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	<id>https://wiki.twcenter.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Darkarbiter</id>
	<title>TWC Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.twcenter.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Darkarbiter"/>
	<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Special:Contributions/Darkarbiter"/>
	<updated>2026-06-15T10:59:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Man_With_No_Name&amp;diff=12572</id>
		<title>The Man With No Name</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Man_With_No_Name&amp;diff=12572"/>
		<updated>2007-10-23T05:59:02Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Farnan]]&lt;br /&gt;
&lt;br /&gt;
Man with no name is also a project by Martin Freeland who did Acid House, Goa Trance and Psytrance. This could possibly be what this account name is refering to&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=6050 Profile on TWC]&lt;br /&gt;
http://www.discogs.com/artist/Man+With+No+Name&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Senator]]&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=The_Man_With_No_Name&amp;diff=12571</id>
		<title>The Man With No Name</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=The_Man_With_No_Name&amp;diff=12571"/>
		<updated>2007-10-23T05:58:52Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Farnan]]&lt;br /&gt;
Man with no name is also a project by Martin Freeland who did Acid House, Goa Trance and Psytrance. This could possibly be what this account name is refering to&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.twcenter.net/forums/member.php?u=6050 Profile on TWC]&lt;br /&gt;
http://www.discogs.com/artist/Man+With+No+Name&lt;br /&gt;
&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
[[Category:Senator]]&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Rome_Total_Realism&amp;diff=12450</id>
		<title>Talk:Rome Total Realism</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Rome_Total_Realism&amp;diff=12450"/>
		<updated>2007-10-17T06:01:02Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Images aren&#039;t showing. --[[User:Manji|Manji]] 16:24, 27 November 2006 (CST)&lt;br /&gt;
&lt;br /&gt;
==Create_unit cheat query==&lt;br /&gt;
Can someone tell me how to reactivate the cheats that RTR modders have decided to edit out of the game? The create_unit cheat does not work at all and I want to use it. [[User:121.210.36.244|121.210.36.244]]&lt;br /&gt;
:To be honest I didn&#039;t know you could edit out the cheats!  I thought that was hard-coded.  Problem might be that they have removed the unit that the cheat refers to, RTR is likely to have used the maximum number of unit slots up.  Try signing up for TWC and asking in the RTR forum: http://www.twcenter.net/forums/forumdisplay.php?f=26 -[[User:Makanyane|Makanyane]] 00:54, 17 October 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
They have not removed any cheats. Doing so is impossible. However you will need to refer to units that are actually in RTR when you are using the add unit command. Add money etc work much easier.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Zenith_Darksea&amp;diff=12347</id>
		<title>Zenith Darksea</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Zenith_Darksea&amp;diff=12347"/>
		<updated>2007-10-14T02:02:32Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zenith Darksea is a member of the TWC forums. &lt;br /&gt;
Join Date: January 27 2005&lt;br /&gt;
Awards: &lt;br /&gt;
&lt;br /&gt;
Citizen&lt;br /&gt;
&lt;br /&gt;
Artifex&lt;br /&gt;
&lt;br /&gt;
Civitate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Date of Birth:&lt;br /&gt;
    June 2, 1987&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
    20&lt;br /&gt;
&lt;br /&gt;
Original name:&lt;br /&gt;
    Zenith Darksea&lt;br /&gt;
&lt;br /&gt;
Gender:&lt;br /&gt;
    Male&lt;br /&gt;
&lt;br /&gt;
Total War games owned:&lt;br /&gt;
    Shogun: Total War, Shogun: Total War Mongol Invasion, Medieval: Total War, Rome: Total War, Rome: Total War Barbarian Invasion&lt;br /&gt;
&lt;br /&gt;
At the time of writing he has 3,303 which is 3.34 posts per day&lt;br /&gt;
&lt;br /&gt;
His rep is 5 gold rings and 5 gold crowns &amp;quot;Zenith Darksea is loved by people of all nations&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He is also a Europa Barbarorum fan.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Zenith_Darksea&amp;diff=12346</id>
		<title>Zenith Darksea</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Zenith_Darksea&amp;diff=12346"/>
		<updated>2007-10-14T02:02:13Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: New page: Zenith Darksea is a member of the TWC forums.  Join Date: January 27 2005 Awards:  Citizen Artifex Civitate    Date of Birth:     June 2, 1987  Age:     20  Original name:     Zenith Darks...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Zenith Darksea is a member of the TWC forums. &lt;br /&gt;
Join Date: January 27 2005&lt;br /&gt;
Awards: &lt;br /&gt;
Citizen&lt;br /&gt;
Artifex&lt;br /&gt;
Civitate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Date of Birth:&lt;br /&gt;
    June 2, 1987&lt;br /&gt;
&lt;br /&gt;
Age:&lt;br /&gt;
    20&lt;br /&gt;
&lt;br /&gt;
Original name:&lt;br /&gt;
    Zenith Darksea&lt;br /&gt;
&lt;br /&gt;
Gender:&lt;br /&gt;
    Male&lt;br /&gt;
&lt;br /&gt;
Total War games owned:&lt;br /&gt;
    Shogun: Total War, Shogun: Total War Mongol Invasion, Medieval: Total War, Rome: Total War, Rome: Total War Barbarian Invasion&lt;br /&gt;
&lt;br /&gt;
At the time of writing he has 3,303 which is 3.34 posts per day&lt;br /&gt;
&lt;br /&gt;
His rep is 5 gold rings and 5 gold crowns &amp;quot;Zenith Darksea is loved by people of all nations&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He is also a Europa Barbarorum fan.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12325</id>
		<title>Darkarbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12325"/>
		<updated>2007-10-13T02:53:09Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Darkarbiter is a member of the Total war community. &lt;br /&gt;
He posts at the TWC and the RTR forums (at least when they aren&#039;t down). He&#039;s also currently working on a secret mod project. His posting style is upfront and to the point. This is displayed by him commonly qouting peoples posts and changing what they said to what they meant. For example he might change &amp;quot;Theres nothing wrong with pirating&amp;quot; to &amp;quot;I pirate a lot of stuff&amp;quot; although that&#039;s not a terribly good example. Doing so has gotten him a warn at the org which has caused him to believe that the Org moderaters aren&#039;t very good and the general maturity and intelligence of the community there was not very high (although this was allready something he was thinking about).&lt;br /&gt;
He no longer posts at the Org and probably will not do so again until the community either changes or he finds a significantly good reason.  &lt;br /&gt;
&lt;br /&gt;
He is also writer of a few AARs the most recent being http://www.twcenter.net/forums/showthread.php?t=118928 Imperator De Basileia Ton Romaion a AAR for M2tw which is still in progress being updated.&lt;br /&gt;
&lt;br /&gt;
As well as Clan Leader of Imperator Foedus http://z3.invisionfree.com/Imperator_foedus/index.php?act=idx a Total War clan. We do M2TW PBEMS and are very mod focused. We may expand into multiplayer later however atm there are no good M2tw multiplayer mods.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12324</id>
		<title>Darkarbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12324"/>
		<updated>2007-10-13T02:51:55Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Darkarbiter is a member of the Total war community. &lt;br /&gt;
He posts at the TWC and the RTR forums (at least when they aren&#039;t down). He&#039;s also currently working on a secret mod project. His posting style is upfront and to the point. This is displayed by him commonly qouting peoples posts and changing what they said to what they meant. For example he might change &amp;quot;Theres nothing wrong with pirating&amp;quot; to &amp;quot;I pirate a lot of stuff&amp;quot; although that&#039;s not a terribly good example. Doing so has gotten him a warn at the org which has caused him to believe that the Org moderaters aren&#039;t very good and the general maturity and intelligence of the community there was not very high (although this was allready something he was thinking about).&lt;br /&gt;
He no longer posts at the Org and probably will not do so again until the community either changes or he finds a significantly good reason.  &lt;br /&gt;
&lt;br /&gt;
He is also writer of a few AARs the most recent being http://www.twcenter.net/forums/showthread.php?t=118928 Imperator De Basileia Ton Romaion a AAR for M2tw which is still in progress being updated.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12323</id>
		<title>Darkarbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12323"/>
		<updated>2007-10-13T02:51:08Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Darkarbiter is a member of the Total war community. &lt;br /&gt;
He posts at the TWC and the RTR forums (at least when they aren&#039;t down). He&#039;s also currently working on a secret mod project. His posting style is upfront and to the point. This is displayed by him commonly qouting peoples posts and changing what they said to what they meant. For example he might change &amp;quot;Theres nothing wrong with pirating&amp;quot; to &amp;quot;I pirate a lot of stuff&amp;quot; although that&#039;s not a terribly good example. Doing so has gotten him a warn at the org which has caused him to believe that the Org moderaters aren&#039;t very good and the general maturity and intelligence of the community there was not very high (although this was allready something he was thinking about). &lt;br /&gt;
&lt;br /&gt;
He is also writer of a few AARs the most recent being http://www.twcenter.net/forums/showthread.php?t=118928 Imperator De Basileia Ton Romaion a AAR for M2tw which is still in progress being updated.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12322</id>
		<title>Darkarbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12322"/>
		<updated>2007-10-13T02:50:36Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Darkarbiter is a member of the Total war community. &lt;br /&gt;
He posts at the TWC and the RTR forums (at least when they aren&#039;t down). He&#039;s also currently working on a secret mod project. His posting style is upfront and to the point. This is displayed by him commonly qouting peoples posts and changing what they said to what they meant. For example he might change &amp;quot;Theres nothing wrong with pirating&amp;quot; to &amp;quot;I pirate a lot of stuff&amp;quot; although that&#039;s not a terribly good example. Doing so has gotten him a warn at the org which has caused him to believe that the Org moderaters aren&#039;t very good and the general maturity and intelligence of the community there was not very high (although this was allready something he was thinking about). &lt;br /&gt;
&lt;br /&gt;
He is also writer of a few AARs the most recent being http://www.twcenter.net/forums/showthread.php?t=118928 Imperator De Beslia Ton Romaion a AAR for M2tw which is still in progress being updated.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12321</id>
		<title>Darkarbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12321"/>
		<updated>2007-10-13T02:50:18Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Darkarbiter is a member of the Total war community. &lt;br /&gt;
He posts at the TWC and the RTR forums (at least when they aren&#039;t down). He&#039;s also currently working on a secret mod project. His posting style is upfront and to the point. This is displayed by him commonly qouting peoples posts and changing what they said to what they meant. For example he might change &amp;quot;Theres nothing wrong with pirating&amp;quot; to &amp;quot;I pirate a lot of stuff&amp;quot; although that&#039;s not a terribly good example. Doing so has gotten him a warn at the org which has caused him to believe that the Org moderaters aren&#039;t very good and the general maturity and intelligence of the community there was not very high (although this was allready something he was thinking about). &lt;br /&gt;
&lt;br /&gt;
He is also writer of a few AARs the most recent being [Url=http://www.twcenter.net/forums/showthread.php?t=118928] Imperator De Beslia Ton Romaion[/URL] a AAR for M2tw which is still in progress being updated.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Hording_and_Emergent_Factions_-_RTW/BI&amp;diff=12320</id>
		<title>Hording and Emergent Factions - RTW/BI</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Hording_and_Emergent_Factions_-_RTW/BI&amp;diff=12320"/>
		<updated>2007-10-13T02:29:57Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Barbarian Invasion expansion introduced hording and emergent factions to the Total War game.&lt;br /&gt;
&lt;br /&gt;
==Horde Factions - General Information==&lt;br /&gt;
Whether a faction is a &#039;horde&#039; faction or not is determined in descr_sm_factions.txt, the following is an example of the basics required for a horde faction:&lt;br /&gt;
&lt;br /&gt;
Fig. 1:&lt;br /&gt;
  faction						franks&lt;br /&gt;
  culture						barbarian&lt;br /&gt;
  symbol						models_strat/symbol_franks.CAS&lt;br /&gt;
  rebel_symbol				models_strat/symbol_barb_rebel.CAS&lt;br /&gt;
  primary_colour				red 10, green 39, blue 117&lt;br /&gt;
  secondary_colour			red 255, green 255, blue 255&lt;br /&gt;
  loading_logo				loading_screen/symbols/symbol128_franks.tga&lt;br /&gt;
  standard_index				3&lt;br /&gt;
  logo_index					232		; Index into strat3.rsd&lt;br /&gt;
  small_logo_index			246		; Index into shared.rsd&lt;br /&gt;
  triumph_value				5&lt;br /&gt;
  intro_movie&lt;br /&gt;
  victory_movie				fmv/victory/franks_win.wmv&lt;br /&gt;
  defeat_movie				fmv/lose/franks_eliminated.wmv&lt;br /&gt;
  death_movie					fmv/lose/franks_eliminated.wmv&lt;br /&gt;
  custom_battle_availability	yes&lt;br /&gt;
  &#039;&#039;&#039;horde_min_units				60&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_max_units				100&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_max_units_reduction_every_horde 20&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_unit_per_settlement_population	300&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_min_named_characters	4&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_max_percent_army_stack 80&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_disband_percent_on_settlement_capture	33&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_disband_percent_on_settlement_capture	50&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_disband_percent_on_settlement_capture	100&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_unit					barb horde chosen swordsmen&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_unit					barb horde chosen swordsmen&#039;&#039;&#039;&lt;br /&gt;
  &#039;&#039;&#039;horde_unit					barb horde spearman&#039;&#039;&#039;&lt;br /&gt;
  can_sap						yes&lt;br /&gt;
  prefers_naval_invasions		no&lt;br /&gt;
&lt;br /&gt;
The lines marked in bold are required for a horde faction. The numbers used for min_units, max_units etc are relatively self explanatory and can be adjusted.  A horde faction must have at least one horde unit listed in its army section, but may have more, the armies composition will reflect the number of entries per unit, so that example would give more swordsmen than spearmen. &lt;br /&gt;
NOTE: The units you select above and the horde_unit_per_ settlement population are VERY IMPORTANT. If you have horde unit per settlement pop set to 120 and you have all 240 size units (assuming your playing on huge) in the horde unit section then that will mean that you are infact getting your people to settle... and then for every person that&#039;s just settled down you have 2 people who join the horde! &lt;br /&gt;
Bigger units means more people total&lt;br /&gt;
Lower horde unit per settlement population means more units (and therefore people total)&lt;br /&gt;
If you want your faction in question to be an unstoppable killing force then set all their horde units to 240, the first disband settlement to 0 and the horde unit per settlement pop to 240. This way your horde will never lose a soul via settling... if you lose say 200 men per settlement and each settlement is 10,400 people then you will soon get an army of  approx 60,000 strong after just 6 settlements! &lt;br /&gt;
&lt;br /&gt;
===Adding Horde Ability===&lt;br /&gt;
If you are adding horde ability to a faction you must add those lines between &amp;quot;custom_battle... and can_sap&amp;quot; to its sm_factions entry - as marked in bold in Fig.1 above.  You must also give the faction ownership of a horde unit in export_descr_units.txt.  The only requirement for a &#039;horde_unit&#039; is that its export_descr_units.txt entry has the attribute &#039;&#039;&#039;can_horde&#039;&#039;&#039;, e.g.&lt;br /&gt;
&lt;br /&gt;
Fig. 2:&lt;br /&gt;
  type             barb horde peasants&lt;br /&gt;
  dictionary       barb_horde_peasants      ; Horde Peasants&lt;br /&gt;
  category         infantry&lt;br /&gt;
  class            light&lt;br /&gt;
  voice_type       Light_1&lt;br /&gt;
  soldier          western_peasant, 60, 0, 0.8&lt;br /&gt;
  attributes       sea_faring, hide_forest, &#039;&#039;&#039;can_horde&#039;&#039;&#039;, can_swim, no_custom, is_peasant&lt;br /&gt;
  formation        1.2, 1.8, 2.4, 2.4, 6, &#039;&#039;horde&#039;&#039;&lt;br /&gt;
  stat_health      1, 0&lt;br /&gt;
  .......&lt;br /&gt;
  stat_cost        1, 72, &#039;&#039;&#039;0&#039;&#039;&#039;, 20, 30, 80&lt;br /&gt;
  ownership        franks, lombardi, burgundii&lt;br /&gt;
Do not confuse this with the &#039;&#039;horde&#039;&#039; entry on the formations line which merely makes the units&#039; soldiers deploy in circular formation in battle.  It is conventional to use the word horde in the unit name and to give the horde unit a &#039;&#039;&#039;0&#039;&#039;&#039; maintenance cost - so as not to bankrupt horde factions before they gain income from a settlement.  Those factors are not essential though.&lt;br /&gt;
&lt;br /&gt;
Remember also to alter descr_model_battle.txt to give any units with new faction ownership an appropriate texture line for the new faction, otherwise the game may CTD when units are used in battle.&lt;br /&gt;
&lt;br /&gt;
You will automatically get the hording symbol displayed on an armies strat map flag if they have a high percentage of horde units in the army.  To get the horde symbol displayed on the individual units&#039; unit card you have to adapt the [[Unit_Cards| unit card]] manually in an image editor.&lt;br /&gt;
&lt;br /&gt;
===Removing Horde Ability===&lt;br /&gt;
If you wish to remove the horde ability from a faction just delete the lines between between &amp;quot;custom_battle... and can_sap&amp;quot; in its sm_factions entry - as marked in bold in Fig. 1.  You will also need to remove that factions ownership from any unit in export_descr_units.txt that has &#039;can_horde&#039; attribute.  &lt;br /&gt;
&lt;br /&gt;
Do not remove the horde ability from the Slavs without also removing the event which makes them emerge.&lt;br /&gt;
&lt;br /&gt;
===Horde Factions on Map at Start - Without Settlement===  &lt;br /&gt;
The Huns and Vandals are placed on map but do not own a settlement, they are &#039;horde&#039; nations so do not get destroyed because of not owning settlement.  Most of their units are free of upkeep charges and they have the option to sack as well as occupy settlements. Sacking means the settlement reverts to rebel control, most buildings are destroyed or damaged, the population of the settlement is reduced and the &#039;sacker&#039; gains income.    &lt;br /&gt;
&lt;br /&gt;
You can assign starting settlement/s to these factions in descr_strat.txt if you wish, but would probably then want to reduce the size of their armies (which wouldn&#039;t then be reduced on taking additional settlements) to prevent them having too great an advantage.&lt;br /&gt;
&lt;br /&gt;
If you want to remove the horde ability from these factions you must give them a settlement and family tree in descr_strat.txt otherwise they would be destroyed as soon as game is launched.&lt;br /&gt;
===Horde Factions on Map at Start - With Settlements===&lt;br /&gt;
Factions like the Franks have the ability to horde but start on vanilla map with ownership of a settlement.  If their last settlement is captured by another faction, or (in case of human player), if they opt to leave their last settlement a horde army will be produced for them and they will act as above. &lt;br /&gt;
&lt;br /&gt;
You can remove the horde ability from these factions if you wish, just follow procedure explained in section 1&lt;br /&gt;
&lt;br /&gt;
==Horde Factions Emerging via descr_events.txt==&lt;br /&gt;
===Modifying the Slavs===&lt;br /&gt;
In vanilla game the Slavs emerge via an event controlled by bi/data/world/maps/campaign/barbarian_invasion/descr_events.txt the relevant part of the file being:&lt;br /&gt;
    event	emergent_faction	slavs&lt;br /&gt;
    date	47 summer&lt;br /&gt;
    region  Locus_Barbaricum&lt;br /&gt;
which makes them emerge on the summer of the 47th year from the start of the game, in region Locus_Barbaricum.  The date can be changed to anything you like, the region can be changed to any region on the edge of the map. Please note, if you try and use region that does not border edge of map you will get message that they have emerged but they will not actually apppear.&lt;br /&gt;
===Making Other Factions Emerge via descr_events.txt===&lt;br /&gt;
Other factions that have the horde capability can be set to emerge in similar faction. Remove faction from starting map by altering descr_strat.txt; assign the factions settlements to another faction or slaves and reduce their entry in descr_strat.txt to &lt;br /&gt;
    faction	franks, balanced henry&lt;br /&gt;
    dead_until_resurrected&lt;br /&gt;
    denari	10000&lt;br /&gt;
or similar, and move faction from playable to non-playable list at top of file.  &lt;br /&gt;
&lt;br /&gt;
Add event for them in descr_events.txt eg:&lt;br /&gt;
    event	emergent_faction	franks&lt;br /&gt;
    date	5 summer&lt;br /&gt;
    region  Locus_Barbaricum &#039;&#039;(or any edge region)&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: to make that work you must also add lines to BI/data/text/historic_events.txt similar to the ones for the Slavs but using the other factions name eg:&lt;br /&gt;
    {THE_FRANKS_EMERGE_TITLE}	The xxxx Emerge&lt;br /&gt;
    {THE_FRANKS_EMERGE_BODY}		A new faction, blah, blah, etc.....&lt;br /&gt;
failing to add that will give a hard CTD when the event triggers!&lt;br /&gt;
&lt;br /&gt;
==Adding Hording to RTW Game==&lt;br /&gt;
The RTW.exe does not support hording, however you can run the RTW game through the BI.exe using the [[-mod:my_mod| -mod system]], if you do that you can add the horde ability to any RTW faction [[Hording_and_Emergent_Factions_-_RTW/BI#Adding_Horde_Ability| see above]].  &lt;br /&gt;
&lt;br /&gt;
The RTW UI screens do not have the required graphic for allowing a horde nation to leave its last settlement (displayed on left hand side of city screen - looks like little green hut), not having this results in crash when human player plays as horde nation and occupies city.  The icon is on the BI version of data/ui/culture/interface/stratpage_03.tga, so that must be added to [[mod folder]] or substituted for the RTW version.  To get the page to read correctly the BI version of strat3.rsd must also be imported.&lt;br /&gt;
&lt;br /&gt;
===Making RTW Faction Emerge via descr_events.txt===&lt;br /&gt;
It is possible to get a horde capable RTW faction to emerge via descr_events.txt when using the BI.exe, however, to make that work you &#039;&#039;&#039;must&#039;&#039;&#039; internally re-name one of the RTW factions to &#039;Slavs&#039;, please see [http://forums.totalwar.org/vb/showthread.php?t=59665 here] for examples of the files that must be changed to do that.  Then follow instructions for [[Hording_and_Emergent_Factions_-_RTW/BI#Making Other Factions Emerge via descr_events.txt| making other factions emerge]] above.&lt;br /&gt;
&lt;br /&gt;
==Emerge on Revolt==&lt;br /&gt;
In vanilla BI the ostrogoths are spawned if a goths settlement revolts, the lines that control this are:&lt;br /&gt;
  faction						goths&#039;&#039;&#039;, spawns_on_revolt ostrogoths&#039;&#039;&#039;&lt;br /&gt;
in the goths section in descr_sm_factions.txt and:&lt;br /&gt;
  faction						ostrogoths&#039;&#039;&#039;, spawned_by goths&#039;&#039;&#039;&lt;br /&gt;
in the ostrogoths section.  The ostrogoths also are a horde faction as explained above, and have the &lt;br /&gt;
re_emergent line in descr_strat.txt:&lt;br /&gt;
  faction	ostrogoths, balanced henry&lt;br /&gt;
  dead_until_resurrected&lt;br /&gt;
  &#039;&#039;&#039;re_emergent&#039;&#039;&#039;&lt;br /&gt;
  denari	10000&lt;br /&gt;
That does the obvious and lets them be spawned more than once.&lt;br /&gt;
&lt;br /&gt;
Removing the &#039;spawns_on_revolt&#039;, &#039;spawned_by_goths&#039; and &#039;re_emergent&#039; removes any link between the factions and allows the ostrogoths to be used as a normal faction.  Those elements can also be added to other factions to give them the same sort of relationship.&lt;br /&gt;
==Shadowing==&lt;br /&gt;
In the vanilla BI game the empire_east are shadowed by the empire_east_rebels and empire_west are shadowed by the empire_west_rebels.  This relationship is not hard-coded it is set by the entries in descr_sm_factions.txt:&lt;br /&gt;
  faction					empire_east&#039;&#039;&#039;, shadowed_by empire_east_rebels&#039;&#039;&#039;&lt;br /&gt;
and&lt;br /&gt;
  faction					empire_east_rebels&#039;&#039;&#039;, shadowing empire_east&#039;&#039;&#039;&lt;br /&gt;
the empire_east_rebels are not set up as a horde faction, they do not emerge with independent armies but instead take over empire_east settlements and armies if they revolt.  They are set as dead_until_resurrected and re_emergent in descr_strat.txt.&lt;br /&gt;
&lt;br /&gt;
The shadowing function can be removed from these factions by removing the pieces of text in descr_sm_factions highlighted in bold.  Similarly shadowing can be added to other factions by adding similar text.  One faction can shadow up to three factions &#039;&#039;(NB: verification needed)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The use of shadowing is what activates the loyalty function in BI. As well as cities revolting due to unrest a leader with a low loyalty level can revolt to the shadowing faction. Removing shadowing from a roman faction removes the loyalty settings for their leaders, adding shadowing to other factions activates loyalty factor.  If loyalty factor is activated for a new faction modders need to consider adding loyalty functions to the [[traits]] and [[ancillaries]] for the faction.&lt;br /&gt;
&lt;br /&gt;
==Romano British - (Hard Coded Emergence)==&lt;br /&gt;
The Romano British are a special case amongst the hording and emergent factions. Although they are not a horde nation as defined in sm_factions, in the vanilla game they do have the ability to survive without settlements.  Their emergence is triggered by some hard coded factors; their internal name &#039;&#039;&#039;&#039;romano_british&#039;&#039;&#039;&#039;, the hidden_resource &#039;&#039;&#039;&#039;britain&#039;&#039;&#039;&#039;, and the region name &#039;&#039;&#039;&#039;Britannia_Superior&#039;&#039;&#039;&#039;.  In the vanilla game if all the regions with the &#039;britain&#039; hidden resource are captured from the original occupier the &#039;romano_british&#039; will emerge in the region &#039;Britannia_Superior&#039;.&lt;br /&gt;
&lt;br /&gt;
To use the romano_british as a normal faction starting on the map follow guide [http://www.twcenter.net/forums/showpost.php?p=1619123&amp;amp;postcount=5 here] to add the faction to descr_strat.  Remove or rename the &#039;britain&#039; resource in export_descr_buildings.txt and descr_regions.txt.  Failure to remove / re-name the resource will result in CTD if the emergence is triggered when the romano british are already on the map.&lt;br /&gt;
&lt;br /&gt;
To make them emerge if different provinces are taken; change the regions which have the &#039;britain&#039; resource in descr_regions.txt.&lt;br /&gt;
&lt;br /&gt;
To make them emerge in a &#039;different&#039; region; swap the internal name of the province you want them to emerge in with &#039;Britannia_Superior&#039;.  They will always emerge in &#039;Britannia_Superior&#039; but location of that province can be moved and its description altered in the text translation file.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:RTW Modding]][[Category:Modding]][[Category:RTW Modding Tutorials]]&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:The_arms_of_Rome_fall_off,_yet_she_is_able_to_reattach_them&amp;diff=12305</id>
		<title>Talk:The arms of Rome fall off, yet she is able to reattach them</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:The_arms_of_Rome_fall_off,_yet_she_is_able_to_reattach_them&amp;diff=12305"/>
		<updated>2007-10-13T02:04:04Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: Talk:The arms of Rome fall off, yet she is able to reattach them moved to Talk:Arms of Rome fall off, the, yet she is able to reattach them: Better category organistation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Arms of Rome fall off, the, yet she is able to reattach them]]&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Talk:Arms_of_Rome_fall_off,_the,_yet_she_is_able_to_reattach_them&amp;diff=12304</id>
		<title>Talk:Arms of Rome fall off, the, yet she is able to reattach them</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Talk:Arms_of_Rome_fall_off,_the,_yet_she_is_able_to_reattach_them&amp;diff=12304"/>
		<updated>2007-10-13T02:04:04Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: Talk:The arms of Rome fall off, yet she is able to reattach them moved to Talk:Arms of Rome fall off, the, yet she is able to reattach them: Better category organistation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;credited this to &amp;quot;Marc With A &#039;C&#039;&amp;quot; as that ties up with original linked post - scriptorium says &amp;quot;The Seleucid Empire&amp;quot;, which might be due to name change? --[[User:Makanyane|Makanyane]] 10:59, 27 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
changed credit to The Seleucid Empire - it does appear to be a name change, found reference later so TSE and Marc With A &#039;C&#039; are same user... [[User:Makanyane|Makanyane]] 11:11, 27 June 2007 (CDT)&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Category_talk:Scriptorium_-_Antiquity&amp;diff=12273</id>
		<title>Category talk:Scriptorium - Antiquity</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Category_talk:Scriptorium_-_Antiquity&amp;diff=12273"/>
		<updated>2007-10-13T01:49:05Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: Just a simple thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Category complete and up to date.&lt;br /&gt;
Man that was hard work.&lt;br /&gt;
[[User:Leonidas The Lion|Leonidas The Lion]] 08:31, 18 May 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
erm, some of this lot seems to have escaped having template or any other form of credit to author...&lt;br /&gt;
oops!  I&#039;ve only got as far as An Act of Devotio adding checking / adding credit so far ---[[User:Makanyane|Makanyane]] 18:02, 26 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ok i will add the templates sorry BTW i added these long ago when we still did not have the template.[[User:Leonidas The Lion|Leonidas The Lion]] 04:12, 27 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
I have done up to Gnaeus Pompeius Magnus i will continue later today[[User:Leonidas The Lion|Leonidas The Lion]] 04:49, 27 June 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Just a simple thing ==&lt;br /&gt;
&lt;br /&gt;
Topics starting with The should not be under T. For example depending on how things are set up and if it&#039;s automaticly arranged alphabetically then you make it like: Great wall of china, The&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12272</id>
		<title>Export descr ancillaries.txt - M2TW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12272"/>
		<updated>2007-10-13T01:45:40Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=This file is generated from the Spreadsheet VnV.txt=&lt;br /&gt;
It is suggested by CA to: &lt;br /&gt;
&amp;quot;Please modify the spreadsheet and re-export the data, rather than editing this file directly&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=This file lists the different ancilleries and their effects. It also lists their triggers but this is not yet covered in this article. =&lt;br /&gt;
An example: &lt;br /&gt;
Ancillary accomplice-This is the String reference&lt;br /&gt;
Type Security-This is the type... I&#039;m guessing this refers to what type of characters can get it and what it does. Judging by this I&#039;m guessing security is stuff that adds to subtefuge and for the most part is ment for spys/assasins.&lt;br /&gt;
&lt;br /&gt;
Transferable  0 -This is not transferable... if this was a 1 then it would be. &lt;br /&gt;
&lt;br /&gt;
Image sex_yangman.tga-The image displayed ingame&lt;br /&gt;
&lt;br /&gt;
ExcludeCultures mesoamerican-These culture cannot get this ancillary... the rest can&lt;br /&gt;
&lt;br /&gt;
Description accomplice_desc-This is the reference to the description string&lt;br /&gt;
&lt;br /&gt;
EffectsDescription accomplice_effects_desc-This is the reference to the affects string&lt;br /&gt;
&lt;br /&gt;
Effect Subterfuge  1-This adds one subtefuge to an agents skill level. Spies get better at spying, assasins get better at killing and sabotage. &lt;br /&gt;
&lt;br /&gt;
Not included above: &lt;br /&gt;
Excluded ancillaries: This is the ancillaries the character must not have for this ancillary to be available. For example Alchemists and Astrologers don&#039;t mix&lt;br /&gt;
&lt;br /&gt;
What the different types appear to do:&lt;br /&gt;
Security: Increases agent skill on agents. There are some that increas personal security (like bodyguards). Theres servants here that add to princess&#039;s charm as well. There are berserkers that add to command as well. As well as knights that add or remove chivalry and they can also add command. There are ancillaries that make agents cheaper to recruit too. &lt;br /&gt;
&lt;br /&gt;
Academic: These can do pretty much anything. Although common ones improve command or increase the amount of tax gotten or decrease squalor. There a few heroes under this category that add a lot of good stats (the military ones are under military). &lt;br /&gt;
&lt;br /&gt;
Entertain: These are actors and such... these add happiness to governing general&#039;s settlements. They can also decrease squalor... and some decrease the cost to bribe. These can also improve troop morale. As well as a rare few doing other things... most of them do the stuff described before though. &lt;br /&gt;
&lt;br /&gt;
Sex: These have sex with the general in question. They usually give the general a morale drop, piety drop, settlement happiness drop, chivalry drop and fertility drop. In vanilla m2tw you get these from having a general hang around a settlement with a brothel. Theres some sex things that also add to subtafuge. There are negative things for princesses in here as well. &lt;br /&gt;
&lt;br /&gt;
Health: These are generally docters or other similar people. They usually add to a generals hit points or fertility or allow troops to recover from wounds after battle... or all of them. &lt;br /&gt;
Item: These are item type stuff. So obviously they will be things not people. For example theres a custom armour thing that imrpoves a generals hitpoints. Armour can improve or lower hitpoints... for the most part though these are positive so anything that lowers hitpoints will compensate for it in another way. In general generals have armour... and assasins have blades or weopens concidering the kill rate of a general cannot be increased. Blades can also increase personal security. Theres also explosives for assassins that add to sabotage. Theres items that also add to influence... probably not ingame though. Theres jewelary that adds to princesses charm as well. Theres handguns that add to security and law as well. &lt;br /&gt;
&lt;br /&gt;
Court: These add to authority or there are &amp;quot;judges&amp;quot; that cause unrest and squalor. These can also add to personal security as well as trade. Theres also stuff that adds to troop morale. Theres also explorers that add line of sight and move speed. In general this category has lots of different stuff good and bad... and a lot of it is quite detailed. With some stuff that is balanced by a lot of good and bad things. &lt;br /&gt;
&lt;br /&gt;
Pet: These I&#039;d say are similar to items although they do different things. Theres some horses that increase movement speed here. As well as dogs that increase line of sight and personal security. Or monkeys that increase subterfuges. &lt;br /&gt;
&lt;br /&gt;
Money: This is an odd description for this class... but it consists of merchants. These can increase line of sight and movement. These are also things that make merchants better. There are constructers that make things cheaper to build. In general the non merchant stuff adds to trade though. There are also quite a lot of heroes under this category... these add a lot of stats and are usually trade or exploration wise. &lt;br /&gt;
&lt;br /&gt;
Magic: These are for Witches and add to their magic and or personal security. There are &amp;quot;enchanted broom&amp;quot;s that add to movement speed... rather silly. There are magicians that interetestingly add to troop morale and popularity. These can also add to hitpoints &lt;br /&gt;
&lt;br /&gt;
Religion: These add to piety on either generals or priests. There are also a few religous heroes... these add a lot of varias stats although some are bad. &lt;br /&gt;
&lt;br /&gt;
Family: These can reduce authority and troop morale &lt;br /&gt;
&lt;br /&gt;
Military: These add to line of sight, move speed and also personal security. These can also make recruitment cheaper. As well as increase the amount of loot taken. There are also ancilleries that are generally specialised in one area and increase command when conditions are met (example only increase command in a siege attack). These can also add to health. Famous heroes also come under this description. They generally add a lot of good stats and have a bonus vs a faction (command wise). &lt;br /&gt;
&lt;br /&gt;
Diplomacy: Theres an ancillery that adds to influence... probably not used ingame. The only ancilleries here add to influence... and there aren&#039;t too many and I&#039;m pretty sure they are only from RTW. &lt;br /&gt;
&lt;br /&gt;
Naval: These are things that go on admirals. These can only increase command, line of sight and movement speed. &lt;br /&gt;
&lt;br /&gt;
Politics: There are poiseners who increase subterfuge here. &lt;br /&gt;
&lt;br /&gt;
Relic: These add to command and piety for the most part. Some add to health and surgery. Some add to personal security. Some add to fertility. Some add to siege defence and some add dread.&lt;br /&gt;
&lt;br /&gt;
=Possible Effects:=&lt;br /&gt;
&lt;br /&gt;
NOTE: that most of the values can be negative despite what description might say. The description describes what it does when the value is positive (although that may not allways be a good thing). This will only talk in increases. Chivalry can be between 8 and -8. Subtefuge, Piety, Authority, Loyalty, finance, charm amd command can be between 8 and -∞ although the decreases after 0 are very small. For example if an assasin has a 15% chance for assasination at 0 he will have a 14% chance at -1. Note also that dread is allways refered to as negative chivalry&lt;br /&gt;
&lt;br /&gt;
Effect Subterfuge: This increases angent skill-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Trading: This increases money gained by trade of city the general is garrisoned is in. If he is not in one it is not used-Number is a % increase&lt;br /&gt;
&lt;br /&gt;
Effect TaxCollection: Same as trading except for tax-Number is a % Increase&lt;br /&gt;
&lt;br /&gt;
Effect LocalPopularity: Same as above 2 except for happyness-1 localpop=5% happyness increase&lt;br /&gt;
&lt;br /&gt;
Effect Chivalry: This increases chivarly on the general-1 Effect chiv=1 Chivalry for the general&lt;br /&gt;
&lt;br /&gt;
Effect Piety: This increases piety on the general-1 Effect piety=1 Piety for the general&lt;br /&gt;
&lt;br /&gt;
Effect TroopMorale: This increases troops morale on the battlefield(Higher max morale so that means troops will take more to rout)-1=1 morale&lt;br /&gt;
&lt;br /&gt;
Effect Fertility: Increases the chance of a general having children. Concidering that you the number of children you get is based on the number of provinces. This means this will only make it more likely that this general will be chosen to have a child when more are needed-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Hitpoints: This allows the general to stay alive longer by giving him an extra number of times he can lose on the attack/defence roll(he survives longer in combat)-1=1 extra hp&lt;br /&gt;
&lt;br /&gt;
Effect GunpowderCommand: Unsure. It has to do with having gunpowder troops under command though. It&#039;s either gunpowder troops get extra morale... or all troops get extra morale depending on how many gunpowder troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect Construction: This makes building buildings cheaper for the city the General is garrisoned in. If he is not garrisoned this has no effect-Number is a % decrease&lt;br /&gt;
&lt;br /&gt;
Effect Squalor: This increases the Squalor in the settlement the General is garrisoned in. This will cause unhappyness and a loss of growth.-1 squalor=-0.5% growth and -5% happyness&lt;br /&gt;
&lt;br /&gt;
Effect Authority: This increases the Kings Authority. In theory making his generals less likely to rebel. In vanilla this doesn&#039;t do much however-Relative&lt;br /&gt;
&lt;br /&gt;
Effect BribeResistance: This makes it cost more for the general to be bribed by another faction-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Assasination: This increases an assassins skill while he is assassinating someone-Relative &lt;br /&gt;
&lt;br /&gt;
Effect Command: This increases a generals command. Command increases morale for your troops on the battlefield and is well valued in autoresolve despite the fact that morale really isn&#039;t-1 Command=+1 Morale&lt;br /&gt;
&lt;br /&gt;
Effect PersonalSecurity: This decreases the chance that a character will be successfully assassinated-Relative&lt;br /&gt;
&lt;br /&gt;
Effect MovePoints: This increases the speed the agent or if it&#039;s a general, him and his stack can move. This also affects admirals similar to generals-Number is a % increase (Pretty sure it&#039;s in lots of 5%)&lt;br /&gt;
&lt;br /&gt;
Effect SiegeEngineering: This increases the amount of siege build points per turn your general and his tack get while besieging someone-Number refers to build points... it&#039;s the same as is written&lt;br /&gt;
&lt;br /&gt;
Effect Farming: This increases farming, increasing the money gained from farming and making your settlement grow faster-1 farming=0.5% extra growth and the monitery increase is an unknown percentage probably 5% though&lt;br /&gt;
&lt;br /&gt;
Effect Mining: This increases the money of a city gained by mining while the general is garrisoned in it-Number is % increase&lt;br /&gt;
&lt;br /&gt;
Effect LineOfSight: This increases the line of sight of a character-Actual amount unknown but probably by 1 square&lt;br /&gt;
&lt;br /&gt;
Effect Charm: This increases the Princesses charm-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Unorthodoxy: In theory this makes a priest more likely to do different things... in Vanilla it doesn&#039;t do much. &lt;br /&gt;
&lt;br /&gt;
Effect Purity: Same as Unorthadoxy&lt;br /&gt;
&lt;br /&gt;
Effect Violence: Same as above too... might cause the pope to be more willing to call crusades though. &lt;br /&gt;
&lt;br /&gt;
Effect Finance: This increases the money merchants earn and their resistance to being taken over. Higher finance merchants are also harder to assasinate-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Unrest: This causes unrest which is basicly negative happyness-1=5% unrest&lt;br /&gt;
&lt;br /&gt;
Effect Law: This is similar to happyness-1=5% law&lt;br /&gt;
&lt;br /&gt;
Effect Magic: This is like piety but for witches-Relative&lt;br /&gt;
&lt;br /&gt;
Effect BattleSurgery: This causes men to be recovered that were wounded after a fight. This is great for keeping high experience troops alive or simply just saving losses-1=1 Troop loss recovered&lt;br /&gt;
&lt;br /&gt;
Effect TrainingPoints: This makes soldiers cheaper to recruit while the general is stationed in a city-Number is a % decrease&lt;br /&gt;
 &lt;br /&gt;
Effect Sabotage: This Increases the Assasins skill while doing sabotage missions-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Influence: Influence hasn&#039;t been in since RTW BI... probably not used&lt;br /&gt;
&lt;br /&gt;
Effect TrainingAgents: This makes agents cheaper to recruit while the general is stationed in a city-The Number is a % decrease&lt;br /&gt;
&lt;br /&gt;
Effect CavlryCommand: Unsure. It has to do with having cavlry troops under command though. It&#039;s either cavlry troops get extra morale... or all troops get extra morale depending on how many Cavlry troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect ArtilleryCommand: Unsure. It has to do with having Artillery troops under command though. It&#039;s either Artillery troops get extra morale... or all troops get extra morale depending on how many Artillery troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect Looting: This increases the money gained from looting whenever you capture an enemy settlement(This also affects money gained from looting while you capture it as a horde)-% increase&lt;br /&gt;
&lt;br /&gt;
Effect SiegeAttack: Increases your generals command while attacking in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale&lt;br /&gt;
&lt;br /&gt;
Effect NavalCommand: This is Admiral specefic and only affects fleets-Command only used for autoresolve&lt;br /&gt;
&lt;br /&gt;
Effect InfantryCommand: Unsure. It has to do with having Infantry troops under command though. It&#039;s either Infantry troops get extra morale... or all troops get extra morale depending on how many Infantry troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect SiegeDefence: Increases your generals command while defending in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale&lt;br /&gt;
&lt;br /&gt;
Effect Combat_V_Faction_xxx: Increases command for the general while fighting faction xxx-1 Command=1 Max extra troop morale&lt;br /&gt;
&lt;br /&gt;
Combat_V_Religion_xxx: Increases command for the general while fighting a faction of religion xxx-1 Command=1 Max extra troop morale&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: M2TW Files]]&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12271</id>
		<title>Export descr ancillaries.txt - M2TW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12271"/>
		<updated>2007-10-13T01:45:09Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file is generated from the Spreadsheet VnV.txt&lt;br /&gt;
It is suggested by CA to: &lt;br /&gt;
&amp;quot;Please modify the spreadsheet and re-export the data, rather than editing this file directly&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This file lists the different ancilleries and their effects. It also lists their triggers but this is not yet covered in this article. &lt;br /&gt;
An example: &lt;br /&gt;
Ancillary accomplice-This is the String reference&lt;br /&gt;
Type Security-This is the type... I&#039;m guessing this refers to what type of characters can get it and what it does. Judging by this I&#039;m guessing security is stuff that adds to subtefuge and for the most part is ment for spys/assasins.&lt;br /&gt;
&lt;br /&gt;
Transferable  0 -This is not transferable... if this was a 1 then it would be. &lt;br /&gt;
&lt;br /&gt;
Image sex_yangman.tga-The image displayed ingame&lt;br /&gt;
&lt;br /&gt;
ExcludeCultures mesoamerican-These culture cannot get this ancillary... the rest can&lt;br /&gt;
&lt;br /&gt;
Description accomplice_desc-This is the reference to the description string&lt;br /&gt;
&lt;br /&gt;
EffectsDescription accomplice_effects_desc-This is the reference to the affects string&lt;br /&gt;
&lt;br /&gt;
Effect Subterfuge  1-This adds one subtefuge to an agents skill level. Spies get better at spying, assasins get better at killing and sabotage. &lt;br /&gt;
&lt;br /&gt;
Not included above: &lt;br /&gt;
Excluded ancillaries: This is the ancillaries the character must not have for this ancillary to be available. For example Alchemists and Astrologers don&#039;t mix&lt;br /&gt;
&lt;br /&gt;
What the different types appear to do:&lt;br /&gt;
Security: Increases agent skill on agents. There are some that increas personal security (like bodyguards). Theres servants here that add to princess&#039;s charm as well. There are berserkers that add to command as well. As well as knights that add or remove chivalry and they can also add command. There are ancillaries that make agents cheaper to recruit too. &lt;br /&gt;
&lt;br /&gt;
Academic: These can do pretty much anything. Although common ones improve command or increase the amount of tax gotten or decrease squalor. There a few heroes under this category that add a lot of good stats (the military ones are under military). &lt;br /&gt;
&lt;br /&gt;
Entertain: These are actors and such... these add happiness to governing general&#039;s settlements. They can also decrease squalor... and some decrease the cost to bribe. These can also improve troop morale. As well as a rare few doing other things... most of them do the stuff described before though. &lt;br /&gt;
&lt;br /&gt;
Sex: These have sex with the general in question. They usually give the general a morale drop, piety drop, settlement happiness drop, chivalry drop and fertility drop. In vanilla m2tw you get these from having a general hang around a settlement with a brothel. Theres some sex things that also add to subtafuge. There are negative things for princesses in here as well. &lt;br /&gt;
&lt;br /&gt;
Health: These are generally docters or other similar people. They usually add to a generals hit points or fertility or allow troops to recover from wounds after battle... or all of them. &lt;br /&gt;
Item: These are item type stuff. So obviously they will be things not people. For example theres a custom armour thing that imrpoves a generals hitpoints. Armour can improve or lower hitpoints... for the most part though these are positive so anything that lowers hitpoints will compensate for it in another way. In general generals have armour... and assasins have blades or weopens concidering the kill rate of a general cannot be increased. Blades can also increase personal security. Theres also explosives for assassins that add to sabotage. Theres items that also add to influence... probably not ingame though. Theres jewelary that adds to princesses charm as well. Theres handguns that add to security and law as well. &lt;br /&gt;
&lt;br /&gt;
Court: These add to authority or there are &amp;quot;judges&amp;quot; that cause unrest and squalor. These can also add to personal security as well as trade. Theres also stuff that adds to troop morale. Theres also explorers that add line of sight and move speed. In general this category has lots of different stuff good and bad... and a lot of it is quite detailed. With some stuff that is balanced by a lot of good and bad things. &lt;br /&gt;
&lt;br /&gt;
Pet: These I&#039;d say are similar to items although they do different things. Theres some horses that increase movement speed here. As well as dogs that increase line of sight and personal security. Or monkeys that increase subterfuges. &lt;br /&gt;
&lt;br /&gt;
Money: This is an odd description for this class... but it consists of merchants. These can increase line of sight and movement. These are also things that make merchants better. There are constructers that make things cheaper to build. In general the non merchant stuff adds to trade though. There are also quite a lot of heroes under this category... these add a lot of stats and are usually trade or exploration wise. &lt;br /&gt;
&lt;br /&gt;
Magic: These are for Witches and add to their magic and or personal security. There are &amp;quot;enchanted broom&amp;quot;s that add to movement speed... rather silly. There are magicians that interetestingly add to troop morale and popularity. These can also add to hitpoints &lt;br /&gt;
&lt;br /&gt;
Religion: These add to piety on either generals or priests. There are also a few religous heroes... these add a lot of varias stats although some are bad. &lt;br /&gt;
&lt;br /&gt;
Family: These can reduce authority and troop morale &lt;br /&gt;
&lt;br /&gt;
Military: These add to line of sight, move speed and also personal security. These can also make recruitment cheaper. As well as increase the amount of loot taken. There are also ancilleries that are generally specialised in one area and increase command when conditions are met (example only increase command in a siege attack). These can also add to health. Famous heroes also come under this description. They generally add a lot of good stats and have a bonus vs a faction (command wise). &lt;br /&gt;
&lt;br /&gt;
Diplomacy: Theres an ancillery that adds to influence... probably not used ingame. The only ancilleries here add to influence... and there aren&#039;t too many and I&#039;m pretty sure they are only from RTW. &lt;br /&gt;
&lt;br /&gt;
Naval: These are things that go on admirals. These can only increase command, line of sight and movement speed. &lt;br /&gt;
&lt;br /&gt;
Politics: There are poiseners who increase subterfuge here. &lt;br /&gt;
&lt;br /&gt;
Relic: These add to command and piety for the most part. Some add to health and surgery. Some add to personal security. Some add to fertility. Some add to siege defence and some add dread.&lt;br /&gt;
&lt;br /&gt;
=Possible Effects:=&lt;br /&gt;
&lt;br /&gt;
NOTE: that most of the values can be negative despite what description might say. The description describes what it does when the value is positive (although that may not allways be a good thing). This will only talk in increases. Chivalry can be between 8 and -8. Subtefuge, Piety, Authority, Loyalty, finance, charm amd command can be between 8 and -∞ although the decreases after 0 are very small. For example if an assasin has a 15% chance for assasination at 0 he will have a 14% chance at -1. Note also that dread is allways refered to as negative chivalry&lt;br /&gt;
&lt;br /&gt;
Effect Subterfuge: This increases angent skill-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Trading: This increases money gained by trade of city the general is garrisoned is in. If he is not in one it is not used-Number is a % increase&lt;br /&gt;
&lt;br /&gt;
Effect TaxCollection: Same as trading except for tax-Number is a % Increase&lt;br /&gt;
&lt;br /&gt;
Effect LocalPopularity: Same as above 2 except for happyness-1 localpop=5% happyness increase&lt;br /&gt;
&lt;br /&gt;
Effect Chivalry: This increases chivarly on the general-1 Effect chiv=1 Chivalry for the general&lt;br /&gt;
&lt;br /&gt;
Effect Piety: This increases piety on the general-1 Effect piety=1 Piety for the general&lt;br /&gt;
&lt;br /&gt;
Effect TroopMorale: This increases troops morale on the battlefield(Higher max morale so that means troops will take more to rout)-1=1 morale&lt;br /&gt;
&lt;br /&gt;
Effect Fertility: Increases the chance of a general having children. Concidering that you the number of children you get is based on the number of provinces. This means this will only make it more likely that this general will be chosen to have a child when more are needed-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Hitpoints: This allows the general to stay alive longer by giving him an extra number of times he can lose on the attack/defence roll(he survives longer in combat)-1=1 extra hp&lt;br /&gt;
&lt;br /&gt;
Effect GunpowderCommand: Unsure. It has to do with having gunpowder troops under command though. It&#039;s either gunpowder troops get extra morale... or all troops get extra morale depending on how many gunpowder troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect Construction: This makes building buildings cheaper for the city the General is garrisoned in. If he is not garrisoned this has no effect-Number is a % decrease&lt;br /&gt;
&lt;br /&gt;
Effect Squalor: This increases the Squalor in the settlement the General is garrisoned in. This will cause unhappyness and a loss of growth.-1 squalor=-0.5% growth and -5% happyness&lt;br /&gt;
&lt;br /&gt;
Effect Authority: This increases the Kings Authority. In theory making his generals less likely to rebel. In vanilla this doesn&#039;t do much however-Relative&lt;br /&gt;
&lt;br /&gt;
Effect BribeResistance: This makes it cost more for the general to be bribed by another faction-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Assasination: This increases an assassins skill while he is assassinating someone-Relative &lt;br /&gt;
&lt;br /&gt;
Effect Command: This increases a generals command. Command increases morale for your troops on the battlefield and is well valued in autoresolve despite the fact that morale really isn&#039;t-1 Command=+1 Morale&lt;br /&gt;
&lt;br /&gt;
Effect PersonalSecurity: This decreases the chance that a character will be successfully assassinated-Relative&lt;br /&gt;
&lt;br /&gt;
Effect MovePoints: This increases the speed the agent or if it&#039;s a general, him and his stack can move. This also affects admirals similar to generals-Number is a % increase (Pretty sure it&#039;s in lots of 5%)&lt;br /&gt;
&lt;br /&gt;
Effect SiegeEngineering: This increases the amount of siege build points per turn your general and his tack get while besieging someone-Number refers to build points... it&#039;s the same as is written&lt;br /&gt;
&lt;br /&gt;
Effect Farming: This increases farming, increasing the money gained from farming and making your settlement grow faster-1 farming=0.5% extra growth and the monitery increase is an unknown percentage probably 5% though&lt;br /&gt;
&lt;br /&gt;
Effect Mining: This increases the money of a city gained by mining while the general is garrisoned in it-Number is % increase&lt;br /&gt;
&lt;br /&gt;
Effect LineOfSight: This increases the line of sight of a character-Actual amount unknown but probably by 1 square&lt;br /&gt;
&lt;br /&gt;
Effect Charm: This increases the Princesses charm-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Unorthodoxy: In theory this makes a priest more likely to do different things... in Vanilla it doesn&#039;t do much. &lt;br /&gt;
&lt;br /&gt;
Effect Purity: Same as Unorthadoxy&lt;br /&gt;
&lt;br /&gt;
Effect Violence: Same as above too... might cause the pope to be more willing to call crusades though. &lt;br /&gt;
&lt;br /&gt;
Effect Finance: This increases the money merchants earn and their resistance to being taken over. Higher finance merchants are also harder to assasinate-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Unrest: This causes unrest which is basicly negative happyness-1=5% unrest&lt;br /&gt;
&lt;br /&gt;
Effect Law: This is similar to happyness-1=5% law&lt;br /&gt;
&lt;br /&gt;
Effect Magic: This is like piety but for witches-Relative&lt;br /&gt;
&lt;br /&gt;
Effect BattleSurgery: This causes men to be recovered that were wounded after a fight. This is great for keeping high experience troops alive or simply just saving losses-1=1 Troop loss recovered&lt;br /&gt;
&lt;br /&gt;
Effect TrainingPoints: This makes soldiers cheaper to recruit while the general is stationed in a city-Number is a % decrease&lt;br /&gt;
 &lt;br /&gt;
Effect Sabotage: This Increases the Assasins skill while doing sabotage missions-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Influence: Influence hasn&#039;t been in since RTW BI... probably not used&lt;br /&gt;
&lt;br /&gt;
Effect TrainingAgents: This makes agents cheaper to recruit while the general is stationed in a city-The Number is a % decrease&lt;br /&gt;
&lt;br /&gt;
Effect CavlryCommand: Unsure. It has to do with having cavlry troops under command though. It&#039;s either cavlry troops get extra morale... or all troops get extra morale depending on how many Cavlry troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect ArtilleryCommand: Unsure. It has to do with having Artillery troops under command though. It&#039;s either Artillery troops get extra morale... or all troops get extra morale depending on how many Artillery troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect Looting: This increases the money gained from looting whenever you capture an enemy settlement(This also affects money gained from looting while you capture it as a horde)-% increase&lt;br /&gt;
&lt;br /&gt;
Effect SiegeAttack: Increases your generals command while attacking in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale&lt;br /&gt;
&lt;br /&gt;
Effect NavalCommand: This is Admiral specefic and only affects fleets-Command only used for autoresolve&lt;br /&gt;
&lt;br /&gt;
Effect InfantryCommand: Unsure. It has to do with having Infantry troops under command though. It&#039;s either Infantry troops get extra morale... or all troops get extra morale depending on how many Infantry troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect SiegeDefence: Increases your generals command while defending in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale&lt;br /&gt;
&lt;br /&gt;
Effect Combat_V_Faction_xxx: Increases command for the general while fighting faction xxx-1 Command=1 Max extra troop morale&lt;br /&gt;
&lt;br /&gt;
Combat_V_Religion_xxx: Increases command for the general while fighting a faction of religion xxx-1 Command=1 Max extra troop morale&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: M2TW Files]]&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12270</id>
		<title>Export descr ancillaries.txt - M2TW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12270"/>
		<updated>2007-10-13T01:44:46Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file is generated from the Spreadsheet VnV.txt&lt;br /&gt;
It is suggested by CA to: &lt;br /&gt;
&amp;quot;Please modify the spreadsheet and re-export the data, rather than editing this file directly&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This file lists the different ancilleries and their effects. It also lists their triggers but this is not yet covered in this article. &lt;br /&gt;
An example: &lt;br /&gt;
Ancillary accomplice-This is the String reference&lt;br /&gt;
Type Security-This is the type... I&#039;m guessing this refers to what type of characters can get it and what it does. Judging by this I&#039;m guessing security is stuff that adds to subtefuge and for the most part is ment for spys/assasins.&lt;br /&gt;
&lt;br /&gt;
Transferable  0 -This is not transferable... if this was a 1 then it would be. &lt;br /&gt;
&lt;br /&gt;
Image sex_yangman.tga-The image displayed ingame&lt;br /&gt;
&lt;br /&gt;
ExcludeCultures mesoamerican-These culture cannot get this ancillary... the rest can&lt;br /&gt;
&lt;br /&gt;
Description accomplice_desc-This is the reference to the description string&lt;br /&gt;
&lt;br /&gt;
EffectsDescription accomplice_effects_desc-This is the reference to the affects string&lt;br /&gt;
&lt;br /&gt;
Effect Subterfuge  1-This adds one subtefuge to an agents skill level. Spies get better at spying, assasins get better at killing and sabotage. &lt;br /&gt;
&lt;br /&gt;
Not included above: &lt;br /&gt;
Excluded ancillaries: This is the ancillaries the character must not have for this ancillary to be available. For example Alchemists and Astrologers don&#039;t mix&lt;br /&gt;
&lt;br /&gt;
What the different types appear to do:&lt;br /&gt;
Security: Increases agent skill on agents. There are some that increas personal security (like bodyguards). Theres servants here that add to princess&#039;s charm as well. There are berserkers that add to command as well. As well as knights that add or remove chivalry and they can also add command. There are ancillaries that make agents cheaper to recruit too. &lt;br /&gt;
&lt;br /&gt;
Academic: These can do pretty much anything. Although common ones improve command or increase the amount of tax gotten or decrease squalor. There a few heroes under this category that add a lot of good stats (the military ones are under military). &lt;br /&gt;
&lt;br /&gt;
Entertain: These are actors and such... these add happiness to governing general&#039;s settlements. They can also decrease squalor... and some decrease the cost to bribe. These can also improve troop morale. As well as a rare few doing other things... most of them do the stuff described before though. &lt;br /&gt;
&lt;br /&gt;
Sex: These have sex with the general in question. They usually give the general a morale drop, piety drop, settlement happiness drop, chivalry drop and fertility drop. In vanilla m2tw you get these from having a general hang around a settlement with a brothel. Theres some sex things that also add to subtafuge. There are negative things for princesses in here as well. &lt;br /&gt;
&lt;br /&gt;
Health: These are generally docters or other similar people. They usually add to a generals hit points or fertility or allow troops to recover from wounds after battle... or all of them. &lt;br /&gt;
Item: These are item type stuff. So obviously they will be things not people. For example theres a custom armour thing that imrpoves a generals hitpoints. Armour can improve or lower hitpoints... for the most part though these are positive so anything that lowers hitpoints will compensate for it in another way. In general generals have armour... and assasins have blades or weopens concidering the kill rate of a general cannot be increased. Blades can also increase personal security. Theres also explosives for assassins that add to sabotage. Theres items that also add to influence... probably not ingame though. Theres jewelary that adds to princesses charm as well. Theres handguns that add to security and law as well. &lt;br /&gt;
&lt;br /&gt;
Court: These add to authority or there are &amp;quot;judges&amp;quot; that cause unrest and squalor. These can also add to personal security as well as trade. Theres also stuff that adds to troop morale. Theres also explorers that add line of sight and move speed. In general this category has lots of different stuff good and bad... and a lot of it is quite detailed. With some stuff that is balanced by a lot of good and bad things. &lt;br /&gt;
&lt;br /&gt;
Pet: These I&#039;d say are similar to items although they do different things. Theres some horses that increase movement speed here. As well as dogs that increase line of sight and personal security. Or monkeys that increase subterfuges. &lt;br /&gt;
&lt;br /&gt;
Money: This is an odd description for this class... but it consists of merchants. These can increase line of sight and movement. These are also things that make merchants better. There are constructers that make things cheaper to build. In general the non merchant stuff adds to trade though. There are also quite a lot of heroes under this category... these add a lot of stats and are usually trade or exploration wise. &lt;br /&gt;
&lt;br /&gt;
Magic: These are for Witches and add to their magic and or personal security. There are &amp;quot;enchanted broom&amp;quot;s that add to movement speed... rather silly. There are magicians that interetestingly add to troop morale and popularity. These can also add to hitpoints &lt;br /&gt;
&lt;br /&gt;
Religion: These add to piety on either generals or priests. There are also a few religous heroes... these add a lot of varias stats although some are bad. &lt;br /&gt;
&lt;br /&gt;
Family: These can reduce authority and troop morale &lt;br /&gt;
&lt;br /&gt;
Military: These add to line of sight, move speed and also personal security. These can also make recruitment cheaper. As well as increase the amount of loot taken. There are also ancilleries that are generally specialised in one area and increase command when conditions are met (example only increase command in a siege attack). These can also add to health. Famous heroes also come under this description. They generally add a lot of good stats and have a bonus vs a faction (command wise). &lt;br /&gt;
&lt;br /&gt;
Diplomacy: Theres an ancillery that adds to influence... probably not used ingame. The only ancilleries here add to influence... and there aren&#039;t too many and I&#039;m pretty sure they are only from RTW. &lt;br /&gt;
&lt;br /&gt;
Naval: These are things that go on admirals. These can only increase command, line of sight and movement speed. &lt;br /&gt;
&lt;br /&gt;
Politics: There are poiseners who increase subterfuge here. &lt;br /&gt;
&lt;br /&gt;
Relic: These add to command and piety for the most part. Some add to health and surgery. Some add to personal security. Some add to fertility. Some add to siege defence and some add dread.&lt;br /&gt;
&lt;br /&gt;
Possible Effects:&lt;br /&gt;
&lt;br /&gt;
NOTE: that most of the values can be negative despite what description might say. The description describes what it does when the value is positive (although that may not allways be a good thing). This will only talk in increases. Chivalry can be between 8 and -8. Subtefuge, Piety, Authority, Loyalty, finance, charm amd command can be between 8 and -∞ although the decreases after 0 are very small. For example if an assasin has a 15% chance for assasination at 0 he will have a 14% chance at -1. Note also that dread is allways refered to as negative chivalry&lt;br /&gt;
&lt;br /&gt;
Effect Subterfuge: This increases angent skill-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Trading: This increases money gained by trade of city the general is garrisoned is in. If he is not in one it is not used-Number is a % increase&lt;br /&gt;
&lt;br /&gt;
Effect TaxCollection: Same as trading except for tax-Number is a % Increase&lt;br /&gt;
&lt;br /&gt;
Effect LocalPopularity: Same as above 2 except for happyness-1 localpop=5% happyness increase&lt;br /&gt;
&lt;br /&gt;
Effect Chivalry: This increases chivarly on the general-1 Effect chiv=1 Chivalry for the general&lt;br /&gt;
&lt;br /&gt;
Effect Piety: This increases piety on the general-1 Effect piety=1 Piety for the general&lt;br /&gt;
&lt;br /&gt;
Effect TroopMorale: This increases troops morale on the battlefield(Higher max morale so that means troops will take more to rout)-1=1 morale&lt;br /&gt;
&lt;br /&gt;
Effect Fertility: Increases the chance of a general having children. Concidering that you the number of children you get is based on the number of provinces. This means this will only make it more likely that this general will be chosen to have a child when more are needed-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Hitpoints: This allows the general to stay alive longer by giving him an extra number of times he can lose on the attack/defence roll(he survives longer in combat)-1=1 extra hp&lt;br /&gt;
&lt;br /&gt;
Effect GunpowderCommand: Unsure. It has to do with having gunpowder troops under command though. It&#039;s either gunpowder troops get extra morale... or all troops get extra morale depending on how many gunpowder troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect Construction: This makes building buildings cheaper for the city the General is garrisoned in. If he is not garrisoned this has no effect-Number is a % decrease&lt;br /&gt;
&lt;br /&gt;
Effect Squalor: This increases the Squalor in the settlement the General is garrisoned in. This will cause unhappyness and a loss of growth.-1 squalor=-0.5% growth and -5% happyness&lt;br /&gt;
&lt;br /&gt;
Effect Authority: This increases the Kings Authority. In theory making his generals less likely to rebel. In vanilla this doesn&#039;t do much however-Relative&lt;br /&gt;
&lt;br /&gt;
Effect BribeResistance: This makes it cost more for the general to be bribed by another faction-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Assasination: This increases an assassins skill while he is assassinating someone-Relative &lt;br /&gt;
&lt;br /&gt;
Effect Command: This increases a generals command. Command increases morale for your troops on the battlefield and is well valued in autoresolve despite the fact that morale really isn&#039;t-1 Command=+1 Morale&lt;br /&gt;
&lt;br /&gt;
Effect PersonalSecurity: This decreases the chance that a character will be successfully assassinated-Relative&lt;br /&gt;
&lt;br /&gt;
Effect MovePoints: This increases the speed the agent or if it&#039;s a general, him and his stack can move. This also affects admirals similar to generals-Number is a % increase (Pretty sure it&#039;s in lots of 5%)&lt;br /&gt;
&lt;br /&gt;
Effect SiegeEngineering: This increases the amount of siege build points per turn your general and his tack get while besieging someone-Number refers to build points... it&#039;s the same as is written&lt;br /&gt;
&lt;br /&gt;
Effect Farming: This increases farming, increasing the money gained from farming and making your settlement grow faster-1 farming=0.5% extra growth and the monitery increase is an unknown percentage probably 5% though&lt;br /&gt;
&lt;br /&gt;
Effect Mining: This increases the money of a city gained by mining while the general is garrisoned in it-Number is % increase&lt;br /&gt;
&lt;br /&gt;
Effect LineOfSight: This increases the line of sight of a character-Actual amount unknown but probably by 1 square&lt;br /&gt;
&lt;br /&gt;
Effect Charm: This increases the Princesses charm-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Unorthodoxy: In theory this makes a priest more likely to do different things... in Vanilla it doesn&#039;t do much. &lt;br /&gt;
&lt;br /&gt;
Effect Purity: Same as Unorthadoxy&lt;br /&gt;
&lt;br /&gt;
Effect Violence: Same as above too... might cause the pope to be more willing to call crusades though. &lt;br /&gt;
&lt;br /&gt;
Effect Finance: This increases the money merchants earn and their resistance to being taken over. Higher finance merchants are also harder to assasinate-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Unrest: This causes unrest which is basicly negative happyness-1=5% unrest&lt;br /&gt;
&lt;br /&gt;
Effect Law: This is similar to happyness-1=5% law&lt;br /&gt;
&lt;br /&gt;
Effect Magic: This is like piety but for witches-Relative&lt;br /&gt;
&lt;br /&gt;
Effect BattleSurgery: This causes men to be recovered that were wounded after a fight. This is great for keeping high experience troops alive or simply just saving losses-1=1 Troop loss recovered&lt;br /&gt;
&lt;br /&gt;
Effect TrainingPoints: This makes soldiers cheaper to recruit while the general is stationed in a city-Number is a % decrease&lt;br /&gt;
 &lt;br /&gt;
Effect Sabotage: This Increases the Assasins skill while doing sabotage missions-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Influence: Influence hasn&#039;t been in since RTW BI... probably not used&lt;br /&gt;
&lt;br /&gt;
Effect TrainingAgents: This makes agents cheaper to recruit while the general is stationed in a city-The Number is a % decrease&lt;br /&gt;
&lt;br /&gt;
Effect CavlryCommand: Unsure. It has to do with having cavlry troops under command though. It&#039;s either cavlry troops get extra morale... or all troops get extra morale depending on how many Cavlry troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect ArtilleryCommand: Unsure. It has to do with having Artillery troops under command though. It&#039;s either Artillery troops get extra morale... or all troops get extra morale depending on how many Artillery troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect Looting: This increases the money gained from looting whenever you capture an enemy settlement(This also affects money gained from looting while you capture it as a horde)-% increase&lt;br /&gt;
&lt;br /&gt;
Effect SiegeAttack: Increases your generals command while attacking in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale&lt;br /&gt;
&lt;br /&gt;
Effect NavalCommand: This is Admiral specefic and only affects fleets-Command only used for autoresolve&lt;br /&gt;
&lt;br /&gt;
Effect InfantryCommand: Unsure. It has to do with having Infantry troops under command though. It&#039;s either Infantry troops get extra morale... or all troops get extra morale depending on how many Infantry troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect SiegeDefence: Increases your generals command while defending in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale&lt;br /&gt;
&lt;br /&gt;
Effect Combat_V_Faction_xxx: Increases command for the general while fighting faction xxx-1 Command=1 Max extra troop morale&lt;br /&gt;
&lt;br /&gt;
Combat_V_Religion_xxx: Increases command for the general while fighting a faction of religion xxx-1 Command=1 Max extra troop morale&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: M2TW Files]]&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12269</id>
		<title>Export descr ancillaries.txt - M2TW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12269"/>
		<updated>2007-10-13T01:44:29Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file is generated from the Spreadsheet VnV.txt&lt;br /&gt;
It is suggested by CA to: &lt;br /&gt;
&amp;quot;Please modify the spreadsheet and re-export the data, rather than editing this file directly&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This file lists the different ancilleries and their effects. It also lists their triggers but this is not yet covered in this article. &lt;br /&gt;
An example: &lt;br /&gt;
Ancillary accomplice-This is the String reference&lt;br /&gt;
Type Security-This is the type... I&#039;m guessing this refers to what type of characters can get it and what it does. Judging by this I&#039;m guessing security is stuff that adds to subtefuge and for the most part is ment for spys/assasins.&lt;br /&gt;
&lt;br /&gt;
Transferable  0 -This is not transferable... if this was a 1 then it would be. &lt;br /&gt;
&lt;br /&gt;
Image sex_yangman.tga-The image displayed ingame&lt;br /&gt;
&lt;br /&gt;
ExcludeCultures mesoamerican-These culture cannot get this ancillary... the rest can&lt;br /&gt;
&lt;br /&gt;
Description accomplice_desc-This is the reference to the description string&lt;br /&gt;
&lt;br /&gt;
EffectsDescription accomplice_effects_desc-This is the reference to the affects string&lt;br /&gt;
&lt;br /&gt;
Effect Subterfuge  1-This adds one subtefuge to an agents skill level. Spies get better at spying, assasins get better at killing and sabotage. &lt;br /&gt;
&lt;br /&gt;
Not included above: &lt;br /&gt;
Excluded ancillaries: This is the ancillaries the character must not have for this ancillary to be available. For example Alchemists and Astrologers don&#039;t mix&lt;br /&gt;
&lt;br /&gt;
What the different types appear to do:&lt;br /&gt;
Security: Increases agent skill on agents. There are some that increas personal security (like bodyguards). Theres servants here that add to princess&#039;s charm as well. There are berserkers that add to command as well. As well as knights that add or remove chivalry and they can also add command. There are ancillaries that make agents cheaper to recruit too. &lt;br /&gt;
&lt;br /&gt;
Academic: These can do pretty much anything. Although common ones improve command or increase the amount of tax gotten or decrease squalor. There a few heroes under this category that add a lot of good stats (the military ones are under military). &lt;br /&gt;
&lt;br /&gt;
Entertain: These are actors and such... these add happiness to governing general&#039;s settlements. They can also decrease squalor... and some decrease the cost to bribe. These can also improve troop morale. As well as a rare few doing other things... most of them do the stuff described before though. &lt;br /&gt;
&lt;br /&gt;
Sex: These have sex with the general in question. They usually give the general a morale drop, piety drop, settlement happiness drop, chivalry drop and fertility drop. In vanilla m2tw you get these from having a general hang around a settlement with a brothel. Theres some sex things that also add to subtafuge. There are negative things for princesses in here as well. &lt;br /&gt;
&lt;br /&gt;
Health: These are generally docters or other similar people. They usually add to a generals hit points or fertility or allow troops to recover from wounds after battle... or all of them. &lt;br /&gt;
Item: These are item type stuff. So obviously they will be things not people. For example theres a custom armour thing that imrpoves a generals hitpoints. Armour can improve or lower hitpoints... for the most part though these are positive so anything that lowers hitpoints will compensate for it in another way. In general generals have armour... and assasins have blades or weopens concidering the kill rate of a general cannot be increased. Blades can also increase personal security. Theres also explosives for assassins that add to sabotage. Theres items that also add to influence... probably not ingame though. Theres jewelary that adds to princesses charm as well. Theres handguns that add to security and law as well. &lt;br /&gt;
&lt;br /&gt;
Court: These add to authority or there are &amp;quot;judges&amp;quot; that cause unrest and squalor. These can also add to personal security as well as trade. Theres also stuff that adds to troop morale. Theres also explorers that add line of sight and move speed. In general this category has lots of different stuff good and bad... and a lot of it is quite detailed. With some stuff that is balanced by a lot of good and bad things. &lt;br /&gt;
&lt;br /&gt;
Pet: These I&#039;d say are similar to items although they do different things. Theres some horses that increase movement speed here. As well as dogs that increase line of sight and personal security. Or monkeys that increase subterfuges. &lt;br /&gt;
&lt;br /&gt;
Money: This is an odd description for this class... but it consists of merchants. These can increase line of sight and movement. These are also things that make merchants better. There are constructers that make things cheaper to build. In general the non merchant stuff adds to trade though. There are also quite a lot of heroes under this category... these add a lot of stats and are usually trade or exploration wise. &lt;br /&gt;
&lt;br /&gt;
Magic: These are for Witches and add to their magic and or personal security. There are &amp;quot;enchanted broom&amp;quot;s that add to movement speed... rather silly. There are magicians that interetestingly add to troop morale and popularity. These can also add to hitpoints &lt;br /&gt;
&lt;br /&gt;
Religion: These add to piety on either generals or priests. There are also a few religous heroes... these add a lot of varias stats although some are bad. &lt;br /&gt;
&lt;br /&gt;
Family: These can reduce authority and troop morale &lt;br /&gt;
&lt;br /&gt;
Military: These add to line of sight, move speed and also personal security. These can also make recruitment cheaper. As well as increase the amount of loot taken. There are also ancilleries that are generally specialised in one area and increase command when conditions are met (example only increase command in a siege attack). These can also add to health. Famous heroes also come under this description. They generally add a lot of good stats and have a bonus vs a faction (command wise). &lt;br /&gt;
&lt;br /&gt;
Diplomacy: Theres an ancillery that adds to influence... probably not used ingame. The only ancilleries here add to influence... and there aren&#039;t too many and I&#039;m pretty sure they are only from RTW. &lt;br /&gt;
&lt;br /&gt;
Naval: These are things that go on admirals. These can only increase command, line of sight and movement speed. &lt;br /&gt;
&lt;br /&gt;
Politics: There are poiseners who increase subterfuge here. &lt;br /&gt;
&lt;br /&gt;
Relic: These add to command and piety for the most part. Some add to health and surgery. Some add to personal security. Some add to fertility. Some add to siege defence and some add dread.&lt;br /&gt;
&lt;br /&gt;
Possible Effects:&lt;br /&gt;
Note that most of the values can be negative despite what description might say. The description describes what it does when the value is positive (although that may not allways be a good thing). This will only talk in increases. Chivalry can be between 8 and -8. Subtefuge, Piety, Authority, Loyalty, finance, charm amd command can be between 8 and -∞ although the decreases after 0 are very small. For example if an assasin has a 15% chance for assasination at 0 he will have a 14% chance at -1. Note also that dread is allways refered to as negative chivalry&lt;br /&gt;
&lt;br /&gt;
Effect Subterfuge: This increases angent skill-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Trading: This increases money gained by trade of city the general is garrisoned is in. If he is not in one it is not used-Number is a % increase&lt;br /&gt;
&lt;br /&gt;
Effect TaxCollection: Same as trading except for tax-Number is a % Increase&lt;br /&gt;
&lt;br /&gt;
Effect LocalPopularity: Same as above 2 except for happyness-1 localpop=5% happyness increase&lt;br /&gt;
&lt;br /&gt;
Effect Chivalry: This increases chivarly on the general-1 Effect chiv=1 Chivalry for the general&lt;br /&gt;
&lt;br /&gt;
Effect Piety: This increases piety on the general-1 Effect piety=1 Piety for the general&lt;br /&gt;
&lt;br /&gt;
Effect TroopMorale: This increases troops morale on the battlefield(Higher max morale so that means troops will take more to rout)-1=1 morale&lt;br /&gt;
&lt;br /&gt;
Effect Fertility: Increases the chance of a general having children. Concidering that you the number of children you get is based on the number of provinces. This means this will only make it more likely that this general will be chosen to have a child when more are needed-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Hitpoints: This allows the general to stay alive longer by giving him an extra number of times he can lose on the attack/defence roll(he survives longer in combat)-1=1 extra hp&lt;br /&gt;
&lt;br /&gt;
Effect GunpowderCommand: Unsure. It has to do with having gunpowder troops under command though. It&#039;s either gunpowder troops get extra morale... or all troops get extra morale depending on how many gunpowder troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect Construction: This makes building buildings cheaper for the city the General is garrisoned in. If he is not garrisoned this has no effect-Number is a % decrease&lt;br /&gt;
&lt;br /&gt;
Effect Squalor: This increases the Squalor in the settlement the General is garrisoned in. This will cause unhappyness and a loss of growth.-1 squalor=-0.5% growth and -5% happyness&lt;br /&gt;
&lt;br /&gt;
Effect Authority: This increases the Kings Authority. In theory making his generals less likely to rebel. In vanilla this doesn&#039;t do much however-Relative&lt;br /&gt;
&lt;br /&gt;
Effect BribeResistance: This makes it cost more for the general to be bribed by another faction-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Assasination: This increases an assassins skill while he is assassinating someone-Relative &lt;br /&gt;
&lt;br /&gt;
Effect Command: This increases a generals command. Command increases morale for your troops on the battlefield and is well valued in autoresolve despite the fact that morale really isn&#039;t-1 Command=+1 Morale&lt;br /&gt;
&lt;br /&gt;
Effect PersonalSecurity: This decreases the chance that a character will be successfully assassinated-Relative&lt;br /&gt;
&lt;br /&gt;
Effect MovePoints: This increases the speed the agent or if it&#039;s a general, him and his stack can move. This also affects admirals similar to generals-Number is a % increase (Pretty sure it&#039;s in lots of 5%)&lt;br /&gt;
&lt;br /&gt;
Effect SiegeEngineering: This increases the amount of siege build points per turn your general and his tack get while besieging someone-Number refers to build points... it&#039;s the same as is written&lt;br /&gt;
&lt;br /&gt;
Effect Farming: This increases farming, increasing the money gained from farming and making your settlement grow faster-1 farming=0.5% extra growth and the monitery increase is an unknown percentage probably 5% though&lt;br /&gt;
&lt;br /&gt;
Effect Mining: This increases the money of a city gained by mining while the general is garrisoned in it-Number is % increase&lt;br /&gt;
&lt;br /&gt;
Effect LineOfSight: This increases the line of sight of a character-Actual amount unknown but probably by 1 square&lt;br /&gt;
&lt;br /&gt;
Effect Charm: This increases the Princesses charm-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Unorthodoxy: In theory this makes a priest more likely to do different things... in Vanilla it doesn&#039;t do much. &lt;br /&gt;
&lt;br /&gt;
Effect Purity: Same as Unorthadoxy&lt;br /&gt;
&lt;br /&gt;
Effect Violence: Same as above too... might cause the pope to be more willing to call crusades though. &lt;br /&gt;
&lt;br /&gt;
Effect Finance: This increases the money merchants earn and their resistance to being taken over. Higher finance merchants are also harder to assasinate-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Unrest: This causes unrest which is basicly negative happyness-1=5% unrest&lt;br /&gt;
&lt;br /&gt;
Effect Law: This is similar to happyness-1=5% law&lt;br /&gt;
&lt;br /&gt;
Effect Magic: This is like piety but for witches-Relative&lt;br /&gt;
&lt;br /&gt;
Effect BattleSurgery: This causes men to be recovered that were wounded after a fight. This is great for keeping high experience troops alive or simply just saving losses-1=1 Troop loss recovered&lt;br /&gt;
&lt;br /&gt;
Effect TrainingPoints: This makes soldiers cheaper to recruit while the general is stationed in a city-Number is a % decrease&lt;br /&gt;
 &lt;br /&gt;
Effect Sabotage: This Increases the Assasins skill while doing sabotage missions-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Influence: Influence hasn&#039;t been in since RTW BI... probably not used&lt;br /&gt;
&lt;br /&gt;
Effect TrainingAgents: This makes agents cheaper to recruit while the general is stationed in a city-The Number is a % decrease&lt;br /&gt;
&lt;br /&gt;
Effect CavlryCommand: Unsure. It has to do with having cavlry troops under command though. It&#039;s either cavlry troops get extra morale... or all troops get extra morale depending on how many Cavlry troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect ArtilleryCommand: Unsure. It has to do with having Artillery troops under command though. It&#039;s either Artillery troops get extra morale... or all troops get extra morale depending on how many Artillery troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect Looting: This increases the money gained from looting whenever you capture an enemy settlement(This also affects money gained from looting while you capture it as a horde)-% increase&lt;br /&gt;
&lt;br /&gt;
Effect SiegeAttack: Increases your generals command while attacking in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale&lt;br /&gt;
&lt;br /&gt;
Effect NavalCommand: This is Admiral specefic and only affects fleets-Command only used for autoresolve&lt;br /&gt;
&lt;br /&gt;
Effect InfantryCommand: Unsure. It has to do with having Infantry troops under command though. It&#039;s either Infantry troops get extra morale... or all troops get extra morale depending on how many Infantry troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect SiegeDefence: Increases your generals command while defending in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale&lt;br /&gt;
&lt;br /&gt;
Effect Combat_V_Faction_xxx: Increases command for the general while fighting faction xxx-1 Command=1 Max extra troop morale&lt;br /&gt;
&lt;br /&gt;
Combat_V_Religion_xxx: Increases command for the general while fighting a faction of religion xxx-1 Command=1 Max extra troop morale&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: M2TW Files]]&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12268</id>
		<title>Export descr ancillaries.txt - M2TW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12268"/>
		<updated>2007-10-13T01:44:07Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file is generated from the Spreadsheet VnV.txt&lt;br /&gt;
It is suggested by CA to: &lt;br /&gt;
&amp;quot;Please modify the spreadsheet and re-export the data, rather than editing this file directly&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This file lists the different ancilleries and their effects. It also lists their triggers but this is not yet covered in this article. &lt;br /&gt;
An example: &lt;br /&gt;
Ancillary accomplice-This is the String reference&lt;br /&gt;
Type Security-This is the type... I&#039;m guessing this refers to what type of characters can get it and what it does. Judging by this I&#039;m guessing security is stuff that adds to subtefuge and for the most part is ment for spys/assasins.&lt;br /&gt;
&lt;br /&gt;
Transferable  0 -This is not transferable... if this was a 1 then it would be. &lt;br /&gt;
&lt;br /&gt;
Image sex_yangman.tga-The image displayed ingame&lt;br /&gt;
&lt;br /&gt;
ExcludeCultures mesoamerican-These culture cannot get this ancillary... the rest can&lt;br /&gt;
&lt;br /&gt;
Description accomplice_desc-This is the reference to the description string&lt;br /&gt;
&lt;br /&gt;
EffectsDescription accomplice_effects_desc-This is the reference to the affects string&lt;br /&gt;
&lt;br /&gt;
Effect Subterfuge  1-This adds one subtefuge to an agents skill level. Spies get better at spying, assasins get better at killing and sabotage. &lt;br /&gt;
&lt;br /&gt;
Not included above: &lt;br /&gt;
Excluded ancillaries: This is the ancillaries the character must not have for this ancillary to be available. For example Alchemists and Astrologers don&#039;t mix&lt;br /&gt;
&lt;br /&gt;
What the different types appear to do:&lt;br /&gt;
Security: Increases agent skill on agents. There are some that increas personal security (like bodyguards). Theres servants here that add to princess&#039;s charm as well. There are berserkers that add to command as well. As well as knights that add or remove chivalry and they can also add command. There are ancillaries that make agents cheaper to recruit too. &lt;br /&gt;
&lt;br /&gt;
Academic: These can do pretty much anything. Although common ones improve command or increase the amount of tax gotten or decrease squalor. There a few heroes under this category that add a lot of good stats (the military ones are under military). &lt;br /&gt;
&lt;br /&gt;
Entertain: These are actors and such... these add happiness to governing general&#039;s settlements. They can also decrease squalor... and some decrease the cost to bribe. These can also improve troop morale. As well as a rare few doing other things... most of them do the stuff described before though. &lt;br /&gt;
&lt;br /&gt;
Sex: These have sex with the general in question. They usually give the general a morale drop, piety drop, settlement happiness drop, chivalry drop and fertility drop. In vanilla m2tw you get these from having a general hang around a settlement with a brothel. Theres some sex things that also add to subtafuge. There are negative things for princesses in here as well. &lt;br /&gt;
&lt;br /&gt;
Health: These are generally docters or other similar people. They usually add to a generals hit points or fertility or allow troops to recover from wounds after battle... or all of them. &lt;br /&gt;
Item: These are item type stuff. So obviously they will be things not people. For example theres a custom armour thing that imrpoves a generals hitpoints. Armour can improve or lower hitpoints... for the most part though these are positive so anything that lowers hitpoints will compensate for it in another way. In general generals have armour... and assasins have blades or weopens concidering the kill rate of a general cannot be increased. Blades can also increase personal security. Theres also explosives for assassins that add to sabotage. Theres items that also add to influence... probably not ingame though. Theres jewelary that adds to princesses charm as well. Theres handguns that add to security and law as well. &lt;br /&gt;
&lt;br /&gt;
Court: These add to authority or there are &amp;quot;judges&amp;quot; that cause unrest and squalor. These can also add to personal security as well as trade. Theres also stuff that adds to troop morale. Theres also explorers that add line of sight and move speed. In general this category has lots of different stuff good and bad... and a lot of it is quite detailed. With some stuff that is balanced by a lot of good and bad things. &lt;br /&gt;
&lt;br /&gt;
Pet: These I&#039;d say are similar to items although they do different things. Theres some horses that increase movement speed here. As well as dogs that increase line of sight and personal security. Or monkeys that increase subterfuges. &lt;br /&gt;
&lt;br /&gt;
Money: This is an odd description for this class... but it consists of merchants. These can increase line of sight and movement. These are also things that make merchants better. There are constructers that make things cheaper to build. In general the non merchant stuff adds to trade though. There are also quite a lot of heroes under this category... these add a lot of stats and are usually trade or exploration wise. &lt;br /&gt;
&lt;br /&gt;
Magic: These are for Witches and add to their magic and or personal security. There are &amp;quot;enchanted broom&amp;quot;s that add to movement speed... rather silly. There are magicians that interetestingly add to troop morale and popularity. These can also add to hitpoints &lt;br /&gt;
&lt;br /&gt;
Religion: These add to piety on either generals or priests. There are also a few religous heroes... these add a lot of varias stats although some are bad. &lt;br /&gt;
&lt;br /&gt;
Family: These can reduce authority and troop morale &lt;br /&gt;
&lt;br /&gt;
Military: These add to line of sight, move speed and also personal security. These can also make recruitment cheaper. As well as increase the amount of loot taken. There are also ancilleries that are generally specialised in one area and increase command when conditions are met (example only increase command in a siege attack). These can also add to health. Famous heroes also come under this description. They generally add a lot of good stats and have a bonus vs a faction (command wise). &lt;br /&gt;
&lt;br /&gt;
Diplomacy: Theres an ancillery that adds to influence... probably not used ingame. The only ancilleries here add to influence... and there aren&#039;t too many and I&#039;m pretty sure they are only from RTW. &lt;br /&gt;
&lt;br /&gt;
Naval: These are things that go on admirals. These can only increase command, line of sight and movement speed. &lt;br /&gt;
&lt;br /&gt;
Politics: There are poiseners who increase subterfuge here. &lt;br /&gt;
&lt;br /&gt;
Relic: These add to command and piety for the most part. Some add to health and surgery. Some add to personal security. Some add to fertility. Some add to siege defence and some add dread.&lt;br /&gt;
&lt;br /&gt;
Possible Effects:&lt;br /&gt;
=Note that most of the values can be negative despite what description might say. The description describes what it does when the value is positive (although that may not allways be a good thing). This will only talk in increases. Chivalry can be between 8 and -8. Subtefuge, Piety, Authority, Loyalty, finance, charm amd command can be between 8 and -∞ although the decreases after 0 are very small. For example if an assasin has a 15% chance for assasination at 0 he will have a 14% chance at -1. Note also that dread is allways refered to as negative chivalry=&lt;br /&gt;
&lt;br /&gt;
Effect Subterfuge: This increases angent skill-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Trading: This increases money gained by trade of city the general is garrisoned is in. If he is not in one it is not used-Number is a % increase&lt;br /&gt;
&lt;br /&gt;
Effect TaxCollection: Same as trading except for tax-Number is a % Increase&lt;br /&gt;
&lt;br /&gt;
Effect LocalPopularity: Same as above 2 except for happyness-1 localpop=5% happyness increase&lt;br /&gt;
&lt;br /&gt;
Effect Chivalry: This increases chivarly on the general-1 Effect chiv=1 Chivalry for the general&lt;br /&gt;
&lt;br /&gt;
Effect Piety: This increases piety on the general-1 Effect piety=1 Piety for the general&lt;br /&gt;
&lt;br /&gt;
Effect TroopMorale: This increases troops morale on the battlefield(Higher max morale so that means troops will take more to rout)-1=1 morale&lt;br /&gt;
&lt;br /&gt;
Effect Fertility: Increases the chance of a general having children. Concidering that you the number of children you get is based on the number of provinces. This means this will only make it more likely that this general will be chosen to have a child when more are needed-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Hitpoints: This allows the general to stay alive longer by giving him an extra number of times he can lose on the attack/defence roll(he survives longer in combat)-1=1 extra hp&lt;br /&gt;
&lt;br /&gt;
Effect GunpowderCommand: Unsure. It has to do with having gunpowder troops under command though. It&#039;s either gunpowder troops get extra morale... or all troops get extra morale depending on how many gunpowder troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect Construction: This makes building buildings cheaper for the city the General is garrisoned in. If he is not garrisoned this has no effect-Number is a % decrease&lt;br /&gt;
&lt;br /&gt;
Effect Squalor: This increases the Squalor in the settlement the General is garrisoned in. This will cause unhappyness and a loss of growth.-1 squalor=-0.5% growth and -5% happyness&lt;br /&gt;
&lt;br /&gt;
Effect Authority: This increases the Kings Authority. In theory making his generals less likely to rebel. In vanilla this doesn&#039;t do much however-Relative&lt;br /&gt;
&lt;br /&gt;
Effect BribeResistance: This makes it cost more for the general to be bribed by another faction-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Assasination: This increases an assassins skill while he is assassinating someone-Relative &lt;br /&gt;
&lt;br /&gt;
Effect Command: This increases a generals command. Command increases morale for your troops on the battlefield and is well valued in autoresolve despite the fact that morale really isn&#039;t-1 Command=+1 Morale&lt;br /&gt;
&lt;br /&gt;
Effect PersonalSecurity: This decreases the chance that a character will be successfully assassinated-Relative&lt;br /&gt;
&lt;br /&gt;
Effect MovePoints: This increases the speed the agent or if it&#039;s a general, him and his stack can move. This also affects admirals similar to generals-Number is a % increase (Pretty sure it&#039;s in lots of 5%)&lt;br /&gt;
&lt;br /&gt;
Effect SiegeEngineering: This increases the amount of siege build points per turn your general and his tack get while besieging someone-Number refers to build points... it&#039;s the same as is written&lt;br /&gt;
&lt;br /&gt;
Effect Farming: This increases farming, increasing the money gained from farming and making your settlement grow faster-1 farming=0.5% extra growth and the monitery increase is an unknown percentage probably 5% though&lt;br /&gt;
&lt;br /&gt;
Effect Mining: This increases the money of a city gained by mining while the general is garrisoned in it-Number is % increase&lt;br /&gt;
&lt;br /&gt;
Effect LineOfSight: This increases the line of sight of a character-Actual amount unknown but probably by 1 square&lt;br /&gt;
&lt;br /&gt;
Effect Charm: This increases the Princesses charm-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Unorthodoxy: In theory this makes a priest more likely to do different things... in Vanilla it doesn&#039;t do much. &lt;br /&gt;
&lt;br /&gt;
Effect Purity: Same as Unorthadoxy&lt;br /&gt;
&lt;br /&gt;
Effect Violence: Same as above too... might cause the pope to be more willing to call crusades though. &lt;br /&gt;
&lt;br /&gt;
Effect Finance: This increases the money merchants earn and their resistance to being taken over. Higher finance merchants are also harder to assasinate-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Unrest: This causes unrest which is basicly negative happyness-1=5% unrest&lt;br /&gt;
&lt;br /&gt;
Effect Law: This is similar to happyness-1=5% law&lt;br /&gt;
&lt;br /&gt;
Effect Magic: This is like piety but for witches-Relative&lt;br /&gt;
&lt;br /&gt;
Effect BattleSurgery: This causes men to be recovered that were wounded after a fight. This is great for keeping high experience troops alive or simply just saving losses-1=1 Troop loss recovered&lt;br /&gt;
&lt;br /&gt;
Effect TrainingPoints: This makes soldiers cheaper to recruit while the general is stationed in a city-Number is a % decrease&lt;br /&gt;
 &lt;br /&gt;
Effect Sabotage: This Increases the Assasins skill while doing sabotage missions-Relative&lt;br /&gt;
&lt;br /&gt;
Effect Influence: Influence hasn&#039;t been in since RTW BI... probably not used&lt;br /&gt;
&lt;br /&gt;
Effect TrainingAgents: This makes agents cheaper to recruit while the general is stationed in a city-The Number is a % decrease&lt;br /&gt;
&lt;br /&gt;
Effect CavlryCommand: Unsure. It has to do with having cavlry troops under command though. It&#039;s either cavlry troops get extra morale... or all troops get extra morale depending on how many Cavlry troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect ArtilleryCommand: Unsure. It has to do with having Artillery troops under command though. It&#039;s either Artillery troops get extra morale... or all troops get extra morale depending on how many Artillery troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect Looting: This increases the money gained from looting whenever you capture an enemy settlement(This also affects money gained from looting while you capture it as a horde)-% increase&lt;br /&gt;
&lt;br /&gt;
Effect SiegeAttack: Increases your generals command while attacking in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale&lt;br /&gt;
&lt;br /&gt;
Effect NavalCommand: This is Admiral specefic and only affects fleets-Command only used for autoresolve&lt;br /&gt;
&lt;br /&gt;
Effect InfantryCommand: Unsure. It has to do with having Infantry troops under command though. It&#039;s either Infantry troops get extra morale... or all troops get extra morale depending on how many Infantry troops are in the stack (could be 1 needed or a %)&lt;br /&gt;
&lt;br /&gt;
Effect SiegeDefence: Increases your generals command while defending in a siege (unsure whether rallying is counted as attacking... or whether being rallied against is counted as defending)-1 Command=1 extra max morale&lt;br /&gt;
&lt;br /&gt;
Effect Combat_V_Faction_xxx: Increases command for the general while fighting faction xxx-1 Command=1 Max extra troop morale&lt;br /&gt;
&lt;br /&gt;
Combat_V_Religion_xxx: Increases command for the general while fighting a faction of religion xxx-1 Command=1 Max extra troop morale&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]]&lt;br /&gt;
[[Category: M2TW Files]]&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=12233</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=12233"/>
		<updated>2007-10-12T12:23:27Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
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== Medieval 2: Total War ==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121291 Darthmod 1.4C]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116379 Deus lo Vult 4.0]&lt;br /&gt;
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== Rome: Total War ==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121086 Invasio Barbarorum VI]&lt;br /&gt;
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*[http://www.twcenter.net/forums/showthread.php?t=117801 Rome Medieval: Lord of the Knights]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116312 Rome Cassus Belli 1.0]&lt;br /&gt;
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== [[Arthurian: Total War]] ==&lt;br /&gt;
[[Image:SpotlightImage2.jpg|Arthurian Total War Screenshot|right]]&amp;lt;!-- Simply upload a new version of the spotlight image to replace it --&amp;gt;&lt;br /&gt;
A released modification for [[Barbarian Invasion|Rome: Total War barbarian Invasion]] with a [http://www.twcenter.net/forums/forumdisplay.php?f=107 hosted forum] at [[TWC]]. &lt;br /&gt;
&lt;br /&gt;
The [[Arthurian: Total War]] campaign begins in AD. 481, 5 years after the fall of the [[Western Roman Empire]], although Britain was officially &amp;quot;abandoned&amp;quot; over half a century before. The former Roman province of Britannia has collapsed into a shifting patchwork of sub-kingdoms and city-states. ATW&#039;s campaign considerably modifies the economic systems, campaign movement and faction behavior of vanilla BI, in order to provide a more exciting and challenging strategic game, accommodate the shortcomings of the AI, and better reflect the historical realities of the societies of the era. The battle gameplay has also been changed, with a new experience system, stats, and unit speeds tweaked in order to provide longer and more enjoyable battles and facilitate the AI. [[Arthurian: Total War|Continue Reading]]&lt;br /&gt;
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=== Gahzette October Issue Out Now ===&lt;br /&gt;
The team here at the [[Gahzette]] is proud to announce the release of our seventh publication.&lt;br /&gt;
&lt;br /&gt;
Our October issue contains 25 pages of TW, forum, and general TW goodness. Highlights include [[NagatsukaShumi]]&#039;s report on the state of [[modding]] in [[Kingdoms]], [[Sigurd]]&#039;s re-invigorated Backroom article - detailing the finer points of good debating, and as much use to many over here at [[TWC]] as at the [[.org]] - and [[Fragony]]&#039;s Wii game review, for those of you who do play console games.&lt;br /&gt;
&lt;br /&gt;
We also feature the usual interviews, forum articles, and general news that appear every month.&lt;br /&gt;
&lt;br /&gt;
So download your copy from [http://users.on.net/~purdsa/Gahzette/ here], and feel free to comment in the discussion thread [http://www.twcenter.net/forums/showthread.php?t=125529 here]&lt;br /&gt;
&lt;br /&gt;
~[[sapi]], Gahzette editor&lt;br /&gt;
&lt;br /&gt;
=== Results of the First Ever Total War Community Competition ===&lt;br /&gt;
Everyone please congratulate [[Alletun]] for winning the first ever Total War Competition brought to you by the [[Consilium Belli]] in association with Creative Assembly. As winner, Alletun will be receiving a copy of [[Medieval II: Total War Kingdoms]], courtesy of the [[Creative Assembly]] themselves!&lt;br /&gt;
&lt;br /&gt;
A large thanks to all who submitted wallpapers - there were many good entries and the decision was a very close one! &lt;br /&gt;
&lt;br /&gt;
Many thanks to Creative Assembly as well for kindly donating a copy of Medieval II: Total War Kingdoms for this competition. You can find out more about Kingdoms in the Kingdoms Information Thread or at www.totalwar.com&lt;br /&gt;
&lt;br /&gt;
Now - who else is ready to earn the spoils of Total War? Hurry over to the [[Consilium Belli]] to see what other competitions you can enter, and what prizes are there for the pillaging!&lt;br /&gt;
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=== [http://www.totalwar.com/index.html?page=/us/newsandpress/index.html&amp;amp;nav=/us/5/ Sega announce the next TW game!]  ===&lt;br /&gt;
[[image:EmpireBoat.jpg|left|175px|Empire Total War Ingame Screenshot]][http://www.sega-europe.com/en/Homepage.htm Sega] have just announced &amp;quot;[[Empire: Total War]]&amp;quot; as the next title for the [[Total War|Total War Series]] by [[Creative Assembly|The Creative Assembly]], they say:  &lt;br /&gt;
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__NOTOC__&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12232</id>
		<title>Export descr ancillaries.txt - M2TW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12232"/>
		<updated>2007-10-12T12:22:54Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: BTW JUST FINISHED LOOKING AT ALL ANCELLERIES. I&amp;#039;ve got pretty much every defenition for what anything can do.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file is generated from the Spreadsheet VnV.txt&lt;br /&gt;
It is suggested by CA to: &lt;br /&gt;
&amp;quot;Please modify the spreadsheet and re-export the data, rather than editing this file directly&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This file lists the different ancilleries and their effects. &lt;br /&gt;
An example: &lt;br /&gt;
Ancillary accomplice-This is the String reference&lt;br /&gt;
Type Security-This is the type... I&#039;m guessing this refers to what type of characters can get it and what it does. Judging by this I&#039;m guessing security is stuff that adds to subtefuge and for the most part is ment for spys/assasins.&lt;br /&gt;
&lt;br /&gt;
Transferable  0 -This is not transferable... if this was a 1 then it would be. &lt;br /&gt;
&lt;br /&gt;
Image sex_yangman.tga-The image displayed ingame&lt;br /&gt;
&lt;br /&gt;
ExcludeCultures mesoamerican-These culture cannot get this ancillary... the rest can&lt;br /&gt;
&lt;br /&gt;
Description accomplice_desc-This is the reference to the description string&lt;br /&gt;
&lt;br /&gt;
EffectsDescription accomplice_effects_desc-This is the reference to the affects string&lt;br /&gt;
&lt;br /&gt;
Effect Subterfuge  1-This adds one subtefuge to an agents skill level. Spies get better at spying, assasins get better at killing and sabotage. &lt;br /&gt;
&lt;br /&gt;
Not included above: &lt;br /&gt;
Excluded ancillaries: This is the ancillaries the character must not have for this ancillary to be available. For example Alchemists and Astrologers don&#039;t mix&lt;br /&gt;
&lt;br /&gt;
What the different types appear to do:&lt;br /&gt;
Security: Increases agent skill on agents. There are some that increas personal security (like bodyguards). Theres servants here that add to princess&#039;s charm as well. There are berserkers that add to command as well. As well as knights that add or remove chivalry and they can also add command. There are ancillaries that make agents cheaper to recruit too. &lt;br /&gt;
&lt;br /&gt;
Academic: These can do pretty much anything. Although common ones improve command or increase the amount of tax gotten or decrease squalor. There a few heroes under this category that add a lot of good stats (the military ones are under military). &lt;br /&gt;
&lt;br /&gt;
Entertain: These are actors and such... these add happiness to governing general&#039;s settlements. They can also decrease squalor... and some decrease the cost to bribe. These can also improve troop morale. As well as a rare few doing other things... most of them do the stuff described before though. &lt;br /&gt;
&lt;br /&gt;
Sex: These have sex with the general in question. They usually give the general a morale drop, piety drop, settlement happiness drop, chivalry drop and fertility drop. In vanilla m2tw you get these from having a general hang around a settlement with a brothel. Theres some sex things that also add to subtafuge. There are negative things for princesses in here as well. &lt;br /&gt;
&lt;br /&gt;
Health: These are generally docters or other similar people. They usually add to a generals hit points or fertility or allow troops to recover from wounds after battle... or all of them. &lt;br /&gt;
Item: These are item type stuff. So obviously they will be things not people. For example theres a custom armour thing that imrpoves a generals hitpoints. Armour can improve or lower hitpoints... for the most part though these are positive so anything that lowers hitpoints will compensate for it in another way. In general generals have armour... and assasins have blades or weopens concidering the kill rate of a general cannot be increased. Blades can also increase personal security. Theres also explosives for assassins that add to sabotage. Theres items that also add to influence... probably not ingame though. Theres jewelary that adds to princesses charm as well. Theres handguns that add to security and law as well. &lt;br /&gt;
&lt;br /&gt;
Court: These add to authority or there are &amp;quot;judges&amp;quot; that cause unrest and squalor. These can also add to personal security as well as trade. Theres also stuff that adds to troop morale. Theres also explorers that add line of sight and move speed. In general this category has lots of different stuff good and bad... and a lot of it is quite detailed. With some stuff that is balanced by a lot of good and bad things. &lt;br /&gt;
&lt;br /&gt;
Pet: These I&#039;d say are similar to items although they do different things. Theres some horses that increase movement speed here. As well as dogs that increase line of sight and personal security. Or monkeys that increase subterfuges. &lt;br /&gt;
&lt;br /&gt;
Money: This is an odd description for this class... but it consists of merchants. These can increase line of sight and movement. These are also things that make merchants better. There are constructers that make things cheaper to build. In general the non merchant stuff adds to trade though. There are also quite a lot of heroes under this category... these add a lot of stats and are usually trade or exploration wise. &lt;br /&gt;
&lt;br /&gt;
Magic: These are for Witches and add to their magic and or personal security. There are &amp;quot;enchanted broom&amp;quot;s that add to movement speed... rather silly. There are magicians that interetestingly add to troop morale and popularity. These can also add to hitpoints &lt;br /&gt;
&lt;br /&gt;
Religion: These add to piety on either generals or priests. There are also a few religous heroes... these add a lot of varias stats although some are bad. &lt;br /&gt;
&lt;br /&gt;
Family: These can reduce authority and troop morale &lt;br /&gt;
&lt;br /&gt;
Military: These add to line of sight, move speed and also personal security. These can also make recruitment cheaper. As well as increase the amount of loot taken. There are also ancilleries that are generally specialised in one area and increase command when conditions are met (example only increase command in a siege attack). These can also add to health. Famous heroes also come under this description. They generally add a lot of good stats and have a bonus vs a faction (command wise). &lt;br /&gt;
&lt;br /&gt;
Diplomacy: Theres an ancillery that adds to influence... probably not used ingame. The only ancilleries here add to influence... and there aren&#039;t too many and I&#039;m pretty sure they are only from RTW. &lt;br /&gt;
&lt;br /&gt;
Naval: These are things that go on admirals. These can only increase command, line of sight and movement speed. &lt;br /&gt;
&lt;br /&gt;
Politics: There are poiseners who increase subterfuge here. &lt;br /&gt;
&lt;br /&gt;
Relic: These add to command and piety for the most part. Some add to health and surgery. Some add to personal security. Some add to fertility. Some add to siege defence and some add dread.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12231</id>
		<title>Export descr ancillaries.txt - M2TW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12231"/>
		<updated>2007-10-12T12:21:05Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: BTW JUST FINISHED LOOKING AT ALL ANCELLERIES. I&amp;#039;ve got pretty much every defenition for what anything can do.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file is generated from the Spreadsheet VnV.txt&lt;br /&gt;
It is suggested by CA to: &lt;br /&gt;
&amp;quot;Please modify the spreadsheet and re-export the data, rather than editing this file directly&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This file lists the different ancilleries and their effects. &lt;br /&gt;
An example: &lt;br /&gt;
Ancillary accomplice-This is the String reference&lt;br /&gt;
    Type Security-This is the type... I&#039;m guessing this refers to what type of characters can get it and what it does. Judging by this I&#039;m guessing security is stuff that adds to subtefuge and for the most part is ment for spys/assasins.&lt;br /&gt;
    Transferable  0 -This is not transferable... if this was a 1 then it would be. &lt;br /&gt;
    Image sex_yangman.tga-The image displayed ingame&lt;br /&gt;
    ExcludeCultures mesoamerican-These culture cannot get this ancillary... the rest can&lt;br /&gt;
    Description accomplice_desc-This is the reference to the description string&lt;br /&gt;
    EffectsDescription accomplice_effects_desc-This is the reference to the affects string&lt;br /&gt;
    Effect Subterfuge  1-This adds one subtefuge to an agents skill level. Spies get better at spying, assasins get better at killing and sabotage. &lt;br /&gt;
&lt;br /&gt;
Not included above: &lt;br /&gt;
Excluded ancillaries: This is the ancillaries the character must not have for this ancillary to be available. For example Alchemists and Astrologers don&#039;t mix&lt;br /&gt;
&lt;br /&gt;
What the different types appear to do:&lt;br /&gt;
Security: Increases agent skill on agents. There are some that increas personal security (like bodyguards). Theres servants here that add to princess&#039;s charm as well. There are berserkers that add to command as well. As well as knights that add or remove chivalry and they can also add command. There are ancillaries that make agents cheaper to recruit too. &lt;br /&gt;
Academic: These can do pretty much anything. Although common ones improve command or increase the amount of tax gotten or decrease squalor. There a few heroes under this category that add a lot of good stats (the military ones are under military). &lt;br /&gt;
Entertain: These are actors and such... these add happiness to governing general&#039;s settlements. They can also decrease squalor... and some decrease the cost to bribe. These can also improve troop morale. As well as a rare few doing other things... most of them do the stuff described before though. &lt;br /&gt;
Sex: These have sex with the general in question. They usually give the general a morale drop, piety drop, settlement happiness drop, chivalry drop and fertility drop. In vanilla m2tw you get these from having a general hang around a settlement with a brothel. Theres some sex things that also add to subtafuge. There are negative things for princesses in here as well. &lt;br /&gt;
Health: These are generally docters or other similar people. They usually add to a generals hit points or fertility or allow troops to recover from wounds after battle... or all of them. &lt;br /&gt;
Item: These are item type stuff. So obviously they will be things not people. For example theres a custom armour thing that imrpoves a generals hitpoints. Armour can improve or lower hitpoints... for the most part though these are positive so anything that lowers hitpoints will compensate for it in another way. In general generals have armour... and assasins have blades or weopens concidering the kill rate of a general cannot be increased. Blades can also increase personal security. Theres also explosives for assassins that add to sabotage. Theres items that also add to influence... probably not ingame though. Theres jewelary that adds to princesses charm as well. Theres handguns that add to security and law as well. &lt;br /&gt;
Court: These add to authority or there are &amp;quot;judges&amp;quot; that cause unrest and squalor. These can also add to personal security as well as trade. Theres also stuff that adds to troop morale. Theres also explorers that add line of sight and move speed. In general this category has lots of different stuff good and bad... and a lot of it is quite detailed. With some stuff that is balanced by a lot of good and bad things. &lt;br /&gt;
Pet: These I&#039;d say are similar to items although they do different things. Theres some horses that increase movement speed here. As well as dogs that increase line of sight and personal security. Or monkeys that increase subterfuges. &lt;br /&gt;
Money: This is an odd description for this class... but it consists of merchants. These can increase line of sight and movement. These are also things that make merchants better. There are constructers that make things cheaper to build. In general the non merchant stuff adds to trade though. There are also quite a lot of heroes under this category... these add a lot of stats and are usually trade or exploration wise. &lt;br /&gt;
Magic: These are for Witches and add to their magic and or personal security. There are &amp;quot;enchanted broom&amp;quot;s that add to movement speed... rather silly. There are magicians that interetestingly add to troop morale and popularity. These can also add to hitpoints &lt;br /&gt;
Religion: These add to piety on either generals or priests. There are also a few religous heroes... these add a lot of varias stats although some are bad. &lt;br /&gt;
Family: These can reduce authority and troop morale &lt;br /&gt;
Military: These add to line of sight, move speed and also personal security. These can also make recruitment cheaper. As well as increase the amount of loot taken. There are also ancilleries that are generally specialised in one area and increase command when conditions are met (example only increase command in a siege attack). These can also add to health. Famous heroes also come under this description. They generally add a lot of good stats and have a bonus vs a faction (command wise). &lt;br /&gt;
Diplomacy: Theres an ancillery that adds to influence... probably not used &lt;br /&gt;
Naval: These are things that go on admirals. These can only increase command, line of sight and movement speed. &lt;br /&gt;
Politics: There are poiseners who increase subterfuge here. &lt;br /&gt;
Relic: These add to command and piety for the most part. Some add to health and surgery. Some add to personal security. Some add to fertility. Some add to siege defence and some add dread.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12213</id>
		<title>Export descr ancillaries.txt - M2TW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Export_descr_ancillaries.txt_-_M2TW&amp;diff=12213"/>
		<updated>2007-10-12T10:10:54Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: Unable to find the Spreadsheet vnv.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This file is generated from the Spreadsheet VnV.txt&lt;br /&gt;
It is suggested by CA to: &lt;br /&gt;
&amp;quot;Please modify the spreadsheet and re-export the data, rather than editing this file directly&amp;quot;&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12212</id>
		<title>Darkarbiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Darkarbiter&amp;diff=12212"/>
		<updated>2007-10-12T10:06:32Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: New page: Darkarbiter is a member of the Total war community.  He posts at the TWC and the RTR forums (at least when they aren&amp;#039;t down). He&amp;#039;s also currently working on a secret mod project.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Darkarbiter is a member of the Total war community. &lt;br /&gt;
He posts at the TWC and the RTR forums (at least when they aren&#039;t down). He&#039;s also currently working on a secret mod project.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=12182</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=12182"/>
		<updated>2007-10-11T09:59:09Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: Just finished Descr characters.txt so removed from main page&lt;/p&gt;
&lt;hr /&gt;
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=== Overview: ===&lt;br /&gt;
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&lt;br /&gt;
=== Information: ===&lt;br /&gt;
*[[Factions in Medieval 2|Faction List]]&lt;br /&gt;
*[[:Category:Medieval 2 Information|Gameplay Features]]&lt;br /&gt;
*[[Medieval II Patches|Latest Patches]]&lt;br /&gt;
*[[Medieval II cheats|Cheats]]&lt;br /&gt;
&lt;br /&gt;
=== Modifications: ===&lt;br /&gt;
*[[:Category:MTW2_Mods|Released Mods for M2TW]]&lt;br /&gt;
*[[:Category:TWC_Hosted_Modifications_-_MTW2|Hosted Mods for M2TW]]&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Rome: Total War Portal|http://www.twcenter.net/w/images/b/b8/RomeText.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Overview: ===&lt;br /&gt;
*[[Rome: Total War Portal|Rome: Total War Portal]]&lt;br /&gt;
*[[Barbarian Invasion|Barbarian Invasion Overview]]&lt;br /&gt;
*[[Alexander|Alexander Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Information: ===&lt;br /&gt;
*[[:Category:Rome: Total War Factions|Faction List]]&lt;br /&gt;
*[[:Category:Scriptorium - Rome: Total War|Strategy Guides]]&lt;br /&gt;
&lt;br /&gt;
=== Modifications: ===&lt;br /&gt;
*[[:Category:RTW Mods (Released)|Released Mods for Rome]]&lt;br /&gt;
*[[:Category:BI Mods (Released)|Released Mods for Barbarian Invasion]]&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Total War Center|http://www.twcenter.net/w/images/6/66/ForumInformation.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== [[Total War Center|The Total War Center:]] ===&lt;br /&gt;
*[[:Category:Total War Center Information|&#039;&#039;&#039;Information on TWC&#039;&#039;&#039;]]&lt;br /&gt;
*[[:Category:Ranks|&#039;&#039;&#039;Ranks on TWC&#039;&#039;&#039;]]&lt;br /&gt;
*[[Index to Say Cheese| &#039;&#039;&#039;&amp;quot;Say Cheese&amp;quot; Index&#039;&#039;&#039;]]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=109888 &#039;&#039;&#039;TWC Picture of the Week&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Total War Center Publications|Publications:]] ===&lt;br /&gt;
*[[Helios|&#039;&#039;&#039;The Helios&#039;&#039;&#039;]] &lt;br /&gt;
*[[Podcast|&#039;&#039;&#039;Podcasts&#039;&#039;&#039;]] &lt;br /&gt;
*[[Eagle_Standard|&#039;&#039;&#039;The Eagle Standard&#039;&#039;&#039;]]&lt;br /&gt;
*[[:Category:Scriptorium|&#039;&#039;&#039;The Scriptorium&#039;&#039;&#039;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
&amp;lt;!-- Recently released mods are listed here --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; rowspan=1 valign=&amp;quot;top&amp;quot; style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Recently Released Mods &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medieval 2: Total War ==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121291 Darthmod 1.4C]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116379 Deus lo Vult 4.0]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=114713 Lands to Conquer 3.1]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=112232 Stainless Steel 4.0]&lt;br /&gt;
&lt;br /&gt;
== Rome: Total War ==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121086 Invasio Barbarorum VI]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=120902 Napoleonic 2 TW: Portugal Expansion]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=117801 Rome Medieval: Lord of the Knights]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116312 Rome Cassus Belli 1.0]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=111439 Fourth Age TW: New Shadow]&lt;br /&gt;
| style=&amp;quot;width:50%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; The Modding Spotlight &amp;lt;/h3&amp;gt;&lt;br /&gt;
== [[Arthurian: Total War]] ==&lt;br /&gt;
[[Image:SpotlightImage2.jpg|Arthurian Total War Screenshot|right]]&amp;lt;!-- Simply upload a new version of the spotlight image to replace it --&amp;gt;&lt;br /&gt;
A released modification for [[Barbarian Invasion|Rome: Total War barbarian Invasion]] with a [http://www.twcenter.net/forums/forumdisplay.php?f=107 hosted forum] at [[TWC]]. &lt;br /&gt;
&lt;br /&gt;
The [[Arthurian: Total War]] campaign begins in AD. 481, 5 years after the fall of the [[Western Roman Empire]], although Britain was officially &amp;quot;abandoned&amp;quot; over half a century before. The former Roman province of Britannia has collapsed into a shifting patchwork of sub-kingdoms and city-states. ATW&#039;s campaign considerably modifies the economic systems, campaign movement and faction behavior of vanilla BI, in order to provide a more exciting and challenging strategic game, accommodate the shortcomings of the AI, and better reflect the historical realities of the societies of the era. The battle gameplay has also been changed, with a new experience system, stats, and unit speeds tweaked in order to provide longer and more enjoyable battles and facilitate the AI. [[Arthurian: Total War|Continue Reading]]&lt;br /&gt;
| rowspan=2 style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Latest News &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Results of the First Ever Total War Community Competition ===&lt;br /&gt;
&lt;br /&gt;
Everyone please congratulate [[Alletun]] for winning the first ever Total War Competition brought to you by the [[Consilium Belli]] in association with Creative Assembly. As winner, Alletun will be receiving a copy of [[Medieval II: Total War Kingdoms]], courtesy of the [[Creative Assembly]] themselves!&lt;br /&gt;
&lt;br /&gt;
A large thanks to all who submitted wallpapers - there were many good entries and the decision was a very close one! &lt;br /&gt;
&lt;br /&gt;
Many thanks to Creative Assembly as well for kindly donating a copy of Medieval II: Total War Kingdoms for this competition. You can find out more about Kingdoms in the Kingdoms Information Thread or at www.totalwar.com&lt;br /&gt;
&lt;br /&gt;
Now - who else is ready to earn the spoils of Total War? Hurry over to the [[Consilium Belli]] to see what other competitions you can enter, and what prizes are there for the pillaging!&lt;br /&gt;
&lt;br /&gt;
=== The Gahzette September Issue is on Shelves Now ===&lt;br /&gt;
&lt;br /&gt;
Our September issue takes a look over the [[The Guild|.org forums]], as per usual, and also delves into the arcane world of [[modding]] through two articles taken from [[Eagle Standard|The Eagle Standard]] publication (interviews concerning the [[Wrath of the Norsemen]] and [[The Fourth Age: Total War]] mods), as well as an exclusive interview with Hross of the &#039;Dominion of the Sword&#039; super-mod for M2TW.&lt;br /&gt;
&lt;br /&gt;
In addition, we feature several interviews with well-known members of the TW multiplayer community.&lt;br /&gt;
&lt;br /&gt;
Download your copy from [http://users.on.net/%7Epurdsa/Gahzette/ here], and please feel free to leave any comments you may have in the discussion thread [http://www.twcenter.net/forums/showthread.php?p=2138600#post2138600 here]&lt;br /&gt;
&lt;br /&gt;
~[[sapi]], Gahzette editor&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[News|View Previous News Items]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; rowspan=1 |&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Help the TWC Wiki &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Most Wanted Articles: ===&lt;br /&gt;
(Click any of the following to start helping the TWC Wiki)&lt;br /&gt;
*[[:Special:Wantedpages|&#039;&#039;View all most wanted articles&#039;&#039;]]&lt;br /&gt;
*[[Rise of Kings]]&lt;br /&gt;
*[[Export_descr_ancillaries.txt]]&lt;br /&gt;
*[[The Aztec Empire (M2TW Kingdoms)]]&lt;br /&gt;
&lt;br /&gt;
=== Articles in need of Cleanup: ===&lt;br /&gt;
*[[:Category:Cleanup|&#039;&#039;View all articles in need of Work&#039;&#039;]]&lt;br /&gt;
*[[Total War]]&lt;br /&gt;
*[[Shogun: Total War]]&lt;br /&gt;
*[[Medieval: Total War]]&lt;br /&gt;
&lt;br /&gt;
=== Short articles in need of expansion: ===&lt;br /&gt;
*[[:Category:Stubs|&#039;&#039;View all &#039;Stub&#039; articles&#039;&#039;]]&lt;br /&gt;
*[[May 2005 crisis]]&lt;br /&gt;
*[[Prothalamos]]&lt;br /&gt;
*[[Portugal (M2TW Faction)]]&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;width:50%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Total War Community &amp;lt;/h3&amp;gt;&lt;br /&gt;
== Community News ==&lt;br /&gt;
=== [http://www.totalwar.com/index.html?page=/us/newsandpress/index.html&amp;amp;nav=/us/5/ Sega announce the next TW game!]  ===&lt;br /&gt;
[[image:EmpireBoat.jpg|left|175px|Empire Total War Ingame Screenshot]][http://www.sega-europe.com/en/Homepage.htm Sega] have just announced &amp;quot;[[Empire: Total War]]&amp;quot; as the next title for the [[Total War|Total War Series]] by [[Creative Assembly|The Creative Assembly]], they say:  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Empire: Total War will maintain the series genre leading 3D battles, grand turn based campaign map and rich historical flavour while for the first time introducing 3D naval combat into the series.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Empire: Total War is set in the 18th century a turbulent era that is the most requested by Total War’s loyal fan base and a period alive with global conflict, revolutionary fervour and technological advances. With themes such as the Industrial Revolution, America’s struggle for independence, the race to control Eastern trade routes and the globalisation of war on land and sea, Empire: Total War promises to be amongst the richest and most dynamic PC RTS games of all time.... [http://www.totalwar.com/index.html?page=/us/newsandpress/index.html&amp;amp;nav=/us/5/ read more here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Visit new TWC forum to discuss Empire: Total War  [http://www.twcenter.net/forums/forumdisplay.php?f=469 here].&lt;br /&gt;
&lt;br /&gt;
== Other Major Fansites ==&lt;br /&gt;
*[[:Category: Fansites|All Total War Fansites]]&lt;br /&gt;
**[[The Guild]]&lt;br /&gt;
**[[Total Realism Forums]]&lt;br /&gt;
**[[Official Forums]]  &lt;br /&gt;
**[[Total_War_Heaven|Total War Heaven]]&lt;br /&gt;
**[[Strat_Command_Center|Strat Command Center]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 style=&amp;quot;width:33%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt;References&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Consult the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:FAQ MediaWiki FAQ]&lt;br /&gt;
* [http://mail.wikipedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_character.txt&amp;diff=12181</id>
		<title>Descr character.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_character.txt&amp;diff=12181"/>
		<updated>2007-10-11T09:58:18Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Descr Character.txt lists different types of Characters/Agents and what they can do(If it walks outside a city or is on the sea then it&#039;s abilities a.k.a. actions are listed here). Through this you can remove certain &amp;quot;right click&amp;quot; abilities as well as other abilities on the strategy map. For instance you could remove bribing from the game by removing bribe from the diplomat characters actions. Or you can make something immobile by removing the move action.&lt;br /&gt;
&lt;br /&gt;
Giving a character too many right click commands could potentially cause problems but Princesses can go in diplomacy or marry... two quite different things. &lt;br /&gt;
&lt;br /&gt;
List of commands in M2TW:&lt;br /&gt;
moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, bribe, exchange, building_fort, building_watchtower, Spying, assassinate, sabotage, diplomacy, bribe, quick_sail, blockade, disembark, marry, acquire, denounce.&lt;br /&gt;
&lt;br /&gt;
Although interestingly... there is no Recruit_Mercanary action so this means that you probably cannot ever give captains the ability to recruit mercanaries. However you can allow them to do most of the things above (probably can&#039;t disembark).&lt;br /&gt;
&lt;br /&gt;
Notable things that probably need to be Further Elaborated:&lt;br /&gt;
Garrison: I suspect this is just garrisoning a settlement or fort&lt;br /&gt;
Entranch: ? (Give to generals)&lt;br /&gt;
Exchange: ? (Given to generals)&lt;br /&gt;
Aquire: This is the merchant acquire goods ability... although in effect it basicly kills the enemy merchant after a stat based roll&lt;br /&gt;
Spying(Given to spies): What exactly does this do? Does it make a character invisible? Does it allow a character to see invisible units? Does it allow a character to open gates?&lt;br /&gt;
Quick sail: What does this do? How do you do it?&lt;br /&gt;
Moving Quickmarch: I suspect similar to above&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_character.txt&amp;diff=12180</id>
		<title>Descr character.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_character.txt&amp;diff=12180"/>
		<updated>2007-10-11T09:57:49Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: New page: Desct Character.txt This lists different types of Characters/Agents and what they can do(If it walks outside a city or is on the sea then it&amp;#039;s abilities a.k.a. actions are listed here). Th...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Desct Character.txt&lt;br /&gt;
This lists different types of Characters/Agents and what they can do(If it walks outside a city or is on the sea then it&#039;s abilities a.k.a. actions are listed here). Through this you can remove certain &amp;quot;right click&amp;quot; abilities as well as other abilities on the strategy map. For instance you could remove bribing from the game by removing bribe from the diplomat characters actions. Or you can make something immobile by removing the move action.&lt;br /&gt;
&lt;br /&gt;
Giving a character too many right click commands could potentially cause problems but Princesses can go in diplomacy or marry... two quite different things. &lt;br /&gt;
&lt;br /&gt;
List of commands in M2TW:&lt;br /&gt;
moving_normal, moving_quickmarch, garrison, assault, attack, besiege, entrench, ambush, diplomacy, bribe, exchange, building_fort, building_watchtower, Spying, assassinate, sabotage, diplomacy, bribe, quick_sail, blockade, disembark, marry, acquire, denounce.&lt;br /&gt;
&lt;br /&gt;
Although interestingly... there is no Recruit_Mercanary action so this means that you probably cannot ever give captains the ability to recruit mercanaries. However you can allow them to do most of the things above (probably can&#039;t disembark).&lt;br /&gt;
&lt;br /&gt;
Notable things that probably need to be Further Elaborated:&lt;br /&gt;
Garrison: I suspect this is just garrisoning a settlement or fort&lt;br /&gt;
Entranch: ? (Give to generals)&lt;br /&gt;
Exchange: ? (Given to generals)&lt;br /&gt;
Aquire: This is the merchant acquire goods ability... although in effect it basicly kills the enemy merchant after a stat based roll&lt;br /&gt;
Spying(Given to spies): What exactly does this do? Does it make a character invisible? Does it allow a character to see invisible units? Does it allow a character to open gates?&lt;br /&gt;
Quick sail: What does this do? How do you do it?&lt;br /&gt;
Moving Quickmarch: I suspect similar to above&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_engines.txt&amp;diff=12179</id>
		<title>Descr engines.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_engines.txt&amp;diff=12179"/>
		<updated>2007-10-11T09:42:42Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Desc Engines.txt is used for a few things for Siege engines.&lt;br /&gt;
&lt;br /&gt;
It lists each siege engine and certain Properties of each Siege engine&lt;br /&gt;
===Properties Listed for each engine===&lt;br /&gt;
-The Varias LOD models&lt;br /&gt;
&lt;br /&gt;
-Projectile fired&lt;br /&gt;
&lt;br /&gt;
-The Skeleton&lt;br /&gt;
&lt;br /&gt;
-Whether the siege engine can be ignited by flaming arrows&lt;br /&gt;
&lt;br /&gt;
-ID String&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_engines.txt&amp;diff=12178</id>
		<title>Descr engines.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_engines.txt&amp;diff=12178"/>
		<updated>2007-10-11T09:42:25Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Desc Engines.txt is used for a few things for Siege engines.&lt;br /&gt;
&lt;br /&gt;
It lists each siege engine and certain Properties of each Siege engine&lt;br /&gt;
===Properties Listed for each engine===&lt;br /&gt;
-The Varias LOD models&lt;br /&gt;
-Projectile fired&lt;br /&gt;
-The Skeleton&lt;br /&gt;
-Whether the siege engine can be ignited by flaming arrows&lt;br /&gt;
-ID String&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_engines.txt&amp;diff=12177</id>
		<title>Descr engines.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_engines.txt&amp;diff=12177"/>
		<updated>2007-10-11T09:42:04Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: New page: Desc Engines.txt is used for a few things for Siege engines.  It lists each siege engine and certain Properties of each Siege engine ===Properties Listed for each engine=== -The Varias LOD...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Desc Engines.txt is used for a few things for Siege engines.&lt;br /&gt;
&lt;br /&gt;
It lists each siege engine and certain Properties of each Siege engine&lt;br /&gt;
===Properties Listed for each engine===&lt;br /&gt;
-The Varias LOD models&lt;br /&gt;
-Projectile fired&lt;br /&gt;
-The Skeleton&lt;br /&gt;
-Whether the siege engine can be ignited by flaming arrows&lt;br /&gt;
-ID String&lt;br /&gt;
&lt;br /&gt;
From the Txt:&lt;br /&gt;
Common Data&lt;br /&gt;
;	-----------		&lt;br /&gt;
;	type					indicates a new engine type, must be followed by id name string,&lt;br /&gt;
;								and id strings must be unique&lt;br /&gt;
;	culture					permitted cultures - &#039;all&#039; for any culture&lt;br /&gt;
;	class					underlying engine class&lt;br /&gt;
;	projectile				projectile type used (if any)&lt;br /&gt;
;	engine_collision		cas file detailing the 3D collision model&lt;br /&gt;
;	engine_model			model(s) to be used for the engine, followed by distance in m or &amp;quot;max&amp;quot;&lt;br /&gt;
;	engine_radius			2D radius for the engine&lt;br /&gt;
;	engine_height			height of the engine&lt;br /&gt;
;	engine_mass				total mass for the engine&lt;br /&gt;
;&lt;br /&gt;
;	Artillery Classes Only&lt;br /&gt;
;	----------------------&lt;br /&gt;
;	missile_model			model(s) to be used for the missile, followed by distance in m or &amp;quot;max&amp;quot;&lt;br /&gt;
;	missile_radius			2D radius for the missile&lt;br /&gt;
;	missile_height			height of the missile&lt;br /&gt;
;	missile_mass			total mass for the missile&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Heretic&amp;diff=12176</id>
		<title>Heretic</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Heretic&amp;diff=12176"/>
		<updated>2007-10-11T09:33:44Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: New page: Heresy is a Christian term for those who follow Christianity but not a major orthodox sect. Those who believe and spread Heresy are deemed Heretics. For example in the early times of Chris...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heresy is a Christian term for those who follow Christianity but not a major orthodox sect. Those who believe and spread Heresy are deemed Heretics. For example in the early times of Christianity the Arianist sect was deemed heresy due to the fact that it claimed that Christ was a separate entity from God and not his son. &lt;br /&gt;
&lt;br /&gt;
In M2tw Heretics randomly spawn where there is heresy (particularly if there is a lot of it) and increase the amount of Heresy that is followed by the people as a religion. Heretics are agents. You can order your holy men(Priests or Imams depending on your faction) to denounce (kill) Heretics by right clicking on them while a holy man is selected. Doing this has a chance of simply not working or even converting your holy man to a heretic. This is based on the piety of both your holy man and the enemy heretic. You want your holy man&#039;s piety as high as possible and the enemy heretic&#039;s piety as low as possible so as to avoid the denouncing failing or worse... your holy man becoming a Heretic. Heretics work similarly to Witches in general. Denouncing Heretics can give your priests traits that improve piety... although if you get a trait for denouncing heretics you can easily lose it from failing to denounce heretics too many times.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Hardcoded_Limits_-_RTW&amp;diff=12175</id>
		<title>Hardcoded Limits - RTW</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Hardcoded_Limits_-_RTW&amp;diff=12175"/>
		<updated>2007-10-11T09:09:26Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creative Assembly]] have built in some limits to the games, meaning that modders can not have more than x amount of factions or y amount of units.  Limits for [[Medieval II: Total War]] appear to be similar to [[Rome: Total War]] though some are slightly raised.&lt;br /&gt;
&lt;br /&gt;
== Hardcoded Limits for RTW==&lt;br /&gt;
&lt;br /&gt;
This list is also duplicated here:&lt;br /&gt;
&lt;br /&gt;
[http://www.twcenter.net/forums/showthread.php?t=28608 TWC]&lt;br /&gt;
[http://forums.totalwar.org/vb/showthread.php?t=42905 The Guild]&lt;br /&gt;
&lt;br /&gt;
NOTE: If hard coded limits are found to be different for [[Medieval II: Total War]] please add them to the list below:&lt;br /&gt;
&lt;br /&gt;
===[[descr_model_battle.txt]]===&lt;br /&gt;
*Overall model number: Min ?, max 255. &lt;br /&gt;
&lt;br /&gt;
===[[descr_rebel_factions.txt]]===&lt;br /&gt;
*Units per event: Min 1?, max 20 for non-regional events at least. Extras cause error message with -show_err but possibly no other ill effects.&lt;br /&gt;
&lt;br /&gt;
===[[descr_sm_factions.txt]]===&lt;br /&gt;
*Faction limit:&amp;lt;br&amp;gt;&lt;br /&gt;
: Min 2, max 21. Note that the maximum must include, for unexpanded RTW, one rebel faction, four Roman factions (including a Senate and the Roman alliance), six barbarian factions, four Greek factions, three Eastern factions, two Carthaginian factions, and an Egyptian faction, as far as faction-culture correspondence goes. In BI the culture restrictions and Roman alliance/Senate limitations are lifted, but there still must presumably be a rebel faction. Fewer factions than 21 are possible, but two must be listed in descr_strat.txt or game will KTM with error message. Fewer then 5 will also cause a crash if the player attempts to view &amp;quot;top five factions&amp;quot; for anything on the statistics screen as well.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===[[export_descr_ancillaries.txt]]===&lt;br /&gt;
*ExcludedAncillaries: Min 0, max 3. Default usage Extras cause CTD.&lt;br /&gt;
*Effects: Min 0, max 8. Assumption, experimentation. Extras make it impossible to gain ancillary through a trigger and cause erratic effects if an existing ancillary is transferred.&lt;br /&gt;
&lt;br /&gt;
===[[export_descr_buildings.txt]]===&lt;br /&gt;
*Hidden resources: Min 1?, 63 or 64 tbc. Extras cause a CTD, not including rome causes a CTD (for some TW games), not including italy as a hidden resource prevents [[Marian reforms]] (so will removing it from  [[descr_regions.txt]] which is necessary anyway if removing from EDB). &lt;br /&gt;
:See [http://forums.totalwar.org/vb/showthread.php?t=52650 here] for a way to overcome the limitation on number of resources.&lt;br /&gt;
*Overall building tree number: Min ?, max 64. Experimentation. Extras CTD (error: &amp;quot;Settlement in [X] region has not been given [X] a core building. Any settlements above village level must have an appropriate core building! This settlement is level 1, and should have a level 0 core building.&amp;quot;).&lt;br /&gt;
*Levels per building tree: Min 1, max 9. Assumption, experimentation. Extras CTD.&lt;br /&gt;
*Upgrades per building level: Min 0, max 8. Default usage, logic based on previous. Levels can only be upgraded to levels listed after them on the &amp;quot;levels&amp;quot; line.&lt;br /&gt;
*Units recruitable in a given city, not counting agents: Min 0, max 32. Default usage, experimentation. Extras CTD.&lt;br /&gt;
&lt;br /&gt;
===[[export_descr_character_traits.txt]]===&lt;br /&gt;
*Levels per trait: Min 1, max 9. &lt;br /&gt;
*Points required for a threshold: Min 1, max ≥ 600. &lt;br /&gt;
*Points assignable per trigger: Min 0, max ≥ 100. &lt;br /&gt;
*Antitraits: Min 0, max 10 (1.2)/20? (1.6).&lt;br /&gt;
&lt;br /&gt;
===[[export_descr_unit.txt]]===&lt;br /&gt;
*Overall unit number: Min ?, max 500. JeromeGrasdyke. Extras CTD?&lt;br /&gt;
*Units per faction: Min ?, max 100. Experimentation. Extras don&#039;t appear for custom battles, but otherwise function normally.&lt;br /&gt;
*Units buildable per city: Min 0, max 32. Default usage, experimentation. Extras CTD.&lt;br /&gt;
*Men per non-general unit: Min 6, max 60. Experimentation. Extras CTD?&lt;br /&gt;
*Men per general unit: Min ?, max 31. Experimentation. Extras ignored, even if they come from another source (Influence, personal security, or faction leader/heir status).&lt;br /&gt;
*Extras per unit: Min 2 (but 0 is okay as well), max ?. Experimentation.&lt;br /&gt;
*Collision mass: Min ?, max ≥ 100. Default usage.&lt;br /&gt;
*Number of officers: Min 0, max 3. Text file description.&lt;br /&gt;
*Number of mount effects: Min 0, max 3. Text file description.&lt;br /&gt;
*Mount bonus: ?&lt;br /&gt;
*Number of attributes: Min 0, max none? Experimentation, guess.&lt;br /&gt;
*Number of formations: Min 1, max 2. Text file description.&lt;br /&gt;
*HP: Min ?, max 15. Dev. Extra considered 15.&lt;br /&gt;
*Attack factor: Min 1 (missile), max 63. Experimentation, user interface. Zero results in no missile attack. Extra considered 63.&lt;br /&gt;
*Charge bonus: Min 0, max 63. Default usage, user interface. Extra considered 63.&lt;br /&gt;
*Missile range: Min 20 (at least for javelins), max special. Experimentation, experimentation. Every projectile has an effective maximum range as well, indirectly determined by the velocity and angle ranges specified in descr_projectile_new.txt; increasing this file&#039;s range sufficiently will require you to increase the velocity and/or angle range in that file for the change to work properly. Later versions of RTW give an error message if the velocity doesn&#039;t allow the stated range. More range than is possible will be effectively reduced to the maximum possible for the velocity.&lt;br /&gt;
*Missile ammo: Min 2 (but 0 is okay as well), max ?. Experimentation (and guess). Note that ammunition is determined per man, not per unit, and it apparently counts even men who don&#039;t actually use the ammo, such as drivers of chariots (experimentation). Ammunition use is tracked per unit (I&#039;m pretty sure), not per man, so if only half of your unit is firing at their target, they&#039;ll effectively have twice the ammo.&lt;br /&gt;
*Undocumented kill rate variable: ?&lt;br /&gt;
*Number of weapon attributes: Min 0, max none? Experimentation, guess.&lt;br /&gt;
*Armor factor: Min 0, max 63. Default usage, user interface. Extra considered 63.&lt;br /&gt;
*Defensive skill factor: Min 0, max 63. Default usage, user interface. Extra considered 63.&lt;br /&gt;
*Shield factor: Min 0, max 31. Default usage, user interface. Extra considered 31.&lt;br /&gt;
*Stat_heat: ?&lt;br /&gt;
*Terrain modifiers: ?&lt;br /&gt;
*Base morale: Min 0, max ?. Default usage.&lt;br /&gt;
*Charge distance: ?&lt;br /&gt;
*Fire delay: ?&lt;br /&gt;
*Turns to build: Min 0, max 244. Extra ignored.&lt;br /&gt;
&lt;br /&gt;
===[[descr_regions.txt]]===&lt;br /&gt;
*Resources per province: Min 0?, max 9? Extras ignored?&lt;br /&gt;
&lt;br /&gt;
===[[map_regions.tga]]===&lt;br /&gt;
*Number of provinces: Min ?, max 200. (max number includes sea region colours)&lt;br /&gt;
*Number of landmasses: Min ?, max 20. JeromeGrasdyke. Effects for extras unknown (not CTD).&lt;br /&gt;
&lt;br /&gt;
===[[Models]]===&lt;br /&gt;
*Number of faces/polys: Min ?, max 20,000 (for campaign-map models).&lt;br /&gt;
&lt;br /&gt;
==Hard Coded Limits for M2TW==&lt;br /&gt;
===[[descr_sm_factions.txt]]===&lt;br /&gt;
*Faction limit:&amp;lt;br&amp;gt;&lt;br /&gt;
: Min ?, max 31. &#039;&#039;needs confirmation&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Thanks to all who helped compile this list.&lt;br /&gt;
&lt;br /&gt;
[[Category: Modding]]&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=12174</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=12174"/>
		<updated>2007-10-11T09:06:31Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
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&lt;br /&gt;
&amp;lt;center&amp;gt;[[TWC_Wiki:Help_Desk| Help Desk]]  •  [[Special:Popularpages|Popular Pages]]  •  [[TWC Official:Terms of Service|TWC Terms of Service]]  •  [[TWC:FAQ|TWC Frequently Asked Questions]]  •  [http://www.twcenter.net/forums/forumdisplay.php?f=489 Discuss the Wiki on TWC]&amp;lt;/center&amp;gt;&lt;br /&gt;
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=== Overview: ===&lt;br /&gt;
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&lt;br /&gt;
=== Information: ===&lt;br /&gt;
*[[Factions in Medieval 2|Faction List]]&lt;br /&gt;
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&lt;br /&gt;
=== Modifications: ===&lt;br /&gt;
*[[:Category:MTW2_Mods|Released Mods for M2TW]]&lt;br /&gt;
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&lt;br /&gt;
=== Overview: ===&lt;br /&gt;
*[[Rome: Total War Portal|Rome: Total War Portal]]&lt;br /&gt;
*[[Barbarian Invasion|Barbarian Invasion Overview]]&lt;br /&gt;
*[[Alexander|Alexander Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Information: ===&lt;br /&gt;
*[[:Category:Rome: Total War Factions|Faction List]]&lt;br /&gt;
*[[:Category:Scriptorium - Rome: Total War|Strategy Guides]]&lt;br /&gt;
&lt;br /&gt;
=== Modifications: ===&lt;br /&gt;
*[[:Category:RTW Mods (Released)|Released Mods for Rome]]&lt;br /&gt;
*[[:Category:BI Mods (Released)|Released Mods for Barbarian Invasion]]&lt;br /&gt;
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=== [[Total War Center|The Total War Center:]] ===&lt;br /&gt;
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&lt;br /&gt;
=== [[:Category:Total War Center Publications|Publications:]] ===&lt;br /&gt;
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|}&lt;br /&gt;
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{| &lt;br /&gt;
&amp;lt;!-- Recently released mods are listed here --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
== Medieval 2: Total War ==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121291 Darthmod 1.4C]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116379 Deus lo Vult 4.0]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=114713 Lands to Conquer 3.1]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=112232 Stainless Steel 4.0]&lt;br /&gt;
&lt;br /&gt;
== Rome: Total War ==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121086 Invasio Barbarorum VI]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=120902 Napoleonic 2 TW: Portugal Expansion]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=117801 Rome Medieval: Lord of the Knights]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116312 Rome Cassus Belli 1.0]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=111439 Fourth Age TW: New Shadow]&lt;br /&gt;
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&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; The Modding Spotlight &amp;lt;/h3&amp;gt;&lt;br /&gt;
== [[Arthurian: Total War]] ==&lt;br /&gt;
[[Image:SpotlightImage2.jpg|Arthurian Total War Screenshot|right]]&amp;lt;!-- Simply upload a new version of the spotlight image to replace it --&amp;gt;&lt;br /&gt;
A released modification for [[Barbarian Invasion|Rome: Total War barbarian Invasion]] with a [http://www.twcenter.net/forums/forumdisplay.php?f=107 hosted forum] at [[TWC]]. &lt;br /&gt;
&lt;br /&gt;
The [[Arthurian: Total War]] campaign begins in AD. 481, 5 years after the fall of the [[Western Roman Empire]], although Britain was officially &amp;quot;abandoned&amp;quot; over half a century before. The former Roman province of Britannia has collapsed into a shifting patchwork of sub-kingdoms and city-states. ATW&#039;s campaign considerably modifies the economic systems, campaign movement and faction behavior of vanilla BI, in order to provide a more exciting and challenging strategic game, accommodate the shortcomings of the AI, and better reflect the historical realities of the societies of the era. The battle gameplay has also been changed, with a new experience system, stats, and unit speeds tweaked in order to provide longer and more enjoyable battles and facilitate the AI. [[Arthurian: Total War|Continue Reading]]&lt;br /&gt;
| rowspan=2 style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Latest News &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Results of the First Ever Total War Community Competition ===&lt;br /&gt;
&lt;br /&gt;
Everyone please congratulate [[Alletun]] for winning the first ever Total War Competition brought to you by the [[Consilium Belli]] in association with Creative Assembly. As winner, Alletun will be receiving a copy of [[Medieval II: Total War Kingdoms]], courtesy of the [[Creative Assembly]] themselves!&lt;br /&gt;
&lt;br /&gt;
A large thanks to all who submitted wallpapers - there were many good entries and the decision was a very close one! &lt;br /&gt;
&lt;br /&gt;
Many thanks to Creative Assembly as well for kindly donating a copy of Medieval II: Total War Kingdoms for this competition. You can find out more about Kingdoms in the Kingdoms Information Thread or at www.totalwar.com&lt;br /&gt;
&lt;br /&gt;
Now - who else is ready to earn the spoils of Total War? Hurry over to the [[Consilium Belli]] to see what other competitions you can enter, and what prizes are there for the pillaging!&lt;br /&gt;
&lt;br /&gt;
=== The Gahzette September Issue is on Shelves Now ===&lt;br /&gt;
&lt;br /&gt;
Our September issue takes a look over the [[The Guild|.org forums]], as per usual, and also delves into the arcane world of [[modding]] through two articles taken from [[Eagle Standard|The Eagle Standard]] publication (interviews concerning the [[Wrath of the Norsemen]] and [[The Fourth Age: Total War]] mods), as well as an exclusive interview with Hross of the &#039;Dominion of the Sword&#039; super-mod for M2TW.&lt;br /&gt;
&lt;br /&gt;
In addition, we feature several interviews with well-known members of the TW multiplayer community.&lt;br /&gt;
&lt;br /&gt;
Download your copy from [http://users.on.net/%7Epurdsa/Gahzette/ here], and please feel free to leave any comments you may have in the discussion thread [http://www.twcenter.net/forums/showthread.php?p=2138600#post2138600 here]&lt;br /&gt;
&lt;br /&gt;
~[[sapi]], Gahzette editor&lt;br /&gt;
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=== Most Wanted Articles: ===&lt;br /&gt;
(Click any of the following to start helping the TWC Wiki)&lt;br /&gt;
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*[[Export_descr_ancillaries.txt]]&lt;br /&gt;
*[[Descr_character.txt]]&lt;br /&gt;
*[[The Aztec Empire (M2TW Kingdoms)]]&lt;br /&gt;
&lt;br /&gt;
=== Articles in need of Cleanup: ===&lt;br /&gt;
*[[:Category:Cleanup|&#039;&#039;View all articles in need of Work&#039;&#039;]]&lt;br /&gt;
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=== Short articles in need of expansion: ===&lt;br /&gt;
*[[:Category:Stubs|&#039;&#039;View all &#039;Stub&#039; articles&#039;&#039;]]&lt;br /&gt;
*[[May 2005 crisis]]&lt;br /&gt;
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*[[Portugal (M2TW Faction)]]&lt;br /&gt;
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&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Total War Community &amp;lt;/h3&amp;gt;&lt;br /&gt;
== Community News ==&lt;br /&gt;
=== [http://www.totalwar.com/index.html?page=/us/newsandpress/index.html&amp;amp;nav=/us/5/ Sega announce the next TW game!]  ===&lt;br /&gt;
[[image:EmpireBoat.jpg|left|175px|Empire Total War Ingame Screenshot]][http://www.sega-europe.com/en/Homepage.htm Sega] have just announced &amp;quot;[[Empire: Total War]]&amp;quot; as the next title for the [[Total War|Total War Series]] by [[Creative Assembly|The Creative Assembly]], they say:  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Empire: Total War will maintain the series genre leading 3D battles, grand turn based campaign map and rich historical flavour while for the first time introducing 3D naval combat into the series.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Empire: Total War is set in the 18th century a turbulent era that is the most requested by Total War’s loyal fan base and a period alive with global conflict, revolutionary fervour and technological advances. With themes such as the Industrial Revolution, America’s struggle for independence, the race to control Eastern trade routes and the globalisation of war on land and sea, Empire: Total War promises to be amongst the richest and most dynamic PC RTS games of all time.... [http://www.totalwar.com/index.html?page=/us/newsandpress/index.html&amp;amp;nav=/us/5/ read more here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Visit new TWC forum to discuss Empire: Total War  [http://www.twcenter.net/forums/forumdisplay.php?f=469 here].&lt;br /&gt;
&lt;br /&gt;
== Other Major Fansites ==&lt;br /&gt;
*[[:Category: Fansites|All Total War Fansites]]&lt;br /&gt;
**[[The Guild]]&lt;br /&gt;
**[[Total Realism Forums]]&lt;br /&gt;
**[[Official Forums]]  &lt;br /&gt;
**[[Total_War_Heaven|Total War Heaven]]&lt;br /&gt;
**[[Strat_Command_Center|Strat Command Center]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 style=&amp;quot;width:33%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt;References&amp;lt;/h3&amp;gt;&lt;br /&gt;
* Consult the [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:Configuration_settings Configuration settings list]&lt;br /&gt;
* [http://www.mediawiki.org/wiki/Help:FAQ MediaWiki FAQ]&lt;br /&gt;
* [http://mail.wikipedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_rebel_factions.txt&amp;diff=12173</id>
		<title>Descr rebel factions.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_rebel_factions.txt&amp;diff=12173"/>
		<updated>2007-10-11T09:05:37Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Descr_Rebel_factions.txt is a text file included in both M2TW and RTW. &lt;br /&gt;
&lt;br /&gt;
===Purpose and Function===&lt;br /&gt;
Desc_Rebel_Factions.txt determines the names of the subfactions that own rebel settlements, what units during revolts, what units spawn for brigans and what ships spawn for pirates. It also determines what units brigands and Pirates spawn. The actual names of rebels for the most part are cosmetic however. Note that different Rebels also get different icons. The Only Categories in RTW/BI/M2TW are:&lt;br /&gt;
Peasent revolt: The standard type of rebels that are there at start and are spawned by peasant revolts.&lt;br /&gt;
Brigands: Brigand type rebels&lt;br /&gt;
Pirates: Pirate type rebels&lt;br /&gt;
Gladiator Revolt: Rebels that are spawned by a Gladiator Revolt in RTW&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Descr_rebel_factions.txt&amp;diff=12172</id>
		<title>Descr rebel factions.txt</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Descr_rebel_factions.txt&amp;diff=12172"/>
		<updated>2007-10-11T09:04:35Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: New page: Descr_Rebel_factions.txt is a text file included in both M2TW and RTW.   ===Purpose and Function=== Desc_Rebel_Factions.txt determines the names of rebel settlements and what units are spa...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Descr_Rebel_factions.txt is a text file included in both M2TW and RTW. &lt;br /&gt;
&lt;br /&gt;
===Purpose and Function===&lt;br /&gt;
Desc_Rebel_Factions.txt determines the names of rebel settlements and what units are spawned there. It also determines what units brigands and Pirates spawn. The actual names of rebels for the most part are cosmetic however. Note that different Rebels also get different icons. The Only Categories in RTW/BI/M2TW are:&lt;br /&gt;
Peasent revolt: The standard type of rebels that are there at start and are spawned by peasant revolts.&lt;br /&gt;
Brigands: Brigand type rebels&lt;br /&gt;
Pirates: Pirate type rebels&lt;br /&gt;
Gladiator Revolt: Rebels that are spawned by a Gladiator Revolt in RTW&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Caius_Britannicus&amp;diff=12170</id>
		<title>Caius Britannicus</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Caius_Britannicus&amp;diff=12170"/>
		<updated>2007-10-11T08:49:58Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Famous Modders]]&lt;br /&gt;
[[Category:Civitate]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
Caius Britannicus is a Total War modder who&#039;s claim to fame came from working on the RTR Team on RTR 6.0 . He works mainly on skinning and modeling and is currently the head modeller/skinner for RTR 7.0 .&lt;br /&gt;
&lt;br /&gt;
===Mods worked on===&lt;br /&gt;
RTR 6.0. Up to Gold edition&lt;br /&gt;
&lt;br /&gt;
RTR 7.0 and TIC&lt;br /&gt;
&lt;br /&gt;
The Crusades&lt;br /&gt;
&lt;br /&gt;
===Caius&#039;s involvement with The Crusades===&lt;br /&gt;
Caius Britannicus was the mod leader of the total conversion for Rome total war barbarian Invasion The Crusades. This mod enjoyed relative success particularly at the RTR official forums although got banned from The TWC due to including (copyrighted) film music. It included two detailed factions with all new skins as well as all new skins for the rebels. The first release allowed the Crusaders to recruit troops from ports although Caius said his intention was to have armies spawn via scripts. Since the first release this has not be implemented and the project has been abandoned. The first release was also plagued by a game breaking bug which was never really fixed. The Crusades was released just before M2TW.&lt;br /&gt;
&lt;br /&gt;
The Crusades is most notable for it&#039;s difficulty and battles. The two campaigns... one for the Crusaders and one for the Saracans were set up so you played one while the other was at it&#039;s peak... making things hard without using excessive add money scripts or having imbalanced battles. The battles were fast paced and highly balanced... The Crusades enjoyed relatively MP popularity at the RTR forums for a while. The loss of interest in general for this mod is mainly due to the RTR Forums going down a lot causing the community to go away from the forums where most of The Crusades discussion and MP battle arrrangement took place.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Caius_Britannicus&amp;diff=12169</id>
		<title>Caius Britannicus</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Caius_Britannicus&amp;diff=12169"/>
		<updated>2007-10-11T08:49:22Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Famous Modders]]&lt;br /&gt;
[[Category:Civitate]]&lt;br /&gt;
[[Category:People]]&lt;br /&gt;
Caius Britannicus is a Total War modder who&#039;s claim to fame came from working on the RTR Team on RTR 6.0 . He works mainly on skinning and modeling and is currently the head modeller/skinner for RTR 7.0 .&lt;br /&gt;
&lt;br /&gt;
===Mods worked on===&lt;br /&gt;
RTR 6.0. Up to Gold edition&lt;br /&gt;
RTR 7.0 and TIC&lt;br /&gt;
The Crusades&lt;br /&gt;
&lt;br /&gt;
===Caius&#039;s involvement with The Crusades===&lt;br /&gt;
Caius Britannicus was the mod leader of the total conversion for Rome total war barbarian Invasion The Crusades. This mod enjoyed relative success particularly at the RTR official forums although got banned from The TWC due to including (copyrighted) film music. It included two detailed factions with all new skins as well as all new skins for the rebels. The first release allowed the Crusaders to recruit troops from ports although Caius said his intention was to have armies spawn via scripts. Since the first release this has not be implemented and the project has been abandoned. The first release was also plagued by a game breaking bug which was never really fixed. The Crusades was released just before M2TW.&lt;br /&gt;
&lt;br /&gt;
The Crusades is most notable for it&#039;s difficulty and battles. The two campaigns... one for the Crusaders and one for the Saracans were set up so you played one while the other was at it&#039;s peak... making things hard without using excessive add money scripts or having imbalanced battles. The battles were fast paced and highly balanced... The Crusades enjoyed relatively MP popularity at the RTR forums for a while. The loss of interest in general for this mod is mainly due to the RTR Forums going down a lot causing the community to go away from the forums where most of The Crusades discussion and MP battle arrrangement took place.&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Berbers_(RTW:BI_Faction)&amp;diff=12168</id>
		<title>Berbers (RTW:BI Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Berbers_(RTW:BI_Faction)&amp;diff=12168"/>
		<updated>2007-10-11T08:33:05Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BI Factions}}{{stub}}&lt;br /&gt;
&#039;&#039;&#039;The Berbers&#039;&#039;&#039; are one of the non-playable factions in the [[Barbarian Invasion]] expansion for [[Rome: Total War]].  They can be made playable through very simple modding. They are one of the BI factions with a shadow faction. Their shadow faction is called the moors and ahistorically has an Islamic Crescent and star as the symbol. &lt;br /&gt;
==Game Play==&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
===Win Conditions===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Unique Units====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
&lt;br /&gt;
===AAR&#039;s===&lt;br /&gt;
&lt;br /&gt;
==History==&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>Darkarbiter</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=11772</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Main_Page&amp;diff=11772"/>
		<updated>2007-09-26T05:29:02Z</updated>

		<summary type="html">&lt;p&gt;Darkarbiter: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- These are comments, they wont show up on the page when viewed. All comments are wrapped in these little arrow tags --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Feel free to keep this page updated in any way you see fit. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Though please discuss major alterations in the discussions page. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[TWC_Wiki:Help_Desk| Help Desk]]  •  [[Special:Popularpages|Popular Pages]]  •  [[TWC Official:Terms of Service|TWC Terms of Service]]  •  [[TWC:FAQ|TWC Frequently Asked Questions]]  •  [http://www.twcenter.net/forums/forumdisplay.php?f=489 Discuss the Wiki on TWC]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Modding Portal|http://www.twcenter.net/w/images/5/50/GeneralModding.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
*[[Modding Portal|&#039;&#039;&#039;The Modding Portal:&#039;&#039;&#039;]]&lt;br /&gt;
:*[[Modding:Art|&#039;&#039;&#039;Art&#039;&#039;&#039;]]&lt;br /&gt;
:*[[Modding:Coding|&#039;&#039;&#039;Coding&#039;&#039;&#039;]]&lt;br /&gt;
:*[[Modding:Mapping|&#039;&#039;&#039;Mapping&#039;&#039;&#039;]]&lt;br /&gt;
*[[Modding:Tutorial list|&#039;&#039;&#039;List of all Modding Tutorials&#039;&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;[[:Category:Modding|Wiki Modding Articles]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category: MTW2Modding|Medieval II Wiki Modding Articles]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category:RTWModding|Rome &amp;amp; Barbarian Invasion Wiki Modding Wiki Articles]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category:RTW Files|Artcles on RTW/BI Text Files]]&#039;&#039;&#039;&lt;br /&gt;
:*&#039;&#039;&#039;[[:Category:MTW2 Files|Articles on M2TW Text Files]]&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Medieval 2: Total War|http://www.twcenter.net/w/images/e/ee/MedievalText2.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== Overview: ===&lt;br /&gt;
*[[Medieval 2: Total War|Medieval 2: Total War Portal]]&lt;br /&gt;
*[[Medieval_II:_Total_War_Kingdoms|Medieval 2: Total War Kingdoms Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Information: ===&lt;br /&gt;
*[[:Category:Medieval 2: Total War Factions|Faction List]]&lt;br /&gt;
*[[:Category:Medieval 2 Information|Gameplay Features]]&lt;br /&gt;
*[[Medieval II Patches|Latest Patches]]&lt;br /&gt;
*[[Medieval II cheats|Cheats]]&lt;br /&gt;
&lt;br /&gt;
=== Modifications: ===&lt;br /&gt;
*[[:Category:MTW2_Mods|Released Mods for Medieval II]]&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Rome: Total War Portal|http://www.twcenter.net/w/images/b/b8/RomeText.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== Overview: ===&lt;br /&gt;
*[[Rome: Total War Portal|Rome: Total War Portal]]&lt;br /&gt;
*[[Barbarian Invasion|Barbarian Invasion Overview]]&lt;br /&gt;
*[[Alexander|Alexander Overview]]&lt;br /&gt;
&lt;br /&gt;
=== Information: ===&lt;br /&gt;
*[[:Category:Rome: Total War Factions|Faction List]]&lt;br /&gt;
*[[:Category:Scriptorium - Rome: Total War|Strategy Guides]]&lt;br /&gt;
&lt;br /&gt;
=== Modifications: ===&lt;br /&gt;
*[[:Category:RTW Mods (Released)|Released Mods for Rome]]&lt;br /&gt;
*[[:Category:BI Mods (Released)|Released Mods for Barbarian Invasion]]&lt;br /&gt;
| style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;center&amp;gt;{{clickpic|Total War Center|http://www.twcenter.net/w/images/6/66/ForumInformation.png}}&amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
=== [[Total War Center|The Total War Center:]] ===&lt;br /&gt;
*[[:Category:Total War Center Information|Information on TWC]]&lt;br /&gt;
*[[:Category:Ranks|Ranks on TWC]]&lt;br /&gt;
*[[Index to Say Cheese| &amp;quot;Say Cheese&amp;quot; Index]]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=109888 TWC Picture of the Week]&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Total War Center Publications|Publications:]] ===&lt;br /&gt;
*[[Helios|The Helios]] &lt;br /&gt;
*[[Podcast|Podcasts]] &lt;br /&gt;
*[[Eagle_Standard|The Eagle Standard]]&lt;br /&gt;
*[[:Category:Scriptorium|The Scriptorium]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
&amp;lt;!-- Recently released mods are listed here --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; rowspan=1 valign=&amp;quot;top&amp;quot; style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Recently Released Mods &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Medieval 2: Total War ==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121291 Darthmod 1.4C]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116379 Deus lo Vult 4.0]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=114713 Lands to Conquer 3.1]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=112232 Stainless Steel 4.0]&lt;br /&gt;
&lt;br /&gt;
== Rome: Total War ==&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=121086 Invasio Barbarorum VI]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=120902 Napoleonic 2 TW: Portugal Expansion]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=117801 Rome Medieval: Lord of the Knights]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=116312 Rome Cassus Belli 1.0]&lt;br /&gt;
*[http://www.twcenter.net/forums/showthread.php?t=111439 Fourth Age TW: New Shadow]&lt;br /&gt;
| style=&amp;quot;width:50%; padding:0.5em; border:2px solid #B0B3D8; background-color:#E6E9FF;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; The Modding Spotlight &amp;lt;/h3&amp;gt;&lt;br /&gt;
== [[PRO DEO ET REGE]] ==&lt;br /&gt;
[[Image:SpotlightImage2.jpg|Pro Deo et Rege Screenshot|right]]&amp;lt;!-- Simply upload a new version of the spotlight image to replace it --&amp;gt;&lt;br /&gt;
A released modification for [[Medieval II: Total War]] with a [http://www.twcenter.net/forums/forumdisplay.php?f=437 hosted forum] at [[TWC]]. &lt;br /&gt;
&lt;br /&gt;
[[PRO DEO ET REGE]] is aimed at improved historical accuracy and realism. At two turns per year, it hopes to provide for a slower and more challenging campaign. Forging and maintaining an empire will not be an easy task as the player will face many obstacles in his quest for medieval dominance. &lt;br /&gt;
&lt;br /&gt;
From noble rebellions, to increased upkeep costs for standing armies, to a regional area of recruitment system that limits and restricts the amount and types of troops available to a faction in newly conquered foreign provinces, establishing a medieval empire will be a challenge.....[[PRO DEO ET REGE|Continue Reading]]&lt;br /&gt;
| rowspan=2 style=&amp;quot;width:25%; padding:0.5em; border:2px solid #B0B3D8; background-color:#f3edfd;&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Latest News &amp;lt;/h3&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Gahzette September Issue is on Shelves Now ===&lt;br /&gt;
&lt;br /&gt;
Our September issue takes a look over the [[The Guild|.org forums]], as per usual, and also delves into the arcane world of [[modding]] through two articles taken from [[Eagle Standard|The Eagle Standard]] publication (interviews concerning the [[Wrath of the Norsemen]] and [[The Fourth Age: Total War]] mods), as well as an exclusive interview with Hross of the &#039;Dominion of the Sword&#039; super-mod for M2TW.&lt;br /&gt;
&lt;br /&gt;
In addition, we feature several interviews with well-known members of the TW multiplayer community.&lt;br /&gt;
&lt;br /&gt;
Download your copy from [http://users.on.net/%7Epurdsa/Gahzette/ here], and please feel free to leave any comments you may have in the discussion thread [http://www.twcenter.net/forums/showthread.php?p=2138600#post2138600 here]&lt;br /&gt;
&lt;br /&gt;
~[[sapi]], Gahzette editor&lt;br /&gt;
&lt;br /&gt;
=== [[The Fourth Age: Total War| Fourth Age: Total War]] The New Shadow (2.0) Released : ===&lt;br /&gt;
&lt;br /&gt;
(21/7/2007) The third instalment of the successful [[The Fourth Age: Total War| Forth Age: Total War]] series of releases, begun with ‘Corsair Invasion’, and followed by ‘Forth Eorlingas’, has just been unleashed.  The previous instalments have been downloaded by over 60,000 people, been covered by various game magazines and been voted &#039;Best BI/Alexander Mod&#039; by the users of [[the Guild]] and voted &#039;Best RTW/BI Fantasy Mod&#039; by the users of [[TWC]].  Great things are expected from this new release... see [http://www.twcenter.net/forums/showthread.php?t=111434 release thread here]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[News|View Previous News Items]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Help the TWC Wiki &amp;lt;/h3&amp;gt;&lt;br /&gt;
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=== Most Wanted Articles: ===&lt;br /&gt;
(Click any of the following to start helping the TWC Wiki)&lt;br /&gt;
*[[:Special:Wantedpages|&#039;&#039;View all most wanted articles&#039;&#039;]]&lt;br /&gt;
*[[Gaius Baltar]]&lt;br /&gt;
*[[Descr_rebel_factions.txt]]&lt;br /&gt;
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*[[Export_descr_ancillaries.txt]]&lt;br /&gt;
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=== Articles in need of Cleanup: ===&lt;br /&gt;
*[[:Category:Cleanup|&#039;&#039;View all articles in need of Work&#039;&#039;]]&lt;br /&gt;
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=== Short articles in need of expansion: ===&lt;br /&gt;
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&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt; Total War Community &amp;lt;/h3&amp;gt;&lt;br /&gt;
== Community News ==&lt;br /&gt;
=== [http://www.totalwar.com/index.html?page=/us/newsandpress/index.html&amp;amp;nav=/us/5/ Sega announce the next TW game!]  ===&lt;br /&gt;
[[image:EmpireBoat.jpg|left|175px|Empire Total War Ingame Screenshot]][http://www.sega-europe.com/en/Homepage.htm Sega] have just announced &amp;quot;[[Empire: Total War]]&amp;quot; as the next title for the [[Total War|Total War Series]] by [[Creative Assembly|The Creative Assembly]], they say:  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Empire: Total War will maintain the series genre leading 3D battles, grand turn based campaign map and rich historical flavour while for the first time introducing 3D naval combat into the series.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Empire: Total War is set in the 18th century a turbulent era that is the most requested by Total War’s loyal fan base and a period alive with global conflict, revolutionary fervour and technological advances. With themes such as the Industrial Revolution, America’s struggle for independence, the race to control Eastern trade routes and the globalisation of war on land and sea, Empire: Total War promises to be amongst the richest and most dynamic PC RTS games of all time.... [http://www.totalwar.com/index.html?page=/us/newsandpress/index.html&amp;amp;nav=/us/5/ read more here]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Visit new TWC forum to discuss Empire: Total War  [http://www.twcenter.net/forums/forumdisplay.php?f=469 here].&lt;br /&gt;
&lt;br /&gt;
== Other Major Fansites ==&lt;br /&gt;
*[[:Category: Fansites|All Total War Fansites]]&lt;br /&gt;
**[[The Guild]]&lt;br /&gt;
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&amp;lt;h3 style=&amp;quot;padding:5px; background-color:#666989; color:white;&amp;quot;&amp;gt;References&amp;lt;/h3&amp;gt;&lt;br /&gt;
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__NOTOC__&lt;/div&gt;</summary>
		<author><name>Darkarbiter</name></author>
	</entry>
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