📰 Title: | Medieval II: Total War | 🕹️ / 🛠️ Type: | Game |
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🗃️ Genre: | Strategy | 👁️ Visual: | 3D |
🏷️ Category: | Strategy ➤ Tactical RPG ➤ Misc. | 🏝️ Perspective: | Third person |
🔖 Tags: | Grand Strategy; Strategy; Turn-Based Strategy; 4X; Tactical; Real Time Tactics; Simulation; Sandbox; Action; Military; Diplomacy; War; Medieval; Historical; Classic; Moddable; Oldie | ⏱️ Pacing: | Turn-Based & Real Time |
🐣️ Approx. start: | 👫️ Played: | Single & Multi | |
🐓️ Latest: | 🚦 Status: | 04. Released (status) | |
📍️ Version: | Latest: - | ❤️ Like it: | 9. ⏳️ |
🏛️ License type: | 💰 Commercial | 🎀️ Quality: | 7. ⏳️ |
🏛️ License: | Commercial | ✨️ (temporary): | |
🐛️ Created: | 2016-01-17 | 🐜️ Updated: | 2024-06-22 |
📰 What's new?: | 👔️ Already shown: | ||
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💡 Lights on: | 💭️ New version published (to be updated): | ||
🎨️ Significant improvement: | 🦺️ Work in progress: | ||
🎖️ This work: | ![]() |
🚧️ Some work remains to be done: | |
👫️ Contrib.: | goupildb & Louis | 👻️ Temporary: | |
🎰️ ID: | 14922 |
📜️[en]: | A game of turn-based strategic rounds and real-time tactically-oriented battles. The game is set between the years 1080 and 1530. It focuses on medieval warfare, religion and politics in Europe, North Africa and the Middle East. Direct massive battles featuring up to 10,000 bloodthirsty troops on epic 3D battlefields. 2 modes of play: battles & single-player campaign. | 📜️[fr]: | Un jeu de stratégie médiéval avec une gestion de l'empire province par province au tour par tour et des affrontements tactiques en temps réel, mettant en scène des batailles massives comprenant jusqu'à 10.000 soldats sanguinaires sur des champs de bataille en 3D. L’objectif est de bâtir un empire à travers l’Europe, l’Afrique du Nord et le Moyen Orient médiéval, sur une période allant de 1080 à 1530 |
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🎲️ Gameplay: (202xxx), (202xxx), [fr](202xxx),
🏡️ Website & videos
[Homepage] [Dev site] [Features/About] [Screenshots] [Videos t(202xxx) t(202xxx) t(202xxx) r(202xxx) r(202xxx) r(202xxx) r(202xxx) r(202xxx) r[ru](202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g(202xxx) g[fr](202xxx) g[fr](202xxx) g[fr](202xxx) g[fr](202xxx) g[de](202xxx)] [WIKI] [FAQ] [RSS] [Changelog 1 2 3]
Commercial links (Medieval II: Total War): [Feral Interactive] [Humble Store] [Steam]
Commercial links (Medieval II: Total War™ Kingdoms): [Steam] [Videos t(202xxx) ft]
🍩️ Resources
• (empty, license): [Homepage] [Dev site] 🎬️ g(202xxx)
🛠️ Technical informations
[PCGamingWiki]
🦣️ Social
Devs (Creative Assembly [fr] [en]): [Site 1 2] [MobyGames] [mastodon] [Facebook] [PeerTube] [YouTube] [PressKit] [Interview 1(201602) 2(201506)]
Devs (Feral Interactive [fr] [en]): [Site 1 2] [MobyGames] [mastodon] [PeerTube] [YouTube] [PressKit] [Interview 1(201705) 2(202xxx)]
The Project: [Blog] [Chat] [Forums] [mastodon] [PeerTube] [YouTube] [PressKit] [reddit] [Discord] [PressKit]
🐝️ Related
[Wikipedia (Medieval II: Total War) [fr] [en] [de]]
[Wikipedia (Jeu de grande stratégie / Grand strategy wargame) [fr] [en] [de]]
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[Repology] [pkgs.org] [Generic binary] [Arch Linux / AUR] [openSUSE] [Debian/Ubuntu] [Flatpak] [AppImage(author's repo)] [Snap] [PortableLinuxGames]
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For King and for Country
Take command of your army and expand your reign in Medieval II - the fourth instalment of the award-winning Total War series of strategy games. Direct massive battles featuring up to 10,000 bloodthirsty troops on epic 3D battlefields, while presiding over some of the greatest Medieval nations of the Western and Middle Eastern world. Spanning the most turbulent era in Western history, your quest for territory and power takes you through Europe, Africa, and the Middle East, and even onto the shores of the New World.
Steam:
Take command of your army and expand your reign in Medieval II - the fourth installment of the award-winning Total War series of strategy games. Direct massive battles featuring up to 10,000 bloodthirsty troops on epic 3D battlefields, while presiding over some of the greatest Medieval nations of the Western and Middle Eastern world. Spanning the most turbulent era in Western history, your quest for territory and power takes you through Europe, Africa, and the Middle East, and even onto the shores of the New World.
You'll manage your empire with an iron fist, handling everything from building and improving cities to recruiting and training armies. Wield diplomacy to manipulate allies and enemies, outsmart the dreaded Inquisition, and influence the Pope. Lead the fight in the Crusades and bring victory to Islam or Christianity in the Holy War. Rewrite history and conquer the world. This is Total War!
NOTE: Because the Kingdoms expansion uses core game elements from the Medieval II: Total War game, it is required that you use the same method for purchasing Kingdoms as you did in purchasing Medieval II: Total War. If you purchase Medieval II: Total War from Steam, then please use Steam to purchase Kingdoms.
🌍️ Wikipedia:
Medieval II: Total War, the indirect sequel to 2002's Medieval: Total War and the fourth game in the Total War series from The Creative Assembly, is a game of turn-based strategic rounds and real-time tactically-oriented battles, released in November 2006. The game is set between the years 1080 and 1530. Like the original Medieval: Total War, it focuses on medieval warfare, religion and politics in Europe, North Africa and the Middle East.
Gameplay
Similar to previous titles of the Total War series, the game consists of two modes of play: battles and single-player campaign. Battles can be played in multiplayer, in user-defined scenarios, or in historical scenarios which simulate real battles such as the Battle of Arsuf or the Battle of Agincourt. Battles are also featured in the campaign.
Campaign
The campaign allows the player to assume control of a faction of the time period, and build a civilization, both 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 (for example, Holy Roman Empire must defeat its historical enemies Milan and Denmark) and control at least 15 settlements. The long campaign requires the player to control at least 45 territories and one or two significant cities, which are faction specific, such as Jerusalem, Granada, Rome or Constantinople.
Any nation conquered in the Grand Campaign will be unlocked as a playable faction, with the exception of the Papal States, Mongols, Timurids, Aztecs (only encountered in the New World, or in the late period) and Rebels. Completing the Grand Campaign on any difficulty level unlocks all factions as playable.
Settlements
Each faction begins with a few (or a single) settlement(s), and must conquer others in order to continue growing. Unlike previous Total War titles, there are two kinds of settlements, each with different advantages and disadvantages: cities and castles. Castles have better defensive capabilities and have access to a larger selection of soldiers including cavalry, infantry, and missile troops most of which can only be obtained through castles, and for the most part are superior to city troops in terms of abilities, morale, and combat statistics. However, castles generate less income, cannot train as many agents as cities, and have no access to higher civilian technologies including, but not limited to, taverns, markets, and buildings related to law and health such as town halls, and the eastern Bimaristan. Cities generate much larger income and are technological centres of a faction, but are more difficult to defend and only have access to militia troops, which are generally inferior to those trained at castles except for a select few unique units. A small quantity of militia troops, stationed in the city where they have been trained, can have the benefit of no upkeep cost, that cost being a great burden on the economy of a faction throughout the game. Players may convert a settlement to a different type, although larger cities may not be converted into castles. The early castle upgrades don't have a need of population to be upgraded, all that is needed are florins (in-game currency).
As in other Total War games, in each settlement the faction may construct a number of buildings, each with different functions, such as training troops, upgrading weapons and armour, expanding the economy, increasing the settlement's defences or strengthening religion. A new feature of Medieval II is the ability to build guild halls. A given settlement may only have a single guild hall, although there are several different types. The guild hall provides certain bonuses such as increased movement for troops, better weapons, or better agents; some even grant access to new units, such as the ahistoric unit of "Sherwood Archers" available to England upon construction and subsequent upgrade of a Woodsmen's Guild. Guild halls may also be later upgraded to a "Master Guild Hall", which may provide a larger bonus or even grant a bonus to all of the faction's settlements while still retaining a more notable bonus in the city the structure is built, and then possibly upgraded to the "Guild Headquarters", which provides the greatest bonuses, although each guild can have only one headquarters anywhere in the world at the given time, and each faction can only construct one Master Guild Hall of each guild in their empire. It is possible however, to capture a city with an existing Master Guild Hall of a certain type, and have two of one kind.
Characters
Each faction has a ruling family. Once male family members come of age at 16, they act as units that can be used to govern settlements and lead armies in battle as generals. Each character has attributes that determine his prowess in both. A character's actions can affect his attributes - for example, a general who routinely kills prisoners of war and exterminates captured settlements may see his "dread" increase, making him frightening to foes; a general who prefers to release prisoners and occupy settlements may instead increase his "chivalry", which makes his own troops much more brave. Characters also develop (or regress) by gathering traits and retinue members. Characters can take after (or rebel against) their parents, traits like alcoholism are self-perpetuating, inbreeding tends to strengthen when inherited, naivete and paranoia are mutually exclusive but both detrimental, etc. Some traits, mostly positive, are brought out by victories in battle: for example, generals can become increasingly scarred as time goes on, giving them more hitpoints, and generals who successfully complete a Crusade gain chivalry, command, and piety points. Others accumulate while governing a city: poorly managed backwaters tend to bring out the worst in generals, whereas advanced, central cities improve a general's traits. Owners of strong traits earn epithets, such as "the Brave," "the Just," "the Lewd" or "the Corrupt." These are decorative. A very important aspect of generals is their loyalty. If a general is disloyal, he may rebel, turning into the 'Rebels' faction and taking a part of the army at his command with him. The faction leader has an 'authority' rating instead of loyalty. Higher authority makes disloyal generals less likely to rebel.
Captains are leaders of armies that do not have a family member controlling them. They don't have any special attributes or retinue, but if killed in battle troop morale decreases all the same, increasing the chance that the army will rout. If killed or assassinated, a new captain will instantly appear and take command of the army in question. If a captain is victorious in a particularly one sided battle or has shown excellent leadership, he may become 'Man of the Hour', and comes with an option to adopt him into the Royal Family. If adopted, he turns into a general and may gain attributes and retinue. If declined, he continues to be a generic captain. An army left with only a captain may rebel and join the rebel faction.
Each faction has a number of agents it may use to maintain order and influence other factions. The types of agent available are Priests and Imams, princesses, diplomats, merchants, assassins and spies. Priests and Imams will steadily convert a province to their faction's religion, causing or reducing religious unrest, and can denounce dangerous heretics and witches. Princesses and diplomats are able to negotiate with other factions, and princesses can attempt to marry a rival family member to gain his allegiance. Merchants can be stationed on resources on the map to generate income and can attempt to eliminate rival merchants through a takeover. Assassins can kill off characters, and sabotage buildings belonging to rival factions. Spies can infiltrate rival settlements and provide information about their buildings and garrisons. Each agent has attributes that develop the more he is able to successfully be used. Princesses, for example, have a "Charm" attribute that governs their success in diplomacy and the likelihood that a proposal in marriage will be accepted. Spies and Assassins have a "Subterfuge" attribute which governs how likely they are to infiltrate enemy cities or find information about enemy armies. All agents except princesses are trained at settlements which contain the appropriate buildings - for example, Christian priests can be trained in any settlement with a church or chapel. Princesses are born into the player's ruling family, and become active as agents once they come of age at 16.
Diplomacy functions much as in previous Total War games, mainly involving negotiating treaties such as cease fires, alliances and marriages and wars. The interface for negotiation has changed from previous games, however; a new system has been integrated to show the other faction's attitude toward the player's faction, intelligence estimates (such as how wealthy the faction is and what other factions they are at war with), as well as how fair the other faction feels the player's proposals are.
Inquisitors are controlled by The Papal States and are sent to the player's lands if you have fallen out of favour with the Pope (though not necessarily excommunicated). They can accuse any agent of heresy, and if they are found guilty, they will be executed. Generals, and even a player's King, may fall prey to these agents of God. To get rid of Inquisitors, you can gain favour with the Pope by building churches and converting the population, and avoid attacks on any more favourable Christian nations, or perhaps even attempt to assassinate them.
Turn system
Medieval II is a turn-based game, in Medieval II:Total War each year represents 2 turns; the seasons will change each turn (winter and summer). A side effect of this system is that there are inconsistencies. For example, due to the movement system, when discovering America, it takes about 8-10 turns (i.e., 4-5 years because each turn represents a 1/2 year) to get to America from western Europe; Christopher Columbus took about a month to make each of his first two voyages.
Factions
There are twenty-two factions, of which seventeen are playable in the Campaign game, although only five are playable in the beginning: The Kingdoms of England, France and Spain; the Holy Roman Empire as well as the Republic of Venice. The other factions may be unlocked one at a time, as soon as the player has defeated that faction in the campaign by conquering all their settlements including occupied temporary forts or by killing off the entire royal family of that faction, regardless of whether the player wins the entire campaign or not. The unlockable factions may be unlocked all at once by winning the short or long campaign as one of the five initially available factions, and include Portugal, Scotland, the Moors, Egypt, the Turks, the Byzantine Empire, the Kingdom of Sicily, Duchy of Milan, Denmark, Novgorodian Russians, Poland, and Hungary. The only factions that cannot be played are the Papal States, the Mongols, the rebels, the Aztecs, and the Timurids (the Mongols, Aztecs, and Timurids can be played in Custom Battle, Quick Battle, and Multiplayer modes, though).
Each faction has at least one "trademark" unit, although they are not always limited to that specific faction (e.g. the Portuguese "Jinets"). One of these units from each faction is listed in the game as the faction's "special unit".
The factions in the game represent, with varying accuracy, their real-life historical factions. The army unit types available to each faction are modelled to reflect their real-life histories, with each faction possessing unique characteristics that afford them certain strengths and weaknesses against other factions in combat.
There are various simplifications in the game to make factions more identifiable. For example, Russia did not exist as a state at the time but was divided into Fiefdoms, Principalities and states, with Kievan Rus' and then the Republic of Novgorod chronologically being the most prominent states. Unified Spain didn't exist until the end of the game's timeline, but was divided into the kingdoms of Castille and Aragon, with the Spanish faction representing the former in the game. Portugal didn't become an actual kingdom until 1139 and King Afonso Henriques is born 30 years before he was historically known. A number of other nations and kingdoms are also nonexistent in the game, such as the Serbian Empire.
Battle system
One of the main focuses on the Total War franchise is its incorporation of battle within the greater sphere of gameplay. A battle consists of two or more factions' armies fighting each other. Battles play similar to those in Rome: Total War, with formations of various kinds of troops fighting. The objective of the battle is to defeat the enemy army by completely destroying it or causing the whole army to flee; in a siege 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 (determined by the computer) or the battle results in a victory for the defender.
Unlike in previous Total War titles, a new system of modelling troops on the battlefield has been introduced. Each soldier has a varying number of elements to him, such as arms, legs, body armour, shield heraldry, and so forth; each element has a varying number of styles. When a battle is entered, the computer randomly selects elements for each soldier in the unit, thereby making each soldier look different from the soldiers around him. This can lead to some errors though, for example a general's bodyguard of the Holy Roman Empire can be portrayed with a shield with an English or Byzantine twist upon it. Upgrades to a unit's armour are also depicted - a unit of unarmored spearmen upgraded to have leather armour will be depicted wearing it. Another departure from earlier Total War games is that combat is depicted more realistically, with soldiers performing motion-captured attacks - rather than one or two standard attacks - utilising their shields, parrying blows and delivering killing strikes to downed foes, all based on the weapon they are using and the weapon of their opponent. Blood can also be seen on the uniforms of soldiers who have been fighting and a mist of blood will be visible on soldiers hit by arrows. The amount of detail in the fight sequences can be turned up or down along with the other video options in the main menu. A player can also have up to 4800 (huge units option) troops in their army.
Like in Rome: Total War, mercenary ships can also be hired. Special mercenaries are available during Crusades, such as Crusader knights and fighting monks.
Religion
Each faction follows one of three official and organized religions: Catholicism, Orthodox Christianity, or Islam. Every province can have followers of each religion, as well as Pagans and Heretics. Religious unrest may occur if the most prominent religion of a province does not match the faction ruling it, leading to reduced public order. To reduce this, players can use the aforementioned Priests and Imams, as well as build religious buildings in the province's city, in order to steadily convert the population.
Catholic factions answer to the Pope, who will often give the player missions to build churches, convert people, or cease hostilities against other Catholic factions. Failure to complete these missions will reduce the player's standing with the Pope, and may lead to excommunication from the Catholic Church, giving other Catholic factions free rein to invade. Conversely, the player can wage war against excommunicated factions without having to worry about the Pope intervening.
Any priest from a Catholic faction has a chance of becoming Pope, if they are accepted into the college of cardinals and then made one of the Preferati. When the incumbent Pope dies, the college of cardinals will elect a new Pope from the Preferati, with each cardinal having one vote; factions with multiple cardinals will therefore have much more influence on the election. The new Pope will leave their original faction and become the faction leader of the Papal States. Popes, upon being elected into office, will generally think highly of factions who supported them.
The Pope can also call Crusades against certain settlements, typically those of factions that have fallen out of favour with him, or settlements in the Holy Land, such as Antioch or Jerusalem. Any Catholic faction can join a Crusade by creating an army of at least eight units, including a general, and making it a Crusade army. The Islamic equivalents are Jihads, which can be called by players every few turns, as long as they have an Imam with sufficient Piety. Crusade and Jihad armies can move greater distances per turn than regular armies, do not require upkeep, and can recruit special mercenary units. However, units will desert the army if it does not move towards the target city during its turn.
Invasions
Several factions are not present at the beginning of the game and are added as the game progresses. There are only two invasions in Medieval II Total War, the Mongol invasion, and the Timurid invasion. They start in the east, with several huge armies to take over large swathes of land. The Mongols always come first and threaten factions such as Poland, Russia, Hungary, and to a lesser extent, the Turks and Egypt. The Timurid attack late in the game sometimes on the verge of a player victory. The Mongols use extreme amounts of mounted archers to pick off infantry without threat of being chased down. The Timurid signature unit is the war elephant. They consist of two types, Cannon Elephants, and Elephant Musketeers. Cannon Elephants unleash powerful barrages of cannon fire, while Elephant Musketeers pick off enemy troops. However, war elephants are most known to trample enemies to death. If an elephant dies, the unit may run amok or rout. Running amok is when they randomly run and kill both ally and enemy. There is a special button when selecting an amok elephant unit that kills them before they do damage. Any faction can conceivably recruit an elephant unit, albeit, only as mercenaries. To do this, wait for the Timurids, and then move a general into an adjacent area to them, then there is a chance to have the option to recruit war elephants.
Expansion
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, and 7 September in Australia. It adds four new campaigns to the game:
• Americas Campaign - 7 playable factions (Viceroyalty of New Spain, Aztec Empire, the Mayans, Apachean Tribes, Chichimeca Nations, Confederacy of Tlaxcala and Tarascan State on a map of the New World from Honduras to Texas.
• Britannia Campaign - 5 playable factions (Kingdom of England, Gaelic Ireland, Kingdom of Scotland, Principality of Wales, Kingdom of Norway) on a map of the British Isles.
• Crusades Campaign - 5 playable factions (Kingdom of Jerusalem, Principality of Antioch, Ayyubid Egypt, Seljuk Turks and Byzantine Empire) on a map of Egypt, the Levant and Anatolia.
• Teutonic Campaign - 4 playable factions (State of the Teutonic Order, Grand Duchy of Lithuania, Kingdom of Denmark, Novgorod Republic), and 2 unlockable (Kingdom of Poland and the Holy Roman Empire) on a map around Baltic Sea from eastern Germany to Russia.
In each of the campaigns, a small part of the world map is taken (e.g. the British Isles) and enlarged, with many settlements added to it. Whereas Britain in the main game has a total of 3 castles and 4 cities, the Britannia Campaign contains many more. 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.
Un jeu de stratégie médiéval avec une gestion au tour par tour et des affrontements de 10 000 unités en 3D temps réel, par le studio Creative Assembly, portage Linux par le studio Feral Interactive.
Medieval II: Total War est le quatrième opus (après Shogun: Total War, Medieval: Total War et Rome: Total War) de la série Total War. C'est un jeu de stratégie médiéval mono et multijoueur avec une gestion de l'empire province par province au tour par tour et des affrontements tactiques en temps réel, mettant en scène des batailles massives comprenant jusqu'à 10.000 soldats sanguinaires sur des champs de bataille en 3D. L’objectif est de bâtir un empire à travers l’Europe, l’Afrique du Nord et le Moyen Orient médiéval, sur une période allant de 1080 à 1530. Pour cela, le joueur peut faire appel à la force mais aussi à la religion et à la diplomatie.
Deux modes de jeu :
• batailles mono ou multijoueur, selon des scénarios définis par l'utilisateur, ou des scénarios historiques simulant de réelles batailles telles que celles d'Arsuf ou d'Agincourt.
• ou campagnes. Les batailles sont également disponibles dans ce mode.
Pour le roi et le Pays
Prenez les commandes de votre armée et agrandissez votre règne dans Medieval II - le quatrième opus de la série de jeux de stratégie Total War primée. Des batailles massives directes mettant en scène jusqu'à 10.000 soldats sanguinaires sur des champs de bataille épiques en 3D, tout en prenant la tête de certaines des plus grandes nations médiévales du monde occidental et du Moyen-Orient. Couvrant la période la plus turbulente de l'histoire occidentale, votre quête pour le territoire et le pouvoir vous emmène à travers l'Europe, l'Afrique et le Moyen-Orient, et même sur les rives du Nouveau Monde.
Steam:
Prenez les commandes de votre propre armée et agrandissez votre royaume dans Medieval II - le quatrième épisode de la série Total War récompensée dans la catégorie des jeux de stratégie. Plongez-vous dans des batailles gigantesques mettant en scène jusqu'à 10 000 soldats sanguinaires sur des champs de bataille épiques en 3D, et prenez la tête des plus grandes nations médiévales du monde occidental et du Moyen-Orient. A cette époque la plus agitée de l'histoire occidentale, votre quête de territoires et de puissance vous fait parcourir l'Europe, l'Afrique et le Moyen-Orient et vous amène même sur les côtes du Nouveau Monde.
Vous régnez sur votre empire avec une main de fer et devez gérer chaque détail depuis la construction et l'amélioration des villes jusqu'au recrutement et la formation des soldats. Usez de diplomatie pour manipuler les alliés ainsi que les ennemis, déjouez les plans de la redoutable Inquisition et tentez d'influencer le Pape. Menez le combat des Croisades et faites de l'Islam ou du Christianisme le grand vainqueur de la Guerre sainte. Réécrivez l'Histoire et partez à la conquête du monde. Bienvenue dans Total War !
IMPORTANT :
Du fait que l'extension Kingdoms (NdT : lien "Medieval II: Total War™ Kingdoms" ci-dessus) utilise des éléments du jeu de base : Medieval II Total War, il est nécessaire que vous utilisiez la même méthode pour l'achat de Kingdoms que pour celle de de Medieval II: Total War. Si vous achetez Medieval II: Total War à partir de Steam, alors s'il vous plaît utilisez Steam pour acheter Kingdoms.
🌍️ Wikipedia:
Medieval II: Total War est un jeu vidéo de stratégie au tour par tour et de tactique en temps réel développé par Creative Assembly et publié par Sega le 11 novembre 2006 en Europe, le 13 novembre 2006 en Amérique du Nord et en avril 2007 au Japon. Il est le quatrième opus de la série des Total War et fait suite à Shogun: Total War, Medieval: Total War et Rome: Total War dont il reprend le système de jeu combinant des phases de stratégie au tour par tour, lors desquelles le joueur gère son empire province par province, et des phases d'affrontements tactiques se déroulant en temps réel dans un environnement en trois dimensions. Le jeu se déroule en Europe, en Afrique du Nord et au Moyen-Orient pendant une période du Moyen Âge allant de 1080 à 1530. Comme les précédents épisodes de la série, il est très bien accueilli par la presse spécialisé qui juge notamment que si il n'est pas aussi révolutionnaire que les premiers jeux de la série, il reste un jeu de stratégie incontournable grâce à ses nombreuses nouveautés, à ses graphismes et à la profondeur de son gameplay.
Le jeu a bénéficié d'une extension — baptisée Medieval II: Total War Kingdoms — publiée en 2006. Celle-ci inclut quatre nouvelles campagnes, retraçant la première vague de colonisation de l'Amérique, les guerres ayant secouées les îles britaniques au 13ème siècle, la troisième et la quatrième croisade, ainsi que de nouvelles civilisations comme les Mayas et les Aztèques.
Trame
Le jeu se déroule en Europe, en Afrique du Nord et au Moyen-Orient pendant une période du Moyen Âge allant de 1080 à 1530.
Système de jeu
Medieval II: Total War est un jeu vidéo de stratégie dont l’objectif est de bâtir un empire à travers l’Europe, l’Afrique du Nord et le Moyen Orient médiéval. Pour cela, le joueur peut faire appel à la force mais aussi à la religion et à la diplomatie. Comme son prédécesseur — Medieval: Total War — le jeu mélange des phases de stratégie au tour par tour, lors desquelles le joueur gère les différentes provinces sous son contrôle et déplace ses armées, avec des phases de combats tactiques en temps réel se déroulant sur des champs de batailles spécifiques.
Factions
Le jeu comporte 17 factions, d'Europe occidentale et orientale, ainsi que du Proche-Orient, toutes jouables en bataille personnalisée. Elles ont leurs forces et leurs faiblesses, ainsi que des troupes spécifiques. Lorsque le joueur démarre une campagne pour la première fois, il peut choisir entre : la France, l'Angleterre, le Saint-Empire romain germanique, l'Espagne, et Venise. Certaines factions ne sont pas jouables en campagne (comme les Mongols ou les États pontificaux, dont les relations avec les États catholiques ont une certaine importance), et les autres nécessitent d'être vaincues en campagne pour être débloquées : l'Écosse, le Danemark, la Hongrie, Milan, la Pologne, la Sicile, le Portugal, les Turcs, les Maures, l'Égypte, l'Empire byzantin et la Russie.
Modes de jeu
En mode solo, le joueur dispose de plusieurs modes de jeu. Il peut participer à sept batailles historiques (Arsouf, Azincourt, Hastings, Otumba, Pavie, Tannenberg et le siège de Setenil) ou configurer puis jouer à une bataille personnalisée. Il peut également prendre part à une grande campagne dans laquelle il dirige une nation parmi les plus puissantes de l'époque médiévale, comme la France, le Saint-Empire romain germanique ou l'Empire byzantin, et doit gérer en plus des batailles la diplomatie, le commerce, la gestion des villes, la religion (les États catholiques ont des comptes à rendre au pape tandis que les factions orthodoxes ou musulmanes sont autonomes). En mode multijoueur, le jeu est limité à la simple bataille paramétrée.
Grande campagne
La grande campagne est un mode de jeu pouvant être pratiqué en solo. Elle commence en 1080 et se termine en 1530. Elle permet au joueur d'incarner la faction de son choix, et de lui faire atteindre des objectifs dans une période de temps limitée. Ces objectifs sont généralement la prise de possession de plusieurs territoires jusqu'à une date précise ou l'élimination d'une ou deux factions précisées (note : les objectifs varient en fonction de la difficulté choisie). Entre temps, le joueur peut coloniser d'autres territoires, faire prospérer sa faction, améliorer ses villes et ses châteaux, user de diplomatie ou recourir à des agents tels que les marchands et les assassins pour asseoir sa domination. Tout au long du jeu, le joueur sera confronté à des invasions ou des découvertes qui introduiront de nouvelles factions et unités, qu'il retrouvera également dans le mode de bataille.
Bataille personnalisée
Le mode bataille personnalisée permet au joueur d'incarner la faction de son choix contre un ennemi prédéfini, en réglant au préalable plusieurs paramètres. Ces paramètres comprennent le type de combat (avec ou sans siège), l'emplacement de la bataille et le choix des unités. Il peut ainsi choisir l'emplacement du lieu de bataille parmi de nombreux choix, incluant des plaines, des déserts et des vallées. Le relief est multiple, et intègre des canyons, des ponts ou encore des lacs qui peuvent représenter un intérêt stratégique considérable lors du déroulement de la bataille. Il n'est pas possible en revanche de jouer des batailles navales ; néanmoins, les assauts ou les défenses de châteaux sont réalisables, intégrant si besoin divers équipements de siège (bélier, tour de siège, échelle). Le joueur peut paramétrer les infrastructures de la forteresse, pour augmenter la difficulté de l'assaut ou la facilité de la défense. Il peut ainsi choisir un simple village comme une imposante citadelle. Son armée est également paramétrable avec un panneau de sélection sur lequel il peut choisir les unités qu'il veut intégrer à la bataille. Chaque unité, qu'elle relève de l'infanterie, de la cavalerie ou de l'artillerie, nécessite un certain coût qui vient se prélever à la somme de départ, qui inclut 10 000 florins. Certaines unités ne sont toutefois pas multipliables à l'infini, du fait de leur importance ou de leur coût. De plus, le joueur ne peut pas dépasser la somme des 10 000 florins ; il a donc tout intérêt à être judicieux quant au choix de ses unités. S'il le désire, il peut générer une armée aléatoire par l'intermédiaire d'un bouton présent sur son tableau de bord, et en faire de même pour l'armée adverse. Enfin, le joueur a accès à toutes les factions du jeu (excepté les Rebelles), ainsi qu'à leurs unités. Libre à lui, si l'envie lui prend, de choisir des éléphants timurides qui combattront des paysans anglais. À la différence de la grande campagne, où la présence du général dans une bataille lui permet de bénéficier de gardes du corps, les chefs des batailles personnalisées sont de simples capitaines qui s'intègrent à leurs soldats, quels qu'ils soient. Un capitaine peut donc se retrouver assimiler à une unité d'infanterie, de cavalerie ou d'artillerie, en fonction de l'ordre établi dans le tableau de sélection.
Versions et extension
Extension
Une extension nommée Medieval II : Total War Kingdoms est sortie en France le 31 août 2007. Elle ajoute au jeu quatre campagnes et de nouvelles factions :
• « Britannia » : elle se déroule sur les îles britanniques au XIIIe siècle et fait s'affronter l'Angleterre, l'Écosse, l'Irlande, le Pays de Galles et la Norvège ;
• « Americas » : elle met en scène la conquête de l'Amérique et permet de diriger ou affronter la Nouvelle-Espagne, les Aztèques, les Mayas, les Chichimèques, les Tlaxcaltèques, les Tarasques et les Apaches, la Nouvelle-France, les 13 colonies anglaises ;
• « Crusades » : elle se déroule au Proche-Orient et met en scène le Royaume de Jérusalem, la Principauté d'Antioche, l'Empire byzantin, l'Égypte et les Turcs ;
• « Teutonics » : elle se déroule en Europe orientale, mettant aux prises l'Ordre Teutonique, Novgorod, la Lituanie, le Danemark, la Norvège, la Pologne, le Saint-Empire romain germanique ainsi que l'Empire mongol.
Il y a également de nouvelles unités pour les factions préexistantes mises en scène et quelques nouvelles batailles scénarisées, comme Battle of Maclodio, 1427, qui retrace la bataille de Maclodio.
Modifications
Différents mods ont été créés par les fans du jeux. Outre des corrections de bugs, les mods rajoutent entre autres de nouveaux territoires, de nouvelles factions et une amélioration de l'AI. Parmi les plus connus :
• Stainless Steel : ce mod rajoute notamment de nouvelles provinces sur la carte, des nouvelles factions, deux types de campagne (période précoce ou tardive) et de nouvelles unités. Ce mod a été créé par « Gracul » et sa version la plus récente est la 6.4.
• Third Age - Total War : permet au joueur de rejoindre le monde de la Terre du Milieu et de contrôler les factions humains, elfiques, naines, gobeline ou orcs. Chaque faction possède ses propres unités basées aussi bien sur le livre que sur les films de l'univers de Tolkien. Le mod inclut également des voix inédites, une nouvelle carte de campagne, de nouvelles cultures et de nouvelles cartes de bataille spécifiques à certains cité ou place forte (Minas Thirith, la Porte Noire, Isengard...). Développé par « TW_King_Kong », ce mod est resté à sa version 3.2.
• DarthMod : inclut de nouvelles physiques de bataille, les charges de cavalerie étant par exemple beaucoup plus puissantes. Inclut également un nouveau AI de campagne et de bataille, de nouvelles régions et un rebalancement majeur des unités. Développé par « Darth Vader », ce mod a atteint sa version 1.4.