Introductions
< Ah, greetings my Lord. I see you've finally arrived, and as such, I am ready to display my reports and gatherings on the ever-changing situation within the Holy Lands.
This information that our network has collected pertains to potential future events that could very well affect your campaigns; from the arrival of reinforcements both friendly or foe, to the launching of the next Crusade, to word about a mysterious force invading from the eastern lands.
So then, let us begin.
The Turkish Levies
Upon the start of the campaign, should you decide not to rule over the Turks; they will raise two armies at the start of the campaign.
The first, led by a lord of 36 years with little renown; who spawns near the settlement of Doryleum in the middle of Anatolia.
This army will be composed of 2 Dismounted Hashams, 4 Saracen Militias, 3 Kurdish Auxiliaries, 3 Turkish Archers, 3 Turkish Horse Archers, 2 Turkomans, and 2 Hashams.
Doryleum Levies
The second will instead be led by a lord of 29 years, who spawns near the settlement of Raqqa close to the Antioch-Turkish border.
This lord will bring with him a force of 2 Dismounted Hashams, 4 Saracen Militias, 3 Kurdish Auxiliaries, 3 Turkish Archers, 3 Turkish Horse Archers, 2 Turkomans, and 2 Hashams.
Raqqa Levies
The Jihad Begins!
Following the starting turn, Egypt and the Turks will be reinforced by two armies each responding to the call for Jihad.
The Egyptian armies start by the south-eastern borders of Ascalon's territory.
Their first army is led by a Captain leading an army of 2 Dismounted Ghulams, 2 Mamluk Archers, 2 Arab Cavalry, 2 Ghulams, 2 Desert Cavalry, 2 Desert Archers, 2 Ghazis, and 2 Mutatawwi'a.
First Egyptian Jihadists
Their second army is led by a Captain leading an army of 2 Arab Cavalry, 2 Dismounted Ghulams, 2 Desert Cavalry, 2 Desert Archers, 3 Ghazis, and 3 Mutatawwi'a.
Second Egyptian Jihadists
The Turkish armies start northwards from Aleppo.
Their first army is led by a Captain leading an army of 2 Turkish Javelinmen, 2 Turkish Archers, 2 Turkish Horse Archers, 2 Turkomans, 3 Ghazis, and 3 Mutatawwi'a.
First Turkish Jihadists
Their second army is led by a Captain leading an army of 3 Spear Militia, a Turkish Archer, a Turkish Javelinmen, 3 Kurdish Auxiliaries, a Turkish Horse Archer, 2 Turkomans, 3 Ghazis, and 3 Mutatawwi'a.
Second Turkish Jihadists
The Third Crusade
After 6 to 8 turns, the Third Crusade will launch, with Richard, King of the English; Philip II, King of the French; and Barbarossa, Emperor of the Germans, pledging their armies to the cause.
While Richard and Philip will arrive 4 turns after they set out with their armies to the Holy Land, Barbarossa will die in-route to the Holy Land; leaving his armies to return to the Holy Roman Empire.
Richard will arrive near Acre, his forces composed of his bodyguard, 3 Tripolitan Squires, 3 Sodeer Archers, 3 Templar Sergeants, and 3 Knights of Jerusalem.
Army of Richard the Lionheart
Philip will arrive near Krak de Chevaliers, his forces composed of his bodyguard, 3 Edessan Squires, 3 Sodeer Archers, 3 Hospitaller Sergeants, and 3 Knights of Antioch.
Army of Philip II of France
The Fourth Crusade
Within 11 turns, another army sets out from Europe to enact the Fourth Crusade. Though seemingly allies of Jerusalem and Antioch, the leaders of this Crusade will soon go rogue after 2 turns, sacking the city of Zara.
Within 2-4 turns after the capture of Zara, the Fourth Crusaders will arrive in the lands west of Constantinople; led by the Doge of Venice, Enrico Dandola. He will be accompanied by two other armies, led by generals Fantio and Boniface.
Enrico leads a force of his bodyguards, 3 Mailed Knights, 3 Dismounted Feudal Knights, 3 Mounted Crossbowmen, and 2 Ballistas.
Army of the Doge
Fantino leads an army composed of his bodyguards, 2 Mounted Crossbowmen, 2 Pavise Crossbow Militia, 2 Italian Spear Militia, 2 Armored Sergeants, a Catapult, and a Trebuchet.
Venetian Second Army
While Boniface leads the crusader mercenaries with his bodyguard, 3 Dismounted Crusader Knights, 3 Pavise Crossbow Militia, 2 Crusader Sergeants, 2 Crusader Knights, a Catapult, and a Trebuchet.
Crusader Mercenaries
Should the Byzantines, or whomever controls Constantinople not be ready to respond to this threat, it is very likely the Venetians will siege and take Constantinople in the name of their greed.
Mamluk Uprising
Rumors abound speak of the Mamluks growing ever-stronger within the realm of Egypt, as well as their dissatisfaction that they should fight for a realm that does not appreciate them.
These rumors also begin to boil around 35 turns in-to the campaign, warning of the Mamluk's potential uprising against Egypt.
2-4 turns after this warning, the Mamluks uprising begins, spawning an army of Mamluks south of Cairo.
Interestingly enough, these Mamluks, led by Baybars, does not revolt against Egypt, but instead joins it; adding an army of elite units to its ranks.
Baybars' army, which spawns south of Cairo; consists of his bodyguard, 5 Mamluk Archers, 5 Mamluks, and 5 Royal Mamluks.
Baybars' Revolt
The Mongol Invasion!
While the Holy Land remains contested between the five Factions; another seeks to conquer the lands for their own means from the East.
36 to 46 turns into the campaign, rumors begin speaking of a powerful and mighty cavalry host moving westwards from their homelands within the endless steppes.
2 to 4 turns after the Mongols set out westwards, eventually cornering and demolishing Alamut Castle, the home of the Hassasins.
2 to 4 turns after the capture of Alamut, the Mongols arrive southwards from Kermanshah, and east from Baghdad; this mighty host, led by the Mongol Warlord Hulegu, is also composed of three other armies led by Kitbuqa, Abaqha, and Kuo Kan.
Hulegu leads a veteran army composed of his bodyguard, 4 Mongol Infantry, 4 Mongol Foot Archers, 4 Mongol Heavy Archers, and 3 Mongol Heavy Lancers.
Helegu's Host
Kitbuqa leads another army composed of his bodyguard, 4 Mongol Infantry, 4 Mongol Foot Archers, 3 Mongol Heavy Archers, and 4 Mongol Heavy Lancers.
Kitbuqa's Host
Abaqha leads a lighter siege army composed of his bodyguard, 2 Mongol Infantry, 3 Mongol Foot Archers, 2 Mongol Heavy Archers, 2 Mongol Light Lancers, 3 Mongol Horse Archers, 2 Rocket Launchers, and a Trebuchet.
Abaqha's Host
Kuo Kan leads the other siege army composed of his bodyguard, 3 Mongol Infantry, 3 Mongol Foot Archers, 2 Mongol Heavy Archers, 2 Mongol Light Lancers, 2 Mongol Horse Archers, 2 Rocket Launchers, and a Trebuchet.
Kuo Kan's Host
These Mongols may very well set their sights on the conquest of Baghdad, and from there expand their control across the Levant; alternatively they may bypass Baghdad to aim for Jerusalem and Antioch instead, subjugating those realms under new rulers; otherwise the Mongol host might migrate around the map, scaring the various Factions, and generally being a nuisance without actually doing anything.
Osman's Arrival
53 turns into the campaign, an event appears speaking of a warrior destined to become the father of a mighty legacy. 2 to 4 turns after this event, Osman appears, reinforcing the Turks with an army just north-east of Iconium, his army composed of elite units.
Osman's army is composed of his bodyguard, 5 units of Ottoman Infantry, 5 units of Janissary Archers, and 5 units of Janissary Heavy Infantry.
Osman's Retinue
Centres Of Power
Amongst those who conflict for power and warfare within these lands, there are various Centers of Power which, when taken, reduces the authority of those who once controlled these centers.
Should we control them, we will severely weaken our foes by preventing them from further recruitment of various units; but the same is true for us, and should we lose control of our own centers of power, we must retake it or risk losing access to our own retinues.
These Centers of Power are:
FactionCenter of PowerUnitKingdom of JerusalemJerusalemKnights of Jerusalem
Dismounted Knights of JerusalemPrincipality of AntiochKrak de ChevaliersHospitaller Sergeants
Hospitaller Crossbowmen
Hospitaller GunnersEgyptCairoSibyan al Khass
KhassakiTurksBaghdadHasham
Dismounted HashamByzantine EmpireConstantinopleArchontopoulai
Greek Firethrower
Should these centers of power fall however, without the faction controlling them having been destroyed, and assuming reinforcements have not already been sent; then reinforcements will be raised to ensure the weakened faction can pull back from their defeats.
Reinforcements Upon The Horizon!
The five competing factions, when weakened, may very well call for aid, summoning several armies to assist them in taking back their lands and pulling them from the brink.
The factions can be reinforced to five times; however, once these five waves of reinforcements have arrived, no others may come to their aid, having exhausted it.
The triggers for reinforcements consist of:20 turns have passed
Faction controls under 5 settlements30 turns have passed
Faction controls under 6 settlements40 turns have passed
Faction controls under 7 settlements50 turns have passed
Faction controls under 8 settlements60 turns have passed
Faction controls under 9 settlementsA Faction has lost their Center of Power
The Turks Are Reinforced!
Should the Turks call for aid, there are 5 armies that will answer; these armies, which spawn near the northern border of Baghdad's territory, are:
The first will consist of a Captain leading an army of 2 Turkomans, 2 Peasants, 2 Peasant Archers, 2 Town Militias, and 2 Kurdish Auxiliaries.
First Turkish Reinforcements
The second will consist of a General leading an army of 2 Turkomans, 2 Peasants, 2 Turkish Archers, 2 Turkish Horse Archers, and 2 Kurdish Auxiliaries.
Second Turkish Reinforcements
The third will consist of a Captain leading an army of 2 Turkomans, 2 Peasants, 2 Turkish Archers, 2 Turkish Javelinmen, and 2 Kurdish Auxiliaries.
Third Turkish Reinforcements
The fourth will consist of a Captain leading an army of 2 Sipahi Lancers, 2 Peasants, 2 Ottoman Infantry, 2 Turkish Javelinmen, and 2 Kurdish Auxiliaries.
Fourth Turkish Reinforcements
The fifth will consist of a Captain leading an army of 2 Sipahi Lancers, 2 Kurdish Auxiliaries, 2 Ottoman Infantry, 2 Turkish Javelinmen, and 2 Azabs.
Fifth Turkish Reinforcements
Egypt Is Reinforced!
Should Egypt call for aid, there are 5 armies that will answer; these armies, which spawn near Cairo, are:
The first will consist of a Captain leading an army of 2 Ghulams, 2 Peasants, 2 Peasant Archers, 2 al Ashairs, and 2 Saracen Militia.
First Egyptian Reinforcements
The second will consist of a Captain leading an army of 2 Ghulams, 2 Peasants, 2 Desert Archers, 2 Desert Cavalry, and 2 Saracen Militia.
Second Egyptian Reinforcements
The third will consist of a Captain leading an army of 2 Ghulams, 2 Peasants, 2 Desert Archers, 2 Dismounted Ghulams, and 2 Saracen Militia.
Third Egyptian Reinforcements
The fourth will consist of a Captain leading an army of 2 Mamluks, 2 Peasants, 2 Abid al Shira, 2 Dismounted Ghulams, and 2 Saracen Militia.
Fourth Egyptian Reinforcements
The fifth will consist of a Captain leading an army of 2 Mamluks, 2 Saracen Militia, 2 Abid al Shira, 2 Dismounted Ghulams, and 2 Nubian Spearmen.
Fifth Egyptian Reinforcements
Jerusalem Is Reinforced!
Should Jerusalem call for aid, there are 5 armies that will answer; these armies, which spawn South of Jerusalem, are:
The first will consist of a Captain leading an army of 2 Knights of Jerusalem, 2 Tripolitan Squires, 2 Sodeer Archers, 2 Syrian Militia, and 2 Frankish Axemen.
First Jerusalem Reinforcements
The second will consist of a Captain leading an army of 2 Knights of Jerusalem, 2 Tripolitan Squires, 2 Marionites of Lebanon, 2 Mounted Sergeants, and 2 Frankish Axemen.
Second Jerusalem Reinforcements
The third will consist of a Captain leading an army of 2 Knights of Jerusalem, 2 Tripolitan Squires, 2 Marionites of Lebanon, 2 Templar Sergeants, and 2 Frankish Axemen.
Third Jerusalem Reinforcements
The fourth will consist of a Captain leading an army of 2 Knights of Tripoli, 2 Tripolitan Squires, 2 Templar Crossbowmen, 2 Templar Sergeants, and 2 Frankish Axemen.
Fourth Jerusalem Reinforcements
The first will consist of a Captain leading an army of 2 Knights of Tripoli, 2 Frankish Axemen, 2 Templar Crossbowmen, 2 Templar Sergeants, and 2 Dismounted Knights of Jerusalem.
Fifth Jerusalem Reinforcements
Antioch Is Reinforced!
Should Antioch call for aid, there are 5 armies that will answer; these armies, which spawn near Krak de Chevaliers, are:
The first will consist of a Captain leading an army of 2 Knights of Antioch, 2 Edessan Squires, 2 Sodeer Archers, 2 Syrian Militia, and 2 Frankish Swordsmen.
First Antioch Reinforcements
The second will consist of a Captain leading an army of 2 Knights of Antioch, 2 Edessan Squires, 2 Armenians of Celicia, 2 Mounted Sergeants, and 2 Frankish Swordsmen.
Second Antioch Reinforcements
The third will consist of a Captain leading an army of 2 Knights of Antioch, 2 Edessan Squires, 2 Armenians of Celicia, 2 Hospitaller Sergeants, and 2 Frankish Swordsmen.
Third Antioch Reinforcements
The fourth will consist of a Captain leading an army of 2 Knights of Edessa, 2 Edessan Squires, 2 Hospitaller Crossbowmen, 2 Hospitaller Sergeants, and 2 Frankish Swordsmen.
Fourth Antioch Reinforcements
The first will consist of a Captain leading an army of 2 Knights of Edessa, 2 Frankish Swordsmen, 2 Hospitaller Crossbowmen, 2 Hospitaller Sergeants, and 2 Dismounted Knights of Antioch.
Fifth Antioch Reinforcements
The Byzantines Are Reinforced!
Should the Byzantines call for aid, there are 5 armies that will answer; these armies, which spawn west of Constantinople, are:
The first will consist of a Captain leading an army of 2 Byzantine Cavalry, 2 Peasants, 2 Peasant Archers, 2 Town Militia, and 2 Pronoia Infantry.
First Byzantine Reinforcements
The second will consist of a Captain leading an army of 2 Byzantine Cavalry, 2 Peasants, 2 Trebizond Archers, 2 Skythikon, and 2 Pronoia Infantry.
Second Byzantine Reinforcements
The third will consist of a Captain leading an army of 2 Byzantine Cavalry, 2 Peasants, 2 Trebizond Archers, 2 Byzantine Spearmen, and 2 Pronoia Infantry.
Third Byzantine Reinforcements
The fourth will consist of a Captain leading an army of 2 Latinkon, 2 Peasants, 2 Byzantine Guard Archers, 2 Byzantine Spearmen, and 2 Pronoia Infantry.
Fourth Byzantine Reinforcements
The fifth will consist of a Captain leading an army of 2 Latinkon, 2 Pronoia Infantry, 2 Byzantine Guard Archers, 2 Byzantine Spearmen, and 2 Alamanoi.
Fifth Byzantine Reinforcements
Conclusions
< Now that our business has concluded, my Lord; are we to start our campaign? Or perhaps you wish to ponder the state of affairs some more?
Regardless of wherever you go, I will accompany you there; confidant in your chances of reaching success, no matter whenever you become the Sultan of the Muslims, King of the Levant Franks, or Emperor of the Romans.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3317528483
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