Medieval 2 Total War Diplomacy Fix
. Diplomacy - An Initial Guide.If this is your first visit, be sure tocheck out the by clicking thelink above. You may have tobefore you can post: click the register link above to proceed.
To start viewing messages,select the forum that you want to visit from the selection below.Wambat is holding a weekly raffle giveaway of Steam games to promote the Fourth Age Total War mod and his Let's Play campaign!Check out the announcement thread. The Org needs You!Please visit the for more information on how to help. (09 May 2016 edit) Tamur's hosting site is now offline but he's graciously allowed us to host it here at the Org.
Unofficial fan site for Medieval 2: Total War, dedicated to bringing you the latest news, guides, FAQ, campaigns, strategies, forums, discussions, information, scenarios, mods, patches,and downloads for the latest game in the Total War series. The latest patch for Medieval II: Total War has been released. Major Fixes - Fix crash in Deathtrack MP map with empty Team 3 slot - Fixed Battle AI - armies not engaging enemies at close range. Fixed CTD when client attempts to join game that the host is ending.
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therother(28 May 2008 edit) This guide has been downloaded nearly 15.000 times from thirty-two different websites over the past four years. I'm definitely grateful for the interest, but do want to let people know that has not been maintained for nearly three years now. Feel free to download and use with the 1.2 patch, but patches beyond that are not covered here.(14 July 2005 edit) This diplomacy guide has had its first update in quite a long time. Not much, but the Bribe and Protectorate sections have been rewritten to bring them into sync with 1.2.This is a PDF. Note that it is over 60 pages long, with a filesize to fit (about 330K).You can download the Adobe Acrobat Reader (6.0+ required) at. Hahah, Tamur your really taking a liking to the diplomacy I see. It's so much better in RTW for sure.Ceasefires are great for getting huge money, I had Egypt pay me 2100g tribute for 6 turns once on a ceasefire 'The mighty Pharaoh has no choice but to accept your insulting offer'I'm still trying to figure out when/what is best to use with 'accept or we will attack', it mostly seems to piss them off to the point where they won't deal with you even with a good diplomat.
You can add it to a ceasefire but it tends to damage relations too much. I like to keep them as friendly as possible while milking as much out of them as I can at the same time. I think it has to be a suprise attack on a city and/or something where you clearly have thier faction leader or hier in a dire situation to get them offer serious money or regions.Some juicy options to try in the Pompey and Caelius Maneuvers.nice guide!
Hopefully someone finds it useful.Very useful indeed. When sticky-time comes around I'm sure this one doesn't only qualify, it's a model for all the other agent stickies. I still don't have the!&$# game, but from what you've written I finally understand what changes have been made from MTW. I'm glad someone finally gave me the whle picture.
I gather diplomacy has been vastly improved, really beyond peoples' expectations. The way a diplomat makes a career now (and dies.) plus the number of options for negociations, the way your options are integrated into the strategy map.
The attention to detail such as the return of a Legionary Eagle - it sounds like a real labour of love for which someome at CA has been going out of their way researching, testing and refining. For someone like me who is really put off by the graphics (I still can't help crying for laughter over those phants with funny pants) this is really encouraging, certainly in conjunction with the headhurlers, a detail that could only come up in someone who truly appreciates (as most of us probably do) Monty Python's unforgettable Fish Slapping Dance.Yeah, for the first time after seeing those goofy screenshots I'm beginning to really look forward to this game. Tamur,Nice job on the diplomacy guide. It is a great read.
I have one other strategy and a response on the Map Information option.I found that the factions I was close to and neutral with (Germans, Britons, and Spanish) would buy the map information. I offered it and let them counter-offer with an amount.
In normal/normal, the offers were from 2000-3100 denarii. These 3 factions really pumped up my coffers and let me storm the Gauls.Also I was able to negotiate Trade Agreements without any prior contact (no Map Information first). Again this was on normal/normal. I made the mistake of trying to move an army through an allies land without access rights.Ah, also need to add items like this.
Thanks!I do wish I could find more information about the conditions under which offers are rejected. Also, factions must have stance values just like the Senate, but how to affect these in ways that you can predict (besides the rather lumpy 'If I give them Athens they'll be happier') is still beyond me.
I'm sure there's not a 1:1 correspondence between agent actions and faction stance or it wouldn't be real life, but still there have to be some broad guidelines to play by.Glad it's working for folks. Again, feel free to hit me with info as you run across it. I love the diplomacy too!! I remember being in a war withthe thracians and the britons, i was pretty annoyed the britons had attacked one of my frontier towns as they had been long term allies, and both our factions were doing well, so i sent off a diplomat to smooth things over. The reply i got was why should we stop fighting while any of you still live!!! Hehe was so insulted i created a wall of steel to hold off the thracians and switched my war effort to the britons.
I hit them so hard theyre now paying me tribute over many years;) I sacked their first 2 towns also enslaving the population for their insults! It's very detailed and very easily readable.
I think even my silly cat can work it out.Personally, (just started) I love the map exchanges. They usually demand around 5000 for the maps if I offer my maps too, but I can grind it down to 1500-3000 usually. I think it also relates to how much information they have.One important thing that you might want to add to the guide is that if you get the map information, it's permanent. So if another faction takes over a region which you can see on the map, you see that! Even without units present!
(So basically you only need to buy map information for all regions just once.)However, if the faction you bought the map info off expands into other territories, you don't get those for free (need to buy/trade for map info again).Maybe I'm a bit unclear, so I'll use an example:If you buy map info from the Gauls, but Germania takesover a region from the Gauls after you bought the map info, you can see the change in owner on the minimap.However, if the Gauls expand after you bought the map info, you don't see that. Tamur,Nice job on the diplomacy guide. It is a great read.
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I have one other strategy and a response on the Map Information option.I found that the factions I was close to and neutral with (Germans, Britons, and Spanish) would buy the map information. I offered it and let them counter-offer with an amount. In normal/normal, the offers were from 2000-3100 denarii. These 3 factions really pumped up my coffers and let me storm the Gauls.Also I was able to negotiate Trade Agreements without any prior contact (no Map Information first). Again this was on normal/normal.Just played around with this and the deal seems to get sweeter as you keep haggling.I started off trying for a straight exchange of map info with the Numidians, they kept offering me 2000 for my map info but wouldn't give me theirs.
So I offered 1000 denari plus my map info for their map info. They counter was to pay me 2000 denari tribute for 3 turns for my map info which I took. Maybe the more you offer for theirs, the more they will give you for yours?My guy had 5 influence vs the others 1 and it was on normal difficulty. Excellent guide, very useful indeed!I have one small quibble though: I've managed to bribe an army without it melting away. I believe the army has to be composed of units you could build yourself, i.e.
Bribing a Roman army when you are another Roman faction will result in you getting your mitts on the whole army, including any family members and agents.when you bribe a normal general (actually captain) it melts away/disbands. When a family member leads the army it becomes yours. Nothing to do with which units are in the army AFAIK. When you bribe a normal general (actually captain) it melts away/disbands.
When a family member leads the army it becomes yours. Nothing to do with which units are in the army AFAIKI think you may well be wrong there. My experience, as well as a few others that I've read, would suggest that the culture of the army (whether led by a family member or a captain) is the crucial factor.On a similar vein, I just made one of my cities rebel, and I moved a diplomat in to bribe them. Although they didn't accept the bribe - he was a pretty pathetic diplomat - the offer was for the peasant/gladiator army to join my faction in its entirety, and not disband. So it would seem you can bribe and keep your own rebels.On a side note, bribing would seem to be the only way, as Brutii, that I can get my hands on the more advanced Gladiator units, the Samnite and Mirmillo gladiators, available only to train by the Senate/Julii and Scipii factions respectively. Well according to exportdescrbuildings.txt anyway, I'm only still on my first game as Brutii, although I've managed to unlock half a dozen playable factions so far.If you'll suffer me to wander a little OT, I must say I wasn't too keen on this unlocking business, but I'm warming to it. It does make you feel like you've achieved something, plus you get a good introduction to the faction by whipping its armies and taking its cities.
Certainly makes the initial selection a little less daunting and a lot more interesting! Although they didn't accept the bribe - he was a pretty pathetic diplomat - the offer was for the peasant/gladiator army to join my faction in its entirety, and not disband.Really! That is interesting news. I'll have to give this a go.And yes, you're correct as far as my experience goes: if you bribe a foreign army led by a family member, you only get the family member. So don't do this when the family member is in a city!
You'll have an instant revolt on your hands unless you've got a large army in the area.Also, it's highly amusing to see a Brit chieftan in your Roman family tree, hehe! How unrespectable woad is. Only units you can build yourself can be bribed to your side.
I've found this out playing the Seleucids: I could bribe from a Parthian stack of horse archers, eastern infantry and one kataphraktoi only the katatanks (who eventually can be recruited). When I bribed a Greek stack, I gained a unit of Militia Hoplites, while the regular hoplites disbanded. That combined with the fact that influence is no matter neither is culture (Parthians have a different culture) in bribing, Im quite sure this is right. In short campaigns the scenario demands to win 1 or 2 named factions.
Whenever I play the named factions are always at war with me nomatter what. Is it default that you'll have to fight them to theend with no possibility to have a nice alliance from the begining etc?2. Military access with a facrion is in fact a true alliance.
But its very hard to achive that. Is it just that you have to offer some large amount of D?3. My only objection with STW and MTW was the lack of diplomatic options. Every faction would attack at its own descretion nomatter what. The oly diplomatic option was to make alliance or cease fire and those were extremely unstable. Now there are the options, many of them and prety clever too.
But the AI gives me the impression of the previous TWs. 'I attack you because I want too nomatter if you are an ally or if you can smash me in 2 years.Some feedback please? I have just played 2 campaigns and this is my first impression. Anyone with more game hours experienced smthng differend? If you plan a new draft, I think you could add in a bit about management of your diplomatic retinue. For instance, having ancillary characters spread across a number of diplomats is generally not such a good idea.
![Medieval 2 Total War Diplomacy Fix Medieval 2 Total War Diplomacy Fix](https://i.ytimg.com/vi/Djg2scaW-sc/hqdefault.jpg)
IMO it's better to concentrate them. For instance, combining a Rhetorician (+2), a foreign dignitary/hostage (+1), and a linguist/translator (+2), can turn even the most ordinary diplomat in one whose 'counsel is listened to with respect'. And if you have diplomat who was born with the Diplomatic Genius trait, he speaks with the 'force of law for many people'. And this is before he get any merited traits!The better you can make the new diplomat, I believe the greater the chance he has of developing to Expert Diplomat (+5) and I suppose even the double edged Foreign Tastes line.(The '/' is there because I believe these characters are mutually exclusive, which makes sense I suppose.)It also makes sense to transfer ancillary characters from aged diplomats who are about to die to younger diplomats. This should give you an elite cadre of highly skilled, forceful, virtually impossible to assassinate, diplomats who can negotiate just about anything from your allies and enemies alike!Also, in Appendix A, you’ve missed a number of the possible retinue members and traits. These are contained in the exportdescrancillaries.txt and exportdescrcharactertraits.txt respectively in the home/data directory.
It's usually best to search for negotiation to find the entries.Anyway, FYI, here's a list of the all the diplomat affecting traits/characters that I found:Characters:Foreign hostage, (+1) excludes Foreign DignitaryForeign dignitary (+1) excludes Foreign HostageLinguist (+2) excludes TranslatorRhetorician (+2)excluded Culture: Barbarian.Translator (+2)excludes Linguist. Poor barbarians, seems they can't get their brains around Greek!Traits:The Natural ability line:Diplomatic Talent (+1)Natural Born Diplomat(+2)Diplomatic Genius (+3)I don't think they can be improved.
Contents.Gameplay Similarly to previous titles in the Total War series, Medieval II: Total War consists of two main modes of play: a campaign mode and battles.Campaign The campaign, which is, allows the player to play as one of seventeen factions from the time period and build their nation economically and militarily in order to conquer other factions. Gameplay consists of controlling the faction's military, economic, and social systems in large campaign maps.
During the player's turn, armies, fleets, and agents can be moved on the map. When an army engages another army, the player can choose to fight the battle personally in the battle mode, or automatically calculate the outcome.The goal of the campaign depends on which type of campaign is played. The short campaign requires the player to defeat one or two enemy factions and control at least 15 settlements. The long campaign requires the player to control at least 45 territories and one or two significant cities, such as, or.Territorial control in the campaign is represented by 'settlements', which are large, notable communities. Unlike in previous Total War games, there are two different types of settlements:. Cities primarily focus on buildings that boost one's economy, while castles primarily focus on buildings that allow for the recruitment of more advanced types of soldiers.
Certain buildings in settlements can also allow the player to recruit agents that fulfill certain functions, like. Under most circumstances, the settlements can be converted from one type to the other. Settlements can be governed by members of the player's family, who are also capable of leading armies as. The talents of family members (and other key characters) are affected by various statistics, like 'Piety' and 'Loyalty', which are in turn impacted by their character traits, personal experiences, and members of their personal retinue. For example, a character with a high 'Command' stat can be expected to do better in battle than a character with a low stat.in the game is divided into three primary faiths:,. Unorganized faiths and sects are also represented.
If a large portion of a settlement does not adhere to the, unrest may ensue. And religious buildings can be used to gradually convert members of other faiths to the state religion. Catholic nations must deal with the, who can send special missions to Catholic rulers. Failure to obey the Pope may result in.
The Pope may also call against hostile settlements. Muslim with a high 'Piety' stat may similarly declare.Factions primarily interact with each other through. Diplomatic actions include the creation of, the securing of, and the giving or receiving of.
Factions may go to war with one another to secure more settlements or other concessions. Factions that are at war can use their armies to fight each other, which incorporates the battle mechanic of the game into the campaign. Several factions in the campaign are either not present or 'dormant' when the game begins.
The will invade at some point after the campaign has begun, often posing a serious threat to factions in their path. Later on, the will also invade, bringing with them. Late in the game, factions may also sail to the, where they can encounter the. A group of English knights attacking French dismounted feudal knights.One of the main focuses on the Total War franchise is its representation of in addition to the turn-based campaign. A battle consists of two or more armies from different factions fighting each other.
Battles play similarly to those in, with formations of various kinds of troops engaging in combat. The objective of the battle is to defeat the enemy army by completely destroying it or causing the whole army to flee; in a battle, the objective is to completely destroy the army or to take control of a plaza in the centre of the settlement.
There is also an option which allows the player to allow for time limits on battles, meaning that the attacker must defeat the defender within a certain time limit or the battle results in a victory for the defender. Battles can exist as custom battles set up by the player, multiplayer battles between humans, historical battles based on real-life military engagements, or battles that occur between factions in the campaign. Reception ReceptionAggregate scoreAggregatorScore88/100Review scoresPublicationScore9/10B+8.8/10(UK) 8.9/10(US) 8.8/1090%Medieval II: Total War received a 'Gold' sales award from the (ELSPA), indicating sales of at least 200,000 copies in the United Kingdom.Medieval II: Total War received 'generally favorable reviews' according to the website.The exclusive review was given to (US), which gave it an 'Editor's Choice Award'. Said that the game was not as revolutionary as its predecessor, but still introduces some new ideas and builds on others from, which would still be enough for anybody to buy it. Noted the game's 'epic, engrossing gameplay', but also criticised its 'beefy system requirements'. 's Anthony Fordham commended the game for its 'incredible gameplay, both in battle and on the world map.'
However, he criticised it for being 'more a refinement of the series than a huge leap forward.' Swedish historian and member of the reviewed the game for Swedish newspaper where he made comparisons to traditional battle depictions such as old and paintings, and the more recent film medium. In the review, Englund concluded that Medieval II represents a form of battle depiction 'amazingly similar to an engraving from the 1600s.' The editors of named Medieval II the eighth-best computer game of 2006. They wrote that 'No scripted encounters or overly dramatic cutscenes can compare with the stories Creative Assembly allows you to write as your armies beat down all who would oppose you.' Ranked the game at #26 on its list of 'The 100 Best Games To Play Today', calling it 'as complete a depiction of war as there has been in a videogame.' Although most reviews were positive, some reviews have noted negative aspects of the game, such as pathfinding bugs, some AI problems and some uninteresting new features.
Main article:An expansion, Medieval II: Total War: Kingdoms, was announced on 30 March 2007 and released on 28 August 2007 in the US, 31 August in the UK, 7 September in Australia, and 22 November in Japan. It adds four new campaigns to the game: 'Americas', which focuses on the, 'Britannia', which focuses on several conflicts on the, 'Crusades', which covers the and, and 'Teutonic', which deals with the. In each of the campaigns, a small part of the world (e.g. The British Isles) is taken and enlarged, with many settlements added to it.The Gold Edition of the game, containing the original game and the expansion pack, was released on 1 February 2008; this was later released/renamed on Steam as Medieval II: Total War™ Collection.References. Feral Interactive. Feral Interactive.
Retrieved 3 November 2017. ^ Meer, Alec (13 November 2006). Retrieved 26 July 2016. ^ Ocampo, Jason (14 November 2006). Retrieved 26 July 2016. Toose, Dan (6 September 2006). Retrieved 1 April 2019.
Toose, Dan (24 July 2006). Retrieved 1 April 2019. ^ Butts, Steve (8 November 2006). Retrieved 27 July 2016. ^. Retrieved 26 July 2016. Ferris, Duke (15 December 2006).
Retrieved 26 July 2016. ^ Kosak, Dave (17 November 2006). Retrieved 14 March 2009. ^ 'Medieval II: Total War'.: 28. December 2006. Archived from on 19 March 2009.
Caoili, Eric (26 November 2008). Archived from on 18 September 2017. Fordham, Andrew. 'Medieval II: Total War'. (159): 54–55.
Englund, Peter (24 November 2006). Staff (March 2007). 'The Best (and Worst) of 2006; The 16th Annual Computer Games Awards'. (195): 46–51. Edge staff (9 March 2009).
Archived from on 26 September 2012. Retrieved 26 July 2016.
Molloy, Sean (January 2007). Retrieved 26 July 2016.External links.
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