Work In Progress page
Mind the sawdust and keep your hard hat on. Twelve European powers in the Middle
Ages duke it out for supremacy in the epic
Total War
style. This is an excellent, worthwhile game, now getting its own RTSC page.
This is a placeholder page in the meantime. You'll want to grab this as the
Medieval: Total War Battle Collection that bundles
it, and its equally good expansion,
Viking Invasion (2003) into the one bargain package.
Medieval: Total War is the second in the
Total
War series, presenting the Middle Ages around Western and Eastern Europe
and the Middle East. It combines a turn based, Risk style strategy for the campaign
component, with the actual battles being fleshed out using a tactical real time
engine that literally pits thousands of guys against each other. You can opt
for straight up melee battles, or bypass the action for a strictly turn based
game, or combine the two in a standard campaign. Either option is worth the
admission price alone, and combined they make for some excellent historical
strategy.
Medieval sits somewhere between the historical fluff of the "
Age
of" style of RTS and the deep, hard core strategy titles typical of
developers like
Paradox.
It presents you with the machinations and politics of the time. There's the
Byzantine empire; the
Holy Roman
Empire (what used to be the Roman Empire, before it converted to Christianity
and became the Catholic Church); the
Turks, the patchwork
quilt that was
Western Europe - a collection of small
kingdoms ruled over by parochial warlords; the
Slavs;
the
Middle East; and much of
North
Africa. The map is carved up into distinct territories, where you create
and move your armies around in the turn based campaign.
This is Medieval Europe progressing out of the Dark Ages and onwards towards
the Renaissance. Your nation's culture and learning is becoming as important
as its religion and military strength, influencing your diplomatic relations
and your capacity to influence other powers, not to mention your ability to
"tech up" and take a leading role. While the main focus is on the
military expansion and the battles, there's huge amount of detail in managing
your state and your power, with hundreds of buildings units available throughout
the game.
This game models a monarchy. You get a monarch (of course), many princes and
princesses, and each territory you annex produces a Lord, who acts as governor
and general for any forces created or moved there. Marriage between kingdoms
is an essential way to shore up diplomatic and trading relations between nations,
while assigning princes to valuable territories is a great way to improve their
leadership qualities both on the map and in the battlefield. The leadership
and character stats of your royal family and dukes are critical to your success,
as they used to be in real monarchies. A good leader in a territory can work
wonders, and bestow some useful perks in combat. Experience builds them up,
but your strategy must also take into account the passing of years and the mortality
of your royal family, lest your kingdom disintegrate when the ruler dies without
any heirs.
There are other characters as well:
Bishops can help
bolster your state religion in a freshly annexed territory, or negotiate treaties
if you drop them on a neighbouring Lord.
Spies can
sniff out scandal about your rivals, and use it to embarrass them and seriously
degrade their character ratings.
Assissins can take
this to its logical conclusion, and you can simply bump off troublesome rivals.

Each
territory has its own unique attributes and strengths. Some are more fertile
and more readily developed, while others can provide their own custom units
thanks to their unique cultural heritage. Rulers who remember to spend the time
building up their infrastructure and culture - and thus their prestige of the
Lord in that territory - of their empire will be praised by the people and respected
by their rivals. Trade can quickly transform your kingdom into a rich and powerful
empire, capable of supporting a massive army. Pushing out a network of shipping
throughout the Mediterranean can quickly make you rich and allow your otherwise
clunky forces a high degree of mobility. While trade on the high seas is a fast
track to riches; developing a territory on the other hand takes years, if not
decades. Building up a great city takes considerable patience, as it should.
In some cases, you can put sufficient pressure on a neighbouring region so much
that it'll surrender to you. The size of your forces will have a substantial
influence on the behaviour and movement of enemy forces around in neighbouring
regions.
Nevertheless, all your military units and your own stately reputation is expressed
in
Valour points. Powerful and more advanced military
units have more "valour" than lesser ones, and require more time and
effort to produce. Each unit in the turn based map is seen as a division of
guys in the real time engine.
The RTS component is a highly stylised battlefield simulator. Its completely
tactical, and your use of formations, troop morale and better judgement is going
to make or break you. Like many tactical battle simulators, the
Total
War series makes a big point of modelling humans in combat. That is,
your forces get tired, get worried if they feel exposed on the field, fight
better downhill than up, and have a habit of freaking out and running for their
lives if things suddenly go pear shaped. Which they can, quickly and unexpectedly.
Unlike the usual RTS convention where units are inhuman Olympians who can run
marathons at a sprint on only one health point, a lot of the men in your armies
might only be conscripted peasants, or lightly trained skirmishers who are more
worried about getting back home to the farm alive than military glory. Morale
and stamina plays a significant part in proceedings. Running your guys ragged
can seriously degrade their fighting skills, not to mention the impact of blind
panic. Having a good general can sometimes make or break you, and battles sometimes
aren't decided by who has the most units and how many get killed. I've had a
number of battles where superior numbers turned tail and fled, either because
they lost their General (very bad) or the survivors made it to a forest, rallied,
and were able to turn the tables on the pursing cavalry and routed them completely.
Still To Do:
Tactical warfare: types of units, use of divisions; grouping controls, formations,
etc.
Pix - nice big battle scenes, before and after - some groovy turn based map
pics, etc.