A Medieval Mod: 1191 standalone: -Full list of features in the description. -Better ai both campaign and battle. -new units all around even from previous versions. -new interactive events such as traveling mercenaries. -Merchants are back but very limited, as with limited priests. -Religion now plays a bigger role in the order of your cities.
If - repeat, if - it's 25$/€, remember, this is what you get: 1.6K. 633. r/totalwar. Join. • 22 days ago. If you zoom far enough out, you get Medieval I style sprites for troops. Don't know if this is an easter egg, or just a technical shortcut for graphics, but I thought it was cool.

The general "Musketeer" isn't the best gunpowder unit out their either, The russian "Cossack Musketeer" is a little bit better, just restricted to the russians And in special circumstances..the Imperial "Forlorn Hope" is great, at say taking walls and such, with the highest infantry attack in the game, tied with Aztec "Eagle Warriors" which

Two ways to unlock them, either one by one by conquering the specific faction or all of them at once by winning a grand campaign with one of the starting factions. #4 ajmurphy1986
1 - you get more unhappyness by default. (higher values of revolt, more city's get the 80% unhappyness penalty for being far from your capitol, etc) As such your tax income will be a lot lower, and it will be hard to hold on to city's on the far reaches of the map. No you don't.

This game covers the time period from 1080 to 1530, a time of great evolution in warfare in Europe and the Middle East. As a result, there are some changes that occur in the unit progressions which necessitates a change in tactics. The following guide attempts to shed light into the best way to utilise each unit type, as well as special

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