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		<id>https://wiki.twcenter.net/index.php?title=Catholicism_(M2TW_Religion)&amp;diff=87513</id>
		<title>Catholicism (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Catholicism_(M2TW_Religion)&amp;diff=87513"/>
		<updated>2024-09-04T19:18:05Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Diplomacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Catholicism is one of the three major [[Religion in Medieval 2|religion]]s in the game [[Medieval 2: Total War]], next to [[Orthodox Christianity]] and [[Islam]]. The Catholic Religion is headed by the Pope who in the game is the faction leader of the [[Papal States]].  Well over half the factions in Medieval 2 Total War are Catholic. The Catholic religion brings many unique advantages and disadvantages, and as more of an effect on gameplay than any of the other religions, although most of these mechanics are only in the Grand Campaign, as the Pope does not appear in any of the Kingdoms expansions campaigns.&lt;br /&gt;
&lt;br /&gt;
==Unique Characteristics==&lt;br /&gt;
&lt;br /&gt;
=== The Pope ===&lt;br /&gt;
The Catholic factions in the game all have to contend with the will of the Pope - the leader of the Catholic Church - and therefore the [[Papal States]]. The Pope may give you missions during the campaign or make specific requests, he will often offer rewards if relations are good, but if relations are poor they can backed up by threats of [[excommunication]]. These missions include building Churches, recruiting priests, spreading Catholicism, joining Crusades, dealing with heresy, and ceasing hostile actions against other Catholics. The largest effect of the Pope is trying to stop wars between Catholic factions; attacking Catholics who are not excommunicated hurts relations with the Pope. The Pope also tries to stop the spread of Heresy in Catholic lands, and if too much heresy emerges, the Pope will send an Inquisitor, who can denounce and execute not only heretics but any character, even your faction leader. Characters with high piety are less likely to be found guilty of heresy. &lt;br /&gt;
&lt;br /&gt;
Catholic factions have the opportunity to have their own Cardinals elected to the position of Pope when a Pope dies. When they do, their Relation with the new Pope improves tremendously.&lt;br /&gt;
&lt;br /&gt;
=== Excommunication ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Excommunication]]&#039;&#039;&lt;br /&gt;
Should a player continually ignore the wishes of the Pope, the players Faction Leader can be excommunicated by the Pope, which essentially excludes him from the Church. This is usually done for poor conduct towards fellow Catholics. Excommunication ruins a factions relations with the Papal States, and will automatically break any alliance between that faction and the Pope if there was one present. It will affect your standing with other Catholic factions in the game, and in particular the populations of your own Catholic cities will be more difficult to please while you remain excommunicated. (Cities that are majority non-Catholic don&#039;t care much about Excommunication.) Generals who are pious also are likely to develop the DiscontentGeneral trait (Feels Unappreciated or Disrespected), which reduces their Loyalty. Factions with an Excommunicated King also cannot participate in Crusades, and can even have a Crusade called upon one of their cities, which probably means war with most or all of Christendom. Acts of war against the Papal States also lead to the automatic Excommunication of the faction leader.&lt;br /&gt;
&lt;br /&gt;
Excommunication can end in 3 ways. If the Pope or excommunicated King dies, the faction is Reconciled, unless the 2 factions are at war. Excommunication can also be ended through diplomacy, including by making the Papal States a vassal, although this is very difficult for the Excommunicated faction. Finally, if a faction is at war with the Pope, if the Pope dies and a Cardinal from their faction is elected Pope, there is an automatic Ceasefire and the Excommunication is lifted. Simply improving relations with the Pope is not enough to get an Excommunicated faction Reconciled.&lt;br /&gt;
&lt;br /&gt;
=== Crusades ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Crusades]]&#039;&#039;&lt;br /&gt;
Catholic factions have the opportunity to request the initiation of, and take part in, crusades. Crusades are called by the Pope and will generally involve requests for the capture of a city (Jerusalem, Antioch etc.) belonging to either a non-Christian faction, or an excommunicated Catholic one. These are generally accompanied by a time limit. Crusades can end either in success, when a Crusading army takes over the city, or in failure, when all Crusading armies have either been destroyed or have abandoned the Crusade (or if no army army joined the Crusade in the first place). They can also be cancelled if the city in question is no longer in the hands of the blasphemers. This can happen because the city was acquired by another faction, or because an Excommunicated faction was Reconciled. &lt;br /&gt;
&lt;br /&gt;
Any army can join the Crusade that has 8 units and a general. While on Crusade an army gets double movement points and free upkeep, but must move towards the Crusade target or else face desertion, and cannot attack other Catholics who are not excommunicated. A general can abandon a Crusade, but this will result in his men deserting unless they are put back into a Crusading army.&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Catholic factions get access to a number of Crusader Mercenary units. These units are numerous, cheap and effective; their upkeep is high but is not paid during a Crusade. Most Crusader Mercenaries are available until 1300 only. Several Mercenary Knight units also only fight for Catholic and Orthodox factions.  &lt;br /&gt;
&lt;br /&gt;
Catholics can also build unique Knight Order Guilds if enough generals go on Crusades, which can recruit some of the most powerful Cavalry in the game. These Knights are available in both cities and castles, and this unique advantage makes Catholic factions much stronger if utilized properly.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
&lt;br /&gt;
Diplomatically Catholic factions can have an antagonistic relationship with non-Christians in particular, and especially Muslims. They are able to call Crusades on Muslims as well as Pagans (and excommunicated Catholics and rebels). Muslims for their part can also call Jihad on Catholic factions, leading to inevitable conflict as both sides declare a religious war on each other. For this reason it is difficult for a Catholic faction and a Muslim faction to have a long-term alliance. Catholics can also call Crusades on Pagan factions in mods that include them, which means that they will probably go to war with them. Although Catholic players can also choose to not call or ignore Crusades on Pagan factions if they want a more cooperative relationship with them, ignoring Crusades can anger the Pope, especially if your relationship with the Pope is already poor. &lt;br /&gt;
&lt;br /&gt;
Catholic factions cannot directly target Orthodox factions with a Crusade. However, they are able to attack Orthodox forces on the way to a Crusade target and can even abandon the Crusade after taking Orthodox settlements. This creates a very interesting strategic option. &lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Catholicism_(M2TW_Religion)&amp;diff=87512</id>
		<title>Catholicism (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Catholicism_(M2TW_Religion)&amp;diff=87512"/>
		<updated>2024-09-04T19:14:32Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Catholicism is one of the three major [[Religion in Medieval 2|religion]]s in the game [[Medieval 2: Total War]], next to [[Orthodox Christianity]] and [[Islam]]. The Catholic Religion is headed by the Pope who in the game is the faction leader of the [[Papal States]].  Well over half the factions in Medieval 2 Total War are Catholic. The Catholic religion brings many unique advantages and disadvantages, and as more of an effect on gameplay than any of the other religions, although most of these mechanics are only in the Grand Campaign, as the Pope does not appear in any of the Kingdoms expansions campaigns.&lt;br /&gt;
&lt;br /&gt;
==Unique Characteristics==&lt;br /&gt;
&lt;br /&gt;
=== The Pope ===&lt;br /&gt;
The Catholic factions in the game all have to contend with the will of the Pope - the leader of the Catholic Church - and therefore the [[Papal States]]. The Pope may give you missions during the campaign or make specific requests, he will often offer rewards if relations are good, but if relations are poor they can backed up by threats of [[excommunication]]. These missions include building Churches, recruiting priests, spreading Catholicism, joining Crusades, dealing with heresy, and ceasing hostile actions against other Catholics. The largest effect of the Pope is trying to stop wars between Catholic factions; attacking Catholics who are not excommunicated hurts relations with the Pope. The Pope also tries to stop the spread of Heresy in Catholic lands, and if too much heresy emerges, the Pope will send an Inquisitor, who can denounce and execute not only heretics but any character, even your faction leader. Characters with high piety are less likely to be found guilty of heresy. &lt;br /&gt;
&lt;br /&gt;
Catholic factions have the opportunity to have their own Cardinals elected to the position of Pope when a Pope dies. When they do, their Relation with the new Pope improves tremendously.&lt;br /&gt;
&lt;br /&gt;
=== Excommunication ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Excommunication]]&#039;&#039;&lt;br /&gt;
Should a player continually ignore the wishes of the Pope, the players Faction Leader can be excommunicated by the Pope, which essentially excludes him from the Church. This is usually done for poor conduct towards fellow Catholics. Excommunication ruins a factions relations with the Papal States, and will automatically break any alliance between that faction and the Pope if there was one present. It will affect your standing with other Catholic factions in the game, and in particular the populations of your own Catholic cities will be more difficult to please while you remain excommunicated. (Cities that are majority non-Catholic don&#039;t care much about Excommunication.) Generals who are pious also are likely to develop the DiscontentGeneral trait (Feels Unappreciated or Disrespected), which reduces their Loyalty. Factions with an Excommunicated King also cannot participate in Crusades, and can even have a Crusade called upon one of their cities, which probably means war with most or all of Christendom. Acts of war against the Papal States also lead to the automatic Excommunication of the faction leader.&lt;br /&gt;
&lt;br /&gt;
Excommunication can end in 3 ways. If the Pope or excommunicated King dies, the faction is Reconciled, unless the 2 factions are at war. Excommunication can also be ended through diplomacy, including by making the Papal States a vassal, although this is very difficult for the Excommunicated faction. Finally, if a faction is at war with the Pope, if the Pope dies and a Cardinal from their faction is elected Pope, there is an automatic Ceasefire and the Excommunication is lifted. Simply improving relations with the Pope is not enough to get an Excommunicated faction Reconciled.&lt;br /&gt;
&lt;br /&gt;
=== Crusades ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Crusades]]&#039;&#039;&lt;br /&gt;
Catholic factions have the opportunity to request the initiation of, and take part in, crusades. Crusades are called by the Pope and will generally involve requests for the capture of a city (Jerusalem, Antioch etc.) belonging to either a non-Christian faction, or an excommunicated Catholic one. These are generally accompanied by a time limit. Crusades can end either in success, when a Crusading army takes over the city, or in failure, when all Crusading armies have either been destroyed or have abandoned the Crusade (or if no army army joined the Crusade in the first place). They can also be cancelled if the city in question is no longer in the hands of the blasphemers. This can happen because the city was acquired by another faction, or because an Excommunicated faction was Reconciled. &lt;br /&gt;
&lt;br /&gt;
Any army can join the Crusade that has 8 units and a general. While on Crusade an army gets double movement points and free upkeep, but must move towards the Crusade target or else face desertion, and cannot attack other Catholics who are not excommunicated. A general can abandon a Crusade, but this will result in his men deserting unless they are put back into a Crusading army.&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Catholic factions get access to a number of Crusader Mercenary units. These units are numerous, cheap and effective; their upkeep is high but is not paid during a Crusade. Most Crusader Mercenaries are available until 1300 only. Several Mercenary Knight units also only fight for Catholic and Orthodox factions.  &lt;br /&gt;
&lt;br /&gt;
Catholics can also build unique Knight Order Guilds if enough generals go on Crusades, which can recruit some of the most powerful Cavalry in the game. These Knights are available in both cities and castles, and this unique advantage makes Catholic factions much stronger if utilized properly.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
&lt;br /&gt;
Diplomatically Catholic factions can have an antagonistic relationship with non-Christians in particular, and especially Muslims. They are able to call Crusades on Muslims as well as Pagans. Muslims for their part can also call Jihad on Catholic factions, leading to inevitable conflict as both sides declare a religious war on each other. For this reason it is difficult for a Catholic faction and a Muslim to have a long term alliance. Catholics can also call Crusades on Pagan factions in mods that include them, which means that they will probably go to war with them. Although Catholic players can also choose to not call or ignore Crusades on Pagan factions if they want a more cooperative relationship with them, ignoring Crusades can anger the Pope, especially if your relationship with the Pope is already poor. &lt;br /&gt;
&lt;br /&gt;
Catholic factions cannot target Orthodox factions with a Crusade. However, they are able to attack Orthodox forces on the way to a Crusade target, and can even abandon the Crusade after taking Orthodox settlements. This creates a very interesting strategic option. &lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Catholicism_(M2TW_Religion)&amp;diff=87511</id>
		<title>Catholicism (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Catholicism_(M2TW_Religion)&amp;diff=87511"/>
		<updated>2024-09-04T19:12:50Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Diplomacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Catholicism is one of the three major [[Religion in Medieval 2|religion]]s in the game [[Medieval 2: Total War]], next to [[Orthodox Christianity]] and [[Islam]]. The Catholic Religion is headed by the Pope who in the game is the faction leader of the [[Papal States]].  Well over half the factions in Medieval 2 Total War are Catholic. The Catholic religion brings many unique advantages and disadvantages, and as more of an effect on gameplay than any of the other religions, although most of these mechanics are only in the Grand Campaign, as the Pope does not appear in any of the Kingdoms expansions campaigns.&lt;br /&gt;
&lt;br /&gt;
==Unique Characteristics==&lt;br /&gt;
&lt;br /&gt;
=== The Pope ===&lt;br /&gt;
The Catholic factions in the game all have to contend with the will of the Pope - the leader of the Catholic Church - and therefore the [[Papal States]]. The Pope may give you missions during the campaign or make specific requests, he will often offer rewards if relations are good, but if relations are poor they can backed up by threats of [[excommunication]]. These missions include building Churches, recruiting priests, spreading Catholicism, joining Crusades, dealing with heresy, and ceasing hostile actions against other Catholics. The largest effect of the Pope is trying to stop wars between Catholic factions; attacking Catholics who are not excommunicated hurts relations with the Pope. The Pope also tries to stop the spread of Heresy in Catholic lands, and if too much heresy emerges, the Pope will send an Inquisitor, who can denounce and execute not only heretics but any character, even your faction leader. Characters with high piety are less likely to be found guilty of heresy. &lt;br /&gt;
&lt;br /&gt;
Catholic factions have the opportunity to have their own Cardinals elected to the position of Pope when a Pope dies. When they do, their Relation with the new Pope improves tremendously.&lt;br /&gt;
&lt;br /&gt;
=== Excommunication ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Excommunication]]&#039;&#039;&lt;br /&gt;
Should a player continually ignore the wishes of the Pope, the players Faction Leader can be excommunicated by the Pope, which essentially excludes him from the Church. This is usually done for poor conduct towards fellow Catholics. Excommunication ruins a factions relations with the Papal States, and will automatically break any alliance between that faction and the Pope if there was one present. It will affect your standing with other Catholic factions in the game, and in particular the populations of your own Catholic cities will be more difficult to please while you remain excommunicated. (Cities that are majority non-Catholic don&#039;t care much about Excommunication.) Generals who are pious also are likely to develop the DiscontentGeneral trait (Feels Unappreciated or Disrespected), which reduces their Loyalty. Factions with an Excommunicated King also cannot participate in Crusades, and can even have a Crusade called upon one of their cities, which probably means war with most or all of Christendom. Acts of war against the Papal States also lead to the automatic Excommunication of the faction leader.&lt;br /&gt;
&lt;br /&gt;
Excommunication can end in 3 ways. If the Pope or excommunicated King dies, the faction is Reconciled, unless the 2 factions are at war. Excommunication can also be ended through diplomacy, including by making the Papal States a vassal, although this is very difficult for the Excommunicated faction. Finally, if a faction is at war with the Pope, if the Pope dies and a Cardinal from their faction is elected Pope, there is an automatic Ceasefire and the Excommunication is lifted. Simply improving relations with the Pope is not enough to get an Excommunicated faction Reconciled.&lt;br /&gt;
&lt;br /&gt;
=== Crusades ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Crusades]]&#039;&#039;&lt;br /&gt;
Catholic factions have the opportunity to request the initiation of, and take part in, crusades. Crusades are called by the Pope and will generally involve requests for the capture of a city (Jerusalem, Antioch etc.) belonging to either a non-Christian faction, or an excommunicated Catholic one. These are generally accompanied by a time limit. Crusades can end either in success, when a Crusading army takes over the city, or in failure, when all Crusading armies have either been destroyed or have abandoned the Crusade (or if no army army joined the Crusade in the first place). They can also be cancelled if the city in question is no longer in the hands of the blasphemers. This can happen because the city was acquired by another faction, or because an Excommunicated faction was Reconciled. &lt;br /&gt;
&lt;br /&gt;
Any army can join the Crusade that has 8 units and a general. While on Crusade an army gets double movement points and free upkeep, but must move towards the Crusade target or else face desertion, and cannot attack other Catholics who are not excommunicated. A general can abandon a Crusade, but this will result in his men deserting unless they are put back into a Crusading army.&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Catholic factions get access to a number of Crusader Mercenary units. These units are numerous, cheap and effective; their upkeep is high but is not paid during a Crusade. Most Crusader Mercenaries are available until 1300 only. Several Mercenary Knight units also only fight for Catholic and Orthodox factions.  &lt;br /&gt;
&lt;br /&gt;
Catholics can also build unique Knight Order Guilds if they go on Crusades, which can recruit some of the most powerful Cavalry in the game. These Knights are available in both cities and castle, and this unique advantage makes Catholic factions much stronger if utilized properly. &lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
&lt;br /&gt;
Diplomatically Catholic factions can have an antagonistic relationship with non-Christians in particular, and especially Muslims. They are able to call Crusades on Muslims as well as Pagans. Muslims for their part can also call Jihad on Catholic factions, leading to inevitable conflict as both sides declare a religious war on each other. For this reason it is difficult for a Catholic faction and a Muslim to have a long term alliance. Catholics can also call Crusades on Pagan factions in mods that include them, which means that they will probably go to war with them. Although Catholic players can also choose to not call or ignore Crusades on Pagan factions if they want a more cooperative relationship with them, ignoring Crusades can anger the Pope, especially if your relationship with the Pope is already poor. &lt;br /&gt;
&lt;br /&gt;
Catholic factions cannot target Orthodox factions with a Crusade. However, they are able to attack Orthodox forces on the way to a Crusade target, and can even abandon the Crusade after taking Orthodox settlements. This creates a very interesting strategic option. &lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Catholicism_(M2TW_Religion)&amp;diff=87510</id>
		<title>Catholicism (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Catholicism_(M2TW_Religion)&amp;diff=87510"/>
		<updated>2024-09-04T16:36:08Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Diplomacy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Catholicism is one of the three major [[Religion in Medieval 2|religion]]s in the game [[Medieval 2: Total War]], next to [[Orthodox Christianity]] and [[Islam]]. The Catholic Religion is headed by the Pope who in the game is the faction leader of the [[Papal States]].  Well over half the factions in Medieval 2 Total War are Catholic. The Catholic religion brings many unique advantages and disadvantages, and as more of an effect on gameplay than any of the other religions, although most of these mechanics are only in the Grand Campaign, as the Pope does not appear in any of the Kingdoms expansions campaigns.&lt;br /&gt;
&lt;br /&gt;
==Unique Characteristics==&lt;br /&gt;
&lt;br /&gt;
=== The Pope ===&lt;br /&gt;
The Catholic factions in the game all have to contend with the will of the Pope - the leader of the Catholic Church - and therefore the [[Papal States]]. The Pope may give you missions during the campaign or make specific requests, he will often offer rewards if relations are good, but if relations are poor they can backed up by threats of [[excommunication]]. These missions include building Churches, recruiting priests, spreading Catholicism, joining Crusades, dealing with heresy, and ceasing hostile actions against other Catholics. The largest effect of the Pope is trying to stop wars between Catholic factions; attacking Catholics who are not excommunicated hurts relations with the Pope. The Pope also tries to stop the spread of Heresy in Catholic lands, and if too much heresy emerges, the Pope will send an Inquisitor, who can denounce and execute not only heretics but any character, even your faction leader. Characters with high piety are less likely to be found guilty of heresy. &lt;br /&gt;
&lt;br /&gt;
Catholic factions have the opportunity to have their own Cardinals elected to the position of Pope when a Pope dies. When they do, their Relation with the new Pope improves tremendously.&lt;br /&gt;
&lt;br /&gt;
=== Excommunication ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Excommunication]]&#039;&#039;&lt;br /&gt;
Should a player continually ignore the wishes of the Pope, the players Faction Leader can be excommunicated by the Pope, which essentially excludes him from the Church. This is usually done for poor conduct towards fellow Catholics. Excommunication ruins a factions relations with the Papal States, and will automatically break any alliance between that faction and the Pope if there was one present. It will affect your standing with other Catholic factions in the game, and in particular the populations of your own Catholic cities will be more difficult to please while you remain excommunicated. (Cities that are majority non-Catholic don&#039;t care much about Excommunication.) Generals who are pious also are likely to develop the DiscontentGeneral trait (Feels Unappreciated or Disrespected), which reduces their Loyalty. Factions with an Excommunicated King also cannot participate in Crusades, and can even have a Crusade called upon one of their cities, which probably means war with most or all of Christendom. Acts of war against the Papal States also lead to the automatic Excommunication of the faction leader.&lt;br /&gt;
&lt;br /&gt;
Excommunication can end in 3 ways. If the Pope or excommunicated King dies, the faction is Reconciled, unless the 2 factions are at war. Excommunication can also be ended through diplomacy, including by making the Papal States a vassal, although this is very difficult for the Excommunicated faction. Finally, if a faction is at war with the Pope, if the Pope dies and a Cardinal from their faction is elected Pope, there is an automatic Ceasefire and the Excommunication is lifted. Simply improving relations with the Pope is not enough to get an Excommunicated faction Reconciled.&lt;br /&gt;
&lt;br /&gt;
=== Crusades ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Crusades]]&#039;&#039;&lt;br /&gt;
Catholic factions have the opportunity to request the initiation of, and take part in, crusades. Crusades are called by the Pope and will generally involve requests for the capture of a city (Jerusalem, Antioch etc.) belonging to either a non-Christian faction, or an excommunicated Catholic one. These are generally accompanied by a time limit. Crusades can end either in success, when a Crusading army takes over the city, or in failure, when all Crusading armies have either been destroyed or have abandoned the Crusade (or if no army army joined the Crusade in the first place). They can also be cancelled if the city in question is no longer in the hands of the blasphemers. This can happen because the city was acquired by another faction, or because an Excommunicated faction was Reconciled. &lt;br /&gt;
&lt;br /&gt;
Any army can join the Crusade that has 8 units and a general. While on Crusade an army gets double movement points and free upkeep, but must move towards the Crusade target or else face desertion, and cannot attack other Catholics who are not excommunicated. A general can abandon a Crusade, but this will result in his men deserting unless they are put back into a Crusading army.&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Catholic factions get access to a number of Crusader Mercenary units. These units are numerous, cheap and effective; their upkeep is high but is not paid during a Crusade. Most Crusader Mercenaries are available until 1300 only. Several Mercenary Knight units also only fight for Catholic and Orthodox factions.  &lt;br /&gt;
&lt;br /&gt;
Catholics can also build unique Knight Order Guilds if they go on Crusades, which can recruit some of the most powerful Cavalry in the game. These Knights are available in both cities and castle, and this unique advantage makes Catholic factions much stronger if utilized properly. &lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
&lt;br /&gt;
Diplomatically Catholic factions can have an antagonistic relationship with non-Christians in particular, and especially Muslims. They are able to call Crusades on Muslims as well as Pagans. Muslims for their part can also call Jihad on Catholic factions, leading to inevitable conflict as both sides declare a religious war on each other. For this reason it is difficult for a Catholic faction and a Muslim to have a long term alliance. Catholics can also call Crusades on Pagan factions in mods that include them, which means that they will probably go to war with them. Although Catholic players can also choose to not call or ignore Crusades on Pagan factions if they want a more cooperative relationship with them, ignoring Crusades can anger the Pope. &lt;br /&gt;
&lt;br /&gt;
Catholic factions cannot target Orthodox factions with a Crusade. However, they are able to attack Orthodox forces on the way to a Crusade target, and can even abandon the Crusade after taking Orthodox settlements. This creates a very interesting strategic option. &lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Pagan_(M2TW_Religion)&amp;diff=87509</id>
		<title>Pagan (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Pagan_(M2TW_Religion)&amp;diff=87509"/>
		<updated>2024-09-04T06:08:19Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
One of the religions in [[Medieval II: Total War]]. The Aztecs are a Pagan faction in the main campaign and the Lithuanians are Pagan in [[Kingdoms]], otherwise Paganism is restricted to a religious minority found mostly in Eastern Europe, the Baltic, and the Steppes. It will never spread in the Grand Campaign unless the player sells cities to the Aztecs and they build Temples in their new regions. &lt;br /&gt;
&lt;br /&gt;
In the Teutonic Campaign, Pagan Lithuania has 3 Temple types and can build one type in each city. These Pagan Temples give good bonuses and all recruit various powerful units, but they do not convert the people. Paganism is only spread through Pagan Priests. As a Pagan nation Lithuania also cannot build settlements larger than Minor Cities and Castles. Lithuania must eventually choose whether to convert to Catholicism or to stay Pagan. &lt;br /&gt;
&lt;br /&gt;
If added to the game, Pagan factions can have trouble diplomatically with the other Religions. Pagans are able to have both Crusades and Jihads called upon them, and this is likely to occur, meaning that both Catholic factions and Muslim factions will generally be hostile. However, Pagans are able to form a more cooperative relationship with Orthodox factions who don&#039;t have access to that mechanic. &lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Pagan_(M2TW_Religion)&amp;diff=87508</id>
		<title>Pagan (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Pagan_(M2TW_Religion)&amp;diff=87508"/>
		<updated>2024-09-04T06:07:09Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
One of the religions in [[Medieval II: Total War]]. The Aztecs are a Pagan faction in the main campaign and the Lithuanians are Pagan in [[Kingdoms]], otherwise Paganism is restricted to a religious minority found mostly in Eastern Europe, the Baltic, and the Steppes. It will never spread in the Grand Campaign unless the player sells cities to the Aztecs and they build Temples in their new regions. &lt;br /&gt;
&lt;br /&gt;
In the Teutonic Campaign, Pagan Lithuania has 3 Temple types and can build one type in each city. These Pagan Temples give good bonuses and all recruit various powerful units, but they do not convert the people. Paganism is only spread through Pagan Priests. As a Pagan nation Lithuania also cannot build settlements larger than Minor Cities and Castles. Lithuania must eventually choose whether to convert to Catholicism or to stay Pagan. &lt;br /&gt;
&lt;br /&gt;
If added to the game, Pagan factions can have trouble diplomatically with the other Religions. Pagans are able to have both Crusades and Jihads called upon them, and this is likely to occur, meaning that both Catholic factions and Muslim factions will probably be hostile. However, Pagans are able to form a more cooperative relationship with Orthodox factions who don&#039;t have access to that mechanic. &lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Pagan_(M2TW_Religion)&amp;diff=87507</id>
		<title>Pagan (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Pagan_(M2TW_Religion)&amp;diff=87507"/>
		<updated>2024-09-04T06:01:21Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
One of the religions in [[Medieval II: Total War]]. The Aztecs are a Pagan faction in the main campaign and the Lithuanians are Pagan in [[Kingdoms]], otherwise Paganism is restricted to a religious minority found in Eastern Europe and the Baltic. It will never spread in the Grand Campaign unless the player sells regions to the Aztecs. &lt;br /&gt;
&lt;br /&gt;
In the Teutonic Campaign, Pagan Lithuania has 3 Temple types, and can build one type in each city. These Pagan Temples give good bonuses and all recruit various powerful units, but do not convert the people. Paganism is only spread through Pagan Priests. As a Pagan nation Lithuania also cannot build settlements larger than Minor Cities and Castles. Lithuania must eventually choose whether to convert to Catholicism or to stay Pagan. &lt;br /&gt;
&lt;br /&gt;
If added to the game, Pagan factions can have trouble diplomatically with the other Religions. Pagans are able to have both Crusades and Jihads called upon them, and this is likely to occur, meaning that both Catholic factions and Muslim factions will probably be hostile. However, Pagans are able to form a more cooperative relationship with Orthodox factions who don&#039;t have access to that mechanic. &lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Islam_(M2TW_Religion)&amp;diff=87506</id>
		<title>Islam (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Islam_(M2TW_Religion)&amp;diff=87506"/>
		<updated>2024-09-04T05:48:50Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Islam is one of the three major [[Religion in Medieval 2|religions]] in [[Medieval 2: Total War]]. The Islamic factions (the [[Moors]], [[Turks]], and [[Egypt]]ians) can start [[Jihad]]s against [[Catholic]], [[Orthodox]] or [[Rebels (M2TW Faction)|Rebel]] provinces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The factions which have Islam as their faith will have several different gameplay options available to them. Most notable however is that the [[Pope]] has no authority over Muslim factions, so Papal missions and threats of [[excommunication]] are no longer present. [[Crusades]] are not available for Muslim factions to initiate, though players may find their cities designated crusade targets by [[Catholic]] factions. Muslim players do have the option to initiate a [[Jihad]] against enemy cities, which in terms of gameplay is much the same as a Catholic Crusade option. This is done through an Imam with a piety of at least four.&lt;br /&gt;
&lt;br /&gt;
Islamic factions also have access to the Hashashim from Assassins Guilds, and have certain Religious Mercenaries available to them. Thier buildings also spread their religion faster than Catholic Churches, although they do not provide a Health bonus, unlike the higher level Catholic buildings. &lt;br /&gt;
&lt;br /&gt;
Diplomatically Muslim factions can have an antagonistic relationship with the other religions. They are able to call Jihad on all religions. Catholics for their part can also call Crusades on Muslim factions, leading to inevitable conflict as both sides declare a religious war on each other. For this reason it is difficult for a Muslim faction and a Catholic to have a long term alliance; those two religions tend to be more hostile to each other than any others. Muslim players can however decline to call or ignore Jihads called on Orthodox and Pagan factions if they want a more cooperative relationship with those factions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Catholicism_(M2TW_Religion)&amp;diff=87505</id>
		<title>Catholicism (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Catholicism_(M2TW_Religion)&amp;diff=87505"/>
		<updated>2024-09-04T05:45:18Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Unique Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Catholicism is one of the three major [[Religion in Medieval 2|religion]]s in the game [[Medieval 2: Total War]], next to [[Orthodox Christianity]] and [[Islam]]. The Catholic Religion is headed by the Pope who in the game is the faction leader of the [[Papal States]].  Well over half the factions in Medieval 2 Total War are Catholic. The Catholic religion brings many unique advantages and disadvantages, and as more of an effect on gameplay than any of the other religions, although most of these mechanics are only in the Grand Campaign, as the Pope does not appear in any of the Kingdoms expansions campaigns.&lt;br /&gt;
&lt;br /&gt;
==Unique Characteristics==&lt;br /&gt;
&lt;br /&gt;
=== The Pope ===&lt;br /&gt;
The Catholic factions in the game all have to contend with the will of the Pope - the leader of the Catholic Church - and therefore the [[Papal States]]. The Pope may give you missions during the campaign or make specific requests, he will often offer rewards if relations are good, but if relations are poor they can backed up by threats of [[excommunication]]. These missions include building Churches, recruiting priests, spreading Catholicism, joining Crusades, dealing with heresy, and ceasing hostile actions against other Catholics. The largest effect of the Pope is trying to stop wars between Catholic factions; attacking Catholics who are not excommunicated hurts relations with the Pope. The Pope also tries to stop the spread of Heresy in Catholic lands, and if too much heresy emerges, the Pope will send an Inquisitor, who can denounce and execute not only heretics but any character, even your faction leader. Characters with high piety are less likely to be found guilty of heresy. &lt;br /&gt;
&lt;br /&gt;
Catholic factions have the opportunity to have their own Cardinals elected to the position of Pope when a Pope dies. When they do, their Relation with the new Pope improves tremendously.&lt;br /&gt;
&lt;br /&gt;
=== Excommunication ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Excommunication]]&#039;&#039;&lt;br /&gt;
Should a player continually ignore the wishes of the Pope, the players Faction Leader can be excommunicated by the Pope, which essentially excludes him from the Church. This is usually done for poor conduct towards fellow Catholics. Excommunication ruins a factions relations with the Papal States, and will automatically break any alliance between that faction and the Pope if there was one present. It will affect your standing with other Catholic factions in the game, and in particular the populations of your own Catholic cities will be more difficult to please while you remain excommunicated. (Cities that are majority non-Catholic don&#039;t care much about Excommunication.) Generals who are pious also are likely to develop the DiscontentGeneral trait (Feels Unappreciated or Disrespected), which reduces their Loyalty. Factions with an Excommunicated King also cannot participate in Crusades, and can even have a Crusade called upon one of their cities, which probably means war with most or all of Christendom. Acts of war against the Papal States also lead to the automatic Excommunication of the faction leader.&lt;br /&gt;
&lt;br /&gt;
Excommunication can end in 3 ways. If the Pope or excommunicated King dies, the faction is Reconciled, unless the 2 factions are at war. Excommunication can also be ended through diplomacy, including by making the Papal States a vassal, although this is very difficult for the Excommunicated faction. Finally, if a faction is at war with the Pope, if the Pope dies and a Cardinal from their faction is elected Pope, there is an automatic Ceasefire and the Excommunication is lifted. Simply improving relations with the Pope is not enough to get an Excommunicated faction Reconciled.&lt;br /&gt;
&lt;br /&gt;
=== Crusades ===&lt;br /&gt;
:&#039;&#039;-See main article: [[Crusades]]&#039;&#039;&lt;br /&gt;
Catholic factions have the opportunity to request the initiation of, and take part in, crusades. Crusades are called by the Pope and will generally involve requests for the capture of a city (Jerusalem, Antioch etc.) belonging to either a non-Christian faction, or an excommunicated Catholic one. These are generally accompanied by a time limit. Crusades can end either in success, when a Crusading army takes over the city, or in failure, when all Crusading armies have either been destroyed or have abandoned the Crusade (or if no army army joined the Crusade in the first place). They can also be cancelled if the city in question is no longer in the hands of the blasphemers. This can happen because the city was acquired by another faction, or because an Excommunicated faction was Reconciled. &lt;br /&gt;
&lt;br /&gt;
Any army can join the Crusade that has 8 units and a general. While on Crusade an army gets double movement points and free upkeep, but must move towards the Crusade target or else face desertion, and cannot attack other Catholics who are not excommunicated. A general can abandon a Crusade, but this will result in his men deserting unless they are put back into a Crusading army.&lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Catholic factions get access to a number of Crusader Mercenary units. These units are numerous, cheap and effective; their upkeep is high but is not paid during a Crusade. Most Crusader Mercenaries are available until 1300 only. Several Mercenary Knight units also only fight for Catholic and Orthodox factions.  &lt;br /&gt;
&lt;br /&gt;
Catholics can also build unique Knight Order Guilds if they go on Crusades, which can recruit some of the most powerful Cavalry in the game. These Knights are available in both cities and castle, and this unique advantage makes Catholic factions much stronger if utilized properly. &lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
&lt;br /&gt;
Diplomatically Catholic factions can have an antagonistic relationship with non-Christians in particular, and especially Muslims. They are able to call Crusades on Muslims as well as Pagans. Muslims for their part can also call Jihad on Catholic factions, leading to inevitable conflict as both sides declare a religious war on each other. For this reason it is difficult for a Catholic faction and a Muslim to have a long term alliance. Catholics can also call Crusades on Pagan factions in mods that include them, which means that they will probably go to war with them, although Catholic players can also decline to call or ignore Crusades on Pagan factions if they want a more cooperative relationship with them. &lt;br /&gt;
&lt;br /&gt;
Catholic factions cannot target Orthodox factions with a Crusade. However, they are able to attack Orthodox forces on the way to a Crusade target, and can even abandon the Crusade after taking Orthodox settlements. This creates a very interesting strategic option. &lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Islam_(M2TW_Religion)&amp;diff=87504</id>
		<title>Islam (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Islam_(M2TW_Religion)&amp;diff=87504"/>
		<updated>2024-09-04T05:39:25Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Islam is one of the three major [[Religion in Medieval 2|religions]] in [[Medieval 2: Total War]]. The Islamic factions (the [[Moors]], [[Turks]], and [[Egypt]]ians) can start [[Jihad]]s against [[Catholic]], [[Orthodox]] or [[Rebels (M2TW Faction)|Rebel]] provinces.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
The factions which have Islam as their faith will have several different gameplay options available to them. Most notable however is that the [[Pope]] has no authority over Muslim factions, so Papal missions and threats of [[excommunication]] are no longer present. [[Crusades]] are not available for Muslim factions to initiate, though players may find their cities designated crusade targets by [[Catholic]] factions. Muslim players do have the option to initiate a [[Jihad]] against enemy cities, which in terms of gameplay is much the same as a Catholic Crusade option. This is done through an Imam with a piety of at least four.&lt;br /&gt;
&lt;br /&gt;
Islamic factions also have access to the Hashashim from Assassins Guilds, and have certain Religious Mercenaries available to them. Thier buildings also spread their religion faster than Catholic Churches, although they do not provide a Health bonus, unlike the higher level Catholic buildings. &lt;br /&gt;
&lt;br /&gt;
Diplomatically Muslim factions can have an antagonistic relationship with the other religions. They are able to call Jihad on all religions. Catholics for their part can also call Crusades on Muslim factions, leading to inevitable conflict as both sides declare a religious war on each other. For this reason it is difficult for a Muslim faction and a Catholic to have a long term alliance. Muslim players can however decline to call or ignore Jihads called on Orthodox and Pagan factions if they want a more cooperative relationship with those factions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Orthodox_Christianity_(M2TW_Religion)&amp;diff=87503</id>
		<title>Orthodox Christianity (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Orthodox_Christianity_(M2TW_Religion)&amp;diff=87503"/>
		<updated>2024-09-04T05:32:09Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Orthodox&#039;&#039;&#039; is a eastern Christian [[Religion in Medieval 2|religion]] in the game [[Medieval 2: Total War]]. [[Russia]] and the [[Byzantine Empire]] are followers of this religion. Unlike [[Catholic]] or [[Islam|Islamic]] factions, the followers of the Orthodox faith can not unite in a [[Crusade]] or [[Jihad]], and, like [[Islam]], they have no centralized authority, and won&#039;t receive missions from the [[Pope]], participate in Papal elections or face threats of [[Excommunication]].&lt;br /&gt;
&lt;br /&gt;
One advantage for factions that are Orthodox is that they never get a Crusade called on them no matter what; unlike Muslims, Pagans and Excommunicated Catholics. The other advantage is that they are the best religion at converting regions. Like Muslim Masjids; Orthodox Churches are better at converting regions than Catholic Churches, but do not provide a health bonus at higher levels, unlike Catholic Cathedrals. Orthodox factions however also have access to the Ikonic Art buildings, which amplify the Religious Conversion and give a health bonus as well. There are also a few Mercenary Knight units that only fight for Christians.&lt;br /&gt;
&lt;br /&gt;
Diplomatically Orthodox Christian factions have an interesting relationship with the other religions. Since Crusades cannot be called upon them, they are theoretically able to coexist peacefully with Catholic factions. They are also able to coexist peacefully with Pagan factions in mods that include them. However, with Muslim factions a lasting peace is unlikely, because Muslims are able and likely to call Jihads on them, which inevitably leads to War. &lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Orthodox_Christianity_(M2TW_Religion)&amp;diff=87502</id>
		<title>Orthodox Christianity (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Orthodox_Christianity_(M2TW_Religion)&amp;diff=87502"/>
		<updated>2024-09-04T05:29:55Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Orthodox&#039;&#039;&#039; is a eastern Christian [[Religion in Medieval 2|religion]] in the game [[Medieval 2: Total War]]. [[Russia]] and the [[Byzantine Empire]] are followers of this religion. Unlike [[Catholic]] or [[Islam|Islamic]] factions, the followers of the Orthodox faith can not unite in a [[Crusade]] or [[Jihad]], and, like [[Islam]], they have no centralized authority, and won&#039;t receive missions from the [[Pope]], participate in Papal elections or face threats of [[Excommunication]].&lt;br /&gt;
&lt;br /&gt;
One advantage for factions that are Orthodox is that they never get a Crusade called on them no matter what; unlike Muslims, Pagans and Excommunicated Catholics. The other advantage is that they are the best religion at converting regions. Like Muslim Masjids; Orthodox Churches are better at converting regions than Catholic Churches, but do not provide a health bonus at higher levels, unlike Catholic Cathedrals. Orthodox factions however also have access to the Ikonic Art buildings, which amplify the Religious Conversion and give a health bonus as well. There are also a few Mercenary Knight units that only fight for Christians.&lt;br /&gt;
&lt;br /&gt;
Diplomatically Orthodox Christian factions are in an interesting position. Since Crusades cannot be called upon them, they are theoretically able to coexist peacefully with Catholic factions. They are also able to coexist peacefully with Pagan factions in mods that include them. However, with Muslim factions a lasting peace is unlikely, because Muslims are able and likely to call Jihads on them, which inevitably leads to War. &lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Orthodox_Christianity_(M2TW_Religion)&amp;diff=87501</id>
		<title>Orthodox Christianity (M2TW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Orthodox_Christianity_(M2TW_Religion)&amp;diff=87501"/>
		<updated>2024-09-04T05:29:28Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Orthodox&#039;&#039;&#039; is a eastern Christian [[Religion in Medieval 2|religion]] in the game [[Medieval 2: Total War]]. [[Russia]] and the [[Byzantine Empire]] are followers of this religion. Unlike [[Catholic]] or [[Islam|Islamic]] factions, the followers of the Orthodox faith can not unite in a [[Crusade]] or [[Jihad]], and, like [[Islam]], they have no centralized authority, and won&#039;t receive missions from the [[Pope]], participate in Papal elections or face threats of [[Excommunication]].&lt;br /&gt;
&lt;br /&gt;
One advantage for factions that are Orthodox is that they never get a Crusade called on them no matter what; unlike Muslims and Excommunicated Catholics. The other advantage is that they are the best religion at converting regions. Like Muslim Masjids; Orthodox Churches are better at converting regions than Catholic Churches, but do not provide a health bonus at higher levels, unlike Catholic Cathedrals. Orthodox factions however also have access to the Ikonic Art buildings, which amplify the Religious Conversion and give a health bonus as well. There are also a few Mercenary Knight units that only fight for Christians.&lt;br /&gt;
&lt;br /&gt;
Diplomatically Orthodox Christian factions are in an interesting position. Since Crusades cannot be called upon them, they are theoretically able to coexist peacefully with Catholic factions. They are also able to coexist peacefully with Pagan factions in mods that include them. However, with Muslim factions a lasting peace is unlikely, because Muslims are able and likely to call Jihads on them, which inevitably leads to War. &lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Religion]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=France_(M2TW_Faction)&amp;diff=87500</id>
		<title>France (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=France_(M2TW_Faction)&amp;diff=87500"/>
		<updated>2024-08-22T19:32:05Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_france.jpg|Faction Symbol for France]]|Name=Kingdom of France|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Northern European]]}}&lt;br /&gt;
&lt;br /&gt;
France is one of the 5 factions in Medieval 2 Total War that is playable from the start. &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
France is a shining example of feudalism in its rawest, and arguably, most delicate form. The French lords eagerly embrace the system that splits the country up into smaller provinces, duchies and fiefdoms, actively building up their forces to ensure their own security and power. About the only thing the French lack at this point is a sense of unity...&lt;br /&gt;
&lt;br /&gt;
The Ile de France may be where the monarchy resides, but the royal family rarely leave Paris. This is not because of a great love for the city, but rather because the surrounding lands are under the shadow of bastions owned by &amp;quot;Robber Barons&amp;quot; that serve their own interests. Frankly, the way things are now, the King isn&#039;t truly safe to wander a kingdom that is supposedly his.&lt;br /&gt;
&lt;br /&gt;
The Normans are clearly serving their own best interests, having recently taken England for themselves, it&#039;s hard to believe that they will be content to stop there. Other provinces such as Aquitaine, Burgundy, Brittany and Flanders aren&#039;t quite so dangerously ambitious... exercising a little authority over these lands looks like an essential move for the French if they&#039;re to have any hope of creating a power base that can stave off the might of the Holy Roman Empire to the east. Even less pressing concerns like Spanish and Milanese expansions will soon become a royal headache for the monarchy if France does not establish solid fronts to the south.&lt;br /&gt;
&lt;br /&gt;
===Strengths===&lt;br /&gt;
&lt;br /&gt;
Fields the best heavy cavalry in the west, and good infantry in the late period.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
&lt;br /&gt;
Relatively weak infantry in early period.&lt;br /&gt;
&lt;br /&gt;
=Starting Position=&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_france.jpg‎|thumb|right|France&#039;s Starting Position.]]&lt;br /&gt;
&lt;br /&gt;
France start with most of the original French mainland, apart from Dijon, Bordeaux and Metz, which are Rebel occupied.&lt;br /&gt;
&lt;br /&gt;
Their cities are:&lt;br /&gt;
&lt;br /&gt;
*Paris: French Capital&lt;br /&gt;
*Toulose: French Castle&lt;br /&gt;
*Angers: French Castle&lt;br /&gt;
*Marseille: Large Town&lt;br /&gt;
*Rheims: Large Town&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long Campaign: Hold 45 provinces including Jerusalem.&lt;br /&gt;
*Short Campaign: Hold 20 provinces and eliminate England.&lt;br /&gt;
&lt;br /&gt;
===Starting Finances===&lt;br /&gt;
*Treasury: 8000&lt;br /&gt;
*Kings Purse: 1500&lt;br /&gt;
&lt;br /&gt;
=Units=&lt;br /&gt;
&lt;br /&gt;
[[Image:France_bodyguard_info.png‎|thumb|right|French Generals Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
France is a well rounded faction with many unit types that is very strong, particularly in the late game. Their early game units are mostly standard Western European units but later on they get many powerful unique units. Their cavalry starts with the standard Knights, and in the later game they have some strong choices like Chivalric and Noble Knights, as well as Gendarmes from cities. Their melee infantry is pretty standard, starting with normal Spearmen, but later getting access to some Halberds, Pikemen, and some Dismounted Knights. Those include Dismounted Feudal Knights, a great Sword and Shield unit available to many factions, and Dismounted French Knights, an elite foot Knight armed with a 2 handed Poleaxe. Their missile units in the early and mid-game are also basic, but later on they get a number of excellent units, such as Scots Guard and Aventuriers. Those two are very strong both at range and at melee; making them extremely powerful. They also get an incredibly useful Armour Piercing Horse Archer in the late game. France also gets Arquebusiers and some excellent artillery after gunpowder is discovered. With excellent missile troops and very strong cavalry, and some good infantry to hold the line; a late game French army is a dangerous proposition indeed.  &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**[[Peasants (M2TW Unit)|Peasants]]&lt;br /&gt;
**[[Town Militia (M2TW Unit)|Town Militia]]&lt;br /&gt;
**[[Spear Militia (M2TW Unit)|Spear Militia]]&lt;br /&gt;
**[[Pike Militia (M2TW Unit)|Pike Militia]]&lt;br /&gt;
**[[Pikemen (M2TW Unit)|Pikemen]]&lt;br /&gt;
**[[Flemish Pikemen (M2TW_Unit)|Flemish Pikemen]]&lt;br /&gt;
&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**[[Armoured Sergeants (M2TW_Unit)|Armoured Sergeants]]&lt;br /&gt;
**[[Dismounted Chivalric Knights (M2TW_Unit)|Dismounted Chivalric Knights]]&lt;br /&gt;
**[[Dismounted Feudal Knights (M2TW Unit)|Dismounted Feudal Knights]]&lt;br /&gt;
**[[Dismounted Noble Knights (M2TW_Unit)|Dismounted Noble Knights]]&lt;br /&gt;
**[[Sergeant Spearmen (M2TW Unit)|Sergeant Spermen]]&lt;br /&gt;
**[[Voulge Militia (M2TW_Unit)|Voulge Militia]]&lt;br /&gt;
**[[Voulgier (M2TW_Unit)|Voulgier]]&lt;br /&gt;
&lt;br /&gt;
*Missile&lt;br /&gt;
**[[Arquebusiers (M2TW_Unit)|Arquebusiers]]&lt;br /&gt;
**[[Aventurier (M2TW_Unit)|Aventurier]]&lt;br /&gt;
**[[Crossbow Militia (M2TW_Unit)|Crossbow Militia]]&lt;br /&gt;
**[[(M2TW_Unit)|Crossbowmen (M2TW_Unit)|Crossbowmen]]&lt;br /&gt;
**[[Dismounted French Archers (M2TW_Unit)|Dismounted French Archers]]&lt;br /&gt;
**[[Peasant Archers (M2TW_Unit)|Peasant Archers]]&lt;br /&gt;
**[[Peasant Crossbowmen (M2TW_Unit)|Peasant Crossbowmen]]&lt;br /&gt;
**[[Scots Guard (M2TW_Unit)|Scots Guard]]&lt;br /&gt;
&lt;br /&gt;
*Cavalry&lt;br /&gt;
**[[Chivalric Knights (M2TW_Unit)|Chivalric Knights]]&lt;br /&gt;
**[[Feudal Knights (M2TW_Unit)|Feudal Knights]]&lt;br /&gt;
**[[Gendarmes (M2TW_Unit)|Gendarmes]]&lt;br /&gt;
**[[Early General&#039;s Bodyguard (M2TW_Unit)|Early General&#039;s Bodyguard]]&lt;br /&gt;
**[[Late General&#039;s Bodyguard (M2TW_Unit)|Late General&#039;s Bodyguard]]&lt;br /&gt;
**[[Knights Hospitaller (M2TW_Unit)|Knights Hospitaller]]&lt;br /&gt;
**[[Knights Templar (M2TW_Unit)|Knights Templar]]&lt;br /&gt;
**[[Lancers (M2TW_Unit)|Lancers]]&lt;br /&gt;
**[[Mailed Knights (M2TW_Unit)|Mailed Knights]]&lt;br /&gt;
**[[Mounted Sergeants (M2TW_Unit)|Mounted Sergeants]]&lt;br /&gt;
**[[Merchant Cavalry Militia (M2TW_Unit)|Merchant Cavalry Militia]]&lt;br /&gt;
**[[Noble Knights (M2TW_Unit)|Noble Knights]]&lt;br /&gt;
**[[French Mounted Archers (M2TW_Unit)|French Mounted Archers &#039;&#039;(Missile Cavalry)&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*Artillery&lt;br /&gt;
**[[Ballista (M2TW_Unit)|Ballista]]&lt;br /&gt;
**[[Basilisk (M2TW_Unit)|Basilisk]]&lt;br /&gt;
**[[Bombard (M2TW_Unit)|Bombard]]&lt;br /&gt;
**[[Catapult (M2TW_Unit)|Catapult]]&lt;br /&gt;
**[[Culverin (M2TW_Unit)|Culverin]]&lt;br /&gt;
**[[Grand Bombard (M2TW_Unit)|Grand Bombard]]&lt;br /&gt;
**[[Serpentine (M2TW_Unit)|Serpentine]]&lt;br /&gt;
**[[Trebuchet (M2TW_Unit)|Trebuchet]]&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[France Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Factions]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=France_(M2TW_Faction)&amp;diff=87499</id>
		<title>France (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=France_(M2TW_Faction)&amp;diff=87499"/>
		<updated>2024-08-22T19:26:55Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */ French actually don&amp;#039;t get Hand Gunners; my bad&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_france.jpg|Faction Symbol for France]]|Name=Kingdom of France|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Northern European]]}}&lt;br /&gt;
&lt;br /&gt;
France is one of the 5 factions in Medieval 2 Total War that is playable from the start. &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
France is a shining example of feudalism in its rawest, and arguably, most delicate form. The French lords eagerly embrace the system that splits the country up into smaller provinces, duchies and fiefdoms, actively building up their forces to ensure their own security and power. About the only thing the French lack at this point is a sense of unity...&lt;br /&gt;
&lt;br /&gt;
The Ile de France may be where the monarchy resides, but the royal family rarely leave Paris. This is not because of a great love for the city, but rather because the surrounding lands are under the shadow of bastions owned by &amp;quot;Robber Barons&amp;quot; that serve their own interests. Frankly, the way things are now, the King isn&#039;t truly safe to wander a kingdom that is supposedly his.&lt;br /&gt;
&lt;br /&gt;
The Normans are clearly serving their own best interests, having recently taken England for themselves, it&#039;s hard to believe that they will be content to stop there. Other provinces such as Aquitaine, Burgundy, Brittany and Flanders aren&#039;t quite so dangerously ambitious... exercising a little authority over these lands looks like an essential move for the French if they&#039;re to have any hope of creating a power base that can stave off the might of the Holy Roman Empire to the east. Even less pressing concerns like Spanish and Milanese expansions will soon become a royal headache for the monarchy if France does not establish solid fronts to the south.&lt;br /&gt;
&lt;br /&gt;
===Strengths===&lt;br /&gt;
&lt;br /&gt;
Fields the best heavy cavalry in the west, and good infantry in the late period.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
&lt;br /&gt;
Relatively weak infantry in early period.&lt;br /&gt;
&lt;br /&gt;
=Starting Position=&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_france.jpg‎|thumb|right|France&#039;s Starting Position.]]&lt;br /&gt;
&lt;br /&gt;
France start with most of the original French mainland, apart from Dijon, Bordeaux and Metz, which are Rebel occupied.&lt;br /&gt;
&lt;br /&gt;
Their cities are:&lt;br /&gt;
&lt;br /&gt;
*Paris: French Capital&lt;br /&gt;
*Toulose: French Castle&lt;br /&gt;
*Angers: French Castle&lt;br /&gt;
*Marseille: Large Town&lt;br /&gt;
*Rheims: Large Town&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long Campaign: Hold 45 provinces including Jerusalem.&lt;br /&gt;
*Short Campaign: Hold 20 provinces and eliminate England.&lt;br /&gt;
&lt;br /&gt;
===Starting Finances===&lt;br /&gt;
*Treasury: 8000&lt;br /&gt;
*Kings Purse: 1500&lt;br /&gt;
&lt;br /&gt;
=Units=&lt;br /&gt;
&lt;br /&gt;
[[Image:France_bodyguard_info.png‎|thumb|right|French Generals Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
France is a well rounded faction with many unit types that is very strong, particularly in the late game. Their early game units are mostly standard Western European units but later on they get many powerful unique units. Their cavalry starts with the standard Knights, and in the later game they have some strong choices like Chivalric and Noble Knights, as well as Gendarmes from cities. Their melee infantry is pretty standard, starting with normal Spearmen, but later getting access to some Halberds, Pikemen, and some Dismounted Knights. Their missile units in the early game are also basic, but later on they get a number of excellent units, such as Scots Guard and Aventuriers. Those two are very strong both at range and at melee; making them extremely powerful. They also get an incredibly useful Armour Piercing Horse Archer in the late game. They get Arquebusiers and some excellent artillery after gunpowder is discovered. With excellent missile troops and very strong cavalry, and some good infantry to hold the line; a late game French army is a dangerous proposition indeed.  &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**[[Peasants (M2TW Unit)|Peasants]]&lt;br /&gt;
**[[Town Militia (M2TW Unit)|Town Militia]]&lt;br /&gt;
**[[Spear Militia (M2TW Unit)|Spear Militia]]&lt;br /&gt;
**[[Pike Militia (M2TW Unit)|Pike Militia]]&lt;br /&gt;
**[[Pikemen (M2TW Unit)|Pikemen]]&lt;br /&gt;
**[[Flemish Pikemen (M2TW_Unit)|Flemish Pikemen]]&lt;br /&gt;
&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**[[Armoured Sergeants (M2TW_Unit)|Armoured Sergeants]]&lt;br /&gt;
**[[Dismounted Chivalric Knights (M2TW_Unit)|Dismounted Chivalric Knights]]&lt;br /&gt;
**[[Dismounted Feudal Knights (M2TW Unit)|Dismounted Feudal Knights]]&lt;br /&gt;
**[[Dismounted Noble Knights (M2TW_Unit)|Dismounted Noble Knights]]&lt;br /&gt;
**[[Sergeant Spearmen (M2TW Unit)|Sergeant Spermen]]&lt;br /&gt;
**[[Voulge Militia (M2TW_Unit)|Voulge Militia]]&lt;br /&gt;
**[[Voulgier (M2TW_Unit)|Voulgier]]&lt;br /&gt;
&lt;br /&gt;
*Missile&lt;br /&gt;
**[[Arquebusiers (M2TW_Unit)|Arquebusiers]]&lt;br /&gt;
**[[Aventurier (M2TW_Unit)|Aventurier]]&lt;br /&gt;
**[[Crossbow Militia (M2TW_Unit)|Crossbow Militia]]&lt;br /&gt;
**[[(M2TW_Unit)|Crossbowmen (M2TW_Unit)|Crossbowmen]]&lt;br /&gt;
**[[Dismounted French Archers (M2TW_Unit)|Dismounted French Archers]]&lt;br /&gt;
**[[Peasant Archers (M2TW_Unit)|Peasant Archers]]&lt;br /&gt;
**[[Peasant Crossbowmen (M2TW_Unit)|Peasant Crossbowmen]]&lt;br /&gt;
**[[Scots Guard (M2TW_Unit)|Scots Guard]]&lt;br /&gt;
&lt;br /&gt;
*Cavalry&lt;br /&gt;
**[[Chivalric Knights (M2TW_Unit)|Chivalric Knights]]&lt;br /&gt;
**[[Feudal Knights (M2TW_Unit)|Feudal Knights]]&lt;br /&gt;
**[[Gendarmes (M2TW_Unit)|Gendarmes]]&lt;br /&gt;
**[[Early General&#039;s Bodyguard (M2TW_Unit)|Early General&#039;s Bodyguard]]&lt;br /&gt;
**[[Late General&#039;s Bodyguard (M2TW_Unit)|Late General&#039;s Bodyguard]]&lt;br /&gt;
**[[Knights Hospitaller (M2TW_Unit)|Knights Hospitaller]]&lt;br /&gt;
**[[Knights Templar (M2TW_Unit)|Knights Templar]]&lt;br /&gt;
**[[Lancers (M2TW_Unit)|Lancers]]&lt;br /&gt;
**[[Mailed Knights (M2TW_Unit)|Mailed Knights]]&lt;br /&gt;
**[[Mounted Sergeants (M2TW_Unit)|Mounted Sergeants]]&lt;br /&gt;
**[[Merchant Cavalry Militia (M2TW_Unit)|Merchant Cavalry Militia]]&lt;br /&gt;
**[[Noble Knights (M2TW_Unit)|Noble Knights]]&lt;br /&gt;
**[[French Mounted Archers (M2TW_Unit)|French Mounted Archers &#039;&#039;(Missile Cavalry)&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*Artillery&lt;br /&gt;
**[[Ballista (M2TW_Unit)|Ballista]]&lt;br /&gt;
**[[Basilisk (M2TW_Unit)|Basilisk]]&lt;br /&gt;
**[[Bombard (M2TW_Unit)|Bombard]]&lt;br /&gt;
**[[Catapult (M2TW_Unit)|Catapult]]&lt;br /&gt;
**[[Culverin (M2TW_Unit)|Culverin]]&lt;br /&gt;
**[[Grand Bombard (M2TW_Unit)|Grand Bombard]]&lt;br /&gt;
**[[Serpentine (M2TW_Unit)|Serpentine]]&lt;br /&gt;
**[[Trebuchet (M2TW_Unit)|Trebuchet]]&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[France Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Factions]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=France_(M2TW_Faction)&amp;diff=87498</id>
		<title>France (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=France_(M2TW_Faction)&amp;diff=87498"/>
		<updated>2024-08-22T19:24:07Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_france.jpg|Faction Symbol for France]]|Name=Kingdom of France|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Northern European]]}}&lt;br /&gt;
&lt;br /&gt;
France is one of the 5 factions in Medieval 2 Total War that is playable from the start. &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
France is a shining example of feudalism in its rawest, and arguably, most delicate form. The French lords eagerly embrace the system that splits the country up into smaller provinces, duchies and fiefdoms, actively building up their forces to ensure their own security and power. About the only thing the French lack at this point is a sense of unity...&lt;br /&gt;
&lt;br /&gt;
The Ile de France may be where the monarchy resides, but the royal family rarely leave Paris. This is not because of a great love for the city, but rather because the surrounding lands are under the shadow of bastions owned by &amp;quot;Robber Barons&amp;quot; that serve their own interests. Frankly, the way things are now, the King isn&#039;t truly safe to wander a kingdom that is supposedly his.&lt;br /&gt;
&lt;br /&gt;
The Normans are clearly serving their own best interests, having recently taken England for themselves, it&#039;s hard to believe that they will be content to stop there. Other provinces such as Aquitaine, Burgundy, Brittany and Flanders aren&#039;t quite so dangerously ambitious... exercising a little authority over these lands looks like an essential move for the French if they&#039;re to have any hope of creating a power base that can stave off the might of the Holy Roman Empire to the east. Even less pressing concerns like Spanish and Milanese expansions will soon become a royal headache for the monarchy if France does not establish solid fronts to the south.&lt;br /&gt;
&lt;br /&gt;
===Strengths===&lt;br /&gt;
&lt;br /&gt;
Fields the best heavy cavalry in the west, and good infantry in the late period.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
&lt;br /&gt;
Relatively weak infantry in early period.&lt;br /&gt;
&lt;br /&gt;
=Starting Position=&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_france.jpg‎|thumb|right|France&#039;s Starting Position.]]&lt;br /&gt;
&lt;br /&gt;
France start with most of the original French mainland, apart from Dijon, Bordeaux and Metz, which are Rebel occupied.&lt;br /&gt;
&lt;br /&gt;
Their cities are:&lt;br /&gt;
&lt;br /&gt;
*Paris: French Capital&lt;br /&gt;
*Toulose: French Castle&lt;br /&gt;
*Angers: French Castle&lt;br /&gt;
*Marseille: Large Town&lt;br /&gt;
*Rheims: Large Town&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long Campaign: Hold 45 provinces including Jerusalem.&lt;br /&gt;
*Short Campaign: Hold 20 provinces and eliminate England.&lt;br /&gt;
&lt;br /&gt;
===Starting Finances===&lt;br /&gt;
*Treasury: 8000&lt;br /&gt;
*Kings Purse: 1500&lt;br /&gt;
&lt;br /&gt;
=Units=&lt;br /&gt;
&lt;br /&gt;
[[Image:France_bodyguard_info.png‎|thumb|right|French Generals Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
France is a well rounded faction with many unit types that is very strong, particularly in the late game. Their early game units are mostly standard Western European units but later on they get many powerful unique units. Their cavalry starts with the standard Knights, and in the later game they have some strong choices like Chivalric and Noble Knights, as well as Gendarmes from cities. Their melee infantry is pretty standard, starting with normal Spearmen, but later getting access to some Halberds, Pikemen, and some Dismounted Knights. Their missile units in the early game are also basic, but later on they get a number of excellent units, such as Scots Guard and Aventuriers. Those two are very strong both at range and at melee; making them extremely powerful. They also get an incredibly useful Armour Piercing Horse Archer in the late game. They get Arquebusiers, hand gunners, and some excellent artillery after gunpowder is discovered. With excellent missile troops and very strong cavalry, and some good infantry to hold the line; a late game French army is a dangerous proposition indeed.  &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**[[Peasants (M2TW Unit)|Peasants]]&lt;br /&gt;
**[[Town Militia (M2TW Unit)|Town Militia]]&lt;br /&gt;
**[[Spear Militia (M2TW Unit)|Spear Militia]]&lt;br /&gt;
**[[Pike Militia (M2TW Unit)|Pike Militia]]&lt;br /&gt;
**[[Pikemen (M2TW Unit)|Pikemen]]&lt;br /&gt;
**[[Flemish Pikemen (M2TW_Unit)|Flemish Pikemen]]&lt;br /&gt;
&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**[[Armoured Sergeants (M2TW_Unit)|Armoured Sergeants]]&lt;br /&gt;
**[[Dismounted Chivalric Knights (M2TW_Unit)|Dismounted Chivalric Knights]]&lt;br /&gt;
**[[Dismounted Feudal Knights (M2TW Unit)|Dismounted Feudal Knights]]&lt;br /&gt;
**[[Dismounted Noble Knights (M2TW_Unit)|Dismounted Noble Knights]]&lt;br /&gt;
**[[Sergeant Spearmen (M2TW Unit)|Sergeant Spermen]]&lt;br /&gt;
**[[Voulge Militia (M2TW_Unit)|Voulge Militia]]&lt;br /&gt;
**[[Voulgier (M2TW_Unit)|Voulgier]]&lt;br /&gt;
&lt;br /&gt;
*Missile&lt;br /&gt;
**[[Arquebusiers (M2TW_Unit)|Arquebusiers]]&lt;br /&gt;
**[[Aventurier (M2TW_Unit)|Aventurier]]&lt;br /&gt;
**[[Crossbow Militia (M2TW_Unit)|Crossbow Militia]]&lt;br /&gt;
**[[(M2TW_Unit)|Crossbowmen (M2TW_Unit)|Crossbowmen]]&lt;br /&gt;
**[[Dismounted French Archers (M2TW_Unit)|Dismounted French Archers]]&lt;br /&gt;
**[[Peasant Archers (M2TW_Unit)|Peasant Archers]]&lt;br /&gt;
**[[Peasant Crossbowmen (M2TW_Unit)|Peasant Crossbowmen]]&lt;br /&gt;
**[[Scots Guard (M2TW_Unit)|Scots Guard]]&lt;br /&gt;
&lt;br /&gt;
*Cavalry&lt;br /&gt;
**[[Chivalric Knights (M2TW_Unit)|Chivalric Knights]]&lt;br /&gt;
**[[Feudal Knights (M2TW_Unit)|Feudal Knights]]&lt;br /&gt;
**[[Gendarmes (M2TW_Unit)|Gendarmes]]&lt;br /&gt;
**[[Early General&#039;s Bodyguard (M2TW_Unit)|Early General&#039;s Bodyguard]]&lt;br /&gt;
**[[Late General&#039;s Bodyguard (M2TW_Unit)|Late General&#039;s Bodyguard]]&lt;br /&gt;
**[[Knights Hospitaller (M2TW_Unit)|Knights Hospitaller]]&lt;br /&gt;
**[[Knights Templar (M2TW_Unit)|Knights Templar]]&lt;br /&gt;
**[[Lancers (M2TW_Unit)|Lancers]]&lt;br /&gt;
**[[Mailed Knights (M2TW_Unit)|Mailed Knights]]&lt;br /&gt;
**[[Mounted Sergeants (M2TW_Unit)|Mounted Sergeants]]&lt;br /&gt;
**[[Merchant Cavalry Militia (M2TW_Unit)|Merchant Cavalry Militia]]&lt;br /&gt;
**[[Noble Knights (M2TW_Unit)|Noble Knights]]&lt;br /&gt;
**[[French Mounted Archers (M2TW_Unit)|French Mounted Archers &#039;&#039;(Missile Cavalry)&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*Artillery&lt;br /&gt;
**[[Ballista (M2TW_Unit)|Ballista]]&lt;br /&gt;
**[[Basilisk (M2TW_Unit)|Basilisk]]&lt;br /&gt;
**[[Bombard (M2TW_Unit)|Bombard]]&lt;br /&gt;
**[[Catapult (M2TW_Unit)|Catapult]]&lt;br /&gt;
**[[Culverin (M2TW_Unit)|Culverin]]&lt;br /&gt;
**[[Grand Bombard (M2TW_Unit)|Grand Bombard]]&lt;br /&gt;
**[[Serpentine (M2TW_Unit)|Serpentine]]&lt;br /&gt;
**[[Trebuchet (M2TW_Unit)|Trebuchet]]&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[France Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Factions]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=France_(M2TW_Faction)&amp;diff=87497</id>
		<title>France (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=France_(M2TW_Faction)&amp;diff=87497"/>
		<updated>2024-08-22T06:25:20Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_france.jpg|Faction Symbol for France]]|Name=Kingdom of France|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Northern European]]}}&lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
France is a shining example of feudalism in its rawest, and arguably, most delicate form. The French lords eagerly embrace the system that splits the country up into smaller provinces, duchies and fiefdoms, actively building up their forces to ensure their own security and power. About the only thing the French lack at this point is a sense of unity...&lt;br /&gt;
&lt;br /&gt;
The Ile de France may be where the monarchy resides, but the royal family rarely leave Paris. This is not because of a great love for the city, but rather because the surrounding lands are under the shadow of bastions owned by &amp;quot;Robber Barons&amp;quot; that serve their own interests. Frankly, the way things are now, the King isn&#039;t truly safe to wander a kingdom that is supposedly his.&lt;br /&gt;
&lt;br /&gt;
The Normans are clearly serving their own best interests, having recently taken England for themselves, it&#039;s hard to believe that they will be content to stop there. Other provinces such as Aquitaine, Burgundy, Brittany and Flanders aren&#039;t quite so dangerously ambitious... exercising a little authority over these lands looks like an essential move for the French if they&#039;re to have any hope of creating a power base that can stave off the might of the Holy Roman Empire to the east. Even less pressing concerns like Spanish and Milanese expansions will soon become a royal headache for the monarchy if France does not establish solid fronts to the south.&lt;br /&gt;
&lt;br /&gt;
===Strengths===&lt;br /&gt;
&lt;br /&gt;
Fields the best heavy cavalry in the west, and good infantry in the late period.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
&lt;br /&gt;
Relatively weak infantry in early period.&lt;br /&gt;
&lt;br /&gt;
==Starting Position==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_france.jpg‎|thumb|right|France&#039;s Starting Position.]]&lt;br /&gt;
&lt;br /&gt;
France start with most of the original French mainland, apart from Dijon, Bordeaux and Metz, which are Rebel occupied.&lt;br /&gt;
&lt;br /&gt;
Their cities are:&lt;br /&gt;
&lt;br /&gt;
*Paris: French Capital&lt;br /&gt;
*Toulose: French Castle&lt;br /&gt;
*Angers: French Castle&lt;br /&gt;
*Marseille: Large Town&lt;br /&gt;
*Rheims: Large Town&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long Campaign: Hold 45 provinces including Jerusalem.&lt;br /&gt;
*Short Campaign: Hold 20 provinces and eliminate England.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
[[Image:France_bodyguard_info.png‎|thumb|right|French Generals Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
France is a well rounded faction with many unit types that is very strong, particularly in the late game. Their early game units are mostly standard Western European units but later on they get many powerful unique units. Their cavalry starts with the standard Knights, and in the later game they have some strong choices like Chivalric and Noble Knights, as well as Gendarmes from cities. Their melee infantry is pretty standard, starting with normal Spearmen, but later getting access to some Halberds, Pikemen, and some Dismounted Knights. Their missile units in the early game are also basic, but later on they get a number of excellent units, such as Scots Guard and Aventuriers. Those two are very strong both at range and at melee; making them extremely powerful. They also get an incredibly useful Armour Piercing Horse Archer in the late game. They get Arquebusiers, hand gunners, and some excellent artillery after gunpowder is discovered. With excellent missile troops and very strong cavalry, and some good infantry to hold the line; a late game French army is a dangerous proposition indeed.  &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**[[Peasants (M2TW Unit)|Peasants]]&lt;br /&gt;
**[[Town Militia (M2TW Unit)|Town Militia]]&lt;br /&gt;
**[[Spear Militia (M2TW Unit)|Spear Militia]]&lt;br /&gt;
**[[Pike Militia (M2TW Unit)|Pike Militia]]&lt;br /&gt;
**[[Pikemen (M2TW Unit)|Pikemen]]&lt;br /&gt;
**[[Flemish Pikemen (M2TW_Unit)|Flemish Pikemen]]&lt;br /&gt;
&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**[[Armoured Sergeants (M2TW_Unit)|Armoured Sergeants]]&lt;br /&gt;
**[[Dismounted Chivalric Knights (M2TW_Unit)|Dismounted Chivalric Knights]]&lt;br /&gt;
**[[Dismounted Feudal Knights (M2TW Unit)|Dismounted Feudal Knights]]&lt;br /&gt;
**[[Dismounted Noble Knights (M2TW_Unit)|Dismounted Noble Knights]]&lt;br /&gt;
**[[Sergeant Spearmen (M2TW Unit)|Sergeant Spermen]]&lt;br /&gt;
**[[Voulge Militia (M2TW_Unit)|Voulge Militia]]&lt;br /&gt;
**[[Voulgier (M2TW_Unit)|Voulgier]]&lt;br /&gt;
&lt;br /&gt;
*Missile&lt;br /&gt;
**[[Arquebusiers (M2TW_Unit)|Arquebusiers]]&lt;br /&gt;
**[[Aventurier (M2TW_Unit)|Aventurier]]&lt;br /&gt;
**[[Crossbow Militia (M2TW_Unit)|Crossbow Militia]]&lt;br /&gt;
**[[(M2TW_Unit)|Crossbowmen (M2TW_Unit)|Crossbowmen]]&lt;br /&gt;
**[[Dismounted French Archers (M2TW_Unit)|Dismounted French Archers]]&lt;br /&gt;
**[[Peasant Archers (M2TW_Unit)|Peasant Archers]]&lt;br /&gt;
**[[Peasant Crossbowmen (M2TW_Unit)|Peasant Crossbowmen]]&lt;br /&gt;
**[[Scots Guard (M2TW_Unit)|Scots Guard]]&lt;br /&gt;
&lt;br /&gt;
*Cavalry&lt;br /&gt;
**[[Chivalric Knights (M2TW_Unit)|Chivalric Knights]]&lt;br /&gt;
**[[Feudal Knights (M2TW_Unit)|Feudal Knights]]&lt;br /&gt;
**[[Gendarmes (M2TW_Unit)|Gendarmes]]&lt;br /&gt;
**[[Early General&#039;s Bodyguard (M2TW_Unit)|Early General&#039;s Bodyguard]]&lt;br /&gt;
**[[Late General&#039;s Bodyguard (M2TW_Unit)|Late General&#039;s Bodyguard]]&lt;br /&gt;
**[[Knights Hospitaller (M2TW_Unit)|Knights Hospitaller]]&lt;br /&gt;
**[[Knights Templar (M2TW_Unit)|Knights Templar]]&lt;br /&gt;
**[[Lancers (M2TW_Unit)|Lancers]]&lt;br /&gt;
**[[Mailed Knights (M2TW_Unit)|Mailed Knights]]&lt;br /&gt;
**[[Mounted Sergeants (M2TW_Unit)|Mounted Sergeants]]&lt;br /&gt;
**[[Merchant Cavalry Militia (M2TW_Unit)|Merchant Cavalry Militia]]&lt;br /&gt;
**[[Noble Knights (M2TW_Unit)|Noble Knights]]&lt;br /&gt;
**[[French Mounted Archers (M2TW_Unit)|French Mounted Archers &#039;&#039;(Missile Cavalry)&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*Artillery&lt;br /&gt;
**[[Ballista (M2TW_Unit)|Ballista]]&lt;br /&gt;
**[[Basilisk (M2TW_Unit)|Basilisk]]&lt;br /&gt;
**[[Bombard (M2TW_Unit)|Bombard]]&lt;br /&gt;
**[[Catapult (M2TW_Unit)|Catapult]]&lt;br /&gt;
**[[Culverin (M2TW_Unit)|Culverin]]&lt;br /&gt;
**[[Grand Bombard (M2TW_Unit)|Grand Bombard]]&lt;br /&gt;
**[[Serpentine (M2TW_Unit)|Serpentine]]&lt;br /&gt;
**[[Trebuchet (M2TW_Unit)|Trebuchet]]&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[France Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Factions]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=England_(M2TW_Faction)&amp;diff=87496</id>
		<title>England (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=England_(M2TW_Faction)&amp;diff=87496"/>
		<updated>2024-08-22T06:21:46Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_england.jpg|Faction Symbol for England]]|Name=Kingdom of England|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Northern European]]}}&lt;br /&gt;
England is one of the 5 factions in Medieval 2 Total War that is playable from the beginning without having to be unlocked.  &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
Having recently wrestled control of England from the Saxons, many would expect the conquering Normans to be somewhat spent and weakened. However, the new rulers of England have swiftly replaced and improved the taxation system so as to replenish their coffers in quick time. Most importantly, William the Conqueror came with the support of the Pope, as well as a mixed force of well-trained infantry, archers and heavy cavalry. England&#039;s new masters have a more modern approach to the art of warfare, and the will to utilise the country&#039;s rich resources to maximum effect.&lt;br /&gt;
&lt;br /&gt;
The English court may now speak French, but the Normans certainly don&#039;t consider their new conquest a French territory. This independence in England, plus the proximity of Normandy to other lands the French monarchy consider their own, makes France an immediate and obvious threat to deal with. The ever stubborn Scottish also prevent the King of England from having uncontested control of the British Isles.&lt;br /&gt;
&lt;br /&gt;
Though they presently face trouble on multiple fronts, the English are in a rather promising position. The Scots to the north are isolated from the rest of Europe, and should be easy to wear down without a strong ally from the mainland. The French royal forces are more than a match for the armies in Normandy, but they also have enough fronts to deal with right now that they are unlikely to be able to drive them from the continent anytime soon.&lt;br /&gt;
&lt;br /&gt;
===Strengths===&lt;br /&gt;
&lt;br /&gt;
Boasts superb longbowmen and strong infantry.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
Fields a poor variety of cavalry.&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
[[Image:Map england.jpg|thumb|right|England&#039;s Starting Position.]]&lt;br /&gt;
&lt;br /&gt;
*London: English Capital; - South East England&lt;br /&gt;
&lt;br /&gt;
*Nottingham: English Castle; - Central England&lt;br /&gt;
&lt;br /&gt;
*Caen: English Castle; - Northern France&lt;br /&gt;
&lt;br /&gt;
The English start with Southern and Central England under their control, as well as Normandy. This means they have to remain watchful of both the Scottish and the French. Additionally, they can expect the Danes to send invasion forces from sea at some point. They do have a few nearby rebel territories that they can expand to, including York, Caernarvon, and Rennes. Thier first priority should be to take the whole of Britian. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Campaign Objective===&lt;br /&gt;
&lt;br /&gt;
*Long Campaign: Hold 45 regions, including: Jerusalem Province.&lt;br /&gt;
*Short Campaign: Hold 15 regions and Eliminate Scotland &amp;amp; France&lt;br /&gt;
&lt;br /&gt;
===Starting Finances===&lt;br /&gt;
&lt;br /&gt;
*Treasury: 10000&lt;br /&gt;
*Kings Purse: 2500&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
[[Image:English_bodyguard_info.png‎|thumb|right|English Generals Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
England is a faction with a very strong and well rounded roster, with a definite archery focus. Their main missile units are all Longbowmen, excellent archers with long range, an armour-piericing attack, and the ability to deploy defensive stakes. Their infantry is also very strong as well. Their early choices are a little mediocre, as they lack access to a strong spear unit, but later on they get access to the excellent Armoured Swordsmen and Dismounted English Knights (armed with a 2 handed Poleaxe), as well as Billmen. Their cavalry is not the strongest but is pretty good; the unique English Knights they get have an armour piercing secondary attack, which makes them good in melee against other Knights. Thier militia units are fairly standard, and later on they get some Billmen units; with a high attack and low defense. After gunpowder is discovered the English get fairly standard artillery and have access to Arquebusiers. Overall, the English have an excellent roster which is more than a match for most. &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**[[Peasants_(M2TW_Unit)|Peasants]]&lt;br /&gt;
**[[Town_Militia_(M2TW_Unit)|Town Militia]]&lt;br /&gt;
*Spear/Pike Infantry&lt;br /&gt;
**[[Levy_Spearman_(M2TW_Unit)|Levy Spearman]]&lt;br /&gt;
**[[Spear_Militia_(M2TW_Unit)|Spear Militia]]&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**[[Armoured_Sergeants_(M2TW_Unit)|Armoured Sergeants]] (not available in campaign)&lt;br /&gt;
**[[Armoured_Swordsmen_(M2TW_Unit)|Armoured Swordsmen]]&lt;br /&gt;
**[[Bill_Militia_(M2TW_Unit)|Bill Militia]]&lt;br /&gt;
**[[Billmen_(M2TW_Unit)|Billmen]]&lt;br /&gt;
**[[Dismounted_English_Knights_(M2TW_Unit)|Dismounted English Knights]]&lt;br /&gt;
**[[Dismounted_Feudal_Knights_(M2TW_Unit)|Dismounted Feudal Knights]]&lt;br /&gt;
**[[Heavy_Bill_Militia_(M2TW_Unit)|Heavy Bill Militia]]&lt;br /&gt;
**[[Heavy_Billmen_(M2TW_Unit)|Heavy Billmen]]&lt;br /&gt;
&lt;br /&gt;
*Light Cavalry&lt;br /&gt;
**[[Demi-Lancers_(M2TW_Unit)|Demi Lancers]]&lt;br /&gt;
**[[Hobilars_(M2TW_Unit)|Hobilars]]&lt;br /&gt;
**[[Mailed_Knights_(M2TW_Unit)|Mailed Knights]]&lt;br /&gt;
**[[Merchant_Cavalry_Militia_(M2TW_Unit)|Merchant Cavalry Militia]]&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**[[English_Knights_(M2TW_Unit)|English Knights]]&lt;br /&gt;
**[[Feudal_Knights_(M2TW_Unit)|Feudal Knights]]&lt;br /&gt;
**[[General&#039;s_Bodyguaurd_(M2TW_Unit)|Early General&#039;s Bodyguard]]&lt;br /&gt;
**[[Late_General&#039;s_Bodyguard_(M2TW_Unit)|Late General&#039;s Bodyguard]]&lt;br /&gt;
**[[Knights_Hospitaller_(M2TW_Unit)|Knights Hospitaller]]&lt;br /&gt;
**[[Knights_Templar_(M2TW_Unit)|Knights Templar]]&lt;br /&gt;
&lt;br /&gt;
*Missle&lt;br /&gt;
**[[Archer_Militia_(M2TW_Unit)|Archer Militia]]&lt;br /&gt;
**[[Arquebusiers_(M2TW_Unit)|Arquebusiers]]&lt;br /&gt;
**[[Longbowmen_(M2TW_Unit)|Longbowmen]]&lt;br /&gt;
**Mounted Longbowmen (unused vanilla unit)&lt;br /&gt;
**[[Peasants_Archers_(M2TW_Unit)|Peasant Archers]]&lt;br /&gt;
**[[Retinue_Longbowmen_(M2TW_Unit)|Retinue Longbowmen]]&lt;br /&gt;
**[[Sherwood_Archers_(M2TW_Unit)|Sherwood Archers]]&lt;br /&gt;
**[[Yeoman_Archers_(M2TW_Unit)|Yeoman Archers]]&lt;br /&gt;
&lt;br /&gt;
*Artillery&lt;br /&gt;
**[[Ballista_(M2TW_Unit)|Ballista]]&lt;br /&gt;
**[[Catapult_(M2TW_Unit)|Catapult]]&lt;br /&gt;
**[[Ribault_(M2TW_Unit)|Ribault]]&lt;br /&gt;
**[[Trebuchet_(M2TW_Unit)|Trebuchet]]&lt;br /&gt;
**[[Bombard_(M2TW_Unit)|Bombard]]&lt;br /&gt;
**[[Culverin_(M2TW_Unit)|Culverin]]&lt;br /&gt;
**[[Mortar_(M2TW_Unit)|Mortar]]&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.&lt;br /&gt;
&lt;br /&gt;
[[England Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=England_(M2TW_Faction)&amp;diff=87495</id>
		<title>England (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=England_(M2TW_Faction)&amp;diff=87495"/>
		<updated>2024-08-22T06:17:46Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_england.jpg|Faction Symbol for England]]|Name=Kingdom of England|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Northern European]]}}&lt;br /&gt;
England is one of the 5 factions in Medieval 2 Total War that is playable from the beginning without having to be unlocked.  &lt;br /&gt;
&lt;br /&gt;
=Description=&lt;br /&gt;
&lt;br /&gt;
Having recently wrestled control of England from the Saxons, many would expect the conquering Normans to be somewhat spent and weakened. However, the new rulers of England have swiftly replaced and improved the taxation system so as to replenish their coffers in quick time. Most importantly, William the Conqueror came with the support of the Pope, as well as a mixed force of well-trained infantry, archers and heavy cavalry. England&#039;s new masters have a more modern approach to the art of warfare, and the will to utilise the country&#039;s rich resources to maximum effect.&lt;br /&gt;
&lt;br /&gt;
The English court may now speak French, but the Normans certainly don&#039;t consider their new conquest a French territory. This independence in England, plus the proximity of Normandy to other lands the French monarchy consider their own, makes France an immediate and obvious threat to deal with. The ever stubborn Scottish also prevent the King of England from having uncontested control of the British Isles.&lt;br /&gt;
&lt;br /&gt;
Though they presently face trouble on multiple fronts, the English are in a rather promising position. The Scots to the north are isolated from the rest of Europe, and should be easy to wear down without a strong ally from the mainland. The French royal forces are more than a match for the armies in Normandy, but they also have enough fronts to deal with right now that they are unlikely to be able to drive them from the continent anytime soon.&lt;br /&gt;
&lt;br /&gt;
===Strengths===&lt;br /&gt;
&lt;br /&gt;
Boasts superb longbowmen and strong infantry.&lt;br /&gt;
&lt;br /&gt;
===Weaknesses===&lt;br /&gt;
Fields a poor variety of cavalry.&lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
[[Image:Map england.jpg|thumb|right|England&#039;s Starting Position.]]&lt;br /&gt;
&lt;br /&gt;
*London: English Capital; - South East England&lt;br /&gt;
&lt;br /&gt;
*Nottingham: English Castle; - Central England&lt;br /&gt;
&lt;br /&gt;
*Caen: English Castle; - Northern France&lt;br /&gt;
&lt;br /&gt;
The English start with Southern and Central England under their control, as well as Normandy. This means they have to remain watchful of both the Scottish and the French. Additionally, they can expect the Danes to send invasion forces from sea at some point. They do have a few nearby rebel territories that they can expand to, including York, Caernarvon, and Rennes. Thier first priority should be to take the whole of Britian. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Campaign Objective===&lt;br /&gt;
*Long Campaign: Hold 45 regions, including: Jerusalem Province.&lt;br /&gt;
*Short Campaign: Hold 15 regions and Eliminate Scotland &amp;amp; France&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
[[Image:English_bodyguard_info.png‎|thumb|right|English Generals Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
England is a faction with a very strong and well rounded roster, with a definite archery focus. Their main missile units are all Longbowmen, excellent archers with long range, an armour-piericing attack, and the ability to deploy defensive stakes. Their infantry is also very strong as well. Their early choices are a little mediocre, as they lack access to a strong spear unit, but later on they get access to the excellent Armoured Swordsmen and Dismounted English Knights (armed with a 2 handed Poleaxe), as well as Billmen. Their cavalry is not the strongest but is pretty good; the unique English Knights they get have an armour piercing secondary attack, which makes them good in melee against other Knights. Thier militia units are fairly standard, and later on they get some Billmen units; with a high attack and low defense. After gunpowder is discovered the English get fairly standard artillery and have access to Arquebusiers. Overall, the English have an excellent roster which is more than a match for most. &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**[[Peasants_(M2TW_Unit)|Peasants]]&lt;br /&gt;
**[[Town_Militia_(M2TW_Unit)|Town Militia]]&lt;br /&gt;
*Spear/Pike Infantry&lt;br /&gt;
**[[Levy_Spearman_(M2TW_Unit)|Levy Spearman]]&lt;br /&gt;
**[[Spear_Militia_(M2TW_Unit)|Spear Militia]]&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**[[Armoured_Sergeants_(M2TW_Unit)|Armoured Sergeants]] (not available in campaign)&lt;br /&gt;
**[[Armoured_Swordsmen_(M2TW_Unit)|Armoured Swordsmen]]&lt;br /&gt;
**[[Bill_Militia_(M2TW_Unit)|Bill Militia]]&lt;br /&gt;
**[[Billmen_(M2TW_Unit)|Billmen]]&lt;br /&gt;
**[[Dismounted_English_Knights_(M2TW_Unit)|Dismounted English Knights]]&lt;br /&gt;
**[[Dismounted_Feudal_Knights_(M2TW_Unit)|Dismounted Feudal Knights]]&lt;br /&gt;
**[[Heavy_Bill_Militia_(M2TW_Unit)|Heavy Bill Militia]]&lt;br /&gt;
**[[Heavy_Billmen_(M2TW_Unit)|Heavy Billmen]]&lt;br /&gt;
&lt;br /&gt;
*Light Cavalry&lt;br /&gt;
**[[Demi-Lancers_(M2TW_Unit)|Demi Lancers]]&lt;br /&gt;
**[[Hobilars_(M2TW_Unit)|Hobilars]]&lt;br /&gt;
**[[Mailed_Knights_(M2TW_Unit)|Mailed Knights]]&lt;br /&gt;
**[[Merchant_Cavalry_Militia_(M2TW_Unit)|Merchant Cavalry Militia]]&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**[[English_Knights_(M2TW_Unit)|English Knights]]&lt;br /&gt;
**[[Feudal_Knights_(M2TW_Unit)|Feudal Knights]]&lt;br /&gt;
**[[General&#039;s_Bodyguaurd_(M2TW_Unit)|Early General&#039;s Bodyguard]]&lt;br /&gt;
**[[Late_General&#039;s_Bodyguard_(M2TW_Unit)|Late General&#039;s Bodyguard]]&lt;br /&gt;
**[[Knights_Hospitaller_(M2TW_Unit)|Knights Hospitaller]]&lt;br /&gt;
**[[Knights_Templar_(M2TW_Unit)|Knights Templar]]&lt;br /&gt;
&lt;br /&gt;
*Missle&lt;br /&gt;
**[[Archer_Militia_(M2TW_Unit)|Archer Militia]]&lt;br /&gt;
**[[Arquebusiers_(M2TW_Unit)|Arquebusiers]]&lt;br /&gt;
**[[Longbowmen_(M2TW_Unit)|Longbowmen]]&lt;br /&gt;
**Mounted Longbowmen (unused vanilla unit)&lt;br /&gt;
**[[Peasants_Archers_(M2TW_Unit)|Peasant Archers]]&lt;br /&gt;
**[[Retinue_Longbowmen_(M2TW_Unit)|Retinue Longbowmen]]&lt;br /&gt;
**[[Sherwood_Archers_(M2TW_Unit)|Sherwood Archers]]&lt;br /&gt;
**[[Yeoman_Archers_(M2TW_Unit)|Yeoman Archers]]&lt;br /&gt;
&lt;br /&gt;
*Artillery&lt;br /&gt;
**[[Ballista_(M2TW_Unit)|Ballista]]&lt;br /&gt;
**[[Catapult_(M2TW_Unit)|Catapult]]&lt;br /&gt;
**[[Ribault_(M2TW_Unit)|Ribault]]&lt;br /&gt;
**[[Trebuchet_(M2TW_Unit)|Trebuchet]]&lt;br /&gt;
**[[Bombard_(M2TW_Unit)|Bombard]]&lt;br /&gt;
**[[Culverin_(M2TW_Unit)|Culverin]]&lt;br /&gt;
**[[Mortar_(M2TW_Unit)|Mortar]]&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.&lt;br /&gt;
&lt;br /&gt;
[[England Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Moors_(M2TW_Faction)&amp;diff=87494</id>
		<title>Moors (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Moors_(M2TW_Faction)&amp;diff=87494"/>
		<updated>2024-08-20T01:49:17Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Starting Position */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Moors are a combination of the Almohads and Almoravids, as such, they begin with control of provinces in north-west Africa and southern Iberia.provinces in this area of the Mediterranean are quite spaced out, as such Moorish armies will have to rely more on ships to move around or be prepared for a long march.&lt;br /&gt;
&lt;br /&gt;
{{Faction|image=[[Image:Symbol_moors.jpg|Faction Symbol for Moors]]|Name=Moors|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_moors.jpg‎|thumb|right|The Moors Starting Position.]]&lt;br /&gt;
They start in Southern part of the Iberian Peninsula and East from Tunis.&lt;br /&gt;
&lt;br /&gt;
Their settlements are;&lt;br /&gt;
&lt;br /&gt;
*Cordoba: Capital – Minor City&lt;br /&gt;
*Granada: Wooden Castle&lt;br /&gt;
*Marrakech: Large Town&lt;br /&gt;
*Algiers: Wooden Castle&lt;br /&gt;
&lt;br /&gt;
The Moors have an interesting start position. They rule Southern Iberia and North Africa. They are threatened by the Portuguese from the West, and Spain from the North, both of whom have a stronger starting military. Their first priority should be to conquer the Iberian Peninsula. Although initially outpowered by their Catholic neighbors, the Moors do have some good light troops and have a huge advantage in being able to call a Jihad on turn 1 and use those forces against their enemies.&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long campaign: Hold 45 regions including: Jerusalem and Toledo.&lt;br /&gt;
*Short campaign: Hold 15 regions including: Eliminate Spain and Portugal.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
[[Image:Me_bodyguard_info.png‎|thumb|right|Moor General Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
The Moors have a very powerful roster, although it take a lot of time and investment to access their powerful troops. Thier early roster can be used very effectively but it is light and requires some skillful maneuvering. Their basic castle gives them access to Desert Cavalry and Arab Cavalry; decent units but not quite a match for most factions, or their Iberian neighbors. From a Fortress and Citadel they get Granadine Jinetes and Granadine Lancers respectively, again decent units but not any stronger than the Jinetes and Mailed Knights that Spain gets from a wooden castle. However their elite cavalry, the Christian Guard, is an excellent unit that is fast and very powerful, and available from both Huge Cities and a Kings Stables. Most of the Moorish Infantry is lightly armoured Spearmen, which can do well against cavalry but will melt against proper Swordsmen. However, from the Armoury, the final Castle Barracks, they get Dismounted Christian Guard, an exceptional Sword unit that beats all others except Conquistadores. Thier missiles are good as well, including javelins, a very good mid grade archer, strong crossbows and a great crossbow cavalry unit. The Moors get some good militia choices as well, including Urban Militia, a strong sword militia. After gunpowder is discovered they get access to Camel Gunners, a ridiculously powerful unit. It takes time to build, but a fully developed Moorish army is one of the strongest forces in the entire game.  &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Hashashim&lt;br /&gt;
**Urban Militia&lt;br /&gt;
**Dismounted Christian Guard&lt;br /&gt;
*Spearmen Infantry&lt;br /&gt;
**Nubian Spearmen&lt;br /&gt;
**Town Militia&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Berber Spearmen&lt;br /&gt;
**Lamtuna Spearmen&lt;br /&gt;
**Dismounted Arab Cavalry&lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Desert Archers&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
**Sudanese Gunners&lt;br /&gt;
**Sudanese Javelimen&lt;br /&gt;
**Peasent Crossbowmen&lt;br /&gt;
**Crossbow Militia&lt;br /&gt;
&lt;br /&gt;
*Light Cavalry&lt;br /&gt;
**Arab Cavalry&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Granadine Cavalry&lt;br /&gt;
**Tuareg Camel Spearmen&lt;br /&gt;
**Christian Guard&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Desert Cavalry&lt;br /&gt;
**Granadine Jinetes&lt;br /&gt;
**Granadine Crossbow&lt;br /&gt;
**Camel Gunners&lt;br /&gt;
&lt;br /&gt;
*Missle Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Bombard&lt;br /&gt;
**Grand Bombard&lt;br /&gt;
**Cannon&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.&lt;br /&gt;
&lt;br /&gt;
[[Moors Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Factions]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87493</id>
		<title>Spain (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87493"/>
		<updated>2024-08-20T00:10:58Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spain is one of the 5 factions in Medieval 2 Total War that is playable without having to be unlocked. &lt;br /&gt;
&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
{{Faction|image=[[Image:Symbol_spain.jpg|Faction Symbol for Spain]]|Name=Spain |Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Southern European]]}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Map spain.jpg|thumb|Spain&#039;s Starting Position.]]&lt;br /&gt;
Spain starts with 2 settlements:&lt;br /&gt;
* Leon (Capital) (Large town)&lt;br /&gt;
* Toledo (Castle)&lt;br /&gt;
&lt;br /&gt;
Spain is in an interesting strategic position, located in Northern and Central Iberia. They are surrounded by the Moors to the South, the Portuguese to the South-West and North East, and Rebels to the South East. Valencia is a rebel strong settlement with El Cid, a great general. The French are not immediate neighbors, but are not too far away and will become neighbors before too long. &lt;br /&gt;
&lt;br /&gt;
The first priority of Spain should be to unite the Iberian Peninsula. The easiest early path of expansion for the Spanish is taking out the Moors. The Moors start out with few units and a rather weak army roster, and the Spanish can attack them all they want without worrying about the Pope. Be aware though that if you take Cordoba, the Portuguese forces in Lisbon have nowhere to go except Spanish land. An alternative is to attack the Portuguese, who are the greater threat early on. The Spanish have to be wary of the Portuguese especially, they begin the game with considerably more forces than Spain does and can attack from multiple directions. The Spanish player should look for good opportunities to attack their settlements, especially Pamplona. Spain will also want to deal with El Cid at some point, but attacking him before you are ready could easily backfire. &lt;br /&gt;
&lt;br /&gt;
Spain is one of the harder factions to play as it completely lacks spearmen in the early (and start of the high) period, except spear militia which are at best a sacrificial unit used to protect more important troops that cannot take a charge. This makes Spain quite weak when facing [[Catholic]] factions which rely on knights unless of course the Spanish crown buys some mercenary spearmen.&lt;br /&gt;
In the late game, Spain lacks heavy armor piercing infantry, which will take its toll on Spanish armies fighting against other Catholic factions. However, as most of their troops have light armor and are used to fighting in hot weather, Spain has an advantage when fighting Muslim armies as well as the [[Aztecs]].&lt;br /&gt;
Spain also has an effective navy, being able to field grand carracks instead of the normal carracks.&lt;br /&gt;
Iberia itself, is contested by 3 factions, and Spain is in the fairly weak position of having a [[Portugal|Portuguese]] province either side of it and the Muslim Moors to the south.&lt;br /&gt;
However, there are also great opportunities with nearby rebel provinces, and lots of nearby [[Islam|Muslim]] armies to fight in order to gain [[Pope|Papal]] favor.&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
Spain is a well rounded faction; with many powerful units and few weaknesses. Their early game units are many of the standard Knights, except that they get access to Jinetes, a fast and very effective Javelin unit. They eventually get access to Chivalric Knights, as well as the unique Knights of Santiago, making them a very good cavalry faction. Thier early game infantry is mostly Javelin based; they can be effective but are more vulnerable to cavalry charges then Spearmen. This lack of early Spearmen is Spains biggest weakness, and it might rely on Mercenary Spearmen to fill this gap. Later on they get a number of good Sword units, including Dismounted Knights, Swordsmen Militia, and Sword and Buckler men. Their missiles are all good, if not spectacular, including Peasant Archers and Crossbowmen, Pavise Crossbowmen and Mounted Crossbowmen. They have good Militia units as well and can recruit Tercio Pikemen from cities, as well as Gendarmes, a heavy cavalry unit. Spain also has great artillery and is one of the few factions with access to Musketeers, who have excellent range and power. The Spanish also have the best late game ships, and can build Conquistadores in the New World. Overall, the Spanish have quite a strong and well rounded roster.&lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
**Town Militia&lt;br /&gt;
&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Swordsmen Militia&lt;br /&gt;
**Sword and Buckler Men&lt;br /&gt;
**Dismounted Feudal Knights&lt;br /&gt;
**Dismounted Chivalric Knights&lt;br /&gt;
**Dismounted Conquistadores&lt;br /&gt;
&lt;br /&gt;
*Spearmen&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Pike Militia&lt;br /&gt;
**Tercio Pikemen&lt;br /&gt;
&lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Peasant Crossbowmen&lt;br /&gt;
**Pavise Crossbowmen&lt;br /&gt;
**Crossbow Militia&lt;br /&gt;
**Musketeers&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
**Arquebusiers&lt;br /&gt;
**Javelinmen&lt;br /&gt;
**Almughavars&lt;br /&gt;
&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Merchant Cavalry Militia&lt;br /&gt;
**Mailed Knights&lt;br /&gt;
**Feudal Knights&lt;br /&gt;
**Chivalric Knights&lt;br /&gt;
**Knights of Santiago&lt;br /&gt;
**Conquistadores&lt;br /&gt;
&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Jinetes&lt;br /&gt;
**Mounted Crossbowmen&lt;br /&gt;
&lt;br /&gt;
*Missile Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Bombard&lt;br /&gt;
**Grand Bombard&lt;br /&gt;
**Ribault&lt;br /&gt;
**Culverin&lt;br /&gt;
**Basilisk&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
Spanish infantry is average at best, until the high period, where Spain are one of the few factions that gain access to Sword and Buckler men, as well as Tercio pikemen, who are both effective and Tercio pikemen unique to Spain (Sicily also has Sword and Buckler men as well).&lt;br /&gt;
They also have access to dismounted Conquistadors, who are trainable in the new world only, and are well suited to fighting its natives.&lt;br /&gt;
&lt;br /&gt;
== Cavalry ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average knights available to the other catholic factions, but also gain Jinetes, who can be trained in cities with a bullring.&lt;br /&gt;
Jinetes are excellent light cavalry that can protect the main Spanish army from other catholics knights if used correctly (work in pairs, draw off units of knights from the enemies main army with the jinites&#039; javelins, then charge into the rear of the unit, and if necessary, charge with the second unit of the pain, though this tactics will likely get your cavalry killed if the enemy have a good amount of effective missile troops)&lt;br /&gt;
Spain is one of two factions that also get Knights of Santiago, who are a match for all other knightly orders.&lt;br /&gt;
Spain also gets to use Gendarmes, which are professional heavy cavalry of the late period.&lt;br /&gt;
&lt;br /&gt;
== Missile ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average crossbow armed missile units available to all factions, but also used Javelinmen and Almugavars. At a stretch they can also enter melee and give a good account of themselves, however, neither is a match for true melee units.&lt;br /&gt;
&lt;br /&gt;
Spain also uses musketeers, who, although weak in melee, have a long range and are quite effective at neutralising the foot knights used by Spain&#039;s neighbors.&lt;br /&gt;
&lt;br /&gt;
Spanish artillery is also of the highest quality, with access to the fearsome Basilisk cannons&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
Spanish forces give the feel of commanding a light, fast, and flexible army that is well suited to ambushes and skirmishing against heavier catholic knights, however they also posses units that are capable at siege assault, as well as a powerful navy.&lt;br /&gt;
Due to their ability to train cavalry in cities, its possible to take all of Iberia and defend it with only two castles, making the faction a potential economic powerhouse, especially when considering the relative closeness of Timbuktu and all the riches that province possesses.&lt;br /&gt;
Spain are unfortunately a long way from the Holy Land, so any crusades will almost certainly have to travel by sea.&lt;br /&gt;
&lt;br /&gt;
Although they rely on light troops, Spain should in no circumstances be underestimated as an enemy.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Spain]] - Country and disambiguation page.&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Russia_(M2TW_Faction)&amp;diff=87492</id>
		<title>Russia (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Russia_(M2TW_Faction)&amp;diff=87492"/>
		<updated>2024-08-19T00:12:33Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_russia.jpg|Faction Symbol for Russia]]|Name=Russia|Game=[[Medieval II: Total War]]|Religion=[[Orthodox]]|Culture=[[Eastern European]]}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Russians start with one city and potential to expand. Their large steppes can be tough to defend, but they do have a cavalry-oriented army. They also need to be wary of Mongol and Timurid invasions. However if Russia can defend its borders and withstand the invaders the way is open in any direction, with a powerful mobile army. &lt;br /&gt;
&lt;br /&gt;
==Starting Position==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_russia.png|thumb|right|Russia&#039;s starting position]]&lt;br /&gt;
&lt;br /&gt;
Russia starts with only a single settlement to the far North of the campaign map, near the Baltic Sea. To the South-West Poland and Hungary and their forces lie, to the far south the Byzantines and Turks rest, to the East the Mongols might land and to The North-East Denmark and HRE.&lt;br /&gt;
&lt;br /&gt;
Their city is;&lt;br /&gt;
&lt;br /&gt;
*Novogord: Town - Capital&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long Campaign: Hold 45 provinces including Constantinople and Jerusalem.&lt;br /&gt;
*Short Campaign: Hold 15 provinces and destroy or outlast Poland and Hungary.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&#039;&#039;Insert Bodyguard Image Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Russia is a faction that is more cavalry focused and has a lot of very powerful late game cavalry and missiles. Their biggest weakness is weak early infantry and archers. Thier early castle builds Kazaks, a light horse archer, Boyar sons, a decent Javelin cavalry, and Druzhina, a good medium lancer. Later on they get Dvor Cavalry and Cossack cavalry, 2 very strong horse archer units, and the Tsars Guard from the top stables; one of the strongest cavalry units in the game. For Infantry the Russians have some decent choices, including Dismounted Druzhina and Dismounted Boyar Sons, strong axe and shield warriors with the strength of Dismounted Huscarls. They also have a superb archer unit, Dismounted Dvor, who are not only as strong as their melee infantry, but also have an 11 missile attack; exceptionally good. Russias early militia is not so good but later on they get some good choices. Russia also gets Cossack Musketeers, the second strongest gunner in the game, and very good artillery. Once fully developed, the Russian army is an extremely powerful fighting force. &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasents&lt;br /&gt;
**Woodsmen&lt;br /&gt;
*Spear and Pike Infantry&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Spearmen&lt;br /&gt;
**Berdiche Axemen&lt;br /&gt;
**Dismounted Druzhina&lt;br /&gt;
**Dismounted Boyar Sons&lt;br /&gt;
*Missle Infantry&lt;br /&gt;
**Crossbow Militia&lt;br /&gt;
**Dismounted Dvor&lt;br /&gt;
**Cossack Musketeers&lt;br /&gt;
**Arquebusiers&lt;br /&gt;
&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Cavalry Militia&lt;br /&gt;
**Druzhina&lt;br /&gt;
**Tsars Guard&lt;br /&gt;
**Early General&#039;s Bodyguard &lt;br /&gt;
**Late General&#039;s Bodyguard&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Kazaks&lt;br /&gt;
**Boyar Sons&lt;br /&gt;
**Dvor Cavalry &lt;br /&gt;
**Cossack Cavalry &lt;br /&gt;
*Artillery&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet &lt;br /&gt;
**Bombard&lt;br /&gt;
**Grand Bombard &lt;br /&gt;
**Cannon &lt;br /&gt;
**Basilisk&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[Russia Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Strzelcy_(M2TW_Unit)&amp;diff=87472</id>
		<title>Strzelcy (M2TW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Strzelcy_(M2TW_Unit)&amp;diff=87472"/>
		<updated>2024-08-16T04:00:17Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TW Unit|image= [[Image: Strzelcy_info.png]]&lt;br /&gt;
 |Class= Missile Cavalry&lt;br /&gt;
 |Unit Size= 80 men&lt;br /&gt;
 |Weaponry=	&amp;lt;li&amp;gt;Crossbow&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Axe&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Morale= 3&lt;br /&gt;
 |Melee Attack= 7 &lt;br /&gt;
 |Ranged Attack= 5&lt;br /&gt;
 |Defence= 12&lt;br /&gt;
 |Charge Bonus= &amp;lt;li&amp;gt;1&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;2&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Accuracy= 0.04&lt;br /&gt;
 |Range= 120&lt;br /&gt;
 |Ammunition= 30 per man&lt;br /&gt;
 |Region= Global&lt;br /&gt;
 |Recruitment Cost= 510&lt;br /&gt;
 |Upkeep Cost= 175&lt;br /&gt;
 |Turns to Build= 1&lt;br /&gt;
 |Unit Limit= Unlimited&lt;br /&gt;
 |Building Requirements= Motte and Bailey&lt;br /&gt;
 |Tech Requirements= None&lt;br /&gt;
 |Attributes=&amp;lt;li&amp;gt;Can form shooting circle&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;Effective against armor&amp;lt;/li&amp;gt;}}&lt;br /&gt;
[[Image: Strzelcy.png]]  Strzelcy, meaning shooter in Polish, are light horse troops protected by light armour using a small crossbow.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Strzelcy, meaning shooter in Polish, are light horse troops created to counter the fast moving forces from the east used by the Russians and Tatars. Protected by light armor and wielding a smaller crossbow to their infantry comrades, these units use their mobility to stay out of trouble while they reload.&lt;br /&gt;
==Details==&lt;br /&gt;
These soldiers are an specifically for the Polish faction.  Strzelcy are essentially crossbowmen on horseback who also have an Axe and Shield.  Speed is the primary defense as Strzelcy have the ability to fire their crossbows while in motion.  However they also have very good defense for early missile cavalry, and can receive 2 armour upgrades, going from leather to heavy mail. &lt;br /&gt;
&lt;br /&gt;
They are an extremely useful unit. Their armour piercing bolts make them a hard counter to heavier cavalry who cannot keep up with them. They will use half their ammo to destroy a unit of top-level knights as long as they stay out of melee; this is much better than most horse archers. Against missile troops they can either unleash a volley and flee before return fire or charge in and cut them down. Against any melee troops they can get up close, fire and inflict a lot of damage. They are also respectable in melee as well. Countering Strzelcy requires effective use of multiple unit types, and are they arguably the most important units in the Polish campaign; the backbone of a Polish army. &lt;br /&gt;
&lt;br /&gt;
Strzelcy are recruited from a mere Moat-and-Bailey and a basic stables, so they can be fielded quickly in formidable numbers. However, despite their low requirements they remain useful as a significant part of a Polish army at any stage in the campaign. For comparison, most Western European powers get similar, slightly weaker unit called Mounted Crossbowmen at a Citadel with a Marksmans Range. &lt;br /&gt;
&lt;br /&gt;
Although Strzelcy are primarily a missile unit, they can fulfill the same function as some other light cavalry: ride down routing units, charge at an enemy’s flank, or even act in emergency melee with their axes.  Their only weakness is that their morale is meager at only 3, so Strzelcy should be under the Command and supervision of a competent General.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&amp;lt;li&amp;gt;[[Image: Poland_Thumbnail.png]] [[Poland_(M2TW_Faction) |Poland]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[Category: M2TW_Cavalry]]&lt;br /&gt;
[[Category:M2TW Units]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Dismounted_Feudal_Knights_(M2TW_Unit)&amp;diff=87471</id>
		<title>Dismounted Feudal Knights (M2TW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Dismounted_Feudal_Knights_(M2TW_Unit)&amp;diff=87471"/>
		<updated>2024-08-16T03:43:52Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Factions */ added Scotland to list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TW Unit|image=[[Image:Dismounted_feudal_knights_info.png]]&lt;br /&gt;
 |Class=Heavy Infantry&lt;br /&gt;
 |Unit Size=48&lt;br /&gt;
 |Weaponry=&amp;lt;li&amp;gt;Sword&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Morale=9&lt;br /&gt;
 |Melee Attack=13&lt;br /&gt;
 |Ranged Attack=NA&lt;br /&gt;
 |Defence=21&lt;br /&gt;
 |Charge Bonus=3&lt;br /&gt;
 |Accuracy=NA&lt;br /&gt;
 |Range=NA&lt;br /&gt;
 |Ammunition=NA&lt;br /&gt;
 |Region=Global&lt;br /&gt;
 |Recruitment Cost=570&lt;br /&gt;
 |Upkeep Cost=225&lt;br /&gt;
 |Turns to Build=1&lt;br /&gt;
 |Unit Limit=6&lt;br /&gt;
 |Building Requirements=&amp;lt;li&amp;gt;Fortress&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Tech Requirements=None&lt;br /&gt;
 |Attributes=&amp;lt;li&amp;gt;Can withdraw&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Hardy&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Hide forest&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Sea faring&amp;lt;/li&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Unit Description==&lt;br /&gt;
[[Image:Dismounted feudal knights thumbnail.png|bottom|Unit card]] &#039;&#039;&amp;quot;Knights would often dismount and fight on foot when the situation demanded it. Dismounted they make excellent heavy infantry.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Dismounted Feudal Knights are your standard heavy infantry for all western European factions(see complete faction list below). They have good attack and defence stats and will form the basis of your armies. While they may not be quite as strong as some of the elite infantry in the game, Dismounted Feudal Knights do offer a cheaper, and more importantly a more readily available alternative. They will most probably be the first heavy sword infantry unit available to you and so, can be quite valuable in early to mid game. For many factions, they are the best Sword and Sheild Infantry that can be recruited at any point; making them an essential unit. &lt;br /&gt;
&lt;br /&gt;
They can be placed on walls for settlement defence or be used to attack when besieging. They will perform adequately against light cavalry and they will also defeat any earlier tier infantry, crushing most with little effort. In melee they will do decently against heavy cavalry as well. However they should not be left open for a rear charge from heavy cavalry, and even a frontal charge can inflict high casualties. When facing heavy cavalry it is best to have some spearmen such as Mercenary Spearmen nearby to move in in case of a charge. &lt;br /&gt;
&lt;br /&gt;
Their versatility is their greatest strength and while there may be slightly stronger units available, their higher building requirements often make Dismounted Feudal Knights the better choice until very late in the game when most Castles are highly developed. For that reason Dismounted Feudal Knights should be the infantry core of an army for  most of the campaign. Overall, they are a strong, versatile unit, which is available in early game.&lt;br /&gt;
&lt;br /&gt;
Sicily has a unit Dismounted Norman Knights; they are identical and should be used in the exact same way.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
{{List Column|3|&lt;br /&gt;
&lt;br /&gt;
*[[Image:Denmark Thumbnail.png]] [[Denmark (M2TW Faction)|Denmark]]&lt;br /&gt;
*[[Image:England Thumbnail.png]] [[England (M2TW Faction)|England]]&lt;br /&gt;
*[[Image:France Thumbnail.png]] [[France (M2TW Faction)|France]]&lt;br /&gt;
*[[Image:HRE Thumbnail.png]] [[Holy Roman Empire (M2TW Faction)|Holy Roman Empire]]&lt;br /&gt;
*[[Image:Hungary Thumbnail.png]] [[Hungary (M2TW Faction)|Hungary]]&lt;br /&gt;
*[[Image:Milan Thumbnail.png]] [[Milan (M2TW Faction)|Milan]]&lt;br /&gt;
*[[Image:The Papal States Thumbnail.png]] [[Papal States (M2TW Faction)|The Papal States]]&lt;br /&gt;
*[[Image:Portugal Thumbnail.png]] [[Portugal (M2TW Faction)|Portugal]]&lt;br /&gt;
*[[Image:Scotland Thumbnail.png]] [[Scotland_(M2TW_Faction) |Scotland]]&lt;br /&gt;
*[[Image:Spain Thumbnail.png]] [[Spain (M2TW Faction)|Spain]]&lt;br /&gt;
*[[Image:Venice Thumbnail.png]] [[Venice (M2TW Faction)|Venice]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Infantry]]&lt;br /&gt;
[[Category:M2TW Units]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Feudal_Knights_(M2TW_Unit)&amp;diff=87470</id>
		<title>Feudal Knights (M2TW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Feudal_Knights_(M2TW_Unit)&amp;diff=87470"/>
		<updated>2024-08-16T03:42:13Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Factions */ added Scotland to list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TW Unit|image=[[Image:Feudal knights info.png]]&lt;br /&gt;
 |Class=Heavy Cavalry&lt;br /&gt;
 |Unit Size=80 men&lt;br /&gt;
 |Weaponry=&amp;lt;li&amp;gt;Lance&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Sword&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Morale= 9&lt;br /&gt;
 |Melee Attack= &amp;lt;li&amp;gt;10&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;11&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Ranged Attack= N/A&lt;br /&gt;
 |Defence= 16&lt;br /&gt;
 |Charge Bonus= &amp;lt;li&amp;gt;6&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;4&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Accuracy= N/A&lt;br /&gt;
 |Range= N/A&lt;br /&gt;
 |Ammunition= N/A&lt;br /&gt;
 |Region=Global&lt;br /&gt;
 |Recruitment Cost=730&lt;br /&gt;
 |Upkeep Cost=250&lt;br /&gt;
 |Turns to Build= 1 &lt;br /&gt;
 |Unit Limit= Unlimited&lt;br /&gt;
 |Building Requirements=&amp;lt;li&amp;gt;Baron&#039;s Stable&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Tech Requirements=None&lt;br /&gt;
 |Attributes=&amp;lt;li&amp;gt;Can formed charge&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Can withdraw&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Hardy&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Hide forest&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Sea faring&amp;lt;/li&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Feudal knights thumbnail.png]] Protected by heavy armour and armed with a lance, these elite warriors crush and ride down their opponents.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
These knights dominate both society and the battlefield in medieval Europe. Under the feudal system each man owes military service to his lord in return for protection, a grant of land, and the peasants to work it. Trained as warriors from birth, their favourite tactic is the headlong charge. Despite the simple tactics, their strong armour, heavy lances, and martial prowess mean that only the most resolute can resist them.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Feudal Knights are the strongest cavalry unit that is available to virtually all Catholic factions (see list below). They have a good attack and charge and are protected by chain mail armour. Feudal Knights will tear through most militia units, unless they are armed with spears, and can deliver a decimating rear charge. If they pull of a successful rear charge, not many units will be able to recover. Feudal Knights will take a lot of casualties from spear-wielding units, however, particularly if the player is foolish enough leaves them in melee. If left in a prolonged melee with heavy infantry, the Feudal Knights may also lose out in the long run.&lt;br /&gt;
&lt;br /&gt;
Despite their strengths, whether they are worth using compared to Mailed Knights is debatable. Mailed Knights are faster, have almost as much armour, essentially identical otherwise and are far more readily available. Feudal Knights require a Fortress, which is not an insignificant investment. On the other hand, Feudal Knights will do better in a prolonged melee.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
{{List Column|3|&lt;br /&gt;
&lt;br /&gt;
*[[Image:Denmark Thumbnail.png]] [[Denmark_(M2TW_Faction) |Denmark]]&lt;br /&gt;
*[[Image:England Thumbnail.png]] [[England_(M2TW_Faction) |England]]&lt;br /&gt;
*[[Image:France Thumbnail.png]] [[France_(M2TW_Faction) |France]]&lt;br /&gt;
*[[Image:HRE Thumbnail.png]] [[Holy_Roman_Empire_(M2TW_Faction) |Holy Roman Empire]]&lt;br /&gt;
*[[Image:Hungary Thumbnail.png]] [[Hungary_(M2TW_Faction) |Hungary]]&lt;br /&gt;
*[[Image:Milan Thumbnail.png]] [[Milan_(M2TW_Faction) |Milan]]&lt;br /&gt;
*[[Image:The Papal States Thumbnail.png]] [[Papal_States_(M2TW_Faction) |The Papal States]]&lt;br /&gt;
*[[Image:Portugal Thumbnail.png]] [[Portugal_(M2TW_Faction) |Portugal]]&lt;br /&gt;
*[[Image:Scotland Thumbnail.png]] [[Scotland_(M2TW_Faction) |Scotland]]&lt;br /&gt;
*[[Image:Spain Thumbnail.png]] [[Spain_(M2TW_Faction) |Spain]]&lt;br /&gt;
*[[Image:Venice Thumbnail.png]] [[Venice_(M2TW_Faction) |Venice]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: M2TW Cavalry]]&lt;br /&gt;
[[Category:M2TW Units]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Feudal_Knights_(M2TW_Unit)&amp;diff=87469</id>
		<title>Feudal Knights (M2TW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Feudal_Knights_(M2TW_Unit)&amp;diff=87469"/>
		<updated>2024-08-16T03:39:04Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TW Unit|image=[[Image:Feudal knights info.png]]&lt;br /&gt;
 |Class=Heavy Cavalry&lt;br /&gt;
 |Unit Size=80 men&lt;br /&gt;
 |Weaponry=&amp;lt;li&amp;gt;Lance&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Sword&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Morale= 9&lt;br /&gt;
 |Melee Attack= &amp;lt;li&amp;gt;10&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;11&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Ranged Attack= N/A&lt;br /&gt;
 |Defence= 16&lt;br /&gt;
 |Charge Bonus= &amp;lt;li&amp;gt;6&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;4&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Accuracy= N/A&lt;br /&gt;
 |Range= N/A&lt;br /&gt;
 |Ammunition= N/A&lt;br /&gt;
 |Region=Global&lt;br /&gt;
 |Recruitment Cost=730&lt;br /&gt;
 |Upkeep Cost=250&lt;br /&gt;
 |Turns to Build= 1 &lt;br /&gt;
 |Unit Limit= Unlimited&lt;br /&gt;
 |Building Requirements=&amp;lt;li&amp;gt;Baron&#039;s Stable&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Tech Requirements=None&lt;br /&gt;
 |Attributes=&amp;lt;li&amp;gt;Can formed charge&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Can withdraw&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Hardy&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Hide forest&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Sea faring&amp;lt;/li&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Feudal knights thumbnail.png]] Protected by heavy armour and armed with a lance, these elite warriors crush and ride down their opponents.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
These knights dominate both society and the battlefield in medieval Europe. Under the feudal system each man owes military service to his lord in return for protection, a grant of land, and the peasants to work it. Trained as warriors from birth, their favourite tactic is the headlong charge. Despite the simple tactics, their strong armour, heavy lances, and martial prowess mean that only the most resolute can resist them.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Feudal Knights are the strongest cavalry unit that is available to virtually all Catholic factions (see list below). They have a good attack and charge and are protected by chain mail armour. Feudal Knights will tear through most militia units, unless they are armed with spears, and can deliver a decimating rear charge. If they pull of a successful rear charge, not many units will be able to recover. Feudal Knights will take a lot of casualties from spear-wielding units, however, particularly if the player is foolish enough leaves them in melee. If left in a prolonged melee with heavy infantry, the Feudal Knights may also lose out in the long run.&lt;br /&gt;
&lt;br /&gt;
Despite their strengths, whether they are worth using compared to Mailed Knights is debatable. Mailed Knights are faster, have almost as much armour, essentially identical otherwise and are far more readily available. Feudal Knights require a Fortress, which is not an insignificant investment. On the other hand, Feudal Knights will do better in a prolonged melee.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
{{List Column|3|&lt;br /&gt;
&lt;br /&gt;
*[[Image:Denmark Thumbnail.png]] [[Denmark_(M2TW_Faction) |Denmark]]&lt;br /&gt;
*[[Image:England Thumbnail.png]] [[England_(M2TW_Faction) |England]]&lt;br /&gt;
*[[Image:France Thumbnail.png]] [[France_(M2TW_Faction) |France]]&lt;br /&gt;
*[[Image:HRE Thumbnail.png]] [[Holy_Roman_Empire_(M2TW_Faction) |Holy Roman Empire]]&lt;br /&gt;
*[[Image:Hungary Thumbnail.png]] [[Hungary_(M2TW_Faction) |Hungary]]&lt;br /&gt;
*[[Image:Milan Thumbnail.png]] [[Milan_(M2TW_Faction) |Milan]]&lt;br /&gt;
*[[Image:The Papal States Thumbnail.png]] [[Papal_States_(M2TW_Faction) |The Papal States]]&lt;br /&gt;
*[[Image:Portugal Thumbnail.png]] [[Portugal_(M2TW_Faction) |Portugal]]&lt;br /&gt;
*[[Image:Spain Thumbnail.png]] [[Spain_(M2TW_Faction) |Spain]]&lt;br /&gt;
*[[Image:Venice Thumbnail.png]] [[Venice_(M2TW_Faction) |Venice]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: M2TW Cavalry]]&lt;br /&gt;
[[Category:M2TW Units]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Portugal_(M2TW_Faction)&amp;diff=87468</id>
		<title>Portugal (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Portugal_(M2TW_Faction)&amp;diff=87468"/>
		<updated>2024-08-15T23:41:17Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Portugal is one of the factions in [[Medieval II: Total War]] that can be unlocked by either eliminating them during a campaign or by meeting the victory conditions.  They can also be made playable via modding. For obvious reasons they start the game adjacent to [[Spain (M2TW Faction)|Spain]] and the [[Moors]] on the Iberian Peninsula, possessing Lisbon and Pamplona.&lt;br /&gt;
&lt;br /&gt;
{{Faction|image=[[Image:Symbol_portugal.jpg|Faction Symbol for Portugal]]|Name=Portugal|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Southern European]]}}&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Starting Position===&lt;br /&gt;
[[Image:Map_portugal.jpg‎|thumb|right|Portugal&#039;s Starting Position.]]&lt;br /&gt;
Portugal&#039;s starting position separates the faction into two halves, one settlement in the East and one in the West. This could start them with endless possibilities. They could expand North into France and capture Bordeux. They could expanded southwards and capture Zaragoza and Valencia. They could even move along the North Africa and into the Holy lands.&lt;br /&gt;
&lt;br /&gt;
Their settlements are;&lt;br /&gt;
&lt;br /&gt;
*Lisbon: Capital - Large Town&lt;br /&gt;
*Pamplona: Castle&lt;br /&gt;
&lt;br /&gt;
===Campaign objectives===&lt;br /&gt;
*Long campaign: Hold 45 regions including: Jerusalem and Granada&lt;br /&gt;
*Short campaign: Hold 15 regions including: Eliminate Spain and Moors.&lt;br /&gt;
&lt;br /&gt;
==The Army==&lt;br /&gt;
The army of Portugal is a very odd one in comparison to their neighbours. The Portuguese have a very strong army including, the various Iberian skirmishers, armoured pikemen in the late age, Portuguese arquebusiers who are highly armoured arquebusiers who can definitely take a charge, and Portuguese knights who are the equal of noble knights or English knights. The Portuguese start off with a bad army but if you manage to expand, your army is probably the best army in the game due to all the varieties. Heavy knights for attack, armoured pikemen for defense, and one of the best musketeer units.&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
Portugal is a well rounded faction; with many powerful units and few weaknesses. Their early game units are many of the standard Knights, except that they get access to Jinetes, a fast and very effective Javelin unit. Their best cavalry are the excellent Knights of Santiago and the Conquistadores. Thier early game infantry is mostly Javelin based; they can be effective but are more vulnerable to cavalry charges then Spearmen. This lack of early Spearmen is Portugals biggest weakness, and it might rely on Mercenary Spearmen to fill this gap. Later on they get some good melee infantry units, including Dismounted Feudal Knights, Swordsmen Militia, and Dismounted Portuguese Knights, an elite Knight armed with a 2 handed Poleaxe. They also get Aventurios, the strongest Pikemen in the game, from the top level Castle barracks. Their missiles are all good, if not spectacular, including Peasant Archers and Crossbowmen, Pavise Crossbowmen and Mounted Crossbowmen. They have good Militia units as well. Portugal also has great artillery and is one of the few factions with access to Musketeers, who have excellent range and power; and their unique Portuguese Arquebusiers are strong at range and melee. The Portuguese also have the best late game ships, and can build Conquistadores in the New World. Overall, the Portuguese have quite a strong and well rounded roster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Se bodyguard info.png‎|thumb|right|Portuguese General&#039;s Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
**Town Militia&lt;br /&gt;
&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Swordsmen Militia&lt;br /&gt;
**Dismounted Feudal Knights&lt;br /&gt;
**Dismounted Portuguese Knights&lt;br /&gt;
**Dismounted Conquistadores&lt;br /&gt;
&lt;br /&gt;
*Spearmen&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Pike Militia&lt;br /&gt;
**Aventuros&lt;br /&gt;
&lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Peasant Crossbowmen&lt;br /&gt;
**Pavise Crossbowmen&lt;br /&gt;
**Crossbow Militia&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
**Portuguese Arquebusiers&lt;br /&gt;
**Musketeers&lt;br /&gt;
**Lusitanian Javelinmen&lt;br /&gt;
**Almughavars&lt;br /&gt;
&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Merchant Cavalry Militia&lt;br /&gt;
**Mailed Knights&lt;br /&gt;
**Feudal Knights&lt;br /&gt;
**Portuguese Knights&lt;br /&gt;
**Knights of Santiago&lt;br /&gt;
**Conquistadores&lt;br /&gt;
&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Jinetes&lt;br /&gt;
**Mounted Crossbowmen&lt;br /&gt;
&lt;br /&gt;
*Missile Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Bombard&lt;br /&gt;
**Grand Bombard&lt;br /&gt;
**Ribault&lt;br /&gt;
**Culverin&lt;br /&gt;
**Basilisk&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[Portugal Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87467</id>
		<title>Spain (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87467"/>
		<updated>2024-08-15T23:40:01Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */  fixed slight error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spain is one of the 5 factions in Medieval 2 Total War that is playable without having to be unlocked. &lt;br /&gt;
&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
{{Faction|image=[[Image:Symbol_spain.jpg|Faction Symbol for Spain]]|Name=Spain |Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Southern European]]}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Map spain.jpg|thumb|Spain&#039;s Starting Position.]]&lt;br /&gt;
Spain starts with 2 settlements:&lt;br /&gt;
* Leon (Capital) (Large town)&lt;br /&gt;
* Toledo (Castle)&lt;br /&gt;
&lt;br /&gt;
Spain is one of the harder factions to play as it completely lacks spearmen in the early (and start of the high) period, except spear militia which are at best a sacrificial unit used to protect more important troops that cannot take a charge. This makes Spain quite weak when facing [[Catholic]] factions which rely on knights unless of course the Spanish crown buys some mercenary spearmen.&lt;br /&gt;
In the late game, Spain lacks heavy armor piercing infantry, which will take its toll on Spanish armies fighting against other Catholic factions. However, as most of their troops have light armor and are used to fighting in hot weather, Spain has an advantage when fighting Muslim armies as well as the [[Aztecs]].&lt;br /&gt;
Spain also has an effective navy, being able to field grand carracks instead of the normal carracks.&lt;br /&gt;
Iberia itself, is contested by 3 factions, and Spain is in the fairly weak position of having a [[Portugal|Portuguese]] province either side of it and the Muslim Moors to the south.&lt;br /&gt;
However, there are also great opportunities with nearby rebel provinces, and lots of nearby [[Islam|Muslim]] armies to fight in order to gain [[Pope|Papal]] favor.&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
Spain is a well rounded faction; with many powerful units and few weaknesses. Their early game units are many of the standard Knights, except that they get access to Jinetes, a fast and very effective Javelin unit. They eventually get access to Chivalric Knights, as well as the unique Knights of Santiago, making them a very good cavalry faction. Thier early game infantry is mostly Javelin based; they can be effective but are more vulnerable to cavalry charges then Spearmen. This lack of early Spearmen is Spains biggest weakness, and it might rely on Mercenary Spearmen to fill this gap. Later on they get a number of good Sword units, including Dismounted Knights, Swordsmen Militia, and Sword and Buckler men. Their missiles are all good, if not spectacular, including Peasant Archers and Crossbowmen, Pavise Crossbowmen and Mounted Crossbowmen. They have good Militia units as well and can recruit Tercio Pikemen from cities, as well as Gendarmes, a heavy cavalry unit. Spain also has great artillery and is one of the few factions with access to Musketeers, who have excellent range and power. The Spanish also have the best late game ships, and can build Conquistadores in the New World. Overall, the Spanish have quite a strong and well rounded roster.&lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
**Town Militia&lt;br /&gt;
&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Swordsmen Militia&lt;br /&gt;
**Sword and Buckler Men&lt;br /&gt;
**Dismounted Feudal Knights&lt;br /&gt;
**Dismounted Chivalric Knights&lt;br /&gt;
**Dismounted Conquistadores&lt;br /&gt;
&lt;br /&gt;
*Spearmen&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Pike Militia&lt;br /&gt;
**Tercio Pikemen&lt;br /&gt;
&lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Peasant Crossbowmen&lt;br /&gt;
**Pavise Crossbowmen&lt;br /&gt;
**Crossbow Militia&lt;br /&gt;
**Musketeers&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
**Arquebusiers&lt;br /&gt;
**Javelinmen&lt;br /&gt;
**Almughavars&lt;br /&gt;
&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Merchant Cavalry Militia&lt;br /&gt;
**Mailed Knights&lt;br /&gt;
**Feudal Knights&lt;br /&gt;
**Chivalric Knights&lt;br /&gt;
**Knights of Santiago&lt;br /&gt;
**Conquistadores&lt;br /&gt;
&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Jinetes&lt;br /&gt;
**Mounted Crossbowmen&lt;br /&gt;
&lt;br /&gt;
*Missile Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Bombard&lt;br /&gt;
**Grand Bombard&lt;br /&gt;
**Ribault&lt;br /&gt;
**Culverin&lt;br /&gt;
**Basilisk&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
Spanish infantry is average at best, until the high period, where Spain are one of the few factions that gain access to Sword and Buckler men, as well as Tercio pikemen, who are both effective and Tercio pikemen unique to Spain (Sicily also has Sword and Buckler men as well).&lt;br /&gt;
They also have access to dismounted Conquistadors, who are trainable in the new world only, and are well suited to fighting its natives.&lt;br /&gt;
&lt;br /&gt;
== Cavalry ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average knights available to the other catholic factions, but also gain Jinetes, who can be trained in cities with a bullring.&lt;br /&gt;
Jinetes are excellent light cavalry that can protect the main Spanish army from other catholics knights if used correctly (work in pairs, draw off units of knights from the enemies main army with the jinites&#039; javelins, then charge into the rear of the unit, and if necessary, charge with the second unit of the pain, though this tactics will likely get your cavalry killed if the enemy have a good amount of effective missile troops)&lt;br /&gt;
Spain is one of two factions that also get Knights of Santiago, who are a match for all other knightly orders.&lt;br /&gt;
Spain also gets to use Gendarmes, which are professional heavy cavalry of the late period.&lt;br /&gt;
&lt;br /&gt;
== Missile ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average crossbow armed missile units available to all factions, but also used Javelinmen and Almugavars. At a stretch they can also enter melee and give a good account of themselves, however, neither is a match for true melee units.&lt;br /&gt;
&lt;br /&gt;
Spain also uses musketeers, who, although weak in melee, have a long range and are quite effective at neutralising the foot knights used by Spain&#039;s neighbors.&lt;br /&gt;
&lt;br /&gt;
Spanish artillery is also of the highest quality, with access to the fearsome Basilisk cannons&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
Spanish forces give the feel of commanding a light, fast, and flexible army that is well suited to ambushes and skirmishing against heavier catholic knights, however they also posses units that are capable at siege assault, as well as a powerful navy.&lt;br /&gt;
Due to their ability to train cavalry in cities, its possible to take all of Iberia and defend it with only two castles, making the faction a potential economic powerhouse, especially when considering the relative closeness of Timbuktu and all the riches that province possesses.&lt;br /&gt;
Spain are unfortunately a long way from the Holy Land, so any crusades will almost certainly have to travel by sea.&lt;br /&gt;
&lt;br /&gt;
Although they rely on light troops, Spain should in no circumstances be underestimated as an enemy.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Spain]] - Country and disambiguation page.&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Portugal_(M2TW_Faction)&amp;diff=87466</id>
		<title>Portugal (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Portugal_(M2TW_Faction)&amp;diff=87466"/>
		<updated>2024-08-15T23:27:50Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Portugal is one of the factions in [[Medieval II: Total War]] that can be unlocked by either eliminating them during a campaign or by meeting the victory conditions.  They can also be made playable via modding. For obvious reasons they start the game adjacent to [[Spain (M2TW Faction)|Spain]] and the [[Moors]] on the Iberian Peninsula, possessing Lisbon and Pamplona.&lt;br /&gt;
&lt;br /&gt;
{{Faction|image=[[Image:Symbol_portugal.jpg|Faction Symbol for Portugal]]|Name=Portugal|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Southern European]]}}&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Starting Position===&lt;br /&gt;
[[Image:Map_portugal.jpg‎|thumb|right|Portugal&#039;s Starting Position.]]&lt;br /&gt;
Portugal&#039;s starting position separates the faction into two halves, one settlement in the East and one in the West. This could start them with endless possibilities. They could expand North into France and capture Bordeux. They could expanded southwards and capture Zaragoza and Valencia. They could even move along the North Africa and into the Holy lands.&lt;br /&gt;
&lt;br /&gt;
Their settlements are;&lt;br /&gt;
&lt;br /&gt;
*Lisbon: Capital - Large Town&lt;br /&gt;
*Pamplona: Castle&lt;br /&gt;
&lt;br /&gt;
===Campaign objectives===&lt;br /&gt;
*Long campaign: Hold 45 regions including: Jerusalem and Granada&lt;br /&gt;
*Short campaign: Hold 15 regions including: Eliminate Spain and Moors.&lt;br /&gt;
&lt;br /&gt;
==The Army==&lt;br /&gt;
The army of Portugal is a very odd one in comparison to their neighbours. The Portuguese have a very strong army including, the various Iberian skirmishers, armoured pikemen in the late age, Portuguese arquebusiers who are highly armoured arquebusiers who can definitely take a charge, and Portuguese knights who are the equal of noble knights or English knights. The Portuguese start off with a bad army but if you manage to expand, your army is probably the best army in the game due to all the varieties. Heavy knights for attack, armoured pikemen for defense, and one of the best musketeer units.&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
Portugal is a well rounded faction; with many powerful units and few weaknesses. Their early game units are many of the standard Knights, except that they get access to Jinetes, a fast and very effective Javelin unit. Their best cavalry are the excellent Knights of Santiago and the Conquistadores. Thier early game infantry is mostly Javelin based; they can be effective but are more vulnerable to cavalry charges then Spearmen. This lack of early Spearmen is Portugals biggest weakness, and it might rely on Mercenary Spearmen to fill this gap. Later on they get some good melee infantry units, including Dismounted Feudal Knights, Swordsmen Militia, and Dismounted Portuguese Knights, an elite Knight armed with a 2 handed Poleaxe. They also get Aventurios, the strongest Pikemen in the game, from the top level Castle barracks. Their missiles are all good, if not spectacular, including Peasant Archers and Crossbowmen, Pavise Crossbowmen and Mounted Crossbowmen. They have good Militia units as well. Portugal also has great artillery and is one of the few factions with access to Musketeers, who have excellent range and power; and their unique Portuguese Arquebusiers are strong at range and melee. The Portuguese also have the best late game ships, and can build Conquistadores in the New World. Overall, the Portuguese have quite a strong and well rounded roster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Se bodyguard info.png‎|thumb|right|Portuguese General&#039;s Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
**Town Militia&lt;br /&gt;
&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Swordsmen Militia&lt;br /&gt;
**Dismounted Feudal Knights&lt;br /&gt;
**Dismounted Conquistadores&lt;br /&gt;
**Dismounted Portuguese Knights&lt;br /&gt;
&lt;br /&gt;
*Spearmen&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Pike Militia&lt;br /&gt;
**Aventuros&lt;br /&gt;
&lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Peasant Crossbowmen&lt;br /&gt;
**Pavise Crossbowmen&lt;br /&gt;
**Crossbow Militia&lt;br /&gt;
**Musketeers&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
**Portuguese Arquebusiers&lt;br /&gt;
**Lusitanian Javelinmen&lt;br /&gt;
**Almughavars&lt;br /&gt;
&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Knights of Santiago&lt;br /&gt;
**Merchant Cavalry Militia&lt;br /&gt;
**Conquistadores&lt;br /&gt;
**Portuguese Knights&lt;br /&gt;
**Feudal Knights&lt;br /&gt;
**Mailed Knights&lt;br /&gt;
&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Jinetes&lt;br /&gt;
**Mounted Crossbowmen&lt;br /&gt;
&lt;br /&gt;
*Missile Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Bombard&lt;br /&gt;
**Grand Bombard&lt;br /&gt;
**Ribault&lt;br /&gt;
**Culverin&lt;br /&gt;
**Basilisk&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[Portugal Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Mongols_(M2TW_Faction)&amp;diff=87465</id>
		<title>Mongols (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Mongols_(M2TW_Faction)&amp;diff=87465"/>
		<updated>2024-08-15T22:33:26Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Starting Position */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mongols are a non-playable emergent faction in Medieval 2: Total War. Several Mongol armies consisting mainly of elite units lead by experienced generals emerge in one of the furthest eastern provinces (namely Sarkel, Bulgar, Tibilsi, Yeravan or Baghdad) around the year 1214. A few turns earlier (5 turns), their arrival will be announced via a message. &lt;br /&gt;
{{Faction|image=[[Image:Symbol_mongols.jpg|Faction Symbol]]|Name=Mongol Empire|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Starting Position===&lt;br /&gt;
[[Image:Map_mongols.jpg‎|thumb|right|Where the Mongols enter the game.]]&lt;br /&gt;
The Mongols do not have a starting position as they are an emergent faction which is not present at the beginning of the game. The Mongol horde will either appear north or south of Caspian Sea, at the east border of the map. They come in 3 waves, the first one of 5 and the 2 others of 4 armies.&lt;br /&gt;
&lt;br /&gt;
5 turns before they come, a message indicates that they are coming. If you play an eastern faction, you should use these turns to strongly reinforce your armies and your defences.&lt;br /&gt;
&lt;br /&gt;
The most western factions (England, France, Spain) are less menaced so if you didn&#039;t expand in the Holy Lands or near Black Sea you can ignore the Mongols, as several eastern factions can be used as a shield. However, if the Mongols conquer these factions, they might become a greater threat as they establish themselves. The fact their most of their army has no upkeep means they can keep building larger armies and become more and more difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
&lt;br /&gt;
The Mongols do not have any win conditions. They can only achieve victory by conquering the whole map.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mongol_bodyguard_info.png‎|thumb|right|A Mongol Generals Bodyguard.]]&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
*Spearmen Infantry&lt;br /&gt;
**Town Militia&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Levy Spearmen&lt;br /&gt;
*Missle Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Naffatun&lt;br /&gt;
**Mongol Foot Archers&lt;br /&gt;
**Mongol Infantry&lt;br /&gt;
**Dismounted Heavy Archers&lt;br /&gt;
&lt;br /&gt;
*Light Cavalry&lt;br /&gt;
**Mongol Light Lancers&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Mongol Heavy Lancers&lt;br /&gt;
**Khan&#039;s Guards&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Mongol Horse Archers&lt;br /&gt;
**Mongol Heavy Archers&lt;br /&gt;
&lt;br /&gt;
*Missle Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
*Navy&lt;br /&gt;
**Dhow&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[Mongols Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Mongols_(M2TW_Faction)&amp;diff=87464</id>
		<title>Mongols (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Mongols_(M2TW_Faction)&amp;diff=87464"/>
		<updated>2024-08-15T22:31:44Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Starting Position */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mongols are a non-playable emergent faction in Medieval 2: Total War. Several Mongol armies consisting mainly of elite units lead by experienced generals emerge in one of the furthest eastern provinces (namely Sarkel, Bulgar, Tibilsi, Yeravan or Baghdad) around the year 1214. A few turns earlier (5 turns), their arrival will be announced via a message. &lt;br /&gt;
{{Faction|image=[[Image:Symbol_mongols.jpg|Faction Symbol]]|Name=Mongol Empire|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Starting Position===&lt;br /&gt;
[[Image:Map_mongols.jpg‎|thumb|right|Where the Mongols enter the game.]]&lt;br /&gt;
The Mongols do not have a starting position as they are an emergent faction which is not present at the beginning of the game. The Mongol horde will either appear north or south of Caspian Sea, at the east border of the map. They come in 3 waves, the first one of 5 and the 2 others of 4 armies.&lt;br /&gt;
&lt;br /&gt;
5 turns before they come, a message indicates that they are coming. If you play an eastern faction, you should use these turns to strongly reinforce your armies and your defences.&lt;br /&gt;
&lt;br /&gt;
The most western factions (England, France, Spain) are less menaced so if you didn&#039;t expand in the Holy Lands or near Black Sea you can ignore the Mongols, as several eastern factions can be used as a shield. However, if the Mongols conquer these factions they might become a greater and greater threat as they establish themselves. The fact their most of their army has no upkeep means they can build larger and larger armies.&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
&lt;br /&gt;
The Mongols do not have any win conditions. They can only achieve victory by conquering the whole map.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mongol_bodyguard_info.png‎|thumb|right|A Mongol Generals Bodyguard.]]&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
*Spearmen Infantry&lt;br /&gt;
**Town Militia&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Levy Spearmen&lt;br /&gt;
*Missle Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Naffatun&lt;br /&gt;
**Mongol Foot Archers&lt;br /&gt;
**Mongol Infantry&lt;br /&gt;
**Dismounted Heavy Archers&lt;br /&gt;
&lt;br /&gt;
*Light Cavalry&lt;br /&gt;
**Mongol Light Lancers&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Mongol Heavy Lancers&lt;br /&gt;
**Khan&#039;s Guards&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Mongol Horse Archers&lt;br /&gt;
**Mongol Heavy Archers&lt;br /&gt;
&lt;br /&gt;
*Missle Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
*Navy&lt;br /&gt;
**Dhow&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[Mongols Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Mongols_(M2TW_Faction)&amp;diff=87463</id>
		<title>Mongols (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Mongols_(M2TW_Faction)&amp;diff=87463"/>
		<updated>2024-08-15T22:27:35Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Victory Conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mongols are a non-playable emergent faction in Medieval 2: Total War. Several Mongol armies consisting mainly of elite units lead by experienced generals emerge in one of the furthest eastern provinces (namely Sarkel, Bulgar, Tibilsi, Yeravan or Baghdad) around the year 1214. A few turns earlier (5 turns), their arrival will be announced via a message. &lt;br /&gt;
{{Faction|image=[[Image:Symbol_mongols.jpg|Faction Symbol]]|Name=Mongol Empire|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Starting Position===&lt;br /&gt;
[[Image:Map_mongols.jpg‎|thumb|right|Where the Mongols enter the game.]]&lt;br /&gt;
The Mongols do not have a starting position as they are an emergent faction which is not present at the beginning of the game. The Mongol horde will either appear north or south of Caspian Sea, at the east border of the map. They come in 3 waves, the first one of 5 and the 2 others of 4 armies.&lt;br /&gt;
&lt;br /&gt;
5 turns before they come, a message indicates that they are coming. If you play an eastern faction, you should use these turns to strongly reinforce your armies and your defences.&lt;br /&gt;
&lt;br /&gt;
The most western factions (England, France, Spain...) are less menaced so if you didn&#039;t expand yourself in the Holy Lands or near Black Sea you can ignore Mongols, several eastern factions (Holy Empire...) can be used as a shield.&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
&lt;br /&gt;
The Mongols do not have any win conditions. They can only achieve victory by conquering the whole map.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mongol_bodyguard_info.png‎|thumb|right|A Mongol Generals Bodyguard.]]&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
*Spearmen Infantry&lt;br /&gt;
**Town Militia&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Levy Spearmen&lt;br /&gt;
*Missle Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Naffatun&lt;br /&gt;
**Mongol Foot Archers&lt;br /&gt;
**Mongol Infantry&lt;br /&gt;
**Dismounted Heavy Archers&lt;br /&gt;
&lt;br /&gt;
*Light Cavalry&lt;br /&gt;
**Mongol Light Lancers&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Mongol Heavy Lancers&lt;br /&gt;
**Khan&#039;s Guards&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Mongol Horse Archers&lt;br /&gt;
**Mongol Heavy Archers&lt;br /&gt;
&lt;br /&gt;
*Missle Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
*Navy&lt;br /&gt;
**Dhow&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[Mongols Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87462</id>
		<title>Spain (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87462"/>
		<updated>2024-08-15T22:20:24Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: - minor intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spain is one of the 5 factions in Medieval 2 Total War that is playable without having to be unlocked. &lt;br /&gt;
&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
{{Faction|image=[[Image:Symbol_spain.jpg|Faction Symbol for Spain]]|Name=Spain |Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Southern European]]}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Map spain.jpg|thumb|Spain&#039;s Starting Position.]]&lt;br /&gt;
Spain starts with 2 settlements:&lt;br /&gt;
* Leon (Capital) (Large town)&lt;br /&gt;
* Toledo (Castle)&lt;br /&gt;
&lt;br /&gt;
Spain is one of the harder factions to play as it completely lacks spearmen in the early (and start of the high) period, except spear militia which are at best a sacrificial unit used to protect more important troops that cannot take a charge. This makes Spain quite weak when facing [[Catholic]] factions which rely on knights unless of course the Spanish crown buys some mercenary spearmen.&lt;br /&gt;
In the late game, Spain lacks heavy armor piercing infantry, which will take its toll on Spanish armies fighting against other Catholic factions. However, as most of their troops have light armor and are used to fighting in hot weather, Spain has an advantage when fighting Muslim armies as well as the [[Aztecs]].&lt;br /&gt;
Spain also has an effective navy, being able to field grand carracks instead of the normal carracks.&lt;br /&gt;
Iberia itself, is contested by 3 factions, and Spain is in the fairly weak position of having a [[Portugal|Portuguese]] province either side of it and the Muslim Moors to the south.&lt;br /&gt;
However, there are also great opportunities with nearby rebel provinces, and lots of nearby [[Islam|Muslim]] armies to fight in order to gain [[Pope|Papal]] favor.&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
Spain is a well rounded faction; with many powerful units and few weaknesses. Their early game units are many of the standard Knights, except that they get access to Jinetes, a fast and very effective Javelin unit. They eventually get access to Chivalric Knights, as well as the unique Knights of Santiago, making them a very good cavalry faction. Thier early game infantry is mostly Javelin based; they can be effective but are more vulnerable to cavalry charges then Spearmen. This lack of early Spearmen is Spains biggest weakness, and it might rely on Mercenary Spearmen to fill this gap. Later on they get a number of good Sword units, including Dismounted Knights, Swordsmen Militia, and Sword and Buckler men. Their missiles are all good, if not spectacular, including Peasant Archers and Crossbowmen, Pavise Crossbowmen and Mounted Crossbowmen. They have good Militia units as well and can recruit Tercio Pikemen from cities, as well as Gendarmes, a heavy cavalry unit. Spain also has great artillery and is one of the few factions with access to Musketeers, who have excellent range and power. The Spanish also have the best late game ships, and can build Conquistadores in the New World. Overall, the Spanish have quite a strong and well rounded roster.&lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
**Town Militia&lt;br /&gt;
&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Swordsmen Militia&lt;br /&gt;
**Sword and Buckler Men&lt;br /&gt;
**Dismounted Feudal Knights&lt;br /&gt;
**Dismounted Chivalric Knights&lt;br /&gt;
**Dismounted Conquistadores&lt;br /&gt;
&lt;br /&gt;
*Spearmen&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Pike Militia&lt;br /&gt;
**Tercio Pikemen&lt;br /&gt;
&lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Peasant Crossbowmen&lt;br /&gt;
**Pavise Crossbowmen&lt;br /&gt;
**Crossbow Militia&lt;br /&gt;
**Musketeers&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
**Arquebusiers&lt;br /&gt;
**Javelinmen&lt;br /&gt;
**Almughavars&lt;br /&gt;
&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Merchant Cavalry Militia&lt;br /&gt;
**Mailed Knights&lt;br /&gt;
**Feudal Knights&lt;br /&gt;
**Portuguese Knights&lt;br /&gt;
**Knights of Santiago&lt;br /&gt;
**Conquistadores&lt;br /&gt;
&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Jinetes&lt;br /&gt;
**Mounted Crossbowmen&lt;br /&gt;
&lt;br /&gt;
*Missile Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Bombard&lt;br /&gt;
**Grand Bombard&lt;br /&gt;
**Ribault&lt;br /&gt;
**Culverin&lt;br /&gt;
**Basilisk&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
Spanish infantry is average at best, until the high period, where Spain are one of the few factions that gain access to Sword and Buckler men, as well as Tercio pikemen, who are both effective and Tercio pikemen unique to Spain (Sicily also has Sword and Buckler men as well).&lt;br /&gt;
They also have access to dismounted Conquistadors, who are trainable in the new world only, and are well suited to fighting its natives.&lt;br /&gt;
&lt;br /&gt;
== Cavalry ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average knights available to the other catholic factions, but also gain Jinetes, who can be trained in cities with a bullring.&lt;br /&gt;
Jinetes are excellent light cavalry that can protect the main Spanish army from other catholics knights if used correctly (work in pairs, draw off units of knights from the enemies main army with the jinites&#039; javelins, then charge into the rear of the unit, and if necessary, charge with the second unit of the pain, though this tactics will likely get your cavalry killed if the enemy have a good amount of effective missile troops)&lt;br /&gt;
Spain is one of two factions that also get Knights of Santiago, who are a match for all other knightly orders.&lt;br /&gt;
Spain also gets to use Gendarmes, which are professional heavy cavalry of the late period.&lt;br /&gt;
&lt;br /&gt;
== Missile ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average crossbow armed missile units available to all factions, but also used Javelinmen and Almugavars. At a stretch they can also enter melee and give a good account of themselves, however, neither is a match for true melee units.&lt;br /&gt;
&lt;br /&gt;
Spain also uses musketeers, who, although weak in melee, have a long range and are quite effective at neutralising the foot knights used by Spain&#039;s neighbors.&lt;br /&gt;
&lt;br /&gt;
Spanish artillery is also of the highest quality, with access to the fearsome Basilisk cannons&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
Spanish forces give the feel of commanding a light, fast, and flexible army that is well suited to ambushes and skirmishing against heavier catholic knights, however they also posses units that are capable at siege assault, as well as a powerful navy.&lt;br /&gt;
Due to their ability to train cavalry in cities, its possible to take all of Iberia and defend it with only two castles, making the faction a potential economic powerhouse, especially when considering the relative closeness of Timbuktu and all the riches that province possesses.&lt;br /&gt;
Spain are unfortunately a long way from the Holy Land, so any crusades will almost certainly have to travel by sea.&lt;br /&gt;
&lt;br /&gt;
Although they rely on light troops, Spain should in no circumstances be underestimated as an enemy.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Spain]] - Country and disambiguation page.&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87461</id>
		<title>Spain (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87461"/>
		<updated>2024-08-15T22:18:40Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Faction|image=[[Image:Symbol_spain.jpg|Faction Symbol for Spain]]|Name=Spain |Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Southern European]]}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Map spain.jpg|thumb|Spain&#039;s Starting Position.]]&lt;br /&gt;
Spain starts with 2 settlements:&lt;br /&gt;
* Leon (Capital) (Large town)&lt;br /&gt;
* Toledo (Castle)&lt;br /&gt;
&lt;br /&gt;
Spain is one of the harder factions to play as it completely lacks spearmen in the early (and start of the high) period, except spear militia which are at best a sacrificial unit used to protect more important troops that cannot take a charge. This makes Spain quite weak when facing [[Catholic]] factions which rely on knights unless of course the Spanish crown buys some mercenary spearmen.&lt;br /&gt;
In the late game, Spain lacks heavy armor piercing infantry, which will take its toll on Spanish armies fighting against other Catholic factions. However, as most of their troops have light armor and are used to fighting in hot weather, Spain has an advantage when fighting Muslim armies as well as the [[Aztecs]].&lt;br /&gt;
Spain also has an effective navy, being able to field grand carracks instead of the normal carracks.&lt;br /&gt;
Iberia itself, is contested by 3 factions, and Spain is in the fairly weak position of having a [[Portugal|Portuguese]] province either side of it and the Muslim Moors to the south.&lt;br /&gt;
However, there are also great opportunities with nearby rebel provinces, and lots of nearby [[Islam|Muslim]] armies to fight in order to gain [[Pope|Papal]] favor.&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
Spain is a well rounded faction; with many powerful units and few weaknesses. Their early game units are many of the standard Knights, except that they get access to Jinetes, a fast and very effective Javelin unit. They eventually get access to Chivalric Knights, as well as the unique Knights of Santiago, making them a very good cavalry faction. Thier early game infantry is mostly Javelin based; they can be effective but are more vulnerable to cavalry charges then Spearmen. This lack of early Spearmen is Spains biggest weakness, and it might rely on Mercenary Spearmen to fill this gap. Later on they get a number of good Sword units, including Dismounted Knights, Swordsmen Militia, and Sword and Buckler men. Their missiles are all good, if not spectacular, including Peasant Archers and Crossbowmen, Pavise Crossbowmen and Mounted Crossbowmen. They have good Militia units as well and can recruit Tercio Pikemen from cities, as well as Gendarmes, a heavy cavalry unit. Spain also has great artillery and is one of the few factions with access to Musketeers, who have excellent range and power. The Spanish also have the best late game ships, and can build Conquistadores in the New World. Overall, the Spanish have quite a strong and well rounded roster.&lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
**Town Militia&lt;br /&gt;
&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Swordsmen Militia&lt;br /&gt;
**Sword and Buckler Men&lt;br /&gt;
**Dismounted Feudal Knights&lt;br /&gt;
**Dismounted Chivalric Knights&lt;br /&gt;
**Dismounted Conquistadores&lt;br /&gt;
&lt;br /&gt;
*Spearmen&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Pike Militia&lt;br /&gt;
**Tercio Pikemen&lt;br /&gt;
&lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Peasant Crossbowmen&lt;br /&gt;
**Pavise Crossbowmen&lt;br /&gt;
**Crossbow Militia&lt;br /&gt;
**Musketeers&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
**Arquebusiers&lt;br /&gt;
**Javelinmen&lt;br /&gt;
**Almughavars&lt;br /&gt;
&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Merchant Cavalry Militia&lt;br /&gt;
**Mailed Knights&lt;br /&gt;
**Feudal Knights&lt;br /&gt;
**Portuguese Knights&lt;br /&gt;
**Knights of Santiago&lt;br /&gt;
**Conquistadores&lt;br /&gt;
&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Jinetes&lt;br /&gt;
**Mounted Crossbowmen&lt;br /&gt;
&lt;br /&gt;
*Missile Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Bombard&lt;br /&gt;
**Grand Bombard&lt;br /&gt;
**Ribault&lt;br /&gt;
**Culverin&lt;br /&gt;
**Basilisk&lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
Spanish infantry is average at best, until the high period, where Spain are one of the few factions that gain access to Sword and Buckler men, as well as Tercio pikemen, who are both effective and Tercio pikemen unique to Spain (Sicily also has Sword and Buckler men as well).&lt;br /&gt;
They also have access to dismounted Conquistadors, who are trainable in the new world only, and are well suited to fighting its natives.&lt;br /&gt;
&lt;br /&gt;
== Cavalry ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average knights available to the other catholic factions, but also gain Jinetes, who can be trained in cities with a bullring.&lt;br /&gt;
Jinetes are excellent light cavalry that can protect the main Spanish army from other catholics knights if used correctly (work in pairs, draw off units of knights from the enemies main army with the jinites&#039; javelins, then charge into the rear of the unit, and if necessary, charge with the second unit of the pain, though this tactics will likely get your cavalry killed if the enemy have a good amount of effective missile troops)&lt;br /&gt;
Spain is one of two factions that also get Knights of Santiago, who are a match for all other knightly orders.&lt;br /&gt;
Spain also gets to use Gendarmes, which are professional heavy cavalry of the late period.&lt;br /&gt;
&lt;br /&gt;
== Missile ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average crossbow armed missile units available to all factions, but also used Javelinmen and Almugavars. At a stretch they can also enter melee and give a good account of themselves, however, neither is a match for true melee units.&lt;br /&gt;
&lt;br /&gt;
Spain also uses musketeers, who, although weak in melee, have a long range and are quite effective at neutralising the foot knights used by Spain&#039;s neighbors.&lt;br /&gt;
&lt;br /&gt;
Spanish artillery is also of the highest quality, with access to the fearsome Basilisk cannons&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
Spanish forces give the feel of commanding a light, fast, and flexible army that is well suited to ambushes and skirmishing against heavier catholic knights, however they also posses units that are capable at siege assault, as well as a powerful navy.&lt;br /&gt;
Due to their ability to train cavalry in cities, its possible to take all of Iberia and defend it with only two castles, making the faction a potential economic powerhouse, especially when considering the relative closeness of Timbuktu and all the riches that province possesses.&lt;br /&gt;
Spain are unfortunately a long way from the Holy Land, so any crusades will almost certainly have to travel by sea.&lt;br /&gt;
&lt;br /&gt;
Although they rely on light troops, Spain should in no circumstances be underestimated as an enemy.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Spain]] - Country and disambiguation page.&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87460</id>
		<title>Spain (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87460"/>
		<updated>2024-08-15T21:52:12Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Infantry */ should not include information based on mods in unit section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Faction|image=[[Image:Symbol_spain.jpg|Faction Symbol for Spain]]|Name=Spain |Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Southern European]]}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Map spain.jpg|thumb|Spain&#039;s Starting Position.]]&lt;br /&gt;
Spain starts with 2 settlements:&lt;br /&gt;
* Leon (Capital) (Large town)&lt;br /&gt;
* Toledo (Castle)&lt;br /&gt;
&lt;br /&gt;
Spain is one of the harder factions to play as it completely lacks spearmen in the early (and start of the high) period, except spear militia which are at best a sacrificial unit used to protect more important troops that cannot take a charge. This makes Spain quite weak when facing [[Catholic]] factions which rely on knights unless of course the Spanish crown buys some mercenary spearmen.&lt;br /&gt;
In the late game, Spain lacks heavy armor piercing infantry, which will take its toll on Spanish armies fighting against other Catholic factions. However, as most of their troops have light armor and are used to fighting in hot weather, Spain has an advantage when fighting Muslim armies as well as the [[Aztecs]].&lt;br /&gt;
Spain also has an effective navy, being able to field grand carracks instead of the normal carracks.&lt;br /&gt;
Iberia itself, is contested by 3 factions, and Spain is in the fairly weak position of having a [[Portugal|Portuguese]] province either side of it and the Muslim Moors to the south.&lt;br /&gt;
However, there are also great opportunities with nearby rebel provinces, and lots of nearby [[Islam|Muslim]] armies to fight in order to gain [[Pope|Papal]] favor.&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
Spain is a well rounded faction; with many powerful units and few weaknesses. Their early game units are many of the standard Knights, except that they get access to Jinetes, a fast and very effective Javelin unit. They eventually get access to Chivalric Knights, as well as the unique Knights of Santiago, making them a very good cavalry faction. Thier early game infantry is mostly Javelin based; they can be effective but are more vulnerable to cavalry charges then Spearmen. This lack of early Spearmen is Spains biggest weakness, and it might rely on Mercenary Spearmen to fill this gap. Later on they get a number of good Sword units, including Dismounted Knights, Swordsmen Militia, and Sword and Buckler men. Their missiles are all good, if not spectacular, including Peasant Archers and Crossbowmen, Pavise Crossbowmen and Mounted Crossbowmen. They have good Militia units as well and can recruit Tercio Pikemen from cities, as well as Gendarmes, a heavy cavalry unit. Spain also has great artillery and is one of the few factions with access to Musketeers, who have excellent range and power. The Spanish also have the best late game ships, and can build Conquistadores in the New World. Overall, the Spanish have quite a strong and well rounded roster. &lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
Spanish infantry is average at best, until the high period, where Spain are one of the few factions that gain access to Sword and Buckler men, as well as Tercio pikemen, who are both effective and Tercio pikemen unique to Spain (Sicily also has Sword and Buckler men as well).&lt;br /&gt;
They also have access to dismounted Conquistadors, who are trainable in the new world only, and are well suited to fighting its natives.&lt;br /&gt;
&lt;br /&gt;
== Cavalry ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average knights available to the other catholic factions, but also gain Jinetes, who can be trained in cities with a bullring.&lt;br /&gt;
Jinetes are excellent light cavalry that can protect the main Spanish army from other catholics knights if used correctly (work in pairs, draw off units of knights from the enemies main army with the jinites&#039; javelins, then charge into the rear of the unit, and if necessary, charge with the second unit of the pain, though this tactics will likely get your cavalry killed if the enemy have a good amount of effective missile troops)&lt;br /&gt;
Spain is one of two factions that also get Knights of Santiago, who are a match for all other knightly orders.&lt;br /&gt;
Spain also gets to use Gendarmes, which are professional heavy cavalry of the late period.&lt;br /&gt;
&lt;br /&gt;
== Missile ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average crossbow armed missile units available to all factions, but also used Javelinmen and Almugavars. At a stretch they can also enter melee and give a good account of themselves, however, neither is a match for true melee units.&lt;br /&gt;
&lt;br /&gt;
Spain also uses musketeers, who, although weak in melee, have a long range and are quite effective at neutralising the foot knights used by Spain&#039;s neighbors.&lt;br /&gt;
&lt;br /&gt;
Spanish artillery is also of the highest quality, with access to the fearsome Basilisk cannons&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
Spanish forces give the feel of commanding a light, fast, and flexible army that is well suited to ambushes and skirmishing against heavier catholic knights, however they also posses units that are capable at siege assault, as well as a powerful navy.&lt;br /&gt;
Due to their ability to train cavalry in cities, its possible to take all of Iberia and defend it with only two castles, making the faction a potential economic powerhouse, especially when considering the relative closeness of Timbuktu and all the riches that province possesses.&lt;br /&gt;
Spain are unfortunately a long way from the Holy Land, so any crusades will almost certainly have to travel by sea.&lt;br /&gt;
&lt;br /&gt;
Although they rely on light troops, Spain should in no circumstances be underestimated as an enemy.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Spain]] - Country and disambiguation page.&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87459</id>
		<title>Spain (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Spain_(M2TW_Faction)&amp;diff=87459"/>
		<updated>2024-08-15T21:49:24Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Faction|image=[[Image:Symbol_spain.jpg|Faction Symbol for Spain]]|Name=Spain |Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Southern European]]}}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Map spain.jpg|thumb|Spain&#039;s Starting Position.]]&lt;br /&gt;
Spain starts with 2 settlements:&lt;br /&gt;
* Leon (Capital) (Large town)&lt;br /&gt;
* Toledo (Castle)&lt;br /&gt;
&lt;br /&gt;
Spain is one of the harder factions to play as it completely lacks spearmen in the early (and start of the high) period, except spear militia which are at best a sacrificial unit used to protect more important troops that cannot take a charge. This makes Spain quite weak when facing [[Catholic]] factions which rely on knights unless of course the Spanish crown buys some mercenary spearmen.&lt;br /&gt;
In the late game, Spain lacks heavy armor piercing infantry, which will take its toll on Spanish armies fighting against other Catholic factions. However, as most of their troops have light armor and are used to fighting in hot weather, Spain has an advantage when fighting Muslim armies as well as the [[Aztecs]].&lt;br /&gt;
Spain also has an effective navy, being able to field grand carracks instead of the normal carracks.&lt;br /&gt;
Iberia itself, is contested by 3 factions, and Spain is in the fairly weak position of having a [[Portugal|Portuguese]] province either side of it and the Muslim Moors to the south.&lt;br /&gt;
However, there are also great opportunities with nearby rebel provinces, and lots of nearby [[Islam|Muslim]] armies to fight in order to gain [[Pope|Papal]] favor.&lt;br /&gt;
== Units ==&lt;br /&gt;
&lt;br /&gt;
Spain is a well rounded faction; with many powerful units and few weaknesses. Their early game units are many of the standard Knights, except that they get access to Jinetes, a fast and very effective Javelin unit. They eventually get access to Chivalric Knights, as well as the unique Knights of Santiago, making them a very good cavalry faction. Thier early game infantry is mostly Javelin based; they can be effective but are more vulnerable to cavalry charges then Spearmen. This lack of early Spearmen is Spains biggest weakness, and it might rely on Mercenary Spearmen to fill this gap. Later on they get a number of good Sword units, including Dismounted Knights, Swordsmen Militia, and Sword and Buckler men. Their missiles are all good, if not spectacular, including Peasant Archers and Crossbowmen, Pavise Crossbowmen and Mounted Crossbowmen. They have good Militia units as well and can recruit Tercio Pikemen from cities, as well as Gendarmes, a heavy cavalry unit. Spain also has great artillery and is one of the few factions with access to Musketeers, who have excellent range and power. The Spanish also have the best late game ships, and can build Conquistadores in the New World. Overall, the Spanish have quite a strong and well rounded roster. &lt;br /&gt;
&lt;br /&gt;
== Infantry ==&lt;br /&gt;
&lt;br /&gt;
Spanish infantry is average at best, until the high period, where Spain are one of the few factions that gain access to Sword and Buckler men, as well as Tercio pikemen, who are both effective and Tercio pikemen unique to Spain (Sicily also has Sword and Buckler men as well).&lt;br /&gt;
They also have access to dismounted Conquistadors, who are trainable in the new world only, and are well suited to fighting its natives. &lt;br /&gt;
If playing with a mod which allows dismounted Knights of Santiago, they are highly effective swordsmen, offering Spain a unit of heavy infantry which is a niche it under performs in.&lt;br /&gt;
&lt;br /&gt;
== Cavalry ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average knights available to the other catholic factions, but also gain Jinetes, who can be trained in cities with a bullring.&lt;br /&gt;
Jinetes are excellent light cavalry that can protect the main Spanish army from other catholics knights if used correctly (work in pairs, draw off units of knights from the enemies main army with the jinites&#039; javelins, then charge into the rear of the unit, and if necessary, charge with the second unit of the pain, though this tactics will likely get your cavalry killed if the enemy have a good amount of effective missile troops)&lt;br /&gt;
Spain is one of two factions that also get Knights of Santiago, who are a match for all other knightly orders.&lt;br /&gt;
Spain also gets to use Gendarmes, which are professional heavy cavalry of the late period.&lt;br /&gt;
&lt;br /&gt;
== Missile ==&lt;br /&gt;
&lt;br /&gt;
Spain make use of the average crossbow armed missile units available to all factions, but also used Javelinmen and Almugavars. At a stretch they can also enter melee and give a good account of themselves, however, neither is a match for true melee units.&lt;br /&gt;
&lt;br /&gt;
Spain also uses musketeers, who, although weak in melee, have a long range and are quite effective at neutralising the foot knights used by Spain&#039;s neighbors.&lt;br /&gt;
&lt;br /&gt;
Spanish artillery is also of the highest quality, with access to the fearsome Basilisk cannons&lt;br /&gt;
&lt;br /&gt;
== Conclusion ==&lt;br /&gt;
&lt;br /&gt;
Spanish forces give the feel of commanding a light, fast, and flexible army that is well suited to ambushes and skirmishing against heavier catholic knights, however they also posses units that are capable at siege assault, as well as a powerful navy.&lt;br /&gt;
Due to their ability to train cavalry in cities, its possible to take all of Iberia and defend it with only two castles, making the faction a potential economic powerhouse, especially when considering the relative closeness of Timbuktu and all the riches that province possesses.&lt;br /&gt;
Spain are unfortunately a long way from the Holy Land, so any crusades will almost certainly have to travel by sea.&lt;br /&gt;
&lt;br /&gt;
Although they rely on light troops, Spain should in no circumstances be underestimated as an enemy.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Spain]] - Country and disambiguation page.&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=England_(M2TW_Faction)&amp;diff=87458</id>
		<title>England (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=England_(M2TW_Faction)&amp;diff=87458"/>
		<updated>2024-08-15T19:16:54Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_england.jpg|Faction Symbol for England]]|Name=Kingdom of England|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Northern European]]}}&lt;br /&gt;
England is one of the 5 factions in Medieval 2 Total War that is playable from the beginning without having to be unlocked.  &lt;br /&gt;
&lt;br /&gt;
=Gameplay=&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
[[Image:Map england.jpg|thumb|right|England&#039;s Starting Position.]]&lt;br /&gt;
&lt;br /&gt;
*London: English Capital; - South East England&lt;br /&gt;
&lt;br /&gt;
*Nottingham: English Castle; - Central England&lt;br /&gt;
&lt;br /&gt;
*Caen: English Castle; - Northern France&lt;br /&gt;
&lt;br /&gt;
The English start with Southern and Central England under their control, as well as Normandy. This means they have to remain watchful of both the Scottish and the French. Additionally, they can expect the Danes to send invasion forces from sea at some point. They do have a few nearby rebel territories that they can expand to, including York, Caernarvon, and Rennes. Thier first priority should be to take the whole of Britian. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Campaign Objective===&lt;br /&gt;
*Long Campaign: Hold 45 regions, including: Jerusalem Province.&lt;br /&gt;
*Short Campaign: Hold 15 regions and Eliminate Scotland &amp;amp; France&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
[[Image:English_bodyguard_info.png‎|thumb|right|English Generals Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
England is a faction with a very strong and well rounded roster, with a definite archery focus. Their main missile units are all Longbowmen, excellent archers with long range, an armour-piericing attack, and the ability to deploy defensive stakes. Their infantry is also very strong as well. Their early choices are a little mediocre, as they lack access to a strong spear unit, but later on they get access to the excellent Armoured Swordsmen and Dismounted English Knights (armed with a 2 handed Poleaxe), as well as Billmen. Their cavalry is not the strongest but is pretty good; the unique English Knights they get have an armour piercing secondary attack, which makes them good in melee against other Knights. Thier militia units are fairly standard, and later on they get some Billmen units; with a high attack and low defense. After gunpowder is discovered the English get fairly standard artillery and have access to Arquebusiers. Overall, the English have an excellent roster which is more than a match for most. &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**[[Peasants_(M2TW_Unit)|Peasants]]&lt;br /&gt;
**[[Town_Militia_(M2TW_Unit)|Town Militia]]&lt;br /&gt;
*Spear/Pike Infantry&lt;br /&gt;
**[[Levy_Spearman_(M2TW_Unit)|Levy Spearman]]&lt;br /&gt;
**[[Spear_Militia_(M2TW_Unit)|Spear Militia]]&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**[[Armoured_Sergeants_(M2TW_Unit)|Armoured Sergeants]] (not available in campaign)&lt;br /&gt;
**[[Armoured_Swordsmen_(M2TW_Unit)|Armoured Swordsmen]]&lt;br /&gt;
**[[Bill_Militia_(M2TW_Unit)|Bill Militia]]&lt;br /&gt;
**[[Billmen_(M2TW_Unit)|Billmen]]&lt;br /&gt;
**[[Dismounted_English_Knights_(M2TW_Unit)|Dismounted English Knights]]&lt;br /&gt;
**[[Dismounted_Feudal_Knights_(M2TW_Unit)|Dismounted Feudal Knights]]&lt;br /&gt;
**[[Heavy_Bill_Militia_(M2TW_Unit)|Heavy Bill Militia]]&lt;br /&gt;
**[[Heavy_Billmen_(M2TW_Unit)|Heavy Billmen]]&lt;br /&gt;
&lt;br /&gt;
*Light Cavalry&lt;br /&gt;
**[[Demi-Lancers_(M2TW_Unit)|Demi Lancers]]&lt;br /&gt;
**[[Hobilars_(M2TW_Unit)|Hobilars]]&lt;br /&gt;
**[[Mailed_Knights_(M2TW_Unit)|Mailed Knights]]&lt;br /&gt;
**[[Merchant_Cavalry_Militia_(M2TW_Unit)|Merchant Cavalry Militia]]&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**[[English_Knights_(M2TW_Unit)|English Knights]]&lt;br /&gt;
**[[Feudal_Knights_(M2TW_Unit)|Feudal Knights]]&lt;br /&gt;
**[[General&#039;s_Bodyguaurd_(M2TW_Unit)|Early General&#039;s Bodyguard]]&lt;br /&gt;
**[[Late_General&#039;s_Bodyguard_(M2TW_Unit)|Late General&#039;s Bodyguard]]&lt;br /&gt;
**[[Knights_Hospitaller_(M2TW_Unit)|Knights Hospitaller]]&lt;br /&gt;
**[[Knights_Templar_(M2TW_Unit)|Knights Templar]]&lt;br /&gt;
&lt;br /&gt;
*Missle&lt;br /&gt;
**[[Archer_Militia_(M2TW_Unit)|Archer Militia]]&lt;br /&gt;
**[[Arquebusiers_(M2TW_Unit)|Arquebusiers]]&lt;br /&gt;
**[[Longbowmen_(M2TW_Unit)|Longbowmen]]&lt;br /&gt;
**Mounted Longbowmen (unused vanilla unit)&lt;br /&gt;
**[[Peasants_Archers_(M2TW_Unit)|Peasant Archers]]&lt;br /&gt;
**[[Retinue_Longbowmen_(M2TW_Unit)|Retinue Longbowmen]]&lt;br /&gt;
**[[Sherwood_Archers_(M2TW_Unit)|Sherwood Archers]]&lt;br /&gt;
**[[Yeoman_Archers_(M2TW_Unit)|Yeoman Archers]]&lt;br /&gt;
&lt;br /&gt;
*Artillery&lt;br /&gt;
**[[Ballista_(M2TW_Unit)|Ballista]]&lt;br /&gt;
**[[Catapult_(M2TW_Unit)|Catapult]]&lt;br /&gt;
**[[Ribault_(M2TW_Unit)|Ribault]]&lt;br /&gt;
**[[Trebuchet_(M2TW_Unit)|Trebuchet]]&lt;br /&gt;
**[[Bombard_(M2TW_Unit)|Bombard]]&lt;br /&gt;
**[[Culverin_(M2TW_Unit)|Culverin]]&lt;br /&gt;
**[[Mortar_(M2TW_Unit)|Mortar]]&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.&lt;br /&gt;
&lt;br /&gt;
[[England Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Moors_(M2TW_Faction)&amp;diff=87457</id>
		<title>Moors (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Moors_(M2TW_Faction)&amp;diff=87457"/>
		<updated>2024-08-15T19:13:44Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Moors are a combination of the Almohads and Almoravids, as such, they begin with control of provinces in north-west Africa and southern Iberia.provinces in this area of the Mediterranean are quite spaced out, as such Moorish armies will have to rely more on ships to move around or be prepared for a long march.&lt;br /&gt;
&lt;br /&gt;
{{Faction|image=[[Image:Symbol_moors.jpg|Faction Symbol for Moors]]|Name=Moors|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_moors.jpg‎|thumb|right|The Moors Starting Position.]]&lt;br /&gt;
They start in Southern part of the Iberian Peninsula and East from Tunis.&lt;br /&gt;
&lt;br /&gt;
Their settlements are;&lt;br /&gt;
&lt;br /&gt;
*Cordoba: Capital – Minor City&lt;br /&gt;
*Granada: Wooden Castle&lt;br /&gt;
*Marrakech: Large Town&lt;br /&gt;
*Algiers: Wooden Castle &lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long campaign: Hold 45 regions including: Jerusalem and Toledo.&lt;br /&gt;
*Short campaign: Hold 15 regions including: Eliminate Spain and Portugal.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
[[Image:Me_bodyguard_info.png‎|thumb|right|Moor General Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
The Moors have a very powerful roster, although it take a lot of time and investment to access their powerful troops. Thier early roster can be used very effectively but it is light and requires some skillful maneuvering. Their basic castle gives them access to Desert Cavalry and Arab Cavalry; decent units but not quite a match for most factions, or their Iberian neighbors. From a Fortress and Citadel they get Granadine Jinetes and Granadine Lancers respectively, again decent units but not any stronger than the Jinetes and Mailed Knights that Spain gets from a wooden castle. However their elite cavalry, the Christian Guard, is an excellent unit that is fast and very powerful, and available from both Huge Cities and a Kings Stables. Most of the Moorish Infantry is lightly armoured Spearmen, which can do well against cavalry but will melt against proper Swordsmen. However, from the Armoury, the final Castle Barracks, they get Dismounted Christian Guard, an exceptional Sword unit that beats all others except Conquistadores. Thier missiles are good as well, including javelins, a very good mid grade archer, strong crossbows and a great crossbow cavalry unit. The Moors get some good militia choices as well, including Urban Militia, a strong sword militia. After gunpowder is discovered they get access to Camel Gunners, a ridiculously powerful unit. It takes time to build, but a fully developed Moorish army is one of the strongest forces in the entire game.  &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Hashashim&lt;br /&gt;
**Urban Militia&lt;br /&gt;
**Dismounted Christian Guard&lt;br /&gt;
*Spearmen Infantry&lt;br /&gt;
**Nubian Spearmen&lt;br /&gt;
**Town Militia&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Berber Spearmen&lt;br /&gt;
**Lamtuna Spearmen&lt;br /&gt;
**Dismounted Arab Cavalry&lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Desert Archers&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
**Sudanese Gunners&lt;br /&gt;
**Sudanese Javelimen&lt;br /&gt;
**Peasent Crossbowmen&lt;br /&gt;
**Crossbow Militia&lt;br /&gt;
&lt;br /&gt;
*Light Cavalry&lt;br /&gt;
**Arab Cavalry&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Granadine Cavalry&lt;br /&gt;
**Tuareg Camel Spearmen&lt;br /&gt;
**Christian Guard&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Desert Cavalry&lt;br /&gt;
**Granadine Jinetes&lt;br /&gt;
**Granadine Crossbow&lt;br /&gt;
**Camel Gunners&lt;br /&gt;
&lt;br /&gt;
*Missle Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Bombard&lt;br /&gt;
**Grand Bombard&lt;br /&gt;
**Cannon&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.&lt;br /&gt;
&lt;br /&gt;
[[Moors Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Factions]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Moors_(M2TW_Faction)&amp;diff=87456</id>
		<title>Moors (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Moors_(M2TW_Faction)&amp;diff=87456"/>
		<updated>2024-08-15T19:00:14Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Moors are a combination of the Almohads and Almoravids, as such, they begin with control of provinces in north-west Africa and southern Iberia.provinces in this area of the Mediterranean are quite spaced out, as such Moorish armies will have to rely more on ships to move around or be prepared for a long march.&lt;br /&gt;
&lt;br /&gt;
{{Faction|image=[[Image:Symbol_moors.jpg|Faction Symbol for Moors]]|Name=Moors|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_moors.jpg‎|thumb|right|The Moors Starting Position.]]&lt;br /&gt;
They start in Southern part of the Iberian Peninsula and East from Tunis.&lt;br /&gt;
&lt;br /&gt;
Their settlements are;&lt;br /&gt;
&lt;br /&gt;
*Cordoba: Capital – Minor City&lt;br /&gt;
*Granada: Wooden Castle&lt;br /&gt;
*Marrakech: Large Town&lt;br /&gt;
*Algiers: Wooden Castle &lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long campaign: Hold 45 regions including: Jerusalem and Toledo.&lt;br /&gt;
*Short campaign: Hold 15 regions including: Eliminate Spain and Portugal.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
[[Image:Me_bodyguard_info.png‎|thumb|right|Moor General Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
The Moors have a very powerful roster, although it requires a lot of investment to access their powerful troops. Thier early roster can be used very effectively but it is light and requires some skillful maneuvering. Their basic castle gives them access to Desert Cavalry and Arab Cavalry; decent units but not quite a match for most factions, or their Iberian neighbors. Later on they get Granadine Jinetes and Granadine Lancers, again both decent units but rather high tier for what they offer. However their elite cavalry, the Christian Guard, are an excellent unit that is fast and very powerful, and available from both cities and castles. Most of their Infantry is lightly armoured Spearmen, which can do well against cavalry but will melt against proper Swordsmen. However, from the Armoury, the final Castle Barracks, they get Dismounted Christian Guard, an exceptional Sword unit that beats all others except Conquistadores. Thier missiles are good as well, including javelins, a very good mid grade archer, strong crossbows and a great crossbow cavalry unit. The Moors get some good militia choices as well, including Urban Militia, a strong sword militia. After gunpowder is discovered they get access Camel Gunners, a ridiculously powerful unit. A fully developed Moorish army is one of the strongest forces in the entire game.  &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Hashashim&lt;br /&gt;
**Urban Militia&lt;br /&gt;
**Dismounted Christian Guard&lt;br /&gt;
*Spearmen Infantry&lt;br /&gt;
**Nubian Spearmen&lt;br /&gt;
**Town Militia&lt;br /&gt;
**Spear Militia&lt;br /&gt;
**Berber Spearmen&lt;br /&gt;
**Lamtuna Spearmen&lt;br /&gt;
**Dismounted Arab Cavalry&lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Desert Archers&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
**Sudanese Gunners&lt;br /&gt;
**Sudanese Javelimen&lt;br /&gt;
**Peasent Crossbowmen&lt;br /&gt;
**Crossbow Militia&lt;br /&gt;
&lt;br /&gt;
*Light Cavalry&lt;br /&gt;
**Arab Cavalry&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**Granadine Cavalry&lt;br /&gt;
**Tuareg Camel Spearmen&lt;br /&gt;
**Christian Guard&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Desert Cavalry&lt;br /&gt;
**Granadine Jinetes&lt;br /&gt;
**Granadine Crossbow&lt;br /&gt;
**Camel Gunners&lt;br /&gt;
&lt;br /&gt;
*Missle Siege&lt;br /&gt;
**Ballista&lt;br /&gt;
**Catapult&lt;br /&gt;
**Trebuchet&lt;br /&gt;
**Bombard&lt;br /&gt;
**Grand Bombard&lt;br /&gt;
**Cannon&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.&lt;br /&gt;
&lt;br /&gt;
[[Moors Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Factions]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Turks_(M2TW_Faction)&amp;diff=87455</id>
		<title>Turks (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Turks_(M2TW_Faction)&amp;diff=87455"/>
		<updated>2024-08-15T17:55:35Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_turks.jpg|Faction Symbol for Turks]]|Name=Turks|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The early Turkish empire consists of four provinces - towns at Iconium and Yerevan and castles at Caesarea and Mosul. A strong starting point which means the Turks are well-positioned to move their forces South to conquer the Middle East, and with it the Holy Land.&lt;br /&gt;
&lt;br /&gt;
==Starting Position==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_turks.png|thumb|right|The Turk&#039;s starting position.]]&lt;br /&gt;
&lt;br /&gt;
The early Turkish empire consists of four provinces&lt;br /&gt;
&lt;br /&gt;
Their cities are;&lt;br /&gt;
&lt;br /&gt;
*Iconium&lt;br /&gt;
*Yerevan&lt;br /&gt;
*Ceasaera&lt;br /&gt;
*Mosul&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long Campaign: Hold 45 provinces including Constantinople Region, Jerusalem Region.&lt;br /&gt;
*Short Campaign: Hold 15 provinces and eliminate the Byzantine Empire&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Insert Bodyguard Image Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Turkish military is one that relies on Horse Archers in the early game, and adds heavy cavalry and some very strong missile units in the late game. Thier horse archers include lighter Turkomans and heavier Sipahis, which can also be trained in cities once a Racing Track is built. They also get a few units of elite melee cavalry from Fortresses and Citadels. The Turks also get a good variety of foot missile troops, such as Ottoman Infantry and Janissary Archers; two very effective and versatile archer units. After Gunpowder they get some the Monster Bombard; the best siege artillery in the game, as well as Janissary Musketeers; the best firearm unit in the game. All Janissary units are built from cities instead of castles, another advantage. The biggest weakness of the Turks is their very limited melee Infantry, while they have a few good Spear units, they don&#039;t have anything that can stand up to European Swordsmen at all. Despite this weakness, the Turks have a powerful roster. &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
**Azabs&lt;br /&gt;
**Town Militia &lt;br /&gt;
**Spear Militia &lt;br /&gt;
**Turkish Javelinmen &lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Janissary Heavy Infantry&lt;br /&gt;
**Saracen Militia &lt;br /&gt;
**Halberd Militia &lt;br /&gt;
**Hashishim&lt;br /&gt;
**Dismounted Sipahi Lancers &lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Turkish Archers&lt;br /&gt;
**Ottoman Infantry &lt;br /&gt;
**Janissary Archers &lt;br /&gt;
**Janissary Musketeers &lt;br /&gt;
**Naffatun&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
&lt;br /&gt;
*Cavalry&lt;br /&gt;
**Sipahi Lancers &lt;br /&gt;
**Qapukulu &lt;br /&gt;
**General&#039;s Bodyguard &lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Turkish Horse Archers &lt;br /&gt;
**Turkomans &lt;br /&gt;
**Sipahis&lt;br /&gt;
&lt;br /&gt;
*Artillery&lt;br /&gt;
**Ballista &lt;br /&gt;
**Catapult &lt;br /&gt;
**Trebuchet &lt;br /&gt;
**Cannon &lt;br /&gt;
**Bombard &lt;br /&gt;
**Grand Bombard &lt;br /&gt;
**Monster Bombard  &lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?t=72061 The Turks Strategies at The Org]&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[Turks Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Turks_(M2TW_Faction)&amp;diff=87454</id>
		<title>Turks (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Turks_(M2TW_Faction)&amp;diff=87454"/>
		<updated>2024-08-14T18:23:36Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_turks.jpg|Faction Symbol for Turks]]|Name=Turks|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The early Turkish empire consists of four provinces - towns at Iconium and Yerevan and castles at Caesarea and Mosul. A strong starting point which means the Turks are well-positioned to move their forces South to conquer the Middle East, and with it the Holy Land.&lt;br /&gt;
&lt;br /&gt;
==Starting Position==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_turks.png|thumb|right|The Turk&#039;s starting position.]]&lt;br /&gt;
&lt;br /&gt;
The early Turkish empire consists of four provinces&lt;br /&gt;
&lt;br /&gt;
Their cities are;&lt;br /&gt;
&lt;br /&gt;
*Iconium&lt;br /&gt;
*Yerevan&lt;br /&gt;
*Ceasaera&lt;br /&gt;
*Mosul&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long Campaign: Hold 45 provinces including Constantinople Region, Jerusalem Region.&lt;br /&gt;
*Short Campaign: Hold 15 provinces and eliminate the Byzantine Empire&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Insert Bodyguard Image Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Turkish military is one that relies on Horse Archers in the early game, and adds heavy cavalry and some very strong missile units in the late game. Thier horse archers include lighter Turkomans and heavier Sipahis, which can also be trained in cities once a Racing Track is built. They also get a few units of elite melee cavalry from Fortresses and Citadels. The Turks also get a good variety of foot missile troops, such as Ottoman Infantry and Janissary Archers; two very effective and versatile archer units. After Gunpowder they get some the Monster Bombard; the best siege artillery in the game, as well as Janissary Musketeers; the best firearm unit in the game. All Janissary units are built from cities instead of castles, another advantage. The biggest weakness of the Turks is their melee Infantry, while they have a few good Spear units, they don&#039;t have anything that can stand up to European Swordsmen at all. Despite this weakness, the Turks have a powerful roster. &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
**Azabs&lt;br /&gt;
**Town Militia &lt;br /&gt;
**Spear Militia &lt;br /&gt;
**Turkish Javelinmen &lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Janissary Heavy Infantry&lt;br /&gt;
**Saracen Militia &lt;br /&gt;
**Halberd Militia &lt;br /&gt;
**Hashishim&lt;br /&gt;
**Dismounted Sipahi Lancers &lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Turkish Archers&lt;br /&gt;
**Ottoman Infantry &lt;br /&gt;
**Janissary Archers &lt;br /&gt;
**Janissary Musketeers &lt;br /&gt;
**Naffatun&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
&lt;br /&gt;
*Cavalry&lt;br /&gt;
**Sipahi Lancers &lt;br /&gt;
**Qapukulu &lt;br /&gt;
**General&#039;s Bodyguard &lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Turkish Horse Archers &lt;br /&gt;
**Turkomans &lt;br /&gt;
**Sipahis&lt;br /&gt;
&lt;br /&gt;
*Artillery&lt;br /&gt;
**Ballista &lt;br /&gt;
**Catapult &lt;br /&gt;
**Trebuchet &lt;br /&gt;
**Cannon &lt;br /&gt;
**Bombard &lt;br /&gt;
**Grand Bombard &lt;br /&gt;
**Monster Bombard  &lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?t=72061 The Turks Strategies at The Org]&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[Turks Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Turks_(M2TW_Faction)&amp;diff=87453</id>
		<title>Turks (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Turks_(M2TW_Faction)&amp;diff=87453"/>
		<updated>2024-08-14T18:21:01Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_turks.jpg|Faction Symbol for Turks]]|Name=Turks|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The early Turkish empire consists of four provinces - towns at Iconium and Yerevan and castles at Caesarea and Mosul. A strong starting point which means the Turks are well-positioned to move their forces South to conquer the Middle East, and with it the Holy Land.&lt;br /&gt;
&lt;br /&gt;
==Starting Position==&lt;br /&gt;
&lt;br /&gt;
[[Image:Map_turks.png|thumb|right|The Turk&#039;s starting position.]]&lt;br /&gt;
&lt;br /&gt;
The early Turkish empire consists of four provinces&lt;br /&gt;
&lt;br /&gt;
Their cities are;&lt;br /&gt;
&lt;br /&gt;
*Iconium&lt;br /&gt;
*Yerevan&lt;br /&gt;
*Ceasaera&lt;br /&gt;
*Mosul&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long Campaign: Hold 45 provinces including Constantinople Region, Jerusalem Region.&lt;br /&gt;
*Short Campaign: Hold 15 provinces and eliminate the Byzantine Empire&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Insert Bodyguard Image Here&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Turkish military is one that relies on Horse Archers in the early game, and adds heavy cavalry and some very strong missile units in the late game. Thier horse archers include lighter Turkomans and heavier Sipahis, which can also be trained in cities once a Racing Track is built. They also get a few units of elite melee cavalry from Fortresses and Citadels. The Turks also get a good variety of foot missile troops, such as Ottoman Infantry and Janissary Archers; two very effective and versatile archer units. After Gunpowder they get some the Monster Bombard; the best siege artillery in the game, as well as Janissary Musketeers; the best firearm unit in the game. All Janissary units are built from cities instead of castles, another advantage. The biggest weakness of the Turks is their melee Infantry, which is extremely limited and can&#039;t stand up to European Swordsmen at all. Despite this weakness, the Turks have a powerful roster. &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**Peasants&lt;br /&gt;
**Azabs&lt;br /&gt;
**Town Militia &lt;br /&gt;
**Spear Militia &lt;br /&gt;
**Turkish Javelinmen &lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**Janissary Heavy Infantry&lt;br /&gt;
**Saracen Militia &lt;br /&gt;
**Halberd Militia &lt;br /&gt;
**Hashishim&lt;br /&gt;
**Dismounted Sipahi Lancers &lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**Peasant Archers&lt;br /&gt;
**Turkish Archers&lt;br /&gt;
**Ottoman Infantry &lt;br /&gt;
**Janissary Archers &lt;br /&gt;
**Janissary Musketeers &lt;br /&gt;
**Naffatun&lt;br /&gt;
**Hand Gunners&lt;br /&gt;
&lt;br /&gt;
*Cavalry&lt;br /&gt;
**Sipahi Lancers &lt;br /&gt;
**Qapukulu &lt;br /&gt;
**General&#039;s Bodyguard &lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**Turkish Horse Archers &lt;br /&gt;
**Turkomans &lt;br /&gt;
**Sipahis&lt;br /&gt;
&lt;br /&gt;
*Artillery&lt;br /&gt;
**Ballista &lt;br /&gt;
**Catapult &lt;br /&gt;
**Trebuchet &lt;br /&gt;
**Cannon &lt;br /&gt;
**Bombard &lt;br /&gt;
**Grand Bombard &lt;br /&gt;
**Monster Bombard  &lt;br /&gt;
&lt;br /&gt;
===Strategy guides===&lt;br /&gt;
*[http://forums.totalwar.org/vb/showthread.php?t=72061 The Turks Strategies at The Org]&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[Turks Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Nile_Spearmen_(RTW_Unit)&amp;diff=87452</id>
		<title>Nile Spearmen (RTW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Nile_Spearmen_(RTW_Unit)&amp;diff=87452"/>
		<updated>2024-08-14T08:27:10Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TW Unit|image=[[Image:Egyptian nile infantry info.png‎]]&lt;br /&gt;
 |Class=Spearmen&lt;br /&gt;
 |Unit Size=160&lt;br /&gt;
 |Weaponry=&amp;lt;li&amp;gt;spear&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Morale=4&lt;br /&gt;
 |Melee Attack= &amp;lt;li&amp;gt;7&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;5&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Ranged Attack=N/A&lt;br /&gt;
 |Defence=13&lt;br /&gt;
 |Charge Bonus=3&lt;br /&gt;
 |Accuracy=N/A&lt;br /&gt;
 |Range=N/A&lt;br /&gt;
 |Ammunition=N/A&lt;br /&gt;
 |Region=Global&lt;br /&gt;
 |Recruitment Cost=360&lt;br /&gt;
 |Upkeep Cost=170&lt;br /&gt;
 |Turns to Build=1&lt;br /&gt;
 |Unit Limit=None&lt;br /&gt;
 |Building Requirements=Militia Barracks&lt;br /&gt;
 |Tech Requirements=None&lt;br /&gt;
 |Attributes=Can form phalanx, Bonus fighting cavaalry, Combat bonus in deserts, can sap&lt;br /&gt;
}}&lt;br /&gt;
[[File:-egyptian nile infantry.png‎]]These well trained spearmen are the mainstay of many Egyptian armies, thanks to their all-round defensive abilities.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
These well trained spearmen are the mainstay of many Egyptian armies, thanks to their all-round defensive abilities. They wear light padded armour - hardly surprising given the incredibly hot climate of home - and carry large shields. They do not carry secondary weapons at all, and rely entirely on their spears in combat. This means that they are best employed to hold a defensive position against cavalry, or as a rough phalanx to take on other infantry by &#039;push of pike&#039; and weight of numbers. &lt;br /&gt;
&lt;br /&gt;
These men are better trained than some other Egyptian forces, such as Nubian spearmen, and will hold more often as a result.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
Nile Spearmen are a hoplite unit good for forming the front line in Egypts armies and their decent defensive strengths allows them to hold their own against most other units with little support. Lighter troops in particular will really struggle to get through their spears, and will take mass casualties. However Nile Spearmen will start to struggle as other factions start to recruit stronger units. The Nile Spearmen are a upgrade versus Nubian Spearmen and have their uses into the late campaign. They are even superior to the elite Pharoahs Guard in some ways, because they are better at tanking missiles, especially pila, have a much more reasonable upkeep, and are more disposable.&lt;br /&gt;
&lt;br /&gt;
They will struggle against some of their contemporaries but overall can be considered a strong frontline unit that can hold their own and provide Egypt with a decent hoplite unit.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&amp;lt;li&amp;gt;[[Image: Egypt _Faction_Symbol-Vanilla.png |36px]] [[Egypt_(RTW_Faction) |Egypt]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RTW Infantry]]&lt;br /&gt;
[[Category:RTW Units]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Nile_Spearmen_(RTW_Unit)&amp;diff=87451</id>
		<title>Nile Spearmen (RTW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Nile_Spearmen_(RTW_Unit)&amp;diff=87451"/>
		<updated>2024-08-14T08:25:40Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TW Unit|image=[[Image:Egyptian nile infantry info.png‎]]&lt;br /&gt;
 |Class=Spearmen&lt;br /&gt;
 |Unit Size=160&lt;br /&gt;
 |Weaponry=&amp;lt;li&amp;gt;spear&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Morale=4&lt;br /&gt;
 |Melee Attack= &amp;lt;li&amp;gt;7&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;5&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Ranged Attack=N/A&lt;br /&gt;
 |Defence=13&lt;br /&gt;
 |Charge Bonus=3&lt;br /&gt;
 |Accuracy=N/A&lt;br /&gt;
 |Range=N/A&lt;br /&gt;
 |Ammunition=N/A&lt;br /&gt;
 |Region=Global&lt;br /&gt;
 |Recruitment Cost=360&lt;br /&gt;
 |Upkeep Cost=170&lt;br /&gt;
 |Turns to Build=1&lt;br /&gt;
 |Unit Limit=None&lt;br /&gt;
 |Building Requirements=Militia Barracks&lt;br /&gt;
 |Tech Requirements=None&lt;br /&gt;
 |Attributes=Can form phalanx, Bonus fighting cavaalry, Combat bonus in deserts, can sap&lt;br /&gt;
}}&lt;br /&gt;
[[File:-egyptian nile infantry.png‎]]These well trained spearmen are the mainstay of many Egyptian armies, thanks to their all-round defensive abilities.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
These well trained spearmen are the mainstay of many Egyptian armies, thanks to their all-round defensive abilities. They wear light padded armour - hardly surprising given the incredibly hot climate of home - and carry large shields. They do not carry secondary weapons at all, and rely entirely on their spears in combat. This means that they are best employed to hold a defensive position against cavalry, or as a rough phalanx to take on other infantry by &#039;push of pike&#039; and weight of numbers. &lt;br /&gt;
&lt;br /&gt;
These men are better trained than some other Egyptian forces, such as Nubian spearmen, and will hold more often as a result.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
Nile Spearmen are a hoplite unit good for forming the front line in Egypts armies and their decent defensive strengths allows them to hold their own against most other units with little support. However Nile Spearmen will start to stuggle as other factions start to recruit stronger units. The Nile Spearmen are a upgrade versus Nubian Spearmen and have their uses into the late campaign. They are even superior to the elite Pharoahs Guard in some ways, because they are better at tanking missiles, especially pila, have a much more reasonable upkeep, and are more disposable.&lt;br /&gt;
&lt;br /&gt;
They will struggle against some of their contemporaries but overall can be considered a strong frontline unit that can hold their own and provide Egypt with a decent hoplite unit.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&amp;lt;li&amp;gt;[[Image: Egypt _Faction_Symbol-Vanilla.png |36px]] [[Egypt_(RTW_Faction) |Egypt]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:RTW Infantry]]&lt;br /&gt;
[[Category:RTW Units]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Egypt_(RTW_Faction)&amp;diff=87449</id>
		<title>Egypt (RTW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Egypt_(RTW_Faction)&amp;diff=87449"/>
		<updated>2024-08-14T06:44:24Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Egypt_Faction_Symbol-Vanilla.png]]|Name=&#039;&#039;&#039;Egypt&#039;&#039;&#039;|Game=[[Rome: Total War]]|Culture=Egyptian}} &lt;br /&gt;
&lt;br /&gt;
Egypt (جمهورية مصر العربية) is one of the playable factions in [[Rome: Total War]].  They can be played after successfully completing a campaign as a Roman faction or by simple modifications to the game files (more information on which can be found [[HowTo:Unlock_All_Factions|here]]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
===Starting Position===&lt;br /&gt;
&lt;br /&gt;
[[Image:Egypt starting location.jpeg|thumb|Egyptian starting position. (Click to enlarge)]]&lt;br /&gt;
&lt;br /&gt;
Egypt is located in North-Eastern Africa, as well as holding some settlements around the Mediterranean, in Judea and Cyprus.&lt;br /&gt;
&lt;br /&gt;
At the start of the game, it holds the following cities:&lt;br /&gt;
&lt;br /&gt;
*Alexandria: Egyptian Capital in Nile Delta. The Pharos Lighthouse wonder is also present in this region.&lt;br /&gt;
&lt;br /&gt;
*Memphis: Egyptian City in Middle Egypt. The Pyramids of Giza are also present in this region, they grant a bonus of increasing the loyalty of the population towards the faction that owns the region, regardless of culture.&lt;br /&gt;
&lt;br /&gt;
*Thebes: Egyptian Large Town in Upper (South) Egypt.&lt;br /&gt;
&lt;br /&gt;
*Salamis: Egyptian Town in Cyprus.&lt;br /&gt;
&lt;br /&gt;
*Jerusalem: Egyptian Large Town in Judea.&lt;br /&gt;
&lt;br /&gt;
*Sidon: Egyptian Large Town in Phoenicia.&lt;br /&gt;
&lt;br /&gt;
===Win Conditions===&lt;br /&gt;
*Long Campaign: Hold 50 provinces, including Rome.&lt;br /&gt;
&lt;br /&gt;
*Short Campaign: Hold 15 provinces and outlast or destroy [[Armenia (RTW Faction)|Armenia]] and [[Seleucid Empire (RTW Faction)|Seleucid Empire]]&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
[[Image:Egypt general late.jpg|thumb|right|Egyptian General&#039;s Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
Egypt is a fairly well rounded jack of all trades faction, with a definite focus on chariots and archers. They have a number of decent infantry choices, most of them fight in Phalanx formation but they also have a light Axe and Shield unit that is more mobile. They have the typical early game archers but later on get Pharaoh&#039;s Bowmen, an excellent long ranged choice. They get some decent light cavalry choices, and a number of Chariot units that are among the best in the game. Their non-chariot cavalry are not impressive in the late game, but overall Egypt has a good roster. &lt;br /&gt;
&lt;br /&gt;
*Infantry&lt;br /&gt;
**[[Peasants]]&lt;br /&gt;
**[[Nubian Spearmen (RTW Unit) |Nubian Spearmen]]&lt;br /&gt;
**[[Nile Spearmen (RTW Unit) |Nile Spearmen]]&lt;br /&gt;
**Desert Axemen&lt;br /&gt;
**Pharaoh&#039;s Guards&lt;br /&gt;
&lt;br /&gt;
*Cavalry&lt;br /&gt;
**Nubian Cavalry&lt;br /&gt;
**Desert Cavalry&lt;br /&gt;
**Nile Cavalry&lt;br /&gt;
**Egyptian Chariots&lt;br /&gt;
**Camel Archers&lt;br /&gt;
**Egyptian Chariot Archers&lt;br /&gt;
&lt;br /&gt;
*Missile&lt;br /&gt;
**[[Bowmen (RTW Unit) |Bowmen]]&lt;br /&gt;
**[[Pharaoh&#039;s Bowmen (RTW Unit) |Pharaoh&#039;s Bowmen]]&lt;br /&gt;
**Skirmishers&lt;br /&gt;
**[[Slingers (RTW Unit) |Slingers]]&lt;br /&gt;
**[[Onagers (RTW Unit) |Onagers]]&lt;br /&gt;
**Heavy Onagers&lt;br /&gt;
&lt;br /&gt;
====Unique Units====&lt;br /&gt;
*Pharaoh&#039;s Guards: Pikemen that may enter phalanx mode.&lt;br /&gt;
&lt;br /&gt;
*Pharaoh&#039;s Bowmen: Archers with relatively high missile attack.&lt;br /&gt;
&lt;br /&gt;
*Desert Axemen: Infantry that gain a bonus from fighting in the desert.&lt;br /&gt;
&lt;br /&gt;
*Egyptian Chariots: Charioteers that engage in hand-to-hand combat.&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
Egypt starts the campaign with all of Egypt in its control, along with Jerusalem,Cyprus(Salamis),and Sidon. Egypt should first take Petra and Bostra, due to the fact they are meagerly defended rebel settelemants. It could also be advantagous to gather a force and take Halcarnassus in Asia Minor. Once you obtain the money, you should buy Siwa from the Numidians(if it hasn&#039;t already rebelled against them). You will come under attack first from the Seleucids, so you should keep a strong garrison in Sidon and Jerusalem. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: blue&amp;quot;&amp;gt;If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Egypt Details (RTW Faction)]]&lt;br /&gt;
&lt;br /&gt;
{{RTW Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Vardariotai_(M2TW_Unit)&amp;diff=87448</id>
		<title>Vardariotai (M2TW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Vardariotai_(M2TW_Unit)&amp;diff=87448"/>
		<updated>2024-08-14T00:31:33Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TW Unit|image=[[Image:Vardariotai info.png]]&lt;br /&gt;
 |Class=Missile Cavalry&lt;br /&gt;
 |Unit Size=32&lt;br /&gt;
 |Weaponry=&amp;lt;li&amp;gt;Composite Bow&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Sword&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Morale=11&lt;br /&gt;
 |Melee Attack=10&lt;br /&gt;
 |Ranged Attack=9&lt;br /&gt;
 |Defence=9&lt;br /&gt;
 |Charge Bonus=4&lt;br /&gt;
 |Accuracy=NA&lt;br /&gt;
 |Range=120&lt;br /&gt;
 |Ammunition=25&lt;br /&gt;
 |Region=Global&lt;br /&gt;
 |Recruitment Cost=800&lt;br /&gt;
 |Upkeep Cost=250&lt;br /&gt;
 |Turns to Build=1&lt;br /&gt;
 |Unit Limit=3&lt;br /&gt;
 |Building Requirements=&amp;lt;li&amp;gt;Castle&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Tech Requirements=None&lt;br /&gt;
 |Attributes=&amp;lt;li&amp;gt;Can withdraw&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Cantabrian circle&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Hardy&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Hide forest&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Sea faring&amp;lt;/li&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Vardariotai thumbnail.png]]Disciplined and highly trained, the Vardariotai wear light armour and fire a composite bow from horseback.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Vardariotai are drawn mainly from the Magyars that settled in the Vardar Valley, and their descendents. Disciplined and highly trained, the Vardariotai are elite horse archers. They wear light mail or brigandine armour and fire a powerful composite bow from horseback. Able to relentlessly pepper their enemies with arrows and use their mobility to stay out of trouble.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
Simply put it, Vardariotai are the best missile cavalry unit available to the Byzantine Empire, and actually one of the best in the entire game. They have no equal in terms of both missile and melee stats. While they do cost a heavy 250 florins per turn to maintain, they prove their worth in giving the player a wide rang of tactical choices. The Vardariotai can also stand up against the elite missile cavalry that Eastern factions such as the Turks, Egypt and Hungary can field, though the outcome can vary from situation to situation. They do not, however, equal the very best missile cavalry in the game, such as Dvor Cavalry or French Mounted Archers. However, they require far less development and they remain an excellent cavalry archer unit, which provides the player with a potent mobile missile force.&lt;br /&gt;
&lt;br /&gt;
They are available early on, requiring only a castle; however, their pool is very small. Upgrading the castle to a Fortress will increase it somewhat, but they are not available from Stables, so their recruitment pool will remain limited.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
*[[Image: The Byzantium Empire Thumbnail.png]] The Byzantine Empire&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Cavalry]]&lt;br /&gt;
[[Category:M2TW Units]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Byzantine_Cavalry_(M2TW_Unit)&amp;diff=87447</id>
		<title>Byzantine Cavalry (M2TW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Byzantine_Cavalry_(M2TW_Unit)&amp;diff=87447"/>
		<updated>2024-08-14T00:18:04Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{TW Unit|image=[[Image:Byzantine cavalry info.jpg]]&lt;br /&gt;
 |Class=Missile Cavalry&lt;br /&gt;
 |Unit Size=32&lt;br /&gt;
 |Weaponry=&amp;lt;li&amp;gt;Composite Bow&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Sword&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Morale=3&lt;br /&gt;
 |Melee Attack=7&lt;br /&gt;
 |Ranged Attack=6&lt;br /&gt;
 |Defence=5&lt;br /&gt;
 |Charge Bonus=2&lt;br /&gt;
 |Accuracy=NA&lt;br /&gt;
 |Range=125&lt;br /&gt;
 |Ammunition=25&lt;br /&gt;
 |Region=Global&lt;br /&gt;
 |Recruitment Cost=530&lt;br /&gt;
 |Upkeep Cost=175&lt;br /&gt;
 |Turns to Build=1&lt;br /&gt;
 |Unit Limit=6&lt;br /&gt;
 |Building Requirements=&amp;lt;li&amp;gt;Wooden Castle&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Tech Requirements=None&lt;br /&gt;
 |Attributes=&amp;lt;li&amp;gt;Can formed charge&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Can withdraw&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Cantabrian circle&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Hide forest&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Sea faring&amp;lt;/li&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Byzantine cavalry thumbnail.png]] Versatile lightly armoured medium cavalry, equally able shooting their bows, or fighting with their swords.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Made up of soldiers with small land grants, &#039;pronoiai&#039;, these cavalrymen are a type of reservist who are called up in times of need. Although armed with bows, they are not as mobile as the Turkish cavalry they often face. However, they are better armoured and much more capable in close combat, making them very versatile. They wear padded or mail armour and are equipped with a composite bow and sword.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
The Byzantine Cavalry are a better unit, especially in melee attack and defence stats, than the Skythikon. While the Skythikon are cheaper to recruit initially and only require a Motte and Bailey, the Byzantine Cavalry offers better bang for buck in terms of upkeep fees. While Byzantine Cavalry are a fairly good missile cavalry unit, they will most likely lose out to any of the missile cavalry fielded by either the Eastern European factions (Hungary, Poland) or the Middle Eastern factions (The Turks, Egypt) and will definitely lose out to the much superior Mongol missile cavalry. They are however, useful when fighting many Western countries, which have very limited access to missile cavalry and can give the player a nice array of tactics choices on the battlefield. They also have a decent enough defense to be able to function as light cavalry when required. They begin with leather armour and can upgrade to heavy mail.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
*[[Image:The Byzantium Empire Thumbnail.png]] The Byzantine Empire&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Cavalry]]&lt;br /&gt;
[[Category:M2TW Units]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Byzantine_Cavalry_(M2TW_Unit)&amp;diff=87446</id>
		<title>Byzantine Cavalry (M2TW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Byzantine_Cavalry_(M2TW_Unit)&amp;diff=87446"/>
		<updated>2024-08-14T00:16:13Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{TW Unit|image=[[Image:Byzantine cavalry info.jpg]]&lt;br /&gt;
 |Class=Missile Cavalry&lt;br /&gt;
 |Unit Size=32&lt;br /&gt;
 |Weaponry=&amp;lt;li&amp;gt;Composite Bow&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Sword&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Morale=3&lt;br /&gt;
 |Melee Attack=7&lt;br /&gt;
 |Ranged Attack=6&lt;br /&gt;
 |Defence=5&lt;br /&gt;
 |Charge Bonus=2&lt;br /&gt;
 |Accuracy=NA&lt;br /&gt;
 |Range=125&lt;br /&gt;
 |Ammunition=25&lt;br /&gt;
 |Region=Global&lt;br /&gt;
 |Recruitment Cost=530&lt;br /&gt;
 |Upkeep Cost=175&lt;br /&gt;
 |Turns to Build=1&lt;br /&gt;
 |Unit Limit=6&lt;br /&gt;
 |Building Requirements=&amp;lt;li&amp;gt;Wooden Castle&amp;lt;/li&amp;gt;&lt;br /&gt;
 |Tech Requirements=None&lt;br /&gt;
 |Attributes=&amp;lt;li&amp;gt;Can formed charge&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Can withdraw&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Cantabrian circle&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Hide forest&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;Sea faring&amp;lt;/li&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Byzantine cavalry thumbnail.png]] Versatile lightly armoured medium cavalry, equally able shooting their bows, or fighting with their swords.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Made up of soldiers with small land grants, &#039;pronoiai&#039;, these cavalrymen are a type of reservist who are called up in times of need. Although armed with bows, they are not as mobile as the Turkish cavalry they often face. However, they are better armoured and much more capable in close combat, making them very versatile. They wear padded or mail armour and are equipped with a composite bow and sword.&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
The Byzantine Cavalry are a better unit, especially in melee attack and defence stats, than the Skythikon. While the Skythikon are cheaper to recruit initially and only require a Motte and Bailey, the Byzantine Cavalry offers better bang for buck in terms of upkeep fees. While Byzantine Cavalry are a fairly good missile cavalry unit, they will most likely lose out to any of the missile cavalry fielded by either the Eastern European factions (Hungary, Poland) or the Middle Eastern factions (The Turks, Egypt) and will definitely lose out to the much superior Mongol missile cavalry. They are however, useful when fighting many Western countries, which have very limited access to missile cavalry and can give the player a nice array of tactics choices on the battlefield. They also have a decent enough defense to be able to function as light cavalry when required, and have access to 2 armour upgrades.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
*[[Image:The Byzantium Empire Thumbnail.png]] The Byzantine Empire&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Cavalry]]&lt;br /&gt;
[[Category:M2TW Units]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sergeant_Spearmen_(M2TW_Unit)&amp;diff=87445</id>
		<title>Sergeant Spearmen (M2TW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sergeant_Spearmen_(M2TW_Unit)&amp;diff=87445"/>
		<updated>2024-08-14T00:10:53Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Sergeant Spearmen are professional warriors, drawn from the lower classes. They have some skill in combat and have been better trained and equipped than levied troops. Their large shields, and spears make them a solid defensive unit, able to resist attacks from both foot and horse, so long as they are well supported. If necessary they can form a defensive circle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Sergeant Spearmen are a step above the [[Spear Militia (M2TW Unit)|Spear Militia]]. They have more attack and defense skill than them and retain the bonus against cavalry, as well as higher morale, and a slight bigger charge bonus at the cost of being slighty more expensive to train and upkeep. Still they share the same problem of having no base armor, meaning they lack staying power in a prolonged fight. Another weakness is that they only have access to 2 armour upgrades; even Spear Militia have 3. They are decent early game spearmen if you have access to them, capable of adequately holding a battle line and their usefulness can be extended by armor upgrades. Nevertheless they are still a rather light unit that lose badly against any swordmen and should be replaced with stronger infantry units if given the opportunity. &lt;br /&gt;
&lt;br /&gt;
Armoured Sergeants are a direct upgrade; with a much higher defense stat.&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
{{List Column|2|&lt;br /&gt;
&lt;br /&gt;
*[[Image:France Thumbnail.png]] [[France_(M2TW_Faction) |France]]&lt;br /&gt;
*[[Image:HRE Thumbnail.png]] [[Holy_Roman_Empire_(M2TW_Faction) |Holy Roman Empire]]&lt;br /&gt;
*[[Image:Milan Thumbnail.png]] [[Milan_(M2TW_Faction) |Milan]]&lt;br /&gt;
*[[Image:The Papal States Thumbnail.png]] [[Papal_States_(M2TW_Faction) |The Papal States]]&lt;br /&gt;
*[[Image:Venice Thumbnail.png]] [[Venice_(M2TW_Faction) |Venice]]&lt;br /&gt;
*[[Image:Sicily Thumbnail.png]] [[Sicily_(M2TW_Faction) |Sicily]]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:M2TW Infantry]]&lt;br /&gt;
[[Category:M2TW Units]]&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Holy_Roman_Empire_(M2TW_Faction)&amp;diff=87444</id>
		<title>Holy Roman Empire (M2TW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Holy_Roman_Empire_(M2TW_Faction)&amp;diff=87444"/>
		<updated>2024-08-14T00:07:10Z</updated>

		<summary type="html">&lt;p&gt;Steward Denethor II: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Symbol_hre.jpg|Faction Symbol for HRE]]|Name=Holy Roman Empire|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Northern European]]}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Holy Roman Empire starts in Europe&#039;s &#039;&#039;Middle Ground&#039;&#039;. The [[France (M2TW Faction)|French]] are a threat to the West, The [[Denmark (M2TW Faction)|Danes]] to the North, [[Milan (M2TW Faction)|Milan]] and [[Venice (M2TW Faction)|Venice]] to the South and [[Rebels (M2TW Faction)|Rebels]] and [[Poland (M2TW Faction)|Poles]] to the East. They are surrounded by opposing factions. Taking Prague (Rebel Occupied) can be a good strategic move on the way to strengthening your position.  The Empire also has many other advantages in taking control of the land around them.  Since they are the biggest starting faction, they can acquire much more income.  With that income, many units can be recruited.  Because of the rebels and their weak garrisons, the Empire can take control of 15 regions in 10 turns.  &lt;br /&gt;
&lt;br /&gt;
===Starting Position===&lt;br /&gt;
[[Image:Map_hre.jpg‎|thumb|right|HRE&#039;s Starting Position.]]&lt;br /&gt;
&lt;br /&gt;
The Holy Roman Empire starts with most of, what is now known as, Germany. &lt;br /&gt;
&lt;br /&gt;
Their cities are;&lt;br /&gt;
&lt;br /&gt;
*Innsbruck&lt;br /&gt;
*Staufen&lt;br /&gt;
*Frankfurt&lt;br /&gt;
*Nuremburg&lt;br /&gt;
*Vienna&lt;br /&gt;
*Bologna&lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
*Long Campaign: Hold 45 provinces including Rome.&lt;br /&gt;
*Short Campaign: Hold 20 provinces and outlast Denmark and Milan&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
[[Image:HRE_bodyguard_info.png‎|thumb|right|HRE Generals Bodyguard.]]&lt;br /&gt;
&lt;br /&gt;
The Holy Roman Empire has a fairly standard roster for a European power; their units are about what you would expect at most stages in the game. They have many of the normal European Cavalry types, including Mailed and Feudal Knights, and get their own unique Imperial and Gothic Knights, who both do well for themselves and have an Armour Piercing Mace. Thier Infantry is normal as well, getting normal Sergeant type Spearmen. As they advance they do get Zweihander and Dismounted Imperial Knights, are useful units but not necessarily better than the Dismounted Feudal Knights they get earlier. Their missiles are average as well, but decent enough, with earlier Peasant Archers and Crossbowmen being replaced by Pavise and Mounted Crossbowmen. Their militia is also standard, including Halberds and Pikes, and they do get Hand Gunners and Arquebusiers. Where the Holy Roman Empire does excel is with its Crusader Order Cavalry; the Teutonic Knights, an incredibly strong force of Knights and arguably the best melee Cavalry in the entire game. They also have Reiters, a very damaging pistol cavalry unit which unfortunately also has an extremely short range; too short to skirmish well. The Empire also has excellent artillery options. &lt;br /&gt;
&lt;br /&gt;
*Light Infantry&lt;br /&gt;
**[[Peasants_(M2TW_Unit)|Peasants]]&lt;br /&gt;
**[[Sergeant_Spearmen_(M2TW_Unit)|Sergeant Spearmen]]&lt;br /&gt;
**[[Armoured Sergeants_(M2TW_Unit)|Armoured Sergeants]]&lt;br /&gt;
**[[Town_Militia_(M2TW_Unit)|Town Militia]]&lt;br /&gt;
&lt;br /&gt;
*Heavy Infantry&lt;br /&gt;
**[[Zweihander_(M2TW_Unit)|Zweihander]]&lt;br /&gt;
**[[Forlorn_Hope_(M2TW_Unit)|Forlorn Hope]]&lt;br /&gt;
**[[Halberd_Militia_(M2TW_Unit)|Halberd Militia]]&lt;br /&gt;
**[[Dismounted_Feudal_Knights_(M2TW_Unit)|Dismounted Feudal Knights]]&lt;br /&gt;
**[[Dismounted_Imperial_Knights_(M2TW_Unit)|Dismounted Imperial Knights]]&lt;br /&gt;
**[[Dismounted_Gothic_Knights_(M2TW_Unit)|Dismounted Gothic Knights]]&lt;br /&gt;
&lt;br /&gt;
*Spear/Pike Infantry&lt;br /&gt;
**[[Spear_Militia_(M2TW_Unit)|Spear Militia]]&lt;br /&gt;
**[[Pike_Militia_(M2TW_Unit)|Pike Militia]]&lt;br /&gt;
**[[Landsknecht_Pikemen_(M2TW_Unit)|Landsknecht Pikemen]]&lt;br /&gt;
&lt;br /&gt;
*Missile Infantry&lt;br /&gt;
**[[Peasant_Archers_(M2TW_Unit)|Peasant Archers]]&lt;br /&gt;
**[[Peasant_Crossbowmen_(M2TW_Unit)|Peasant Crossbowmen]]&lt;br /&gt;
**[[Crossbow_Militia_(M2TW_Unit)|Crossbow Militia]]&lt;br /&gt;
**[[Pavise_Crossbowmen_(M2TW_Unit)|Pavise Crossbowmen]]&lt;br /&gt;
**[[Arquebusiers_(M2TW_Unit)|Arquebusiers]]&lt;br /&gt;
**[[Handgunners_(M2TW_Unit)|Handgunners]]&lt;br /&gt;
&lt;br /&gt;
*Heavy Cavalry&lt;br /&gt;
**[[Mailed_Knights_(M2TW_Unit)|Mailed Knights]]&lt;br /&gt;
**[[Feudal_Knights_(M2TW_Unit)|Feudal Knights]]&lt;br /&gt;
**[[Imperial_Knights_(M2TW_Unit)|Imperial Knights]]&lt;br /&gt;
**[[Gothic_Knights_(M2TW_Unit)|Gothic Knights]]&lt;br /&gt;
**[[General&#039;s_Bodyguard_(M2TW_Unit)|Early General&#039;s Bodyguard]]&lt;br /&gt;
**[[Late_General&#039;s_Bodyguard_(M2TW_Unit)|Late General&#039;s Bodyguard]]&lt;br /&gt;
**[[Merchant_Cavalry_Militia_(M2TW_Unit)|Merchant Cavalry Militia]]&lt;br /&gt;
**[[Teutonic_Knights_(M2TW_Unit)|Teutonic Knights]]&lt;br /&gt;
**[[Mounted_Sergeants_(M2TW_Unit)|Mounted Sergeants]]&lt;br /&gt;
&lt;br /&gt;
*Missle Cavalry&lt;br /&gt;
**[[Mounted_Crossbowmen_(M2TW_Unit)|Mounted Crossbowmen]]&lt;br /&gt;
**[[Reiters_(M2TW_Unit)|Reiters]]&lt;br /&gt;
&lt;br /&gt;
*Artillery&lt;br /&gt;
**[[Ballista_(M2TW_Unit)|Ballista]]&lt;br /&gt;
**[[Catapult_(M2TW_Unit)|Catapult]]&lt;br /&gt;
**[[Trebuchet_(M2TW_Unit)|Trebuchet]]&lt;br /&gt;
**[[Bombard_(M2TW_Unit)|Bombard]]&lt;br /&gt;
**[[Great_Bombard_(M2TW_Unit)|Grand Bombard]]&lt;br /&gt;
**[[Cannon_(M2TW_Unit)|Cannon]]&lt;br /&gt;
**[[Serpentine_(M2TW_Unit)|Serpentine]]&lt;br /&gt;
**[[Basilisk_(M2TW_Unit)|Basilisk]]&lt;br /&gt;
&lt;br /&gt;
==Faction Details==&lt;br /&gt;
&lt;br /&gt;
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information. &lt;br /&gt;
&lt;br /&gt;
[[Holy Roman Empire Details (M2TW Faction)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{M2 Factions}}&lt;/div&gt;</summary>
		<author><name>Steward Denethor II</name></author>
	</entry>
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