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	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Huns_(RTW:BI_Faction)&amp;diff=15445</id>
		<title>Huns (RTW:BI Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Huns_(RTW:BI_Faction)&amp;diff=15445"/>
		<updated>2008-03-23T22:24:52Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BI Factions}}{{stub}}&lt;br /&gt;
&#039;&#039;&#039;The Huns&#039;&#039;&#039; are one of the playable factions in the [[Barbarian Invasion]] for [[Rome: Total War]]. &lt;br /&gt;
==Game Play==&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
The Huns start the game as a [[horde]] army without any cities, nearby the village of Campus Saurometae.  Their immediate targets are the Roxolani (to the immediate south) and the Sarmatians (to the southwest).&lt;br /&gt;
&lt;br /&gt;
===Win Conditions===&lt;br /&gt;
&lt;br /&gt;
Easiest requirements in the game. Must hold only &lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
The Huns were a steppe people, naturally reliant on horses.  The Huns have some of the best cavalry in the game, but are lacking in infantry. Missile cavalry are a staple of the Hunnic armies, and can be used to devestating effect. The Huns unfortunately have no ports to speak of, so you&#039;ll have to Shanghai someone else&#039;s port, if you want a navy. &lt;br /&gt;
&lt;br /&gt;
====Unique Units====&lt;br /&gt;
&lt;br /&gt;
The Huns mostly use the horse archer strategy of slaughtering from a distance in the saddle. Their best units are the Hunnic Elite Warriors, who are not only exceptionally good archers, but also have a good charge and melee attack.&lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
&lt;br /&gt;
At the start of the game, you have 9 horde armies at your disposal, mostly composed of cavalry units of course, and also 4 units of spearmen each. An immediate target for attack would be defenceless village of Campus Saurometae.  It might be best just to pillage Campus Saurometae rather than taking, because of it&#039;s small population, the drain on your treasury and of course the fact that your fierce army&#039;s strength is halved.  Rather, try heading south into Roxolani territory and taking their capital, its a minor city, which very unfortunately for the Roxolani, happens to have no walls.   From their you may start your empire, and spread death accross Europe. You can also choose to stay in Horde mode for a while, but remember that your money is dwindling away, so sack often, and take into consideration, the cost and upkeep of hiring mercs. &lt;br /&gt;
&lt;br /&gt;
===AAR&#039;s===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The history of the people known to the West as the Huns can be traced back to what&#039;s now Mongolia, where many of the &amp;quot;steppe empires&amp;quot; made their start.  From 315 to 25 BC, a fierce people known to the Chinese as the Hsiung-nu&lt;br /&gt;
controlled vast tracts of land.  The Hsiung-nu made regular raids into Qin china (sometimes very close the capital), and the china of their successors, the Han.  The Chinese regarded the Hsiung-nu as half-human demons, because of tehir brutality, and their affinity for horses. several walls were built to keep the Hsiung-nu at bay, and these were later combined and improved to form the famous Great Wall.  During the Han empire, the Emperor Wudi launched raids into Hsiung-nu territory.  From 119 - 110 BC, the Hsiung-nu were continuously attacked, and their empire made weak.  In 48 BC, their empire collapsed, and the region was without a single power, just warring tribes.&lt;br /&gt;
&lt;br /&gt;
Around 350 AD, the tribes began to move west, and by about 370, they began to reorganize into one nation again. These people became the Huns. The historical evidence for a Hunnic presence, by the way, is bronze cauldrons, their famous recurve bows, and their calling card - a pile of deformed and burnt skulls.  Now there were actually two types of Huns, White and Black.  They split around this time, and went their seperate ways.  The Black Huns were the ones in this game, who headed west into Europe.  The White Huns went south into India and destroyed the Gupta Empire. Many other tribes were displaced by the Huns and headed west as well.  In 363 AD, the Huns appeared in Europe; this is why the game starts in this exact year.  The Huns did not immediately move into the Eastern Empire, but instead terrorized northeastern Europe. Many peoples were assaulted and displaced, including the Goths who headed south into Dacia, where they were treated to Roman hospitality (enslavement).&lt;br /&gt;
&lt;br /&gt;
In 434, a boy by the name of Attila was born. Attila and his brother, Bleda were to succeed their father upon his death. In 441 AD, a campaign was begun in the Easter Empire, the Huns razed many cities to the ground, including Sofia and Belgrade.  In the end they exacted a tribut on the Eastern Empire of 2,100 pounds of gold a year.  The brothers co-ruled the Confederation for a time, and their was peace.  However, at one point, Attila killed his brother in a duel of sorts, and became leader of the Hunnic Confederation.  He then set about reaking havoc on the Eastern and Western Empires, going as far west as the city of Orleans in Central Gaul. He earned the name &amp;quot;Scourge of God&amp;quot; becaue of his brutality.  He then went for the prize of the West, Roma herself. He would have attacked the city, but Pope Leo I persuaded him to spare the city, and Pricus of Panium was able to negotiate a shaky peace settlement. The Huns were allowed to settle in what&#039;s now Hungary (modern Hungarians are mostly Magyars, not Huns. Magyars arrived about 600 years later).&lt;br /&gt;
&lt;br /&gt;
The Huns were prone to in-fighting, and so when Attila died in 453, the Hunnic Empire collapsed and faded into history. 23 years later the Western Roman Empire met the same fate. The name Attila is synonomous with the Huns. Attila was one of the most reviled human beings in history, then and even today.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Factions in BI]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Barbarian Invasion Factions]]&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Poland_(M2TW_Faction)&amp;diff=15439</id>
		<title>Talk:Poland (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Poland_(M2TW_Faction)&amp;diff=15439"/>
		<updated>2008-03-23T17:03:59Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: New page: I thought poland had their white eagle on red background as their picture. at least in the 1.2 patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I thought poland had their white eagle on red background as their picture. at least in the 1.2 patch&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Papal_States_(M2TW_Faction)&amp;diff=15438</id>
		<title>Talk:Papal States (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Papal_States_(M2TW_Faction)&amp;diff=15438"/>
		<updated>2008-03-23T17:02:34Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tried to assassinate the pope like 10 times, by reloading again and again when the target was missed. The chance to kill him was 56 % so I was like, is the pope unkillable? Anyone?&lt;br /&gt;
&lt;br /&gt;
Ok, so he can die. now i know killing the pope is also a great way to be reconciled :D [[Special:Contributions/81.69.203.77|81.69.203.77]] 12:02, 23 March 2008 (CDT)&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Medieval_II_cheats&amp;diff=15434</id>
		<title>Medieval II cheats</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Medieval_II_cheats&amp;diff=15434"/>
		<updated>2008-03-22T18:18:40Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: /* Strategic map cheats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
To enter cheats, first open the console by hitting the &amp;lt;code&amp;gt;~&amp;lt;/code&amp;gt; key, or the &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; key on some keyboards.  Then you can enter any of the cheats listed in the sections below.&lt;br /&gt;
&lt;br /&gt;
A note on multiword names: &lt;br /&gt;
:If you need to specify the name of a city, character, etc. that is more than one word then you have to put quotes around it.  Use this for characters who have a surname.  However, if the character has a preposition in his or her name, such as; &amp;quot;of&amp;quot;, &amp;quot;von&amp;quot;, &amp;quot;ah&amp;quot;, etc... (the preposition is always lower-cased and before the name of a city, region, or country), then you must enter the character&#039;s name in the cheat like this, for example, &amp;lt;code&amp;gt;give_trait &amp;quot;Dietrich von_Saxony&amp;quot; &amp;lt;trait name&amp;gt;&amp;lt;/code&amp;gt;.  Make sure the name is properly spelled and capitalized.  &lt;br /&gt;
&lt;br /&gt;
:If a character has a first and a last name as well as a name of a city, region or country, you must put an underscore between the first and last name, then a space, and then the second portion. For example: &#039;Mael Brigde mac Broccin&#039; must translate to &#039;Mael_Brigde mac_Broccin&#039;.&lt;br /&gt;
&lt;br /&gt;
:However, sometimes the game will forget there needs to be an underscore (especially during the first turn), or even if the character has a last name or hails from a certain area, such as a character who gains a title for a last name.  If this happens, either save and load to reset, or wait until the next turn.  For instance, if Dietrich von Saxony gained a title after his first name, and lost the &amp;quot;von Saxony&amp;quot; part, then next turn, or the next time you reload, all you should have to enter is &amp;lt;code&amp;gt;give_trait &amp;quot;Dietrich&amp;quot; &amp;lt;trait name&amp;gt;&amp;lt;/code&amp;gt;.  If the character&#039;s name contains a dash, be sure to include it.  Names such as &amp;quot;Muhammad Al-Mustansir&amp;quot; will work, because of the dash, so don&#039;t worry about those.  No matter what the character&#039;s name is, it is possible to enter the name in a cheat.  Just make sure you use the &amp;lt;code&amp;gt;&amp;quot;&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:Another simple way to give a character trait is to bring the character out of the city, then highlighting the character card and just type &amp;lt;code&amp;gt;give_trait this &amp;lt;trait name&amp;gt;&amp;lt;/code&amp;gt;. It only works when the character is not located in a city or fort.&lt;br /&gt;
&lt;br /&gt;
== Strategic map cheats ==&lt;br /&gt;
&lt;br /&gt;
*; add_money &amp;lt;amount&amp;gt;&lt;br /&gt;
: E.g., &amp;lt;code&amp;gt;add_money 40000&amp;lt;/code&amp;gt;.  This will give you that much money.  The maximum possible you can get from this is 40,000 at a time, but you can enter it many times. Try pressing the &amp;quot;arrow forward&amp;quot; to enter the last entry so if you type Enter, Arrow Forward, Enter, Arrow Forward etc. you have a lot of cash without much typing.&lt;br /&gt;
*; add_population &amp;lt;city name&amp;gt; &amp;lt;amount&amp;gt;&lt;br /&gt;
: E.g., &amp;lt;code&amp;gt;add_population London 3000&amp;lt;/code&amp;gt;.  Adds the specified population (limit is 4000). Negative amounts of population can also be &#039;added&#039; to raise public order, e.g., &amp;lt;code&amp;gt;add_population London -3000&amp;lt;/code&amp;gt;.&lt;br /&gt;
*; auto_win &amp;quot;attacker/defender&amp;quot; make sure to put the one you want or you could acceidentally destroy a good portion of your army. May result in &amp;quot;draw&amp;quot;.&lt;br /&gt;
: Wins the next automated battle.&lt;br /&gt;
*; kill_character &amp;lt;character name&amp;gt;&lt;br /&gt;
: Kills the respective character.  May not work.&lt;br /&gt;
*; process_cq &amp;lt;city name&amp;gt;&lt;br /&gt;
: E.g., &amp;lt;code&amp;gt;process_cq London&amp;lt;/code&amp;gt;.  Finish building every building in the &#039;&#039;&#039;c&#039;&#039;&#039;onstruction &#039;&#039;&#039;q&#039;&#039;&#039;ueue of the city.&lt;br /&gt;
*; process_rq &amp;lt;city name&amp;gt;&lt;br /&gt;
: E.g., &amp;lt;code&amp;gt;process_rq London&amp;lt;/code&amp;gt;.  Finish hiring every unit in the &#039;&#039;&#039;r&#039;&#039;&#039;ecruitment &#039;&#039;&#039;q&#039;&#039;&#039;ueue of the city.  This may not work right.&lt;br /&gt;
*; show_cursorstat&lt;br /&gt;
: Not really a cheat but useful for modding, and moving around characters faster, if you use the move_character cheat.  Gives co-ordinates (in x,y, form) and region name of the location under your cursor.&lt;br /&gt;
*; move_character z,x,y&lt;br /&gt;
: E.g., &amp;lt;code&amp;gt;move_character Anselm,197,94&amp;lt;/code&amp;gt;, Very useful for assassination and emissary missions.  Lets you instantly transport a character (z) to any valid point on the map.  Use the show_cursorstat cheat to get the &#039;&#039;x&#039;&#039; and &#039;&#039;y&#039;&#039; coordinates. There are no spaces between the commas.&lt;br /&gt;
*; toggle_fow&lt;br /&gt;
: Turns the normal Fog of War on or off depending on initial state.  Do be aware that if you have the Fog of War off, and decide to end your turn, then it will take a lot longer to get to your next turn, because the movements of every character on the map will be shown and waited for.&lt;br /&gt;
*; toggle_terrain&lt;br /&gt;
: Not really a cheat but useful for modding, displays the information from map_regions, climates, groundtypes and features files overlayed on strategic map.  See [http://www.twcenter.net/forums/showthread.php?p=2184994#post2184994 this post] for details.&lt;br /&gt;
*; create_unit &amp;lt;desired general or settlement&amp;gt; &amp;lt;desired unit&#039;s name&amp;gt; &amp;lt;number of units (1-5)&amp;gt; &amp;lt;experience level (1-9)&amp;gt; &amp;lt;armor level (1-3)&amp;gt; &amp;lt;weapon level (1-3)&amp;gt;&lt;br /&gt;
: E.g., &amp;lt;code&amp;gt;create_unit Jerusalem &amp;quot;Knights Templar&amp;quot; 5 9 3 3&amp;lt;/code&amp;gt;. You now have 5 Knights Templar with 9 experience and level 3 weapons and armor in Jerusalem.  A note from experience, some unit names are different.  Like for instance, if you want Retinue Longbowmen, you have to enter &amp;quot;Dismounted Longbowmen&amp;quot;.  All names can be found in the &amp;quot;export_descr_buildings&amp;quot; file, under the buildings where you would normally recruit them.&lt;br /&gt;
*; give_trait &amp;lt;character name&amp;gt; &amp;lt;desired trait name&amp;gt; &amp;lt;desired trait level (1-5)&amp;gt;&lt;br /&gt;
: Incredibly useful, allows you to give any trait to any character in your faction.  E.g. &amp;lt;code&amp;gt;give_trait Rufus Fertile 3&amp;lt;/code&amp;gt;.  This will grant him the &amp;quot;Prolific&amp;quot; trait, and so he will have four kids in no time.  The traits can all be found in &amp;quot;export _descr_character_traits&amp;quot; file, which is incredibly long.&lt;br /&gt;
*; give_ancillary &amp;lt;desired character&amp;gt; &amp;quot;&amp;lt;desired ancillary&amp;gt;&amp;quot;&lt;br /&gt;
: E.g., &amp;lt;code&amp;gt;give_ancillary Tostig &amp;quot;assassins_blade&amp;quot;&amp;lt;/code&amp;gt;.  The ancillary must be in quotes and lowercase.&lt;br /&gt;
*; character_reset &amp;lt;character name&amp;gt;&lt;br /&gt;
: E.g, &amp;lt;code&amp;gt;character_reset Richard&amp;lt;/code&amp;gt;.  Resets that character&#039;s movement points, can be very useful.&lt;br /&gt;
&lt;br /&gt;
== Unit creation cheats ==&lt;br /&gt;
&lt;br /&gt;
These are all basically Timurid or Mongol units, which are devastating on the battlefield.  You can use them against him or the Mongols to even the odds.&lt;br /&gt;
&lt;br /&gt;
===Elephant Units===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;madras&#039;&#039;&#039; - Elephants, plain no-frills elephants, have archers on their backs, and can stomp, not as fun as the next two can be.&lt;br /&gt;
*&#039;&#039;&#039;rogan&#039;&#039;&#039; - Elephant Artillery, elephants armed with cannons, a lot less vulnerable than normal cannons, because they can stomp anyone that tries to attack them&lt;br /&gt;
*&#039;&#039;&#039;vindaloo&#039;&#039;&#039; - Elephant Rocketeer, elephants armed with Rocket Launchers, as the in-game description says, they are devestating to say the least.  Incredibly fun for blowing apart a grand army or majestic city.  Just like all elephant units, can stomp anyone that gets past the rockets, or hasn&#039;t run for his life fast enough.&lt;br /&gt;
&lt;br /&gt;
Be aware, the elephants can run amok if they get too spooked, try to keep them from being attacked with arrows, especially flaming ones, and make sure they don&#039;t shoot each other.  If you ever played as Carthage in Rome: TW you know how bad that can be.&lt;br /&gt;
&lt;br /&gt;
===Artillery Units===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;houston&#039;&#039;&#039; - Mercenary Rocket Launcher - Blasts away anyone unlucky enough to be in their way.  The rockets are a bit inaccurate.&lt;br /&gt;
*&#039;&#039;&#039;george&#039;&#039;&#039; - Mercenary Monster Ribault, fires about 30 guns on a rack, can be devastating with the right placement.&lt;br /&gt;
*&#039;&#039;&#039;istanbul&#039;&#039;&#039; - Mercenary Monster Bombard, the big ol&#039; gun at the end of the intro video.  Fires a half-ton cannonball that looks really cool.  Will blast a massive hole through an enemy typically with one shot (two for the strongest).  You could try using it against an army, but it only has about 20 shots, and is meant for bigger targets.&lt;br /&gt;
&lt;br /&gt;
Remember that unlike elephants, these units &#039;&#039;are&#039;&#039; vulnerable to cavalry, so make sure to keep them protected.&lt;br /&gt;
&lt;br /&gt;
== Battle map cheats ==&lt;br /&gt;
*&#039;&#039;&#039;jericho&#039;&#039;&#039; - Breaches the walls of the city during a siege.Does not always work.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
*GameFaqs - Medieval II: Total War Cheats - Medieval II &lt;br /&gt;
*Total War Codes - Medieval II Total War Secrets [http://www.gamefaqs.com/computer/doswin/code/931592.html]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Medieval 2 Information]]&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Turks_(M2TW:K_Faction)&amp;diff=15421</id>
		<title>Turks (M2TW:K Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Turks_(M2TW:K_Faction)&amp;diff=15421"/>
		<updated>2008-03-22T10:04:36Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: /* Hashishims Guild */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{M2TW Kingdoms}}&lt;br /&gt;
The turks are a powerful faction in the crusades expansion and have several new units, they have the strongest late-game ranged roster and are very powerful in all ways. to compensate for this they have direct exposure to the mongols. They can complete their starting objectives very early on.&lt;br /&gt;
They have the most reinforcements in this campaign(2 , Osman and the jihad) and start with their hero (nur-al-din) &lt;br /&gt;
They have a very scattered initial empire, and it cannot be reunited through any simple means. Their main adverseries are the Byzantine Empire and the principality of Antioch. &lt;br /&gt;
They can expect a very fast game on easier difficulties to their large initial armies, but have an easy time attacking at later stages if they prepate for the Mongols.&lt;br /&gt;
The Turks are overall, the most versatile faction . It can be played as a horse-archer mobility faction or a full foot archer army that can melee very well or as a traditional army in the normal sense. It is however, lacking in cheap backbone units until later on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starting Position ==&lt;br /&gt;
&lt;br /&gt;
The turks begin in the East and the slightly northwest split between some rebel settlements and the principality of antioch .&lt;br /&gt;
&lt;br /&gt;
===  Eastern Area ===&lt;br /&gt;
The northwestern area is mostly surrounded by rebels, but have one city  very near the principality of Antioch&lt;br /&gt;
It is &#039;&#039;&#039;Directly&#039;&#039;&#039; in the way of the mongol invasion ( or most of the positions where they can appear) &lt;br /&gt;
&lt;br /&gt;
They Begin with the four cities of Mosul Bagdhad Takrit and Raqqa in this area, Bagdahd being the most advanced&lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0096.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0097.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0098.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0099.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0100.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0101.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0102.jpg&lt;br /&gt;
&lt;br /&gt;
=== Northwestern Area ===&lt;br /&gt;
&lt;br /&gt;
This area is composed of 5 towns Icorium Ankara Doryleum Amorium and Kirscheia.  Very near to the byzantine empire, they have a few interesting rebel regions both to the south and north of them however. They are also very close to the principality of Antioch . &lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0103.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0104.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0105.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0106.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0107.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0108.jpg&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Situation, Victory Condition , and initial agents ==&lt;br /&gt;
&lt;br /&gt;
They Begin Allied With&lt;br /&gt;
&lt;br /&gt;
Egypt &lt;br /&gt;
&lt;br /&gt;
They Begin at war with &lt;br /&gt;
&lt;br /&gt;
Principality of Antioch&lt;br /&gt;
The Byzantine Empire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their Victory Conditions Are:&lt;br /&gt;
Long: Hold 25 Regions including&lt;br /&gt;
Bagdhad (30 Turns) &lt;br /&gt;
Antioch (10 turns) &lt;br /&gt;
Constantinople (10 turns) &lt;br /&gt;
Krek de chevaliar (10 turns)&lt;br /&gt;
Jerusalem (10 Turns) &lt;br /&gt;
Eliminate Faction : Principality of Antioch &lt;br /&gt;
&lt;br /&gt;
Short: Hold 15 regions&lt;br /&gt;
Eliminate Faction : Principality of Antioch &lt;br /&gt;
&lt;br /&gt;
Their Agents Are &lt;br /&gt;
Diplomat : 3 Influence&lt;br /&gt;
&lt;br /&gt;
Priest : 5 Piety&lt;br /&gt;
&lt;br /&gt;
Spy : 2 Subterfuge&lt;br /&gt;
&lt;br /&gt;
Spy: 2 Subterfuge &lt;br /&gt;
&lt;br /&gt;
Spy: 2 Subterfuge&lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0109.jpg&lt;br /&gt;
&lt;br /&gt;
== Unique Buildings ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Horse Racing (City) (1 Upgrade) &lt;br /&gt;
+5% / +10% Happiness, Allows races to be held ( which further increase Happiness at the cost of income) and Allows you to recruit Turkomans / Turkomans and Spahis &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0094-1.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0095.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bismaritian ( City) (1 Upgrade) &lt;br /&gt;
Increase Pulic Health 10%/20% and Decreases retraining costs by -20%/ -40%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0092-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0093-2.jpg&lt;br /&gt;
&lt;br /&gt;
=== Hashashims Guild ===&lt;br /&gt;
The hashashims guild will periodically offer missions to kill enemies.&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
 &lt;br /&gt;
=== Infantry ===&lt;br /&gt;
&lt;br /&gt;
The infantry of the turks is fairly weak. But the jannisary heavy infantry is one that is one of the best in the game, if expensive. The dismounted hasham is also a very versatile unit that can hold its own in general . &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0049-6.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0050-6.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0051-5.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0052-5.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0053-5.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0054-5.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0055-4.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0056-4.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0057-4.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0058-4.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0059-4.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0060-3.jpg&lt;br /&gt;
&lt;br /&gt;
=== Ranged Infantry ===&lt;br /&gt;
&lt;br /&gt;
The turks have amazing ranged troops in general, and the pinnacle of these are the Jannisaries, Boasting both jannisary archers and jannisary musketeers they have powerful ranged penetration. With the addition of the turkish crossbow they have cheap armor piercing power. The Jannisary archer can also lay stakes, one of the more powerful abilities in the game. &lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0061-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0062-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0063-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0064-4.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0065-4.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0066-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0067-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0068-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0069-3.jpg&lt;br /&gt;
&lt;br /&gt;
=== Cavalry ===&lt;br /&gt;
&lt;br /&gt;
While the turks cavalry is nothing special, the quapkulu is worth noting for having a large mass and despite the stats a usually devestating charge, but theyre rare and only available later on. &lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0070-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0071-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0073-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0074-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0075-3.jpg&lt;br /&gt;
&lt;br /&gt;
=== Ranged cavalry ===&lt;br /&gt;
&lt;br /&gt;
The Turks are likely the second best faction for horse archers right after the mongols, they have good early availability and  very powerful ranged attacks and the elite can occasionally engage in melee with weak opponents&lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0071-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0076-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0077-3.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0078-2.jpg&lt;br /&gt;
&lt;br /&gt;
=== Artillery ===&lt;br /&gt;
&lt;br /&gt;
The Turks recieve an amazing array of artillery, probably the best in the game. They have the ultimate wall-tearing gun the Monster Grand Bombard, have some solid cannons for killing units, and have the ultra-awesome mangonel to boot!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0079-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0080-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0081-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0082-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0083-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0084-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0085-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0086-2.jpg&lt;br /&gt;
&lt;br /&gt;
=== Common Mercenaries ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0116.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0117.jpg&lt;br /&gt;
&#039;&#039;&#039;Ranged Infantry&#039;&#039;&#039;&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0087-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0088-2.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavalry&#039;&#039;&#039;&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0089-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0090-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0091-2.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0114.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Cavalry&#039;&#039;&#039;&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0115.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0120.jpg&lt;br /&gt;
&lt;br /&gt;
==  Unique Crusades Hero ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nur-al-din ===&lt;br /&gt;
&lt;br /&gt;
Nur-al-din Initially starts very powerful, with high Command piety, and reduced agent training  costs. He has the ability to increase the Morale and attack speed of troops neary for a few seconds for one time per battle. While this is occuring friendly banners will glow yellow. &lt;br /&gt;
His model also looks awesome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0113.jpg&lt;br /&gt;
&lt;br /&gt;
Banners yellow as honey. &lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0119.jpg&lt;br /&gt;
&lt;br /&gt;
=== Osman ===&lt;br /&gt;
&lt;br /&gt;
At the moment, Not much to me is known about osman. If anyone knows please add the information .&lt;br /&gt;
I know Osman will emerge around the northwestern areas , He will emerge with an army of &lt;br /&gt;
&lt;br /&gt;
5 Ottoman infantry &lt;br /&gt;
5 Jannisary archers&lt;br /&gt;
5 Jannisary Heavy Infantry&lt;br /&gt;
&lt;br /&gt;
At turn 56-58&lt;br /&gt;
&lt;br /&gt;
==  Turkish Initial Jihad ==&lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0110.jpg&lt;br /&gt;
&lt;br /&gt;
The Turks will get on the second turn , 2 nearly full stacks of units for a jihad to launch against the crusader states. There are composed of-&lt;br /&gt;
&lt;br /&gt;
6 Muttaw&#039;ai &lt;br /&gt;
&lt;br /&gt;
6 Ghazis &lt;br /&gt;
&lt;br /&gt;
4 Turkomans&lt;br /&gt;
&lt;br /&gt;
3 Turkish horse archers &lt;br /&gt;
&lt;br /&gt;
3 Kurdish Auxilaries&lt;br /&gt;
&lt;br /&gt;
3 Turkish Archers&lt;br /&gt;
&lt;br /&gt;
3 Turkish Javalinemen&lt;br /&gt;
&lt;br /&gt;
3 Spear militia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0111.jpg&lt;br /&gt;
http://i185.photobucket.com/albums/x228/Dordor333/0112.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Kingdoms Factions]]&lt;br /&gt;
[[Category:M2TW Kingdoms Information]]&lt;br /&gt;
&lt;br /&gt;
== Power Center loss Reinforcement ==&lt;br /&gt;
&lt;br /&gt;
Currently i know two possibilities that may be true. but only one is&lt;br /&gt;
&lt;br /&gt;
A)When a power center is lost you will recieve a stack based on the number of times its been lost and the turn .&lt;br /&gt;
&lt;br /&gt;
Or maybe.&lt;br /&gt;
&lt;br /&gt;
B)The number of times one has been taken .&lt;br /&gt;
&lt;br /&gt;
If A, you you can lose the capital  up to 5 times before they start appearing, you will get the stack the first time only if its turn 20 / 30 / 40 / 50 / &amp;gt;60  In order for the 5 waves and you have less then and under 5/6/7/8/9 cities overall. Im unsure if this is to prvent constant spawning when a city is captured and then retaking repeatedly, or if this can only happen between the turns.&lt;br /&gt;
&lt;br /&gt;
If B, its only dependent on when you lose it&lt;br /&gt;
&lt;br /&gt;
Either way ,you get a maximum of 5 reinforcement stacks, for the turks they are the following&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st Time&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
2 turkomans &lt;br /&gt;
&lt;br /&gt;
2 peasents&lt;br /&gt;
&lt;br /&gt;
2 peasent archers&lt;br /&gt;
&lt;br /&gt;
2 town militia&lt;br /&gt;
&lt;br /&gt;
2 kurdish auxilaries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 turkomans &lt;br /&gt;
&lt;br /&gt;
2 peasents&lt;br /&gt;
&lt;br /&gt;
2 turkish archers&lt;br /&gt;
&lt;br /&gt;
2 turkish horse archers&lt;br /&gt;
&lt;br /&gt;
2 kurdish auxilaries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 turkomans&lt;br /&gt;
&lt;br /&gt;
2 peasents&lt;br /&gt;
&lt;br /&gt;
2 turkish archers&lt;br /&gt;
&lt;br /&gt;
2 turkish javilenmen &lt;br /&gt;
&lt;br /&gt;
2 kurdish auxilaries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4th time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 sipahi lancers&lt;br /&gt;
&lt;br /&gt;
2 peasents&lt;br /&gt;
&lt;br /&gt;
2 ottoman infantry&lt;br /&gt;
&lt;br /&gt;
2 turkish javilenmen&lt;br /&gt;
&lt;br /&gt;
2 kurdish auxilaries&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5th time&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 sipagi lancers&lt;br /&gt;
&lt;br /&gt;
2 kurdish auxilaries&lt;br /&gt;
&lt;br /&gt;
2 ottoman infantry &lt;br /&gt;
&lt;br /&gt;
2 turkish javalinmen&lt;br /&gt;
&lt;br /&gt;
2 azabs&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Kingdoms Factions]]&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Seleucid_Empire_(RTW_Faction)&amp;diff=15420</id>
		<title>Seleucid Empire (RTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Seleucid_Empire_(RTW_Faction)&amp;diff=15420"/>
		<updated>2008-03-21T21:14:39Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: certainly not, they came more from the region of Bactria but not exactly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Seleucid general late.jpg|thumb|right|Seleucid Empire General&#039;s Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
The Seleucid Empire 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;
==Game Play==&lt;br /&gt;
The Seleucid Empire is a fun and challenging faction, recommended for players who want a wide variety of troops and like different types of warfare.&lt;br /&gt;
===Starting Position===&lt;br /&gt;
The Seleucid Empire begin in a very vulnerable position, just south of Pontus, in what is modern day South Turkey. They are bordering and surrounded by Pontus, Egypt, the Greeks and the Parthians, and are usually defeated early on because of this.&lt;br /&gt;
&lt;br /&gt;
===Win Conditions===&lt;br /&gt;
The Seleucids win the game by holding Rome and 49 other provinces. Their win conditions in a short game are to destroy or outlast Egypt and control 15 provinces.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
The Seleucids have a vast array of units, combining both Greek and Eastern units into a very flexible and powerful force. Their arsenal includes pikeman, cataphracts, elephants, chariots, companion cavalry, and even legionaries. &lt;br /&gt;
&lt;br /&gt;
-Infantry-&lt;br /&gt;
Peasants&lt;br /&gt;
Militia Hoplites&lt;br /&gt;
Levy Pikemen&lt;br /&gt;
Phalanx Pikemen&lt;br /&gt;
Silver Sheild Pikemen&lt;br /&gt;
Silver Sheild Legionaries &lt;br /&gt;
&lt;br /&gt;
-Missiles-&lt;br /&gt;
Peltasts&lt;br /&gt;
Archers&lt;br /&gt;
Onagers&lt;br /&gt;
Heavy Onagers&lt;br /&gt;
&lt;br /&gt;
-Cavalry-&lt;br /&gt;
Militia Cavalry&lt;br /&gt;
Greek Cavalry&lt;br /&gt;
Cataphracts &lt;br /&gt;
Companion Cavalry&lt;br /&gt;
Sychied Chariots&lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
The Seleucid Empire have indeed the potential of becoming an unstoppable power. The only barrier standing between them and world domination is their very vulnerable beginning position. All your neighbours will declare war on you eventually and most of them in the very beginning. Egypt will attack Damascus and Antioch, Pontus will try to invade Tarsus and Sardis, Parthia will try to take Seleucia, Armenia wants Hatra and if this is not enough, there&#039;s a little extra: the Greeks will try to take Sardis too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most powerful enemy will be Egypt as the Eastern factions armies are made up mostly of Hillmen and Eastern Infantry, units that rout easily. Now, the Seleucid Empire is very likely to be destroyed, and very early on too! And indeed under AI control it is destroyed very easily. No wonder, as the only units you have early on are Peltasts, Militia hoplites, Militia cavalry and Levy pikemen, units that are no match for the spears and chariots of Pontus and Egypt and the horse-units of Parthia and Armenia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Seleucid Empire have one advantage from the beginning of the war, together with Egypt. Their power lies in their treasury. Therefore, the key to surviving the beginning of the assaults is wealth. Armenia, Parthia, Pontus and especially Egypt (which is their weakness) are all easily bribed and they don&#039;t even ask huge amounts of gold. Only faction leaders and heirs will not give in to being bribed. Therefore, use this wealth. It is easy to bribe all the armies sent against you, therefore assaults will become rare, making it easier for your settlements to improve and evolve, making your treasury even greater. Put diplomats at all the weak spots, which are basically all settlements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Meanwhile, you can evolve while your diplomats hold the foreign assaults at bay. Get City barracks AND a stone wall as fast as possible in Antioch so you can train some decent troops and have a good defense for your capital. You&#039;ll have to put up with Militia&#039;s and Levy&#039;s in the beginning but make sure you hire mercenaries too when you see an assault coming (for example and Egyptian faction leader that doesn&#039;t want to join you and goes straight for Antioch). Bribing the enemy armies makes your enemies weaker so the eventual conquest of their lands will be easier. Bribing enemies doesn&#039;t hurt your treasury very much and remember, it&#039;s only temporary because soon you will have new units. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here unfolds the Seleucid power: the most diverse troop type in the entire campaign. You&#039;ll be able to flood your enemies with Elephants, Cataphracts, Chariots, you name it. Only be patient and careful in the beginning. Bribe the enemy at all cost and keep your settlements at all cost. Upon reaching your powerful units, the conquest of all the realms that troubled you will be easy indeed. Start with Asia Minor. Take Sidon at the same time and then move to Salamis. Leave Egypt for that time and move on to Armenia and Parthia in the north. Conquer the entire east, but not (yet) Egypt, since it is very likely to revolt! Cross the sea to Greece and invade it. After all you have now reached the &#039;unstoppable-status&#039;. Not even the Romans will be able to hold you off for very long.&lt;br /&gt;
&lt;br /&gt;
===AAR&#039;s===&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Seleucid Empire was originally formed by Seleucus, after Alexander the Great&#039;s death. He held the babylonian states of the empire, with the capital being Seleucia.&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>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Pope_(M2TW)&amp;diff=15419</id>
		<title>Pope (M2TW)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Pope_(M2TW)&amp;diff=15419"/>
		<updated>2008-03-21T21:10:37Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: /* Gameplay Elements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Pope.jpg|right|Papal Standing Screen]]&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Pope is the leader of the [[Papal States]] faction in the game [[Medieval 2: Total War]]. Unlike other factions in the game, the Papal States bear a closer similarity with the non-playable [[Senate]] faction from [[Rome: Total War]].&lt;br /&gt;
&lt;br /&gt;
A factions level of popularity with the pope is shown by the number of crosses it has in the Papal Standing screen (see picture).&lt;br /&gt;
&lt;br /&gt;
This level of popularity or standing will decrease if a faction disobeys or fails missions, if it declares war and remains at war with other [[Catholic]] factions, or if it&#039;s regions have too high a level of heresy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay Elements ==&lt;br /&gt;
&lt;br /&gt;
=== Missions ===&lt;br /&gt;
Occasionally, the Pope will order a faction to do something.  These missions usually have something to do with religion, and include: assassinating heretics, recruiting priests, building churches, joining crusades, cancelling alliances with excommunicated or Muslim factions, ceasing war with Catholic factions, etc.&lt;br /&gt;
The Pope will think more highly of you if you complete these missions and will occasionally send you money as well.  Should you refuse the Pope, or openly violate his wishes, you face a severe decrease in papal opinion, if not excommunication.  The Pope also has a bad tendency to start Inquisitions if he is dipleased with you, sending inquisitors whose goal seems to be to burn as many of your generals and agents as possible, including your priests(and especially Cardinals).&lt;br /&gt;
&lt;br /&gt;
=== Elections ===&lt;br /&gt;
On the death of the Pope(natural or otherwise), a papal election will be held on the next turn.  Any faction with at least one cardinal can participate, and faction leaders can order their cardinal(s) to vote for one of the Preferati, the 3 cardinals (the 3 with the highest piety) who are standing for election.  Leaders can also have their cardinal(s) enter diplomacy with the other cardinals present. Factions can be bribed into having their cardinal(s) vote for the candidate of the briber&#039;s choice.  The Preferati with the most votes, or the one with the higher piety in the case of a tie, wins the election and becomes the new Pope.  The new Pope will think more highly of factions who voted for him, and will be displeased with those who voted against him.&lt;br /&gt;
&lt;br /&gt;
=== Excommunication ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Excommunication]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Crusades ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Crusades]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Inquisitors ===&lt;br /&gt;
[[Inquisitors]] are rather troublesome little [[campaign map characters]] who are sent by the Pope to &#039;deal with Heresy&#039; in your region.  Beware that &#039;dealing with Heresy&#039; can involve assassinating some of your best generals!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Medieval 2 Information]]&lt;br /&gt;
[[Category:Medieval 2 Religions]]&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Rebels_(RTW_Faction)&amp;diff=15418</id>
		<title>Rebels (RTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Rebels_(RTW_Faction)&amp;diff=15418"/>
		<updated>2008-03-21T21:06:11Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=|Name=Rebels|Game=[[Total War|Total War Series]]|Religion=Variable|Culture=Variable}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
An unplayable faction found in all of the Total War games, rebels are unique faction. They represent all minor states and nations that are not in game. When city has small public order , usually below 70% , rebellion will occur. When city rebels there are two options:&lt;br /&gt;
&lt;br /&gt;
*It will become a Rebel city and will have average army consisted of units that usually can be recruited there&lt;br /&gt;
&lt;br /&gt;
*Instead of revolting to the Rebels it will return to its previous (for example: if the Romans conquer Carthage and the faction Carthage dies and later on in the game the Egyptians take Carthage but it rebels, it will become Roman) or historical owner, ex. Cyrene often revolts and becomes Greek or Macedon&lt;br /&gt;
&lt;br /&gt;
There are also various brigands that represent thieves, robbers and such... They will appear inside territories and regions under control of other factions including yours. They must be repelled fast because they do things that will hurt your economy:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;devastation&#039;&#039;&#039;- simulating the destruction of roads , villages and everything around them hurting your economy&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;blocked roads&#039;&#039;&#039;- when brigands stand near your roads they will block part of the trade income for that settlement&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;capture watchtowers&#039;&#039;&#039;- if rebels come upon your watchtower they will capture it reducing your view over enemy territory&lt;br /&gt;
&lt;br /&gt;
There are also &#039;&#039;sea brigands&#039;&#039; known as pirates. When they occur they prey upon passing ships and sometimes are brave enough to blockade a port, but when your fleet is docked it is safe in most cases.&lt;br /&gt;
&lt;br /&gt;
The most powerful rebels are the Amazons in Hyperboria. They are peaceful at first, and will not attack or wander out of their own region, but if they just came out of a revolt, they will pursue the previous owners to the edge and back. Their only units originally are Amazon Chariots (which are bad enough), but after a revolt they will also have a rebel general calvary and a few peasents - all full gold-shields and weapons - but can easily be put down if you have a lot of archers and spearmen (and I mean pikes, not some cheap &#039;&#039;Triarii&#039;&#039; or something like that. Also use heavy calvary such as Cataphracts, as they are hard to kill and will be able to clear the chariots for you.&lt;br /&gt;
&lt;br /&gt;
There is also a rumor that they can recruit the fabled Yubtseb elephants, which are the elephants spawned when the oliphaunt cheat is used, but it might just be a rumor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Barbarian Invasion ==&lt;br /&gt;
&lt;br /&gt;
In the first expansion pack for [[Rome: Total War]], [[Barbarian Invasion]], the rebels start with the following settlements:&lt;br /&gt;
&lt;br /&gt;
*Campus Frisii (Tribus Frisii)&lt;br /&gt;
*Colonia Agrippina (Germania inferior)&lt;br /&gt;
*Campus Chattii (Tribus Chattii)&lt;br /&gt;
*Campus Marcomanni (Tribus Marcomanni)&lt;br /&gt;
*Campus Quaddi (Tribus Quadi)&lt;br /&gt;
*Campus Lazyges (Tribus Lazyges)&lt;br /&gt;
*Campus Barbaricum (Locus Barbaricum)&lt;br /&gt;
*Vicus Vandali (Tribus Vandali)&lt;br /&gt;
*Campus Sarmatae (Locus Sarmatae)&lt;br /&gt;
*Campus Alanni (Tribus Alanni)&lt;br /&gt;
*Campus Sakae (Tribus Sakae)&lt;br /&gt;
*Kotais (Colchis)&lt;br /&gt;
*Dumatha (Arabia Inferior)&lt;br /&gt;
*Petra (Nabataea)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Russia_(M2TW_Faction)&amp;diff=15417</id>
		<title>Russia (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Russia_(M2TW_Faction)&amp;diff=15417"/>
		<updated>2008-03-21T20:51:08Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_russia.jpg|Faction Symbol for Russia]]|Name=Russia|Game=[[Medieval II: Total War]]|Religion=[[Orthodox]]|Culture=[[Eastern European]]}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Russia, the name for the slavic people north of the Black Sea, comes from the Slavic tribe Rus. The Rus who first played a major role in history during the first siege of Constantinople. Afterwards, the pagan Rus settled in what is now modern Kiev. They then became Orthodox Christians and ended up growing to be one of the strongest and largest countries in the world (USSR).&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Russians are one of the few Orthodox Christian factions in the game. To the south of you is the other Orthodox [[Byzantine Empire]]. To the south west, there are the Catholic [[Poland| Polish]] and the [[Hungary| Hungarians]] Located to the south over the Black sea, or over the Caucasus Mountains are the Islamic [[Turks]]. Because of the fact you aren&#039;t Catholic, you have no direct relation to the pope. Because of this fact you don&#039;t participate in the [[Crusades]], and are under no pressure from the [[Papal States]]. Also due to this fact you are under no pressure from the Islamic factions to participate in [[Jihad]]s.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
Infantry-&lt;br /&gt;
The Russians have weak early infantry units, meaning your regular militia/peasant units. However in the high period they already have fairly good units such as the Dismounted Boyar-Sons/Druzhina. In addition, they get decent spearmen and their most useful infantry unit - the Dismounted Dvor. Those elite units can double as both great archers and a decent hand-to-hand unit. In the late period they can get the Berdiche axemen who are a good shock unit for breaching enemy lines. As nearly all Russians use axes they are useful against the armour of the dismounted European knights.&lt;br /&gt;
&lt;br /&gt;
Cavalry-&lt;br /&gt;
Cavalry is the mainstay of the Russian army. The Russians specialize in horse archers (Kazaks, Cossack Cavalry) and have excellent dual use cavalry (Boyar Sons, Dvor). In particular, the Boyar Sons can pepper the enemy with javelins and then surprise them with a full charge. The Dvor fill the heavy horse archer role and are capable in hand to hand combat as well. Though most Russian cavalry don&#039;t use lances (except the late period bodyguard) their Druzhina and the excellent late period Tsar&#039;s guard can challenge any contemporary western knight. In hand to hand combat the Russian cavalry usually use axes.&lt;br /&gt;
&lt;br /&gt;
Ranged-&lt;br /&gt;
The Russians start with fairly weak peasant archers. As they progress they can build crossbow militia in the cities and the dual use Dismounted Dvor unit in the castles. Most of Russia&#039;s cavalry is also ranged (read above). The Russians really shine with their Cossack [[Musketeers]] whose long range is particularly useful against the Mongol ranged units. They can also get the fearsome Basilisk cannon, and put guns on their late period fleets.&lt;br /&gt;
&lt;br /&gt;
A note on fashion- If you have good armouries it can be pretty amazing to see the Russian spear, crossbow and yearly bodyguard units radically change their appearance on the battle map.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
Many of the lands you will acquire early on in your Russian campaign will have little resources. Meaning that in the beginning of the game your treasury is almost empty every turn. In order to sustain a good economy, capture as many cities on the Baltic Sea as soon as possible and build ports for naval trade. You then need to build roads in every settlement and hire a lot of merchants because there is a lot of fur, wood and amber resources lying around the Russian plains. After gaining a few rebel territories, you will need to try to capture southern provinces such as Kiev and Caffa, for Black sea trade. This will be important for trade with Mediterranean factions.&lt;br /&gt;
&lt;br /&gt;
== Expansion ==&lt;br /&gt;
Despite Russia&#039;s slow economy and weak early game army, Russia is given many rebel provinces to expand upon. The starting town is surrounded by 3 rebel settlements. This is important because, if you get there early enough in the game there shouldn&#039;t be a garrison in the villages. (Smolensk, Riga and Helsinki). Vilnius can be tough as it has a large garrison, so it may be wise to wait for the Poles to weaken it. Once you got your 5 most critical provinces (Riga, Helsinki,Vilnius, Smolensk and obviously Novgorod) under control, you can start the big expansion. Directions are the many rebels to the east, to the south is Kiev and access to the black sea, or you can take on Poland/Hungary in the west. There is also the possibility of landing in Norway and getting to the Danes and Holy Roman Empire from the North.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
The Russians start with one city and a potential to expand. Their large steppes can be tough to defend, but they do have a cavalry oriented Army. They also need to be wary of Mongol and Timurid invasions. However if Russia can defend its borders and withstand the invaders the way is open in any direction, with a powerful mobile army. &lt;br /&gt;
&lt;br /&gt;
Their victory conditions are:&lt;br /&gt;
For a short campaign- 15 provinces and destroying Poland + Hungary.&lt;br /&gt;
For a long campaign- 45 provinces including Constantinople and Jerusalem.&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
[[Category: Medieval 2: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Papal_States_(M2TW_Faction)&amp;diff=15416</id>
		<title>Talk:Papal States (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Papal_States_(M2TW_Faction)&amp;diff=15416"/>
		<updated>2008-03-21T20:41:02Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: New page: I tried to assassinate the pope like 10 times, by reloading again and again when the target was missed. The chance to kill him was 56 % so I was like, is the pope unkillable? Anyone?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tried to assassinate the pope like 10 times, by reloading again and again when the target was missed. The chance to kill him was 56 % so I was like, is the pope unkillable? Anyone?&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Holy_Roman_Empire_(M2TW_Faction)&amp;diff=15415</id>
		<title>Talk:Holy Roman Empire (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Holy_Roman_Empire_(M2TW_Faction)&amp;diff=15415"/>
		<updated>2008-03-21T20:29:36Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sorry but if they&#039;re ruled by an Emperor aren&#039;t they obviously an Empire?&lt;br /&gt;
&lt;br /&gt;
True, but the dukes of the empire gradually gained autonomy, which made the title of Emperor an empty title. The duchies often fought eachother. So the HRE was perhaps more a term that is used to call the German duchies that fought eachother continiously.&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Holy_Roman_Empire_(M2TW_Faction)&amp;diff=15414</id>
		<title>Holy Roman Empire (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Holy_Roman_Empire_(M2TW_Faction)&amp;diff=15414"/>
		<updated>2008-03-21T20:26:54Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_hre.jpg|Faction Symbol for HRE]]|Name=Holy Roman Empire|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Northern European]]}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Holy Roman Empire (HRE) or &amp;quot;Heiliges Römisches Reich&amp;quot; in German is a very deceiving name, as it isn&#039;t &amp;quot;holy&amp;quot;, isn&#039;t &amp;quot;Roman&amp;quot; and definitely isn&#039;t an &amp;quot;empire&amp;quot;. Instead it was a collection of fiefdoms and small kingdoms loosely grouped together under an elected emperor.&lt;br /&gt;
Despite this lack of unity, the HRE was one of the major powers of the medieval period. &lt;br /&gt;
Since the &amp;quot;founder&amp;quot; (for want of a better word) of the empire, none other then the legendary knight and leader Charlemagne, was crowned on Christmas day 800AD by pope Leo III, there is some argument that the word &amp;quot;holy&amp;quot; can appear in the empires name, at least during its early history.&lt;br /&gt;
&lt;br /&gt;
In game, the HRE appears as a unified force, beginning with most of modern day Germany and Austria under its control and a few rebel provinces surrounding this. Beyond that, there are many factions, meaning that the HRE can quickly find itself bordering half the European factions. This presents unique challenges for the HRE, as no other faction can be said to border so many different possible enemies from so early on. Therefore, some measure of diplomacy will have to be used to ensure the empire doesn&#039;t face war on more fronts than it can manage, or to avoid angering the pope as all its neighbours tend to be Catholic.&lt;br /&gt;
That said, thanks to its size, it can afford vast armies, effectively ensuring its victory if its able to concentrate its forces on a single enemy, especially late game.&lt;br /&gt;
&lt;br /&gt;
The HRE shares all of its early units with other factions, but they are no less effective for that. Later on in the game, it can recruit, in approximate order of availability, Teutonic knights (being the only faction this order is available to), Imperial Knights (mace welding knights), Zwei-Handers (fearsome two-handed swordsmen), Forlorn Hope (an elite unit for exploiting breaches during sieges) Reiters (cavalry armed with pistols and spears) and the infamously powerful Gothic Knights.&lt;br /&gt;
In addition to this, both Serpentine and Basilisk guns are available, meaning that the empire&#039;s late game army is indeed one to be feared and respected.&lt;br /&gt;
&lt;br /&gt;
Due to its curse of being surrounded, generally disliked by the pope which is historically realistic, and lacking in specialist early game units, the HRE can quickly be eliminated if not controlled by a human player, and even then, great care must be taken to not overextend one&#039;s forces or anger too many factions at once.&lt;br /&gt;
&lt;br /&gt;
If the empire can exploit wars in Europe to its advantage (attacking factions the pope dislikes who don&#039;t have any powerful allies), then it will surely be victorious and able to unite Europe under its rule, if it is unable to do this, then it will be resigned to a footnote in the players (virtual) history book&lt;br /&gt;
&lt;br /&gt;
== Expansion and diplomacy ==&lt;br /&gt;
Quickly move into Florence, as this will limit the growth of Milan and it will place you close to Rome.  Also move into Hamburg, as this will cut the Danes off completely from continental Europe.  Make alliances with Poland and Russia (since they want Hungary dead) and with Venice and Sicily (they want Milan dead).&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
[[Category: Medieval 2: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Turks_(M2TW_Faction)&amp;diff=13491</id>
		<title>Turks (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Turks_(M2TW_Faction)&amp;diff=13491"/>
		<updated>2008-01-03T02:28:45Z</updated>

		<summary type="html">&lt;p&gt;81.69.203.77: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Symbol_turks.jpg|Faction Symbol for Turks]] &lt;br /&gt;
&lt;br /&gt;
The Turks are a [[Islam|Muslim]] faction that control most of modern day turkey (which is where it got its name, previously this area was known as Asia Minor) and Armenia. This faction can be considered one of the winners of the period as they both pushed westwards, taking Constantinople in 1453 and forming one of the worlds major powers, the Ottoman empire, which lasted for around 500 years. (Constantinople remained under Turkish control, becoming known as Istanbul and developing into modern day Turkey&#039;s most populous city)&lt;br /&gt;
&lt;br /&gt;
The Turkish faction in game is possibly in the worst starting position available, at risk of losing cities to [[Crusade|crusaders]] who often march through their land, the [[Mongols|Mongol]] and [[Timurids|Timurid]] hordes can appear in the eastern Turkish provinces, and, as if that wasn&#039;t enough, Turkish settlements are especially weak at the start of the campaign.&lt;br /&gt;
&lt;br /&gt;
The Turks have a changing army to reflect the change in rulers from the Seljuk&#039;s to the Ottoman&#039;s, in the beginning of the campaign the Turks will rely on their horse archers to win most battles, as their infantry leaves a lot to be desired, only Saracen militia, dismounted cavalrymen and [[jihad|jihading]] troops can hold their own in melee, early Turkish archers are fairly effective so long as they stay out of melee&#039;s.&lt;br /&gt;
&lt;br /&gt;
Later on in the campaign, the Turkish infantry becomes much more effective, with the inclusion of effective hybrid archer/swordsmen Ottoman and Janissary infantry and the elite Janissary heavy infantry the Turkish infantry becomes much more formidable, especially as Janissary archers can deploy stakes.&lt;br /&gt;
&lt;br /&gt;
After the invention of gunpowder, the Turks can recruit janissary musketeers, the most effective firearm unit in the game, and build monster bombard, which can destroy most walls in a single shot. On the other hand, their field artillery is slightly lacking.&lt;br /&gt;
&lt;br /&gt;
So long as the empire&#039;s eastern border is secured from [[Mongols|Mongol]] invasion with a few castles, the in game Turks are likely to accomplish at least as much as the Turks did historically, and under the rule of a wise Sultan, much much more...&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
[[Category: Medieval 2: Total War Factions]]&lt;/div&gt;</summary>
		<author><name>81.69.203.77</name></author>
	</entry>
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