Similar to previous titles of the Total War series, the game consists of two modes of play: battles and single-player campaign. Battles can be played in multiplayer, in user-defined scenarios, or in historical scenarios which simulate real battles such as the Battle of Arsuf or the Battle of Agincourt. Battles are also featured in the campaign.
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 (for example, Holy Roman Empire must defeat its historical enemies Milan and Denmark) and control at least 15 settlements. The long campaign requires the player to control at least 45 territories and one or two significant cities, which are faction specific, such as Jerusalem, Granada, Rome or Constantinople.
Once the game is completed on any difficulty, the player may begin a new Grand Campaign as any faction with the exception of the Papal States, Mongols, Timurids, Aztecs (only encountered in the New World in the late period) or Rebels.
As in other Total War games, in each settlement the faction may construct a number of buildings, each with different functions, such as training troops, upgrading weapons and armour, expanding the economy, increasing the settlement's defences or strengthening religion. A new feature of Medieval II is the ability to build guild halls. A given settlement may only have a single guild hall, although there are several different types. The guild hall provides certain bonuses such as increased movement for troops, better weapons, or better agents; some even grant access to new units, such as the ahistoric yet effective unit of "Sherwood Archers" available to England upon construction and subsequent upgrade of a Woodsmens' Guild. Guild halls may also be later upgraded to a "Master Guild Hall", which may provide a larger bonus or even grant a bonus to all of the faction's settlements while still retaining a more notable bonus in the city the structure is built, and then possibly upgraded to the "Guild Headquarters", which provides the greatest bonuses, although each guild can have only one headquarters anywhere in the world at the given time, and each faction can only construct one Master Guild Hall of each guild in their empire. It is possible however, to capture a city with an existing Master Guild Hall of a certain type, and have two of one kind.
Captains are leaders of armies that do not have a family member controlling them. They don't have any special attributes or retinue, but if killed in battle troop morale decreases, increasing the chance that the army will rout. If killed or assassinated, a new captain will instantly appear and take command of the army in question. If a captain is victorious in a particularly one sided battle or has shown excellent leadership, he may become 'Man of the Hour', and comes with an option to adopt him into the Royal Family. If adopted, he turns into a general and may gain attributes and retinue. If declined, he continues to be a generic captain. An army left with only a captain may rebel and join the rebel faction.
Each faction has a number of agents it may use to maintain order and influence other factions. These include the Priests/Imams, as well as princesses, diplomats, merchants, assassins and spies. Each agent has attributes that develop the more he is able to successfully be used. Princesses, for example, have a "Charm" attribute that governs their success in diplomacy and the likelihood that a proposal in marriage will be accepted. Spies and Assassins have a "Subterfuge" attribute which governs how likely they are to infiltrate enemy cities or find information about enemy armies. All agents except princesses are trained at settlements which contain the appropriate buildings - for example, Christian priests can be trained in any settlement with a church or chapel. Princesses are born into the player's ruling family, and become active as agents once they come of age at 16.
Diplomacy is performed by diplomats and princesses and functions much as in previous Total War games, mainly involving negotiating treaties such as cease fires, alliances and marriages and wars. The interface for negotiation has changed from previous games, however; a new system has been integrated to show the other faction's attitude toward the player's faction, intelligence estimates (such as how wealthy the faction is and what other factions they are at war with), as well as how fair the other faction feels the player's proposals are.
Inquisitors are controlled by The Papal States and are sent to the player's lands if you have fallen out of favour with the Pope. They can accuse any agent of heresy, and if they are found guilty, they will be executed. Generals, and even a player's King, may fall prey to these agents of God. To get rid of Inquisitors, you can gain favour with the Pope by building churches and converting the population, and avoid attacks on any more favourable Christian nations, or perhaps even attempt to assassinate them.
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