Nov 13, 2006 - For Medieval II: Total War on the PC, GameFAQs has 128 cheat codes and secrets.
Medieval II: Total War | |
---|---|
Developer(s) | Creative Assembly Feral Interactive(OS X, Linux) |
Publisher(s) | Sega Feral Interactive (OS X, Linux) |
Director(s) | Robert T. Smith |
Designer(s) | Robert T. Smith Dan Lehtonen |
Composer(s) | Jeff van Dyck Richard Vaughan James Vincent |
Series | Total War |
Platform(s) | Microsoft Windows, OS X, Linux |
Release | Microsoft Windows
|
Genre(s) | Real-time tactics, Turn-based strategy |
Mode(s) | Single-player, multiplayer |
Medieval II: Total War is a turn-based strategy and real-time tacticsvideo game developed by The Creative Assembly and published by Sega. It was released for Microsoft Windows on 10 November 2006. Feral Interactive published versions of the game for macOS and Linux on 14 January 2016.[1] It is the sequel to 2002's Medieval: Total War and the fourth title in the Total War series.
The game is set between the years 1080 and 1530. Like the original Medieval: Total War, it focuses on medieval warfare, religion and politics in Europe, North Africa and the Middle East.
- 1Gameplay
Gameplay[edit]
Similarly to previous titles in the Total War series, Medieval II: Total War consists of two main modes of play: a campaign mode and battles.
Campaign[edit]
The campaign, which is turn-based, allows the player to play as one of seventeen factions from the time period and build their nation economically and militarily in order to conquer other factions. Gameplay consists of controlling the faction's military, economic, and social systems in large campaign maps. During the player's turn, armies, fleets, and agents can be moved on the map. When an army engages another army, the player can choose to fight the battle personally in the battle mode, or automatically calculate the outcome.[2]
The goal of the campaign depends on which type of campaign is played. The short campaign requires the player to defeat one or two enemy factions and control at least 15 settlements. The long campaign requires the player to control at least 45 territories and one or two significant cities, such as Jerusalem, Granada, Rome or Constantinople.[3]
Territorial control in the campaign is represented by 'settlements', which are large, notable communities. Unlike in previous Total War games, there are two different types of settlements: castles and cities. Cities primarily focus on buildings that boost one's economy, while castles primarily focus on buildings that allow for the recruitment of more advanced types of soldiers. Certain buildings in settlements can also allow the player to recruit agents that fulfill certain functions, like diplomats and spies. Under most circumstances, the settlements can be converted from one type to the other. Settlements can be governed by members of the player's family, who are also capable of leading armies as generals. The talents of family members (and other key characters) are affected by various statistics, like 'Piety' and 'Loyalty', which are in turn impacted by their character traits, personal experiences, and members of their personal retinue. For example, a character with a high 'Command' stat can be expected to do better in battle than a character with a low stat.[3]
Religion in the game is divided into three primary faiths: Roman Catholicism, Eastern Orthodoxy, and Islam. Unorganized pagan faiths and heretical sects are also represented. If a large portion of a settlement does not adhere to the state religion, unrest may ensue. Missionaries and religious buildings can be used to gradually convert members of other faiths to the state religion. Catholic nations must deal with the Pope, who can send special missions to Catholic rulers. Failure to obey the Pope may result in excommunication. The Pope may also call Crusades against hostile settlements. Muslim imams with a high 'Piety' stat may similarly declare jihads.[4]
Factions primarily interact with each other through diplomacy. Diplomatic actions include the creation of alliances, the securing of trade rights, and the giving or receiving of tribute. Factions may go to war with one another to secure more settlements or other concessions. Factions that are at war can use their armies to fight each other, which incorporates the battle mechanic of the game into the campaign. Several factions in the campaign are either not present or 'dormant' when the game begins. The Mongols will invade at some point after the campaign has begun, often posing a serious threat to factions in their path. Later on, the Timurids will also invade, bringing war elephants with them. Late in the game, factions may also sail to the Americas, where they can encounter the Aztecs.[5][6]
Battles[edit]
A group of English knights attacking French dismounted feudal knights.
One of the main focuses on the Total War franchise is its representation of real-timebattles in addition to the turn-based campaign. A battle consists of two or more armies from different factions fighting each other. Battles play similarly to those in Rome: Total War, with formations of various kinds of troops engaging in combat. The objective of the battle is to defeat the enemy army by completely destroying it or causing the whole army to flee; in a siege battle, the objective is to completely destroy the army or to take control of a plaza in the centre of the settlement. There is also an option which allows the player to allow for time limits on battles, meaning that the attacker must defeat the defender within a certain time limit or the battle results in a victory for the defender. Battles can exist as custom battles set up by the player, multiplayer battles between humans, historical battles based on real-life military engagements, or battles that occur between factions in the campaign.[3][6]
Reception[edit]
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Medieval II: Total War received a 'Gold' sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[11] indicating sales of at least 200,000 copies in the United Kingdom.[12]
Medieval II: Total War received 'generally favorable reviews' according to the review aggregation website Metacritic.[7]
The exclusive review was given to PC Gamer (US), which gave it an 'Editor's Choice Award'.[10]IGN said that the game was not as revolutionary as its predecessor, but still introduces some new ideas and builds on others from Rome: Total War, which would still be enough for anybody to buy it.[6]GameSpot noted the game's 'epic, engrossing gameplay', but also criticised its 'beefy system requirements'.[3]Hyper's Anthony Fordham commended the game for its 'incredible gameplay, both in battle and on the world map.' However, he criticised it for being 'more a refinement of the series than a huge leap forward.'[13]
Swedish historian and member of the Swedish AcademyPeter Englund reviewed the game for Swedish newspaper Dagens Nyheter where he made comparisons to traditional battle depictions such as old copper engravings and paintings, and the more recent film medium. In the review, Englund concluded that Medieval II represents a form of battle depiction 'amazingly similar to an engraving from the 1600s.'[14]
The editors of Computer Games Magazine named Medieval II the eighth-best computer game of 2006. They wrote that 'No scripted encounters or overly dramatic cutscenes can compare with the stories Creative Assembly allows you to write as your armies beat down all who would oppose you.'[15]Edge ranked the game at #26 on its list of 'The 100 Best Games To Play Today', calling it 'as complete a depiction of war as there has been in a videogame.'[16]
Although most reviews were positive,[3] some reviews have noted negative aspects of the game, such as pathfinding bugs,[17] some AI problems and some uninteresting new features.[9]
Expansion[edit]
An expansion, Medieval II: Total War: Kingdoms, was announced on 30 March 2007 and released on 28 August 2007 in the US, 31 August in the UK, 7 September in Australia, and 22 November in Japan. It adds four new campaigns to the game: 'Americas', which focuses on the Spanish colonization of the Americas, 'Britannia', which focuses on several conflicts on the British Isles, 'Crusades', which covers the Third and Fourth Crusades, and 'Teutonic', which deals with the Northern Crusades. In each of the campaigns, a small part of the world (e.g. the British Isles) is taken and enlarged, with many settlements added to it.
The Gold Edition of the game, containing the original game and the expansion pack, was released on 1 February 2008; this was later released/renamed on Steam as Medieval II: Total War™ Collection.
References[edit]
- ^'The Medieval II: Total War™ Collection gallops to Steam for Mac and Linux on January 14th'. Feral Interactive. Feral Interactive. Retrieved 3 November 2017.
- ^ abMeer, Alec (13 November 2006). 'Medieval 2: Total War'. Eurogamer. Retrieved 26 July 2016.
- ^ abcdefOcampo, Jason (14 November 2006). 'Medieval 2: Total War Review'. GameSpot. Retrieved 26 July 2016.
- ^Toose, Dan (6 September 2006). 'Medieval 2: Total War Designer Diary #4 – Religion'. Gamespot. Retrieved 1 April 2019.
- ^Toose, Dan (24 July 2006). 'Medieval War II : Total War : Developer Diary'. Hexus. Retrieved 1 April 2019.
- ^ abcdeButts, Steve (8 November 2006). 'Medieval II: Total War UK Review'. IGN. Retrieved 27 July 2016.
- ^ ab'Medieval II: Total War for PC Reviews'. Metacritic. Retrieved 26 July 2016.
- ^Ferris, Duke (15 December 2006). 'Medieval II: Total War Review'. Game Revolution. Retrieved 26 July 2016.Cite web requires
|website=
(help) - ^ abKosak, Dave (17 November 2006). 'GameSpy: Medieval II: Total War'. GameSpy. Retrieved 14 March 2009.Cite web requires
|website=
(help) - ^ ab'Medieval II: Total War'. PC Gamer: 28. December 2006.
- ^'ELSPA Sales Awards: Gold'. Entertainment and Leisure Software Publishers Association. Archived from the original on 19 March 2009.Cite uses deprecated parameter
|deadurl=
(help) - ^Caoili, Eric (26 November 2008). 'ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK'. Gamasutra. Archived from the original on 18 September 2017.Cite uses deprecated parameter
|deadurl=
(help) - ^Fordham, Andrew. 'Medieval II: Total War'. Hyper. Next Media (159): 54–55. ISSN1320-7458.
- ^Englund, Peter (24 November 2006). 'Medieval II: Total War'. Dagens Nyheter.
- ^Staff (March 2007). 'The Best (and Worst) of 2006; The 16th Annual Computer Games Awards'. Computer Games Magazine (195): 46–51.
- ^Edge staff (9 March 2009). 'The 100 Best Games to Play Today (Page 8)'. Edge. Archived from the original on 26 September 2012. Retrieved 26 July 2016.Cite uses deprecated parameter
|deadurl=
(help); Cite web requires|website=
(help); Italic or bold markup not allowed in:|publisher=
(help) - ^Molloy, Sean (January 2007). 'Medieval 2: Total War'. Games for Windows: The Official Magazine (2). Retrieved 26 July 2016.
External links[edit]
- Medieval II: Total War at MobyGames
Wikiquote has quotations related to: Medieval II: Total War |
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Medieval_II:_Total_War&oldid=904103025'
(Redirected from Medieval 2 total war kingdoms)
Medieval II: Total War Kingdoms | |
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Developer(s) | Creative Assembly Feral Interactive(OS X, Linux) |
Publisher(s) | Sega Feral Interactive (OS X, Linux) |
Designer(s) | William Davis Taamati Te Rata Richard Lagarto Dan Lehtonen Brendan Rogers Penny Sweetser Dan Toose Jason Turnbull |
Composer(s) | Jeff van Dyck |
Series | Total War |
Platform(s) | Microsoft Windows, Mac OS X, Linux |
Release | Microsoft Windows
|
Genre(s) | Real-time tactics, Turn-based strategy |
Mode(s) | Single-player, Multiplayer |
Medieval II: Total War Kingdoms is the expansion to the 2006 turn-based strategyPC gameMedieval II: Total War. It was developed by Creative Assembly. The expansion was released on 28 August 2007 in North America and has four new campaigns: the first wave of European colonization of the Americas, the series of wars (including the Welsh Conquest, the Irish Invasion, the Scottish–Norwegian War, the Scottish Independence War and the Barons' Rebellion) fought on British Isles during the 13th century, the Third and Fourth Crusades, and the Northern Crusades.
- 2Americas campaign
- 3Britannia campaign
- 4Crusades campaign
- 4.2Notable features
- 5Teutonic campaign
- 5.2Notable features
Campaigns[edit]
Kingdoms has 4 new campaigns, each one focusing on a different geographical area. Each new campaign must be individually installed and the entire expansion pack takes up around 4GB of hard drive space. The non-playable campaign factions are playable in a quick battle or a custom battle.
Americas campaign[edit]
Beginning in 1521, the Americas campaign depicts the early period of the Age of Navigation, during which the European powers sought new land through colonisation. The Spanish must struggle to explore an unknown land filled with violent natives, while the Native Americans attempt to stall foreign invasion and simultaneously expand their lands at the expense of their neighbors.
List of factions[edit]
- The Mayans
- Apachean Tribes
- Chichimeca Nations (unlockable)
- Confederacy of Tlaxcala (unlockable)
- Tarascan State (unlockable)
- Viceroyalty of New France (non-playable)
- British Honduras (non-playable)
Notable features[edit]
This campaign depicts various conquistador armies that went to the New World by spawning large, formidable armies in the Americas with allegiance to New Spain. Once spawned, the New Spain faction can use these armies however they see fit. French and English forces will show up in the same way: the French appear in Louisiana and the English in Honduras.
The colonizing forces consist of small numbers of expensive but powerful units, their numbers often bolstered by local native mercenaries. The native factions have weaker units with little armor, but their extremely low upkeep allows vast numbers of them to be fielded and they generally possess high morale.
When the player progresses through the campaign playing as New Spain, the player will be presented with missions from the King of Spain, and when sufficient influence is gained, the player may be granted a higher title of nobility such as Baron, Count, etc. These titles unlock more advanced building levels for the player to use.
The Apachean Tribes faction has access to the 'warpath' ability, which is a shamanistic counterpart to the jihad in the main campaign. The Apache can also learn from the technologies of colonizing factions—after battling a colonizing faction such as New Spain, the Apache will be able to construct gun trading tipis and horse trainers, unlocking new, more technologically advanced units (such as cavalry and musketeers, which the faction initially lacks). The Chichimeca can also use enemy technology to their advantage.
All of the factions adhering to the 'Sun God' religion are able to sacrifice units instead of disbanding them. They can also sacrifice populations upon capturing a settlement or they can sacrifice captured enemy troops. Sacrificing upholds the religion of the Sun God and increases the happiness of the local populace.
Britannia campaign[edit]
At the beginning of the Britannia campaign in 1258, the British Isles are in chaos. The Kingdom of England exercises influence over most of the Isles, but its power is contested from several theatres. In the far west, on Irish soil, England tenuously holds a network of fortresses that keep the Irish at bay. However, the Gaelic chieftain Brian O'Neill has succeeded in rallying the Gaelic Irish, and despite their lack of heavy infantry, with a strong push they may seize the island. On the Marches, Prince Llywelyn ap Gruffudd of the Principality of Wales threatens the lightly held English border fortresses and rules over a people who simply refuse to be subjugated. In the north, the English are allied with the fierce Scots, but this bond is untenable, and the only remaining question is when war with the Kingdom of Scotland will erupt. Finally, the warlike Norwegians are returning to the Isles, having held the Isle of Man and the Hebrides for some time, their king coming personally to oversee the conquest of Britannia. England is the largest and richest faction in the isles, however they are very thinly spread, and incursions into their territories from the Welsh, Irish and even perhaps the Scots or Norwegians, seem inevitable unless action is taken. Perhaps worst of all, dissent smolders within its own borders, in the form of the Barons' Alliance, which threatens to unify into a full-fledged rebellion. Time will tell who can come through blood and iron to unite Britannia.
List of factions[edit]
- Barons' Alliance (non-playable)
Notable features[edit]
The campaign map features the presence of permanent stone forts placed in strategic locations, which can be garrisoned and provide free upkeep for a small number of units. These structures can hold out for a brief time against sieges and are automatically repaired after each battle.
Certain units can only be trained if that faction's culture is high enough in a settlement, making expansion into conquered land more difficult. As all factions are Catholic, culture has replaced religion in the campaign and priest units are unavailable.
A special, unplayable faction—the Barons' Alliance—is similar in gameplay terms to the Eastern and Western Roman Rebels from Rome: Total War: Barbarian Invasion. When characters, armies and settlements under English control rebel against their faction's control, they will become part of the Alliance, a faction with essentially the same strengths and weaknesses of the original faction, including the ability to utilise diplomacy and assassination to achieve their goals.
Every faction gets paid an additional amount of florins every turn. This payment is referred to as 'the King's Purse'. In Medieval II: Total War, some factions had a high king's purse payment and some had a low payment. Rather than having a fixed king's purse, each faction in the Britannia Campaign has a dynamic king's purse—the sum of money a faction is paid every turn can change.
A number of special historical figures, including KingEdward I, William Wallace, PrinceLlywelyn ap Gruffudd, High KingBrian O'Neill and KingHaakon IV of Norway, appear either at the start of the campaign or at some later point. Though they lack the special abilities of the hero characters from the Crusades campaign, they usually possesses unique traits and are accompanied by a large army.
If any of the starting Welsh settlements are captured by the English, Welsh insurgents rise up in an attempt to recapture the settlements. The quality of the units in the rebel army will depend on which settlement is captured—for example, the rebel army will be very strong if the starting Welsh capital—Caernarvon—is captured, and it is a weaker army if smaller Welsh settlements, such as Pembroke, are conquered. A notable historical inaccuracy in this respect is that Caernarvon, the Welsh capital, did not have a castle until 1283, despite the campaign beginning in 1258, and was no more than a minor town at the time. The actual capital of Wales in the period, Abergwyngregyn, is not represented in the game.
Crusades campaign[edit]
Beginning in 1174, the Crusades Campaign is set several years prior to the outbreak of the Third Crusade and continues into the Fourth Crusade and beyond. It follows the Kingdom of Jerusalem led by Richard the Lionheart and the Principality of Antioch led by Philip Augustus as they attempt to strengthen the presence of Christendom in the Holy Lands, whilst the Zengid Emirate led by Nur ad-Din Zangi and the Ayyubid Sultanate led by Saladin attempt to drive them out. Meanwhile, the Byzantine Empire led by Emperor Manuel Komnenos slowly moves into the Middle East to regain its lost glory, and attempts to drive back the armies of the Turks as well as deal with the rebels and the Venetians that harass them in the west.
List of factions[edit]
- Republic of Venice (non-playable)
- Mongol Empire (non-playable)
Notable features[edit]
Generals in the Crusades campaign have the ability to construct permanent forts that remain even after vacated by troops.
The Principality of Antioch and Kingdom of Jerusalem may make use of the Knights Hospitaller and Knights Templar, respectively, thus giving them access to unique units - of whom only one of each may be present on the campaign map at one time.
Each of the five playable factions owns a single region designated as a 'Power Centre', with the loss of these centres dealing a major blow to that faction. For example, the loss of a faction's Power Centre will prevent the recruitment of certain troop types. Should a Power Centre be lost, reinforcements will often be sent to assist in recapturing that settlement.
In addition, there are some events that can aid or hamper the player's faction. Namely, some of these are the Fourth Crusade (the arrival of two large Venetian armies near Constantinople, which can threaten the Byzantine player), the Mameluke rebellion of 1250 (when the Mamluk dynasty seized power in Egypt, giving the player a powerful Mamluk army under Baybars), the Mongol invasion of Asia (which can prove threatening to any player), and the rise of Osman I, which gives the Turks a reformed army called Janissaries.
Heroes[edit]
Each playable faction has access to a single 'Hero' character. These powerful individuals possess special abilities capable of turning the tide of battle.
Faction | Hero | Ability |
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Kingdom of Jerusalem | King Richard | Heart of the Lion: Immediately rallies any routing units. |
Ayyubid Sultanate | Saladin | Righteousness of Faith: Briefly sets all non-routing units' morale to full. |
Zengid Emirate | Nur ad-Din Zangi | Light of the Faith: Briefly increases attack speed and morale of troops. |
Byzantine Empire | Manuel Komnenos | Byzantine Politics: Causes infighting amongst an enemy unit, essentially removing them from play until order is restored or they are attacked. It can only be used once per battle. |
Principality of Antioch | Philip Augustus | Flower of Chivalry: Briefly increases attack power and stamina of troops. |
Teutonic campaign[edit]
Starting from the year 1250 in the middle of the Northern Crusades, the Teutonic campaign centres around the conflict between Christianity—spearheaded by the State of the Teutonic Order—and Baltic Paganism—represented by the Grand Duchy of Lithuania. The Teutonic order are ruthless and are a threat not only to the Pagans but to the other countries also. Novgorod lies in the far east of the Baltic area and guard their rich city jealously. They have triumphed over the Teutonic Order in the past, but since then the Order has been rapidly expanding. Novgorod must build up their forces if they want to survive. The Grand Duchy of Lithuania is desperate to drive off the Teutonic Order. If they want to be victorious, they must make use of their thick forests and quick forces to drive out the Order. However, after much pressure from many of the Catholic factions the path of Catholicism may be inevitable for Lithuania. Lying to the west, the Danes hope to unite Scandinavia and from there launch attacks on the rest of the Baltic area. However, the mighty Holy Roman Empire lies directly to their south, and the Danes must make good use of their mass fleets if they hope to defeat their many enemies. As the Teutonic Knights' campaign against the Lithuanians continue, the Kingdom of Poland just to their south, having originally requested the Knights to deal with Lithuania, regret their decision, seeing the destruction brought by the Knights. Wanting to right their wrong, they turn on the Teutonic Knights and wage war on them.
List of factions[edit]
- Holy Roman Empire (Unlockable)
- Kingdom of Poland (Unlockable)
- Kingdom of Norway (Playable after Modding)
- Khanate of the Golden Horde (Playable after Modding)
Notable features[edit]
Crusading nobles, drawn to the conflict against Paganism in search of fame and glory, will request the assistance of the Teutonic Order in return for donations to the Order's coffers. The size of the donation varies depending on the nobles' successes. The Lithuanian leader will be rewarded by his council of nobles in events should he manage to kill any of these crusaders.
When playing as Denmark, it is possible for the player to form the Union of Kalmar. In order to do this, the player must first take the Scandinavian settlements of Kalmar, Göteborg, Visby, Uppsala and Åbo. After taking control of these settlements, the player must then kill the Norwegian king, either through assassination or a direct battle. If the entire Norway faction is eliminated, it is impossible to form the union. After forming the union, Denmark will take on a new banner, gain access to all the existing settlements and armies of Norway, and unlock the ability to build three new units.
Early in the campaign, an event will herald the formation of the Hanseatic League. The League consists of five specific regions on the campaign map—Hamburg, Danzig, Visby, Riga and Novgorod—which represent the group's most important assets. The faction controlling the most of these settlements has the greatest chance[citation needed] to be offered the option of building the Hanseatic League Headquarters, a unique building that provides significant financial rewards.
Features of the Teutonic Order[edit]
Due to the unique nature of the Teutonic Order, it lacks a family tree, thus leaving princesses and certain diplomatic options closed to them but making the faction less vulnerable to assassins. Instead, it is led by a Hochmeister, who, upon death, will be replaced by the most able General among the Order's ranks.
Finally, the Order's best units can only be recruited in heavily Catholic areas. Recruiting units such as Christ Knights, Halbbrüder and Ritterbrüder thus requires an extremely high percentage of Catholics to be present in Teutonic-controlled regions.
The Teutonic Order's strength is in its powerful heavy units. While lacking in speed, and thus vulnerable to horse archers on the open field, the Order's units more than make up for it in very powerful defensive strength. They are particularly effective in assaulting settlements, where the close quarters nullify their opponents' advantage of mobility.
Features of Lithuania[edit]
Lithuania starts out as a Pagan faction, offering it the chance to utilise a number of powerful and unique units to make up for its technological shortcomings. There are a number of different building options in a settlement that allow the faction to devote temples to three different Pagan deities. However, whilst following Paganism, Lithuania is unable to advance settlements beyond City or Castle level.
At some point during the campaign, Lithuania will be presented with the option of converting to Christianity. Whilst this can cause significant unrest and will force the faction to remove any Pagan-specific buildings, units and agents, it will also unlock new building options and make Lithuania a less tempting target to the Christian factions that surround it.
Reception[edit]
Reception | ||||||||||||||||||||||
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The expansion pack received 'favorable' reviews according to the review aggregation website Metacritic.[1]Games for Windows: The Official Magazine gave it a score of eight out of ten.[8]
References[edit]
- ^ ab'Medieval II: Total War Kingdoms for PC Reviews'. Metacritic. Retrieved 27 July 2016.Cite web requires
|website=
(help) - ^Gillen, Kieron (31 August 2007). 'Medieval II: Total War Kingdoms'. Eurogamer. Retrieved 27 July 2016.Cite web requires
|website=
(help) - ^Bertz, Matt (November 2007). 'Medieval II Total War: Kingdoms'. Game Informer (175). Archived from the original on 13 February 2008. Retrieved 27 July 2016.Cite uses deprecated parameter
|deadurl=
(help) - ^Ocampo, Jason (7 September 2007). 'Medieval II: Total War Kingdoms Review'. GameSpot. Retrieved 27 July 2016.Cite web requires
|website=
(help) - ^Rausch, Allen (4 September 2007). 'GameSpy: Medieval II: Total War -- Kingdoms'. GameSpy. Retrieved 27 July 2016.Cite web requires
|website=
(help) - ^Butts, Steve (10 September 2007). 'Medieval II Total War: Kingdoms Review'. IGN. Retrieved 27 July 2016.Cite web requires
|website=
(help) - ^'Medieval II: Total War: Kingdoms'. PC Gamer: 69. December 2007.
- ^Molloy, Sean (October 2007). 'Medieval II: Total War -- Kingdoms'. Games for Windows: The Official Magazine. Ziff Davis Media (11): 66. Archived from the original on 7 June 2016. Retrieved 27 July 2016.Cite uses deprecated parameter
|deadurl=
(help)
External links[edit]
- Medieval II: Total War: Kingdoms at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Medieval_II:_Total_War:_Kingdoms&oldid=899763978'