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	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Julii_(RTW_Faction)&amp;diff=13191</id>
		<title>Julii (RTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Julii_(RTW_Faction)&amp;diff=13191"/>
		<updated>2007-12-03T23:45:05Z</updated>

		<summary type="html">&lt;p&gt;72.228.105.174: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Copy of ROMAN GENERALS GUARD CAVALRY INFO.jpg|thumb|right|House of Julii General&#039;s Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
The House of Julii are one of the playable factions in [[Rome: Total War]], that are available the first time you play the campaign. Named after the powerful Julii family, and most arguably the most famous Roman of all.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The House of the Julii are one of three powerful Roman families. They must obey SPQR for some time before becoming powerful enough to challenge Rome herself.&lt;br /&gt;
&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
[[Image:Julii start.jpg|thumb|Julii Starting Position (Click to enlarge)]]&lt;br /&gt;
&lt;br /&gt;
The Julii start at the north of Italian peninsula and their prime objective is to expand towards Gauls and other barbarians.&lt;br /&gt;
&lt;br /&gt;
*Aretium: Capital city located in the west part of Julii regions.&lt;br /&gt;
*Arminium: City located to the east isn&#039;t so developed as Capital but it is good too.&lt;br /&gt;
&lt;br /&gt;
===Win Conditions===&lt;br /&gt;
&lt;br /&gt;
*Long Campaign: Hold 50 provinces including Rome.&lt;br /&gt;
*Short Campaign: Hold 15 provinces and outlast or destroy Gauls.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
All Roman factions share the same units. However, at a certain point in the game, the unit roster changes radically with the [[Marian reforms]], which occurs when you build an Imperial Palace in one of your settlements in Italy. The Marian Reforms introduce more powerful units such as the Legionary Cohort replacing the old-style legions.&lt;br /&gt;
&lt;br /&gt;
*Pre-Marian Units&lt;br /&gt;
**Infantry&lt;br /&gt;
***Peasants&lt;br /&gt;
***Town Watch&lt;br /&gt;
***Hastati&lt;br /&gt;
***Principes&lt;br /&gt;
***Triarii&lt;br /&gt;
***Samnite Gladiators&lt;br /&gt;
**Missile&lt;br /&gt;
***Velites&lt;br /&gt;
***Roman Archers&lt;br /&gt;
***Ballistas&lt;br /&gt;
***Scorpions&lt;br /&gt;
***Onagers&lt;br /&gt;
***Heavy Onagers&lt;br /&gt;
***Repeating Ballistas&lt;br /&gt;
**Cavalry&lt;br /&gt;
***Equites&lt;br /&gt;
***Cavalry Auxilia&lt;br /&gt;
**Special Units&lt;br /&gt;
***Wardogs&lt;br /&gt;
***Incendiary Pigs&lt;br /&gt;
&lt;br /&gt;
*Post-Marian Units&lt;br /&gt;
**Infantry&lt;br /&gt;
***Auxilia&lt;br /&gt;
***Early Legionary Cohort&lt;br /&gt;
***Legionary Cohort&lt;br /&gt;
***Praetorian Guard&lt;br /&gt;
***Urban Cohorts&lt;br /&gt;
***Early Legionary First Cohort&lt;br /&gt;
***Legionary First Cohort&lt;br /&gt;
**Missile&lt;br /&gt;
***Light Auxilia&lt;br /&gt;
***Archer Auxilia&lt;br /&gt;
**Cavalry&lt;br /&gt;
***Roman Cavalry&lt;br /&gt;
***Legionary Cavalry&lt;br /&gt;
***Praetorian Cavalry&lt;br /&gt;
***Armoured General&#039;s Bodyguard&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unique Units====&lt;br /&gt;
&lt;br /&gt;
SAMNITE GLADIATORS: Every Roman faction has it&#039;s own gladiator. Samnites are recruitable with amphitheater and are perhaps the most powerful gladiators.&lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
&lt;br /&gt;
One possible Julii strategy is to expand to the north and destroy Gaul while intercepting other Roman factions&#039; moves and possibly conquering parts of Africa and Greece.&lt;br /&gt;
&lt;br /&gt;
*See [[House of Julii - RTW guide]] for a comprehensive guide.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Julii faction are based on the Julius one of the most powerful patrician families of ancient Rome.&lt;br /&gt;
&lt;br /&gt;
Gaius Julius Caesar was the most famous member of the family and one of the most most influential men in world history.  His military conquests expanded the Roman Empire as far as Britain, but conflicts with Pompey and the Roman Senate led to a civil war which began in 49 BC when Caesar led his legions across the Rubicon river.  The Rubicon was the border line between Cisalpine Gaul and Italy which Roman generals where prohibited from crossing with their armies, Caesar&#039;s decision to cross constituted an act of war.&lt;br /&gt;
&lt;br /&gt;
Many other famous Romans also bear the same family name.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Factions in RTW]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&lt;br /&gt;
*[http://en.wikipedia.org/wiki/House_of_Julii House of Julii on Wikipedia]&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Julius Julius]&lt;br /&gt;
&lt;br /&gt;
{{RTW Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Rome: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>72.228.105.174</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Brutii_(RTW_Faction)&amp;diff=13190</id>
		<title>Brutii (RTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Brutii_(RTW_Faction)&amp;diff=13190"/>
		<updated>2007-12-03T23:39:23Z</updated>

		<summary type="html">&lt;p&gt;72.228.105.174: /* Game Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Copy of ROMAN GENERALS GUARD CAVALRY INFObrutii.jpg|thumb|right|House of Brutii General&#039;s Bodyguard]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;House of Brutii&#039;&#039;&#039; are one of the playable factions in [[Rome: Total War]], that are available the first time you play the campaign.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
The Brutii are one of the three most powerful Roman families which are very rich and powerful. Their prime objective in the game is to destroy the Hellinic and Eastern factions.&lt;br /&gt;
&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
Brutii start on the east part of Italy bordered by Julii and Scipii. They are pretty safe from threats there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TARENTUM&#039;&#039;&#039;- capital located on east side of Brutii regions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CROTON&#039;&#039;&#039;- located in Brutii south regions it s bordered by Scipii&lt;br /&gt;
&lt;br /&gt;
===Win Conditions===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LONG CAMPAIGN&#039;&#039;&#039;: Hold 50 provinces including Rome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHORT CAMPAIGN&#039;&#039;&#039;: Hold 15 regions and destroy or outlast Greek Cities and Macedon&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
Units are highly disciplined and trained in the art of warfare and consist mostly of powerful legionaries who throw pila before charging. They have also good cavalry support but lack good archers.&lt;br /&gt;
&lt;br /&gt;
====Unique Units====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VELITE GLADIATORS&#039;&#039;&#039;- Each Roman faction has it&#039;s own gladiator. Gladiators are fighters that fight for glory and honour not thinking of defeat. They are superb in comparison to other less trained soldiers.&lt;br /&gt;
&lt;br /&gt;
===Strategy Guides===&lt;br /&gt;
&lt;br /&gt;
One possible strategy with the House of Brutii is to expand into Greece which is wealthy, blocking the other families access to this money hurts their chances of expansion.&lt;br /&gt;
&lt;br /&gt;
See also: [[House of Brutii - RTW guide]]&lt;br /&gt;
&lt;br /&gt;
===AARs===&lt;br /&gt;
====AAR&#039;s for the Brutii in Mods====&lt;br /&gt;
*[[Battle Walkthrough - Brutii vs. Macedon]] - battle report for [[SPQR Total War]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
More about Roman history can be found here:&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/Ancient_Rome&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Factions in RTW]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTW Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Rome: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>72.228.105.174</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Britannia_(RTW_Faction)&amp;diff=13189</id>
		<title>Britannia (RTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Britannia_(RTW_Faction)&amp;diff=13189"/>
		<updated>2007-12-03T23:37:33Z</updated>

		<summary type="html">&lt;p&gt;72.228.105.174: /* Unique Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:British General&#039;s Bodyguard.jpg|thumb|right|British General&#039;s Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Britannia&#039;&#039;&#039; are one of the playable factions in [[Rome: Total War]].  They can be played after successfully completing a campaign as a Roman faction or if unlocked by modding / cheats.&lt;br /&gt;
&lt;br /&gt;
==Game Play==&lt;br /&gt;
&lt;br /&gt;
Gameplay with Britons is not very hard. They start isolated on Great Britain and AI seems never to threaten these isles.&lt;br /&gt;
&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
The Britons start in modern UK, controlling it totally expect Ireland which is controlled by R[[Rebels]]. They are quite safe on the island from most threats. They control four cities which are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LONDINIUM&#039;&#039;&#039;- Capital city, most developed on the south of island&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEVA&#039;&#039;&#039;- Near Ireland ideal for naval trade with Ireland once it is captured&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EBURACUM&#039;&#039;&#039;- Deep inside Britain and safe from any threat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SAMAROBRIVA&#039;&#039;&#039;- City on the coast of modern France, bordered by Gauls to the south east and Germans to the west. It is possible that it will be under threat from Gauls soon.&lt;br /&gt;
&lt;br /&gt;
===Win Conditions===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHORT CAMPAIGN&#039;&#039;&#039;: Hold 15 regions and outlast or destroy Gauls&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LONG CAMPAIGN&#039;&#039;&#039;: Hold 50 regions including Rome&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
British units are barbaric with exception of great chariots which include both melee and archers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unique Units====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BRITISH CHARIOTS&#039;&#039;&#039;: There are two types of British chariots, light and heavy. Light chariots are great missile units but are destroyed very quickly in melee. Heavy chariots are great for cutting through enemy lines and have high attack but almost no defence which means they are dead if they stop. They are also very expensive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DRUIDS&#039;&#039;&#039; : Britons share this unit with Gauls. It can be recruited by building a certain shrine.&lt;br /&gt;
Druids use chanting to raise morale of nearby allied troops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEAD HURLERS&#039;&#039;&#039; : The Head Hurlers are a fierce unit who throw the heads of fallen foes at the enemy once dipped in quicklime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WOAD RAIDERS&#039;&#039;&#039; : Extra powerful swordsmen covered in war paint that causes fear in enemy troops.&lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
&lt;br /&gt;
Possible strategy with Britons is to expand into Gauls territory and eliminate their threat while preparing for a war with Romans.&lt;br /&gt;
Another strategy is to attack Germania before they become too powerful before conquering Gaul.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
More about ancient British history can be seen here:&lt;br /&gt;
&lt;br /&gt;
http://en.wikipedia.org/wiki/Category:Ancient_Britons&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Factions in RTW]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTW Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Rome: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>72.228.105.174</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Crusades_(M2TW)&amp;diff=13187</id>
		<title>Crusades (M2TW)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Crusades_(M2TW)&amp;diff=13187"/>
		<updated>2007-12-03T23:31:31Z</updated>

		<summary type="html">&lt;p&gt;72.228.105.174: /* Crusade Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crusades are &amp;quot;Holy Wars&amp;quot; fought by Catholics against Muslims to take control of the holy land (Jerusalem, Acre, etc.). you can only participate in them if you are of the [[Catholic]] religion, not [[Orthodox]]. Only the [[Pope]] and [[Catholic]] factions can call crusades. You cannot participate in a crusade if you are [[excommunicated]]. BEWARE: if you are on a crusade and you get [[excommunicated]] your army might desert.&lt;br /&gt;
&lt;br /&gt;
==Crusade Units==&lt;br /&gt;
Entering a crusade gives you access to special crusader units and sometimes a &amp;quot;fair in rule&amp;quot; [[trait]]. All crusader units are free until the crusade ends. You can keep these units after the crusade is finished but they will require upkeep. You can get&lt;br /&gt;
&lt;br /&gt;
*Great Cross:A crusading carraccio standard.&lt;br /&gt;
*Crusader Knights: Like crusading french noble knights.&lt;br /&gt;
*Crusader Sergants: Crusading Armored Sergants&lt;br /&gt;
*Unhorsed Knights: Crusading Dismounted Knights&lt;br /&gt;
* Templars and Hospitallars are crusading units that are availible anytime with the guilds.&lt;br /&gt;
**I am pretty sure there are more.&lt;br /&gt;
&lt;br /&gt;
==Crusade Info==&lt;br /&gt;
Once in a while the [[Pope]] calls in a crusade(first crusade always happens). Then a box will pop up saying join the crusade in ten turns or else. If nobody joins then the crusade ends. &lt;br /&gt;
&lt;br /&gt;
Crusades are called on rebel cities, cities of Isalm, and [[excommunicated]] cities. You can call a crusade if your favor points are high enough. The pope will probably call a crusade on the first city it sees.&lt;br /&gt;
&lt;br /&gt;
The Muslim version of this is a [[Jihad]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Medieval 2 Information]]&lt;/div&gt;</summary>
		<author><name>72.228.105.174</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Venice_(M2TW_Faction)&amp;diff=13185</id>
		<title>Venice (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Venice_(M2TW_Faction)&amp;diff=13185"/>
		<updated>2007-12-03T21:33:46Z</updated>

		<summary type="html">&lt;p&gt;72.228.105.174: /* Cavalry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
[[Image:Symbol_venice.jpg|Faction Symbol for Venice]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Author:&#039;&#039;&#039; &#039;&#039;[[dad_savage]]&#039;&#039; [http://www.twcenter.net/forums/member.php?u=24524]&lt;br /&gt;
*&#039;&#039;&#039;Original Thread:&#039;&#039;&#039; [http://www.twcenter.net/forums/showthread.php?t=91203&#039;&#039;Venice: Review&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The &#039;complex&#039; of cities in Northern Italy (Florence, &#039;&#039;&#039;Venice&#039;&#039;&#039;, Genoa, [[Milan]], Bologna) is probably the greatest single production area in the entire game. Converting Bologna and Florence to castles is expedient; very soon you&#039;ll have three mutually supportive huge cities and two citadels able to produce three entire full stack armies every four turns. Europe cannot compete with this concentrated production. So grab those cities!&lt;br /&gt;
&lt;br /&gt;
Now aside from in the very early game Venice has a fantastic unit line-up, it&#039;s really quite amazing, and the game may claim they do not boast a &#039;Noteworthy land army&#039; but don&#039;t let this intimidate you as Venice&#039;s forces are easily the equal of any major European nation. It&#039;s not all very easy, though, if you want a nice challenge try leaving Sicily alone and not rushing them; as although they can easily be taken out with a swift rush by about turn sixteen if you leave them you&#039;re going to have some very fun battles being outclassed by their superb early and middle game soldiers.&lt;br /&gt;
&lt;br /&gt;
Normally I consider tier one units only when I review a factions early game forces, but when it is Venice in question, as with the other Italian states, their early cities and first conquests are advanced and fast growing Italian cities, so I will consider city units, rather than large town units, as tier one in this instance. Now, on to the unit review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&#039;&#039;&#039;Venice&#039;&#039;&#039;&#039;s early game infantry is not particularly dangerous, but their trump card is availability. Most factions can produce Armoured Seargents and Seargent spears in the early game from castles, with their towns producing far inferior spear and town militia. For Venice this is not the case, as Italian Militia are as effective as Seargent Spearmen, and Italian Spear Militia are as effective as Armoured Seargents.&lt;br /&gt;
&lt;br /&gt;
Carrocio standards are the one early game unit Venice gets that is truly special, and it can really make a difference to your early game armies. Not only does it bolster the morale of everyone around it, making it feasible to fight without generals in certain situations, the standard itself is accompanied by a small bodyguard of Armoured Seargents who cannot be broken. This makes them a very useful unit! They literally cannot run away, point blank, and fight to the death regardless of odds. This can give your army invaluable second chances as if your main line is broken, and you possess a few standards in the rear the enemy must kill every single guard, giving you precious time to rally your men and form a new battle line. This unit is also quite cheap, although the initial investment of 700 or so Florins certainly isn&#039;t, their upkeep of a mere 70 per turn certainly is! And as their initial price is so high the game engine considers them one of the best units you can train, and what that means is it&#039;s quite possible to be rewarded with four of them for free on completion of certain missions. Very handy. They do slow your forces down, but in the claustrophobic environment of Northern Italy in your early battles with Milan this is not so noticeable.&lt;br /&gt;
&lt;br /&gt;
As the game progresses and you&#039;re packing fortresses and large cities your infantry becomes quite the impressive force. Not only do you receive the standard European DFK, you get quite literally the finest infantry soldiers on earth. Venetian Heavy Infantry are truly as hard as nails. With 16 attack nothing can confidently stand up to their armour-piercing war hammers, and with 16 defence they are very well protected for a unit of shock infantry, with shields to give them far more survivability against missile attacks than contemporary 2-handed ap troops. Of course the shield is currently a liability in melee, but don&#039;t let this deter you. Even with their shield value reduced Venetian Heavy Infantry are still one of the finest infantry units in the game, they&#039;re simply that lethal on the offensive. Now such a fine unit usually costs allot, comparable troops such as the HRE&#039;s fantastic armour-piercing dismounted Imperial Knights have a crippling upkeep of 250 a turn, you might expect something similar for Venetian Infantry, but you&#039;ll be pleasantly surprised. With a mere 150 upkeep they&#039;re actually cheaper to support than armoured seargents! So cheap are they, in fact, that they easily can be used as Garrison troops in castles. Try fighting through the gate against them! It&#039;s not pretty.&lt;br /&gt;
&lt;br /&gt;
As the game grinds onward and you begin building Citadels and Huge cities you may initially be somewhat upset with your new infantry choices. When you view the statistics of dismounted men at arms and see that they&#039;re no better than dismounted Feudal knights you might wonder to yourself how you&#039;re going to go about storming castles in this late era. Well, the answer is of course Venetian Heavy Infantry. Build one from a citadel with a sword smiths guild and take a look at their stats now. Scoring a free chevron at this stage and with armour and weapon upgrades they come off the shelf with 18 armour piercing attack and 18 defence. They are quite literally unstoppable. but lose to heavy knights of most european faction and also moorish christian guard.&lt;br /&gt;
&lt;br /&gt;
In your cities, at this stage, you score militia pikemen. A lovely unit that makes your cities almost impossible to assault, and a unit which validates Venice&#039;s fine late game gunpowder by giving them the ability to produce pike and shot formations.&lt;br /&gt;
&lt;br /&gt;
In the end, Venice&#039;s infantry is largely vanilla in the early game with the simple advantage of availability (being able to produce decent spearmen from castles and cities) and the bolstering Carrocio standard to stiffen the line. They&#039;re hardly on a par with, say, the Danish, but they certainly get the job done.&lt;br /&gt;
&lt;br /&gt;
In the middle game Venetian Heavy Infantry ensure you a battleline that will not be outclassed, and in the late game they rise to the occasion with fantastic upgrades and perks to give you the same end result. Throw in dismounted men at arms and dismounted fuedal knights for units that, although not overly useful considering you have acess to something better and cheaper, will keep the game from getting too boring at the very least. Militia pikes round out their forces nicely for defensive purposes and also as an invaluable compliment to muskets in the gunpowder age.&lt;br /&gt;
&lt;br /&gt;
== Archers ==&lt;br /&gt;
As with their infantry Venetian archers start relatively slow but have some nice perks to round themselves out with. In the early game you&#039;ll have the standard lineup in your castles, Peasant Crossbowmen for cheap AP fire support and of course the ever-present peasant archers. Nothing special really, but from their cities Venice can produce Pavise Crossbow Militia, a fine unit at any stage of the game, with superb defence against missiles and a dauntingly high armour piercing attack of 12 they can really compliment your early game spear forces, providing an excellent way to tune up even the most heavily armoured foes before the mellee, and with decent enough armour to survive a little combat unsupported.&lt;br /&gt;
&lt;br /&gt;
By the middle game your pavise crossbow militia are still a fine unit to use in many situations, from defending towns to the open field, but another unit comes along to compliment them here. Venetian Archers are a fine missile unit with 9 attack and mellee stats that are good enough for them to enter combat when the odds are in their favor. Though they cannot compete with the cream of the game&#039;s archery units (Dismounted Dvor, Byzantine Gaurd, Ottoman Infantry, Janissary Archers, etc) you&#039;ll still find them a very valuable unit to have on your side. Their upkeep is low enough for them to be placed in castle garrisons, and on the open field they can do all the things you would demand of a good archery unit. Whether this is punishing the enemy at range, or standing off against horse archers and other skirmishers they won&#039;t let you down in a hurry.&lt;br /&gt;
&lt;br /&gt;
In the late game Venice does not receive anything new regarding archers, aside from being able to give their Venetian Archers full plate, until gunpowder.&lt;br /&gt;
&lt;br /&gt;
All in all, Venice has a capable corps of archers from the early to late game. They&#039;re not so good that you would consider building your army around them at any point, but in a support roll they&#039;re unlikely to let you down.&lt;br /&gt;
&lt;br /&gt;
== Cavalry ==&lt;br /&gt;
The game has something against Venice&#039;s cavalry lineup, claiming it&#039;s rather weak. Well I&#039;m going to say this is rubbish. Venice may not be the equal of Poland, the HRE or France but if you can&#039;t make effective use of the cavalry they do have then you&#039;re simply not a very good cavalry commander.&lt;br /&gt;
&lt;br /&gt;
In the early game they&#039;re dull, vanilla, with the basic lineup of Mounted Seargents and Mailed Knights. Nothing special, but good enough to round out armies consisting of Carrocio standards, Pavise Crossbows and Italian Spear Militia. Their cavalry at this stage is identicle to that of France, Milan, the HRE, etc. there&#039;s nothing unique or particularly effective about it, but for smashing into infantry and running down routers they do the job.&lt;br /&gt;
&lt;br /&gt;
In the middle game Venice is still on equal footing with the standard European Armies, receiving Fuedal Knights from their fortresses, but with the advantage of also getting a solid militia cavalry unit. Don&#039;t mistake these guys for Merchant Cavalry! They have lances and a decent charge bonus, and are very capable for their price and high level of availability. I personally prefer them to Fuedal Knights as the upkeep of these &#039;true&#039; Knights is extortionistically high, and in addition building allot of cavalry militia is likely to score you a Horse Breeders guild. This is very important for Venice as they don&#039;t get jousting lists to improve their cavalry, so shoot for that guild HQ!&lt;br /&gt;
&lt;br /&gt;
By the late game Venice&#039;s castle-built heavy cavalry drop off. When many western nations are training the fantastic Chivalric Knights you receive Men At Arms, a reasonable unit with a solid armor value and a charge bonus of 7, but no match for Chivalrics, their upkeep is not particularly low although their recruitment cost is cheaper than Fuedal Knights, so think before you start building them as their price advantage cancels itself out the longer they&#039;re on the field.&lt;br /&gt;
&lt;br /&gt;
Of course getting mounted Crossbowmen from your castles helps to even the odds with cavalry, we all know how effective this unit can be after all. That&#039;s not all though as from their citidels Venice also receives quite possibly the best light cavalry in the game. The fantastic Stradiots. With a charge bonus of five and the &amp;quot;can_formed_charge&amp;quot; attribute they&#039;re the second best chargers in their category (after Hussars) in the game, and they also carry AP maces with a good attack as a secondary weapon. The best advantage of Stradiots is, however, their sheer speed. Their in-game mount is a &#039;fast pony&#039; as opposed to the &#039;pony&#039; of most light cavalry, allowing them to outrunn even units as quick as Border Horse and Hobilars. With their AP maces, then, it follows that Stradiots make fantastic troops for catching and butchering horse archers and other missile cav. In fact they&#039;re the ultimate answer to things like Jinetes and Reiters. With their feirce mellee stats and ap weapons Stradiots also do good service against hostile heavy cavalry. Although in equal numbers they loose, you must remember they&#039;re far cheaper than, say, Chivalric Knights. However the true asset of Stradiots is their flexibility via micromanagement. It&#039;s a proven fact that a unit of Stradiots can defeat a unit of Lancers if you make use of their speed to escape mellee to perform multiple charges, and this asset is just as effective against infantry units. Of course to do this in a pitched battle where many units are present is quite tough, but the option is there whether or not you choose to use it.&lt;br /&gt;
&lt;br /&gt;
Again Venice compliments it&#039;s castle-built units with a solid city built unit and this time it&#039;s a nice one; Broken Lancers. Much like Demi Lancers they lack the solidity of elite western cavalry, but have all of the punch. With 12 attack and a charge bonus of 8, there are few infantry units these chaps can&#039;t all but eradicate in one solid charge.&lt;br /&gt;
&lt;br /&gt;
So, all in all, Venice&#039;s cavalry is hardly weak. Their mixture of units is eclectic, with some decent, albeit difficult to use elites (Stradiots and Broken Lancers) and allot of the basic European lineup (Feudal Knights and such) you have a good amount of choice and good counters to the things that might be inclined to cause you trouble while still packing some good heavy cavalry for the real business of smashing infantry.&lt;br /&gt;
&lt;br /&gt;
== Special Note ==&lt;br /&gt;
In the late game, post-gunpowder, Venice is one of only four factions ([[Milan  (M2TW Faction)|Milan ]], [[Portugal (M2TW Faction)|Portugal]], [[Spain (M2TW Faction)|Spain]] and &#039;&#039;&#039;Venice&#039;&#039;&#039;) capable of fielding muskets and pikes, and one of only five factions ([[Portugal (M2TW Faction)|Portugal]], [[Spain (M2TW Faction)|Spain]], &#039;&#039;&#039;Venice&#039;&#039;&#039; , [[Turks (M2TW Faction)|Turkey]] and [[Russia (M2TW Faction)|Russia]]) capable of receiving muskets. They are one of only five factions to receive mortars ([[Scotland (M2TW Faction)|Scotland]], [[England (M2TW Faction)|England]], [[Sicily (M2TW Faction)|Sicily]], [[Milan (M2TW Faction)|Milan]] and &#039;&#039;&#039;Venice&#039;&#039;&#039;) and one of only two factions to receive Monster Ribaults (Venice and [[Milan (M2TW Faction)|Milan]]) their gunpowder navy is also quite powerful. Venetian Galleass&#039; absolutely crush Gun Holks and also defeat the Eastern Equivalent. All this said Venice is a true power in the gunpowder age.&lt;br /&gt;
&lt;br /&gt;
My final thought&#039;s on &#039;&#039;&#039;Venice&#039;&#039;&#039; are that they&#039;re one of the few factions that is truly strong through the entire game, with an effective, balanced army that does not come up wanting in any department. A great all-rounder, but with a nasty edge in infantry and gunpowder waiting to be exploited. One of the most rewarding elements of playing Venice is that although their early game forces do not lack, there&#039;s always better units to unlock and use until you play through to gunpowder. In other words, they start strong and they keep getting stronger. This makes their campaign a paced and relaxing affair as you never feel the need to rush, a fitting mood in which to take command of The Most Serene Republic of Venice.&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
[[Category: Medieval 2: Total War Factions]]&lt;br /&gt;
[[Category:M2TW - Campaign Strategy]]&lt;/div&gt;</summary>
		<author><name>72.228.105.174</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Factions_in_Medieval_2&amp;diff=13184</id>
		<title>Factions in Medieval 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Factions_in_Medieval_2&amp;diff=13184"/>
		<updated>2007-12-03T21:15:07Z</updated>

		<summary type="html">&lt;p&gt;72.228.105.174: /* Assignment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview==&lt;br /&gt;
There are twenty two different [[faction]]s in [[Medieval II: Total War]], twenty one that have &#039;national&#039; identities and one rebel faction.&lt;br /&gt;
&lt;br /&gt;
The feel of each [[faction]] in the game is different.  The degree of difficulty of the game is greatly influenced by the starting position of each faction.  Each faction has its own unique appearance, including differences to the type and appearance of units it can recruit. Each faction has its own set of [[character]] names.  &lt;br /&gt;
&lt;br /&gt;
Further differences such as accents are leaders portraits are effected by which [[Cultures in Medieval 2|culture]] the faction belongs to.&lt;br /&gt;
&lt;br /&gt;
Gameplay elements are affected by which [[Religion_in_Medieval_2|religion]] a faction belongs to.&lt;br /&gt;
&lt;br /&gt;
== Playable Factions ==&lt;br /&gt;
Of the 22 factions in the Medieval II main campaign. Five are playable from the start:&lt;br /&gt;
:[[England (M2TW Faction)|England]] &lt;br /&gt;
:[[France (M2TW Faction)|France]]&lt;br /&gt;
:[[Holy Roman Empire (M2TW Faction)|Holy Roman Empire]]&lt;br /&gt;
:[[Republic of Venice (M2TW Faction)|Republic of Venice]]&lt;br /&gt;
:[[Spain (M2TW Faction)|Spain]]  &lt;br /&gt;
&lt;br /&gt;
A further twelve can be unlocked by either defeating them individually during the campaign or by winning a campaign overall. (See table below for full list)&lt;br /&gt;
&lt;br /&gt;
Five factions appear in the game but remain as unplayable: &lt;br /&gt;
:the [[Mongols (M2TW Faction)|Mongols]] and [[Timurids (M2TW Faction)|Timurids]] which emerge after the start&lt;br /&gt;
:the [[Aztecs (M2TW Faction)|Aztec Empire]] which doesn&#039;t come into play until America is &#039;discovered&#039;&lt;br /&gt;
:the [[Papal States (M2TW Faction)|Papal States]] who have a degree of control over the other factions&lt;br /&gt;
:the rebels or slave faction.&lt;br /&gt;
&lt;br /&gt;
Adjusting the .cfg file manually allows [[How_to_Unlock_All_Factions| all factions to be unlocked]], though some remain impractical to play.&lt;br /&gt;
&lt;br /&gt;
== Culture and Religion ==&lt;br /&gt;
The possible cultures a faction can belong to:&lt;br /&gt;
*[[Northern European]]&lt;br /&gt;
*[[Eastern European]]&lt;br /&gt;
*[[Southern European]]&lt;br /&gt;
*[[Middle Eastern]]&lt;br /&gt;
*[[Greek]]&lt;br /&gt;
*[[Mesoamerican]]&lt;br /&gt;
&lt;br /&gt;
The possible religions a faction can belong to:&lt;br /&gt;
*[[Catholic]]&lt;br /&gt;
*[[Orthodox]]&lt;br /&gt;
*[[Islam]]&lt;br /&gt;
*[[Heretic]]&lt;br /&gt;
*[[Pagan]]&lt;br /&gt;
&lt;br /&gt;
=== Assignment ===&lt;br /&gt;
List of factions from [[Medieval 2: Total War]] with culture, religion and playable status. &amp;lt;br&amp;gt;&#039;&#039;Information taken from [[descr_sm_factions.txt]] and [[descr_strat.txt]]:&#039;&#039;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;border: 2px solid grey;background:#d7c7c7;&amp;quot;|&#039;&#039;&#039;Sortable Factions List&#039;&#039;&#039;&lt;br /&gt;
! |Faction Name!! |Culture!! |Religion!!|Playable &lt;br /&gt;
|-&lt;br /&gt;
|[[England (M2TW Faction)|England]]|| [[Northern European]] || [[Catholic]]||Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[France (M2TW Faction)|France]] || [[Northern European]] || [[Catholic]]||Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Holy Roman Empire (M2TW Faction)|Holy Roman Empire]] || [[Northern European]] || [[Catholic]]||Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Spain (M2TW Faction)|Spain]] || [[Southern European]] || [[Catholic]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Republic of Venice (M2TW Faction)|Republic of Venice]] || [[Southern European]] || [[Catholic]] || Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sicily (M2TW Faction)|Sicily]] || [[Southern European]] || [[Catholic]] || Unlockable&lt;br /&gt;
|-&lt;br /&gt;
|[[Milan (M2TW Faction)|Milan]] || [[Southern European]] || [[Catholic]] || Unlockable&lt;br /&gt;
|-&lt;br /&gt;
|[[Scotland (M2TW Faction)|Scotland]] || [[Northern European]] || [[Catholic]] || Unlockable &lt;br /&gt;
|-&lt;br /&gt;
|[[Byzantine Empire (M2TW Faction)|Byzantine Empire]] || [[Greek]] || [[Orthodox]] || Unlockable&lt;br /&gt;
|-&lt;br /&gt;
|[[Russia (M2TW Faction)|Russia]] || [[Eastern European]] || [[Orthodox]] || Unlockable&lt;br /&gt;
|-&lt;br /&gt;
|[[Moors (M2TW Faction)|Moors]] || [[Middle Eastern]] || [[Islam]] || Unlockable&lt;br /&gt;
|-&lt;br /&gt;
|[[Turks (M2TW Faction)|Turks]] || [[Middle Eastern]] || [[Islam]] || Unlockable&lt;br /&gt;
|-&lt;br /&gt;
|[[Egypt (M2TW Faction)|Egypt]] || [[Middle Eastern]] || [[Islam]] || Unlockable&lt;br /&gt;
|-&lt;br /&gt;
|[[Denmark (M2TW Faction)|Denmark]] || [[Northern European]] || [[Catholic]] || Unlockable&lt;br /&gt;
|-&lt;br /&gt;
|[[Portugal (M2TW Faction)|Portugal]] || [[Southern European]] || [[Catholic]] || Unlockable&lt;br /&gt;
|-&lt;br /&gt;
|[[Hungary (M2TW Faction)|Hungary]] || [[Eastern European]] || [[Catholic]] || Unlockable&lt;br /&gt;
|-&lt;br /&gt;
|[[Poland (M2TW Faction)|Poland]] || [[Eastern European]] || [[Catholic]] || Unlockable&lt;br /&gt;
|-&lt;br /&gt;
|[[Papal States (M2TW Faction)|Papal States]] || [[Southern European]] || [[Catholic]] || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Aztecs (M2TW Faction)|Aztecs]] || [[Mesoamerican]] || [[Pagan]] || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Mongols (M2TW Faction)|Mongols]] || [[Middle Eastern]] || [[Islam]] || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Timurids (M2TW Faction)|Timurids]] || [[Middle Eastern]] || [[Islam]] || No&lt;br /&gt;
|-&lt;br /&gt;
|[[Rebels]] || [[Northern European]] || [[Heretic]] || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Slots for the normans and saxons also exist but they are not fully set up in the [[vanilla]] game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please add any information you can to factions which presently contain little.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[:Category:Medieval_2:_Total_War_Factions| Medieval 2 Factions Category]]&lt;br /&gt;
*[[How to Unlock All Factions|How to Unlock All Factions In Medieval II]]&lt;br /&gt;
*[[:Category:Rome: Total War Factions|Rome: Total War Factions]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
[[category:Medieval 2 Information]]&lt;br /&gt;
[[category:Factions]]&lt;/div&gt;</summary>
		<author><name>72.228.105.174</name></author>
	</entry>
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