Hungary Details (M2TW Faction)
Overview
Hungary is one of two central European Roman catholic powers in M2TW.
They have a surprisingly versatile army, which includes both horse archers, and western style knights. Their infantry works on similar principals, they have a good variety of light units recruited from the peasantry, such as Slav levies or Croat axemen, as well as the ever present feudal knights and Hungary is the only faction able to recruit battlefield assassins from an assassins guild, who are similar to Hashashin in battle. Hungary has access to the ever present catholic pavaise crossbowmen and are able to recruit Bulgarian brigands as mercenaries from nearby provinces. In the late period, Hungary also gains the serpentine cannon, which can only help a faction whose infantry will now be a bit dated, but still effective if used properly.
Hungary is, aside from Scotland, Poland and Denmark, a faction that can build castle libraries, allowing spies and assassins to be trained in castles, though, they wont be of the quality of a city which specializes in their production with advanced brothels or guilds.
This gives the faction an adaptive feel, that, once its accessed and the correct troops are moved in place, can defeat any of its neighbors. Also, one gains the distinct impression that Hungary declined in power during the late period, though, not to the extent of the Byzantine empire.
Due to the many of the nearby settlements being castles, Hungary are likely to be a poorer faction if they don't attack forcefully. The nearby rich provinces of Constantinople and Venice may offer rich pickings for this fledgling kingdom.
Faction summary
Strengths
Good access to strong Horse Archers and heavy Knights. Unique access to the Hungarian Battlefield Assassins. Fairly close to the holy lands and all their glory. Uniquely positioned to block access across Eastern Europe in alliance with Poland. Poland can be a powerful ally and maintaining relations is quite easily done. Some rebel cities to the East are easy capturable and can become quite rich in trade later on. Settlements and land to the south provide a natural barrier to stop the Byzantine war machine, and is an ideal base from which to launch an invasion.
Weaknesses
Lacks strong spear and pike units, very weak militia units. Precarious starting position that can be difficult to hold and expand effectively. Surrounding regions are quite undeveloped and will need a strong investment in money, armies and time to properly develop. No sea access without expansion, cuts Hungary off from lucrative trade. Very close proximity to the Byzantines and Poland, two powerful empires. Byzantines are the biggest threat, expect conflict with them very early on, especially if you expand South.
Conclusion
The Hungarians' position is a dangerous one. With strong enemies to the North, West and South, Hungary will have to be careful to choose the right factions to befriend and to wage war upon. If Hungary can secure an alliance with Poland, this will form a powerful Eastern front to prevent and hold the Mongols and other empires from expanding Westward or Eastward. As Hungary conquers the East and South, she will need to decide what to do about the Byzantines as there is no room for uncertainty where they are concerned. If the King doesn't wish to destroy them then the Southern rebel settlements should be taken and fortified. However if the you decide to wipe them off the face of the planet they should be attacked early, before they have a chance to develop their rich cities and military technology. When the Mongols arrive they will present a serious threat to your empire, should they move in your direction. If this happens a wise move would be to fortify all the Eastern settlements, turning them into castles is feasible to stop the Mongol horde from advancing into the core of your empire. If a leader can do this, he will be well positioned to deal with any other threats and the only point of concern will be to the West.