fortress (Upgrade) | Citadel (Upgrade) | ||||||
| Improved Towers | Ballista Towers | Cannon Towers | |||||||||
| Stables | Stables | Knight's Stables | Baron's Stables | Earl's Stables | King's Stables | ||||||
| Barracks | Mustering Hall | Garrison Quarters | Drill Square | Barracks | |||||||
| Ranges | Bowyer | Practice Range | Archery Range | ||||||||
| Siege | Ballista Maker | Catapult Maker | Siege Works | ||||||||
| Cannons | Gunsmith | Cannon Maker | Cannon Foundry | ||||||||
| Smiths | Leather Tanner | Blacksmith | Armourer | Heavy Armourer | Master Armourer | Armour Factory | |||||
| Ports | Port | Shipwright | Dockyard | Naval Drydock | |||||||
| Roads | Dirt Roads | Paved Roads | |||||||||
| Farms | Land Clearance | Communal Farming | Crop Rotation | Irrigation | |||||||
| Mines | Mines | Mining Network | |||||||||
| Churches | Chapel | Large Chapel | |||||||||
| Academy | Castle Library | Academy | |||||||||
| Swordsmiths' Guild | Swordsmiths' Guild | Master Swordsmiths' Guild | Swordsmiths' Guild Headquarters | ||||||||
| Knights Templar | Templar Minor Chapter House | Templar Major Chapter House | Templar Headquarters | ||||||||
| Hospitaller Knights | St Johns' Minor Chapter House | St Johns' Major Chapter House | St Johns' Headquarters | ||||||||
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...">Medieval 2 Total War Spisok Vseh Yunitov(16.04.2020)