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Difference between revisions of "Papal States (M2TW Faction)"

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{{Faction|image=[[Image:Symbol papal states.png|Papal States faction symbol]]|Name='''The Papal States'''|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Southern European]]}}
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The '''Papal States''' is a non-playable faction in ''[[Medieval II: Total War]]''. Historically the Papal States was one of the major Italian states, until the Unification of Italy in 1861. The head of the States is always the '''[[Pope]]''', who leads "God's Armies" into battle, and governs the only Papal city in the game, Rome. Players can easily modify the descr_strat file to make them playable, but further modifications are needed to allow them to call Crusades properly. They are similar to the Senate of Rome Total War in that they are not meant to be played, and because gameplay may be buggy.
  
The '''Papal States''' is a non-playable faction in ''[[Medieval II: Total War]]''. Historically the Papal States was one of the major Italian states, until the Unification of Italy in 1861. The head of the States is always the '''[[Pope]]''', who leads "God's Armies" into battle, and governs the only Papal city in the game, Rome. Players cannot play as the Papal States unless enabled by modding the descr_strat file.
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{{Faction|image=[[Image:Symbol papal states.png|Papal States faction symbol]]|Name='''The Papal States'''|Game=''[[Medieval II: Total War]]''|Religion=[[Catholic]]|Culture=[[Southern European]]|Playable=With Simple Modifications}}
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==Gameplay==
 +
===Starting Position===
 +
[[Image:Map_papal_states.jpg‎|thumb|right|Papal States Starting Position.]]
 +
They start in the middle of the Italian Peninsula.
  
== Unique Characteristics ==
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Their settlement is;
The Papacy is the only faction that:
 
* can control '''[[Inquisitors]]''' (see below for more information).
 
* can '''[[Excommunication|excommunicate]]''' Catholic factions.
 
* gives the player missions (from the Pope that is; other campaign missions come from agents, family members or a Council of Nobles). Through this, the Papacy is like an "invisible hand" that controls the balance of power in the campaign. 
 
* has no family tree - although it has "family members", these generals are bachelors (they are immune from marriage) and immune to bribery.
 
* is the only '''indestructible faction''' in the Grand Campaign – it cannot really be destroyed even after the loss of all settlements, armies and agents!
 
  
== Religion ==
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*Rome: Capital - Minor City
The Papal States are strictly [[Catholic]], and as the name suggests it is literally the "Pope's States". Despite that you cannot regularly join and/or initiate a [[crusade]] because ironically, your papal standing will usually be too low. (Once in a while though it is possible, or you will randomly get a crusade!)
 
  
== Military ==
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===Victory Conditions===
Like most of the Italian states, the Papal States, have limited cavalry, but excellent infantry and militia units. Directly from the start of the game, they have access to the Papal Guard, which can be trained from any minor city, regardless of the barracks that is present. This unit is superior (if more expensive) than the Italian Militias, and will probably form a substantial part of the Papal armies. The Papal States best unit is the Swiss Guard, which can be trained in any huge city.
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*Long campaign: Hold 100 regions.
 +
*Short campaign: Hold 80 regions.
 +
 
 +
==Campaign Play==
 +
The Papal States is different from all the other factions. For starters, they have no family tree at all. Their faction leader is the Pope, who cannot marry.  When the Pope dies all the Cardinals elect the next Pope from among their ranks. A new Pope spawns in his capital, usually Rome, or in the countryside of Rome if the Papal States have no regions. The Papal States can still get generals through adoptions and Man of the Hour the same way other factions can, but these generals will never become Faction Heir or Leader.
 +
 
 +
Another interesting thing about the Papal States is that they have a relationship with the Pope like all Catholic factions, although this is hidden. Very often the Pope does not like the Papal States very much! For this reason, you cannot always call Crusades as you please, you need high Papal Approval just like everyone else. Without modifying the game the relationship with the Pope seems to be stuck at a low level, which means you have to wait for someone else to call a Crusade. Normal methods to increase your standing with the Pope, such as building priests and churches, converting other religions, participating in Crusades, and listening to Papal Missions do not seem to work. However, the Papal States can ''never'' be Excommunicated. Crusades will eventually be requested by other Catholic factions and the Papal States can join them.
 +
 
 +
When playing as the Papal States, you don't send missions to other Catholic rulers, and you cannot choose to Excommunicate other factions directly. However, if the Papal States and another Catholic faction go to War, the other faction is automatically Excommunicated, even if the Papal States were the aggressor! They can also offer Reconciliation with Catholic factions who have been Excommunicated in Diplomacy, which gives the Papal States an excellent Diplomatic advantage, particularly in ending wars.  
 +
 
 +
The Catholic AI is more cautious attacking the Papal States when they are an AI faction, but when the player is the Papal States the AI seems as aggressive towards them as they would be towards any other player faction. The Papal States as the AI rarely attack a non-Excommunicated Catholic faction but it can happen, and their armies and navies will assist allies in battle, even if this causes a declaration of war.
 +
 
 +
The Papal States faction also controls Inquisitors. These Agents spawn in Catholic ruled regions with heresy. They increase conversion but also increase Unrest, and can denounce anyone who is not part of the Papal States, even generals. Characters with high Piety are harder to Denounce, and Inquisitors with more Piety are more effective. If the player does not give Inquisitors orders they act on their own, looking for heretics and other blasphemous individuals to denounce. They disband once heresy is no longer an issue, or after 3 successes or 3 failures.
 +
 
 +
The Papal States are never completely destroyed. Unlike any playable faction, the Papal States can survive losing their last region and all of their armies. They get a continuous stream of Popes from Papal Elections as long as there are any Catholic Priests on the map. The Papal States can only 'lose' if all Catholic priests are dead, no more are recruited, and they have no regions, armies, and agents. Even at that point the Papal States still exist technically but are effectively destroyed; they have no power or influence and no ability to rise up again.
 +
 
 +
Other than these differences, the Papal States function exactly the same as any other Catholic faction.
 +
 
 +
===Enabling Crusades===
 +
 
 +
To enable the Papal States to call Crusades, add this script to the campaign_script file, located in
 +
Medieval II Total War/data/world/map/campaign/imperial_campaign .  The descr_strat file is also there. 
 +
 
 +
monitor_event FactionTurnStart FactionIsLocal
 +
set_faction_standing papal_states papal_states 1.0
 +
end_monitor
 +
 
 +
This sets the Papal States relationship with themselves to perfect at the beginning of every player turn. With a Perfect Relationship with the Pope, the Papal States should be able to get any Crusade they want on any eligible target.
 +
 
 +
==Units==
 +
 
 +
The Papal States army functions mostly like a generic Italian faction. This means they have some very strong Militia units, especially in the Early Game. They also get some unique and very powerful Infantry from cities with a Stone Wall or higher; this gives them an enormous Military advantage. Like the other Italians, their late game Swordmen and Cavalry is a little lackluster, since they aren't Knights, although they are well armoured and cheap. The Papal States is similar to Milan in that it can build a strong army without Castles.
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[[Image:Papal States bodyguard info.png‎|thumb|right|Papal States Generals Bodyguard.]]
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*Light Infantry
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**Peasants
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**Italian Militia
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*Heavy Infantry
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**Halberd Militia
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**Dismounted Feudal Knights
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**Dismounted Men at Arms
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**Swiss Guard
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*Spearmen Infantry
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**Sergeant Spearmen
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**Armoured Sergeants
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**Pike Militia
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**Italian Spear Militia
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**Papal Guard
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*Missile Infantry
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**Peasant Archers
 +
**Peasant Crossbowmen
 +
**Pavise Crossbowmen
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**Pavise Crossbow Militia
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**Arquebusiers
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**Hand Gunners
 +
 
 +
*Light Cavalry
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**Mounted Sergeants
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*Heavy Cavalry
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**Knights Hospitaller
 +
**Knights Templar
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**Cavalry Militia
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**Broken Lances
 +
**Men at Arms
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**Feudal Knights
 +
**Mailed Knights
 +
 
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*Missile Siege
 +
**Ballista
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**Catapult
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**Tebuchet
 +
**Bombard
 +
**Mortar
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**Ribault
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**Culverin
 +
**Great Cross
 +
 
 +
*Naval
 +
**Galley
 +
**Lanternas
 +
**War Galley
 +
**Carrack
 +
 
 +
==Faction Details==
 +
 
 +
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.
 +
 
 +
[[Papal States Details (M2TW Faction)]]
 +
 
 +
==See Also==
 +
For technical details of modding a faction using the papal_faction mechanic see [[Papal faction modding (M2TW)]].
  
== Special Note: Inquisitors ==
 
If you have modded your game and play as the Papal States, you have access to a unique and quite charming agent: the Inquisitor. That's right, you can actually use these buggers against your enemy. Inquisitors spawn at random, in an area that is either rife with heresy, or in a region that is owned by a faction that has fallen out of favor with the pope. They can attempt to condemn ANY character for heresy, although they have to be out in the open field for you to try this - for some reason they don't work in settlements. This makes it possible for you to hunt down enemy generals, spies or assassins, or clear the college of cardinals of all clergymen that don't support the papal dogma (or even eliminate a faction!). Inquisitors also seem to disappear at random at times.
 
  
 
{{M2 Factions}}
 
{{M2 Factions}}
[[Category: Medieval 2: Total War Factions]]
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[[Category:M2TW Factions]]

Latest revision as of 16:58, 12 December 2023

The Papal States is a non-playable faction in Medieval II: Total War. Historically the Papal States was one of the major Italian states, until the Unification of Italy in 1861. The head of the States is always the Pope, who leads "God's Armies" into battle, and governs the only Papal city in the game, Rome. Players can easily modify the descr_strat file to make them playable, but further modifications are needed to allow them to call Crusades properly. They are similar to the Senate of Rome Total War in that they are not meant to be played, and because gameplay may be buggy.

Papal States (M2TW Faction)
Papal States faction symbol
Name: The Papal States
From Game: Medieval II: Total War
Religion:Catholic
Culture: Southern European
Playable: With Simple Modifications

Gameplay

Starting Position

Papal States Starting Position.

They start in the middle of the Italian Peninsula.

Their settlement is;

  • Rome: Capital - Minor City

Victory Conditions

  • Long campaign: Hold 100 regions.
  • Short campaign: Hold 80 regions.

Campaign Play

The Papal States is different from all the other factions. For starters, they have no family tree at all. Their faction leader is the Pope, who cannot marry. When the Pope dies all the Cardinals elect the next Pope from among their ranks. A new Pope spawns in his capital, usually Rome, or in the countryside of Rome if the Papal States have no regions. The Papal States can still get generals through adoptions and Man of the Hour the same way other factions can, but these generals will never become Faction Heir or Leader.

Another interesting thing about the Papal States is that they have a relationship with the Pope like all Catholic factions, although this is hidden. Very often the Pope does not like the Papal States very much! For this reason, you cannot always call Crusades as you please, you need high Papal Approval just like everyone else. Without modifying the game the relationship with the Pope seems to be stuck at a low level, which means you have to wait for someone else to call a Crusade. Normal methods to increase your standing with the Pope, such as building priests and churches, converting other religions, participating in Crusades, and listening to Papal Missions do not seem to work. However, the Papal States can never be Excommunicated. Crusades will eventually be requested by other Catholic factions and the Papal States can join them.

When playing as the Papal States, you don't send missions to other Catholic rulers, and you cannot choose to Excommunicate other factions directly. However, if the Papal States and another Catholic faction go to War, the other faction is automatically Excommunicated, even if the Papal States were the aggressor! They can also offer Reconciliation with Catholic factions who have been Excommunicated in Diplomacy, which gives the Papal States an excellent Diplomatic advantage, particularly in ending wars.

The Catholic AI is more cautious attacking the Papal States when they are an AI faction, but when the player is the Papal States the AI seems as aggressive towards them as they would be towards any other player faction. The Papal States as the AI rarely attack a non-Excommunicated Catholic faction but it can happen, and their armies and navies will assist allies in battle, even if this causes a declaration of war.

The Papal States faction also controls Inquisitors. These Agents spawn in Catholic ruled regions with heresy. They increase conversion but also increase Unrest, and can denounce anyone who is not part of the Papal States, even generals. Characters with high Piety are harder to Denounce, and Inquisitors with more Piety are more effective. If the player does not give Inquisitors orders they act on their own, looking for heretics and other blasphemous individuals to denounce. They disband once heresy is no longer an issue, or after 3 successes or 3 failures.

The Papal States are never completely destroyed. Unlike any playable faction, the Papal States can survive losing their last region and all of their armies. They get a continuous stream of Popes from Papal Elections as long as there are any Catholic Priests on the map. The Papal States can only 'lose' if all Catholic priests are dead, no more are recruited, and they have no regions, armies, and agents. Even at that point the Papal States still exist technically but are effectively destroyed; they have no power or influence and no ability to rise up again.

Other than these differences, the Papal States function exactly the same as any other Catholic faction.

Enabling Crusades

To enable the Papal States to call Crusades, add this script to the campaign_script file, located in Medieval II Total War/data/world/map/campaign/imperial_campaign . The descr_strat file is also there.

monitor_event FactionTurnStart FactionIsLocal
set_faction_standing papal_states papal_states 1.0
end_monitor

This sets the Papal States relationship with themselves to perfect at the beginning of every player turn. With a Perfect Relationship with the Pope, the Papal States should be able to get any Crusade they want on any eligible target.

Units

The Papal States army functions mostly like a generic Italian faction. This means they have some very strong Militia units, especially in the Early Game. They also get some unique and very powerful Infantry from cities with a Stone Wall or higher; this gives them an enormous Military advantage. Like the other Italians, their late game Swordmen and Cavalry is a little lackluster, since they aren't Knights, although they are well armoured and cheap. The Papal States is similar to Milan in that it can build a strong army without Castles.

Papal States Generals Bodyguard.
  • Light Infantry
    • Peasants
    • Italian Militia
  • Heavy Infantry
    • Halberd Militia
    • Dismounted Feudal Knights
    • Dismounted Men at Arms
    • Swiss Guard
  • Spearmen Infantry
    • Sergeant Spearmen
    • Armoured Sergeants
    • Pike Militia
    • Italian Spear Militia
    • Papal Guard
  • Missile Infantry
    • Peasant Archers
    • Peasant Crossbowmen
    • Pavise Crossbowmen
    • Pavise Crossbow Militia
    • Arquebusiers
    • Hand Gunners
  • Light Cavalry
    • Mounted Sergeants
  • Heavy Cavalry
    • Knights Hospitaller
    • Knights Templar
    • Cavalry Militia
    • Broken Lances
    • Men at Arms
    • Feudal Knights
    • Mailed Knights
  • Missile Siege
    • Ballista
    • Catapult
    • Tebuchet
    • Bombard
    • Mortar
    • Ribault
    • Culverin
    • Great Cross
  • Naval
    • Galley
    • Lanternas
    • War Galley
    • Carrack

Faction Details

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.

Papal States Details (M2TW Faction)

See Also

For technical details of modding a faction using the papal_faction mechanic see Papal faction modding (M2TW).


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