Turks (M2TW:K Faction)
Contents
Starting Position
The turks begin in the East and the slightly northwest split between some rebel settlements and the principality of antioch .
Eastern Area
The northwestern area is mostly surrounded by rebels, but have one city very near the principality of Antioch It is Directly in the way of the mongol invasion ( or most of the positions where they can appear)
They Begin with the four cities of Mosul Bagdhad Takrit and Raqqa in this area, Bagdahd being the most advanced
Northwestern Area
This area is composed of 5 towns Icorium Ankara Doryleum Amorium and Kirscheia. Very near to the byzantine empire, they have a few interesting rebel regions both to the south and north of them however. They are also very close to the principality of Antioch .
Diplomatic Situation, Victory Condition , and initial agents
They Begin Allied With
Egypt
They Begin at war with
Principality of Antioch The Byzantine Empire
Their Victory Conditions Are: Long: Hold 25 Regions including Bagdhad (30 Turns) Antioch (10 turns) Constantinople (10 turns) Krek de chevaliar (10 turns) Jerusalem (10 Turns) Eliminate Faction : Principality of Antioch
Short: Hold 15 regions Eliminate Faction : Principality of Antioch
Their Agents Are Diplomat : 3 Influence
Priest : 5 Piety
Spy : 2 Subterfuge
Spy: 2 Subterfuge
Spy: 2 Subterfuge
Unique Buildings
Horse Racing (City) (1 Upgrade) +5% / +10% Happiness, Allows races to be held ( which further increase Happiness at the cost of income) and Allows you to recruit Turkomans / Turkomans and Spahis
Bismaritian ( City) (1 Upgrade)
Increase Pulic Health 10%/20% and Decreases retraining costs by -20%/ -40%
Units
Infantry
Ranged Infantry
Cavalry
While the turks cavalry is nothing special, the quapkulu is worth noting for having a large mass and despite the stats a usually devestating charge, but theyre rare and only available later on.
Ranged cavalry
The Turks are likely the second best faction for horse archers right after the mongols, they have good early availability and very powerful ranged attacks and the elite can occasionally engage in melee with weak opponents
Sipahis
Turkomans
Turkish Horse Archers
Iq'tadar
Artillery
The Turks recieve an amazing array of artillery, probably the best in the game. They have the ultimate wall-tearing gun the Monster Grand Bombard, have some solid cannons for killing units, and have the ultra-awesome mangonel to boot!
Unique Crusades Hero
Nur-al-din
Nur-al-din Initially starts very powerful, with high Command piety, and reduced agent training costs. He has the ability to increase the Morale and attack speed of troops neary for a few seconds for one time per battle. While this is occuring friendly banners will glow yellow. His model also looks awesome
Osman
At the moment, Not much to me is known about osman. If anyone knows please add the information .
Turkish Initial Jihad
The Turks will get on the second turn , 2 nearly full stacks of units for a jihad to launch against the crusader states. There are composed of-
6 Muttaw'ai
6 Ghazis
4 Turkomans
3 Turkish horse archers
3 Kurdish Auxilaries
3 Turkish Archers
3 Turkish Javalinemen
3 Spear militia