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New Spain (M2TW:K Faction)

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Revision as of 12:49, 29 May 2009 by 98.17.99.112 (talk) (Starting area)
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M2TW Kingdoms:

Factions:

New Spain is a faction the Americas campaign based on the Spain of the original game; it features a few new units but makes extensive use of later-game Spanish units that don't get used as often in vanilla campaigns. It is the most financially powerful faction on the map. It has access to the most diverse mercaneries, and is unbeatable by normal means (i.e. by natives) until the emergence of New France and New England. It features extremely powerful infantry and is the only initial faction with cavalry(a huge advantage); most infantry halved in unit size with 2 hitpoints but most cavalry is regular sized with 2 hitpoints. Its units have a steep recruiting cost and above average upkeep, but due to New Spains vast economical power it should not be problematic. Buildings and units are unlocked for this faction through ranks, gained through prestige as described below. Missions rewards are raised, with even minor trade agreements being able to give you 2000 gold and 4-6 powerful units regularly . They are the only catholic faction until the emergence of New France/England but do not have to deal with the pope. They are often regarded as the most simple faction to play as a player, and the fastest expanding faction with the AI.

Starting area

Cuba, containing Havana, and Vera Cruz, which is on the mainland, slightly south of the center of the map. The Spanish are the only starting Christian faction in the campaign. They are also the only ones initially able to recruit merchants. Their guides (spies) and explorers (diplomats) will often come with movement boosting traits.

The Starting Map

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The Whole Map revealed

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Victory Conditions and starting agents

Long : Hold 30 regions , Defeat the Aztec Empire , defeat the Mayans

Short : Hold 20 regions


Starting Agents

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Diplomat (3 influence)

Merchant (1 finance)

Merchant (2 Finance)

Priest ( 1 Piety)

Priest (2 Piety)

Scout/Spy (1 Subterfuge)


Prestige

Prestige is necessary for advancing to higher technologies. There are several ways it is gained:


Missions An "Easy" mission (Usually talking to another faction, or recruiting an agent): 2 Prestige points

A "Moderate" mission (Usually an easy mission made harder by distance): 5 prestige points

A "Hard" mission (Taking a Region): 10 prestige points

Failing a mission incurs the above prestige points subtracted instead of added

Victories over your enemies

Victory (When outpowering the enemy): 1 Prestige points

Victory (When odds are 0.50 - 1, i.e. the enemy slightly outpower you) 2 prestige points

Victory (When odds are <0. 50, i.e. your power ratio is 1 : 2 to the enemy ): 3 prestige points

Defeat Penalty is incurred in reverse (-1 point when outpowered by 0.50, -3 points when you outpower them 2:1 etc)

When capturing, sacking or exterminating a settlment 3 prestige points

When you lose a settlement, penalty is incurred in reverse (-3 points)

Capturing a original capital of an enemy yields 5 prestige points (-3 prestige points (normal) penalty)

Destroying a faction equals 10 prestige points The penalty for the reverse, obviously doesnt matter


Other Ways

Killing a enemy family member: 3 prestige points

Getting Trade rights: 3 prestige points

Having a treasury over 50000: 1 point a turn

Having a treasure over 100000: 2 points a turn

You will receive 1 point per turn regardless of what you do. The AI recieves 2


The Spanish Consulate

The Spanish Consulate is located in Havana, and it has replaced the Knights of Santiago building. (What follows is uncertain)

In this campaign two sources of mission exist for New Spain; missions from the Council of Nobles, and missions from the Spanish Consulate. When the Spanish Consulate is destroyed you will no longer recieve missions and can therefore be lazy (and gain 1000 florins as well!). Spanish Consulate missions increase prestige if completed and reduce it if not, this will get rid of the missions so you cant fail them!

0017-3.jpg


Ranks

Lord

Requires 25 prestige points 5000 Florins will be added to your Treasury

Your faction leader will receieve a trait 'Lord' which grants him +1 Authority and +1(?) Command against followers of the Sun God/Great Spirit.

Allows you to build:

Level 3 Walls (Swordsmen Militia, Pike Militia, Conquistadores, Dismounted Conquistadors)

Farms + 1

Corn Exchange

Leather Tanner

Bowyer (Crossbow Militia)

Town Watch (Swordsmen Militia, Pike Militia )


Baron

Requires 50 prestige points

10000 Florins will be added to your Treasury

Your faction leader will receieve the trait 'Baron': +2 Authority, +2 command when fighting followers of the Sun God/Great Spirit.

Allows you to build:

Level 3 wall (Sword Militia, Pikemen Militia, Conquistadores, Dismounted Conquistadores)

Town Guard (Swordsmen Militia, Pike Militia, Sword and Buckler Men)

Archery Range (Crossbow Militia, Crossbowmen)

Blacksmith

Market

Farms + 2

Mines

Church

Inn


Viscount

Requires 100 prestige points

15000 Florins will be added to your Treasury

Your faction leader will receive the trait 'Viscount': +3 authority, + 3 command when fighting followers of the Sun God/Great Spirit.

Allows you to build:

City Watch (Pike Militia, Sword and Buckler Men, Swordsmen Militia)

Archery Range (Crossbowmen, Crossbow Militia, Mounted Crossbowmen)

Gunsmith (Musketeers)

Armourer

Port (War Galley)

=> Shipwright


Merchants Wharf

Fairground

Paved Roads

Farms + 3

Mines + 1

Abbey

Tavern

Council Chambers


Count

Requires 150 prestige points

20000 florins will be added to your treasury

Your faction leader will recieve the trait 'Count': +4 authority, + 4 command when fighting followers of the Sun God/Great Spirit.

Allows you to build:

Level 4 Walls(Swordsmen Militia, Pikemen Militia, Conquistadores, Dismounted Conquistadores)

Milita Drill Square (Tercio Pikemen, Conquistadors, Dismounted Conquistadores, Pike Milita, Sword and Buckler Men, Swordsmen Militia)

Marksmen Range (Arquebusier, Musketeers, Mounted Crossbowmen, Crossbowmen, Crossbow Militia)

Cannon Maker (Bomard, Musketeers)

Heavy Armorer

Dockyard (War Galley, Lantena, Caravel)

Warehouse

Great Market

Alchemist's Lab

Cathedral


Marquis

Requires 200 prestige points

25000 Florins will be added to your treasury

Your faction leader will recieve the trait 'Marquis': +5 authority, + 5 command when fighting against followers of the Sun God/Great Spirit.

Allows you to build:

Level 5 walls (Pike Militia, Swordsmen Militia, Dismounted Conquistadores, Conquistadores)

Militia Barracks (Spanish Dragoons, Tercio Pikemen, Conquistadores, Dismounted Conquistadores, Sword and Buckler Men, pike militia, Swordsmen Militia)

=> Army Barracks (Same as above)

=> Royal Armory (Same as above)


Cannon Foundry (Culverin, Musketeers, Bombards, Basilisk)

=> Royal Arsenal (Same as above)


Plate Armourer

=> Gothic Armourer


Naval Drydock

Merchant's Quarter

Huge Cathedral


Unique Spanish trait

Conquistador, gained by capturing cities

Adventurer: +1 loyalty and +5% looting income

Aspiring Conquistador: +2 loyalty +5% looting income

Conquistador: +3 loyalty +10% looting income

Great conquistador: +1 command +4 loyalty +10% looting income

Famous Conquistador: +2 command +5 loyalty +15% looting income


Buildings

Just a little warning - you cannot build the various levels of barracks in land-locked provinces - to upgrade barracks, you need a port. So make sure you don't carve a big slice inland and only have one port on the mainland, because you will shortly get stuck.

Units

Starting Units

Infantry

dismounted conquistadors

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Pikemen militia

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Swordsmen militia,

0001-1.jpg

Peasants

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cavalry

Conquistadores

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New World Bodyguard

0008-1.jpg

Units gained with rank

Lord

Ranged Infantry

Crossbow Militia

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Baron

Infantry

Sword and buckler men

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Ranged Infantry

Crossbowmen

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Viscount

Ranged Infantry

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Ranged Cavalry

0010-2.jpg

Count

Infantry

Tercio Pikemen

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Ranged Infantry

Arquebusier

0007-1.jpg

Artillery

Bombard

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Marquis

Ranged Cavalry

Spanish Dragoons

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Artillery

Basilisk

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Culverin

0013-2.jpg

Mercenery alliance units

Native Merceneries Native warriors and Native archers are always available

Mayan Alliance

Regions of Chicken Itza, Uuxmal, Canpech, Chetumal, Althun


Hornet Throwers

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Jaguar Warriors

0071.jpg


Aztec Alliance

Regions of Tenochitlan, Hauxtepec, Toulca, Tula, Danipagauche, Mitla , Tautupec, Tixta, Tuxpan, Tehauntepec.


Arrow warriors

0068.jpg

Eagle warriors

0069.jpg


Tlaxcalan Alliance

Regions of Vera Cruz, Tlaxcala, Cholula, Tehucan


Tlaxcalan Merceneries

0077.jpg

Tlaxcalan Archers

0076.jpg


Apachean Alliance

Regions of Apache, Comanche, Coahulia, Aguapalam, Caddo, Choctaw, Alibamu, Chickasaw, Tongva, Navojoa, Pitic, Cochimi


Dog Soldiers

0072.jpg

Apachean Braves

0073.jpg


Tarascan Alliance

Regions of Apatzignan, Zacapu, Ocotlan, Tecoman


Arrow Warriors

0068.jpg

Eagle Warriors

0069.jpg


Chichemec Alliance

Regions of Zacatecas, Colotan, Cuahtemoc, Culiacan, Chihuahua, Ahuacatlan


Gauchichil Warriors

0074.jpg

Zacatecos Raiders

0075.jpg


Expeditions

First Expedition

This will consist of a general landing in Mayan territory (western Yucatan) around turn 10-20. He will have:

5 Conquistadores

3 Musketeers

2 Crossbowmen

2 Sword and Buckler Men

1 Culverin

0066.jpg

0067.jpg


Second Expedition

This will consist of a general landing around Aztec territory (Northern Mexico) around turn 20-40. He will have:

4 Conquistadores

5 Musketeers

3 Sword and Buckler Men

1 Culverin


Third Expedition

This will consist of a general landing around Florida at around turn 30-60. He will have:

3 Conquistadores

2 Spanish Dragoons

4 Musketeers

3 Dismounted Conquistadores

1 Culverin

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