Medieval 2 Total War Plague

Medieval 2 Total War Plague

Topic Subject:Is there some kind of M2TW event list?

So I'm playing a long campaign for the first time, as Denmark, and I just got to the point when the Black Death has started showing up. It's way over at the east end of the campaign map right now, so it hasn't reached any of my territories yet, but it's only a matter of time.

posted 13 August 2011 15:21 EDT (US)
Hey,
I'm looking for some kind of list that says what turn all the historical events are. Like when The Mongols come, Gunpowder and all that.
Thanks!
AuthorReplies:
posted 13 August 2011 19:11 EDT (US) 1 / 4
You can probably find them in the actual game files. I can't think where of the top of my head, but will tell you when I can, unless someone else does.
posted 14 August 2011 09:29 EDT (US) 2 / 4
~1214: The Mongol Invasion (Or 'Oh Dear God What The Hell Is That!?')
If you thought Barbarian hordes in Barbarian Invasion were tough.. prepare
to meet your second-worst nightmare. They will arrive in any one of the
farthest east Provinces (Baghdad, Sarkel, Bulgar, Tbilsi, or Yerevan), and in
huge numbers of Silver Chevron (+2 to attack and defense) units with high
command and high dread Family Members/Generals. I've noticed that their Khan
usually comes with nothing more than the Faction Leader Trait, making them
relatively weak compared to the other generals.
~1340: Gunpowder (Or 'Fireworks Are Fun, But Guns Are More Fun')
Allows the construction and recruitment of the third level of ports and naval
units, as well as Alchemist's guilds, cannon foundries and cannons, and
gunpowder units (only available at cities). If you focus on building the
barracks up, you can get the buildings you need before this date, but I
wouldn't recommend it. You should be quick to embrace this new weapon, as it
will allow you to utterly annihilate the older armies, as gunpowder ignores
defence skill, shield, and half of armor bonuses. If you're having trouble
comprehending that, it would reduce the total defense of the Venetian Heavy
Infantry uniy from 16 to 4 - which essentially means that most old units are
useless against well used gunpowder. Cannons will also make short work of even
Citadels, and Serpentines can easily blast troop formations to pieces as well.
~1355: The Black Death (Or 'Truly, This Must Be The End Of Us All')
In the course of several turns, almost every settlement in the game will get
the Plague, resulting in a massive -7.5% penalty to the population growth rate.
The Plague also shuts down trade from that city - and when this happens across
your entire empire, the effects on your empire and treasury are incredibly
devastating. You can expect to lose 35%-55% of your total population, and quite
likely go into debt. The only consolation is that all the other factions are
equally impacted, so you don't have to worry about them using The Black Death
to outdo you. The only way to deal with it is to let it run its course.
~1360: The Timurid Invasion (Or 'Oh Look, Mongols With Elephants.. I Quit')
The Timurids arrive similarly to the Mongols (I'm just guessing the date here,
I don't know for sure - either way, you'll get a warning about them), but they
are usually found more south/central eastern (often Baghdad). They're very
similar to the Mongols.. but more powerful, as they have elephants and guns.
The good news is.. there isn't any good news. Also, I called the Mongols your
'second worse nightmare', if you'll recall - these guys are your worst
nightmare.
I'll have strategies for these guys and the Mongols later on.
~1400: The World Is Round (Or 'The Timurids Will Never Find Me In America!')
Allows the construction of level four port facilities and the recruitment of
the top level of naval units. The Muslim Baghlah is vastly inferior to the
European Carrack/Grand Carrack, even with its better morale, so if you play as
Egypt, The Turks, or the Moors, you'll have to contend with superior naval
forces unless you've got your opponents bleeding cash and thus unable to build
Carracks or you've got them landlocked.
Only Carracks, Grand Carracks, and Baghlahs can sail to the New World, and
getting there takes 8-10 turns, and once you get there, subjugating the peoples
is no simple task - especially the Aztecs. You'll have to rely mostly on your
initial wave of troops, since the facilities in the New World will take many
years to build up, and mercenaries aren't much good. Bring several priests and
merchants - there's gold, chocolate, and tobacco in the new world. Your priests
or Imams will be needed to prevent religious strife from pushing public order
to unsafe levels (you'll have plenty of other worries when it comes to taming
the new world, and this problem can be solved before it's truly a problem by
converting before you conquer). You can only start trying to reach the New
World after you've spent several turns building the proper facilities to make
a Carrack/Baghlah/Grand Carrack, a turn making the ship itself, and even more
turns sailing there. All in all, even sailing from Lisbon, this can easily set
you back decades. Don't worry, you can still reach the New World before 1492
and thumb your nose at Columbus - just keep in mind that Leifr Eiriksson came
to Newfoundland before this game even started.
There are other events that serve to reinforce the game's historical
atmosphere, but these aren't relevant to this FAQ as far as I can tell. There
are also random events like localized plagues, earthquakes, floods, and storms.
Storms will trash navies, killing men and possibly sinking ships. Earthquakes
and floods will damage buildings and kill citizens/soldiers. Localized plague
outbreaks will shut down trade and kill agents, generals, soldiers, and your
citizens.
From: Gamefaqs
posted 03 September 2011 02:18 EDT (US) 3 / 4
Thank you. I heard something about Saxons comming from Africa, when is that?
posted 03 September 2011 06:21 EDT (US) 4 / 4
Er, probably pre-history. Like, dawn of homo sapiens. A Germanic people from the fall of the Roman Empire doesn't appear in Africa at all without some modding in this game
And I shall go Softly into the Night Taking my Dreams As will You
Total War Heaven » Forums » Medieval 2: Total War Discussion » Is there some kind of M2TW event list?Top
Topic Subject:About the Macedonian Plague
posted 15 October 2005 09:30 EDT (US)
I'm trying out Grece and I've got a good start. I've got Sicily, most of Turkey and I've driven the Macedonians back to their own country. But, I know the plague starts there, and I'm wondering what starts it. Does it happen due to bad squalour, or is it automatic? If so, when does it happen? I want to know because I almost don't dare to invade and finish them off.
AuthorReplies:
posted 15 October 2005 09:33 EDT (US) 1 / 9
You can't prevent it.

I'm not that afraid of the plague anyway, I consider a balance factor for overpopulation.

posted 15 October 2005 09:35 EDT (US) 2 / 9
but when exactly does it happen, what year? I want to get my good general out before it starts.
posted 15 October 2005 11:44 EDT (US) 3 / 9
IIRC, it's in Rome: Total War/world/campaign/descr_events.
KaiserWinterfeldt
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(id: Night_Raider)
posted 15 October 2005 11:46 EDT (US) 4 / 9
It happens in the year 256, summer I think.
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posted 15 October 2005 17:31 EDT (US) 5 / 9
I believe it only occurs in Thessalonica, and maybe Bylazora. Keep your general out of there and you should be fine.
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posted 15 October 2005 19:17 EDT (US) 6 / 9
In H/H I played Greece and the plague covered Thess and the other city north of it. It's a scripted event, but it happened 2 times consecutively.

In VH/VH as Brutii, i attacked the same lands. This time the plague came only once (about the same time) and only hit Thessolonica.

posted 15 October 2005 19:27 EDT (US) 7 / 9
Thessalonica, winter 256 BC. Can't avoid it. Keep family members out, don't transfer any troops in or out. After several turn it will go away.
posted 15 October 2005 20:29 EDT (US) 8 / 9
On my Brutii Campaign, Campaign:VH, Battlefield:H, immediately after capturing Thess. the plague hit (including my All-Star General, which sucks.). The plague has lasted for seven in-game years, and is showing no signs of stopping.
Gaius Sacratus,
Commander of the Northern Roman Legions.
Medieval 2 Total War Plague
posted 16 October 2005 05:15 EDT (US) 9 / 9
To get rid of the plague, build public health buildings and do not move any troops in or out. If you have 1.2, it reduces the time from 8 to 5 turns for the average plague to go away. If you still can't get rid of it, then infected enemy spies must be reinfecting you. Also, remember that your general is still a plague bearer for a turn after the city is cured, the same goes for all characters in cities.
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Medieval 2 Total War Plague
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