Medieval 2: Total War
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Press ~ during game play to display the console window. Type one of the following case-sensitive codes to activate the corresponding cheat function. Note: Family member names, settlement names, and other proper names must be capitalized correctly.
|Give city more population||add_population <settlement name> <number>|
|Give any trait your faction can have to a specific general1||give_trait <character> <trait> <level number>|
|Give ancillary to specific general||give_ancillary <character> <ancillary> <level number>|
|Create unit||create_unit "<settlement or character>" "<unit ID>" "<amount from 1-5>" "<experience from 1-9>" "<armor from 1-3>" "<weapon from 1-3>"|
|Anything in city's building queue built automatically||process_cq <settlement name>|
|Get indicated amount of gold||add_money <number>|
|Toggles fog of war||toggle_fow|
|Press [Auto Retaliate] to automatically wins; enter code at the battle scroll||auto_win <attacker or defender>|
|Reset stuck character||character_reset|
|Show current coordinates||show_cursorstat|
|Move object||move_character <settler or unit name> <x coord> <y coord>|
|Remove trait2||remove_trait <trait>|
|Remove anicillary from specific general2||remove_ancillary <ancillary>|
|Add all ancillary to character info display||test_ancillary_localisation|
|Walls tumble down||jericho|
|Create and add mission to specified faction||create_mission <sent faction> <mission ID>|
|Set campaign date to given year||date <year>|
|Clear current stacked messages||clear_messages|
|Complete all possible recruitment in queue||process_rq <string>|
|Create diplomacy mission||diplomacy_mission <AI faction> <target faction> <mission type> <mission target (optional)>|
|Detail recruitment capabilities of settlement||capabilities <settlement name>|
|Detail recruitment pool of settlement||recruitment_pool <settlement name>|
|Raw and perceived diplomacy items costs from perspective of receiving faction||diplomacy_costs <receiving faction> <proposing faction> <target faction (optional)> <settlement name (optional)> <payment amount (optional)> <payment years (optional)>|
|Evict current resident and give to player||capture_settlement <settlement name>|
|Forces local player's alliance to win the battle||force_battle_victory <capture_percent (optional)>|
|Force negotiator to accept or decline proposition||force_diplomacy <accept, decline, or off>|
|Gives character an ancillary||give_ancillary this <string>|
|Give character movement points||mp <character name> <amount>|
|Give character points for trait||give_trait_points <character name> <trait name> <points>|
|Invulnerable general||invulnerable_general <character name>|
|List all ancillaries||list_ancillaries|
|List all units in an army||list_units <character or settlement name>|
|Lists all characters in the world or faction||list_characters <faction type (optional)>|
|List all traits||list_traits|
|Move character to position on campaign map||move_character <name> <x coordinate>,<y coordinate>|
|Remove ancillary from character||remove_ancillary this <string>|
|Reset character back to its start of turn settings||character_reset|
|Sells units cheaper||bestbuy|
|Set diplomatic stance between two factions||diplomatic_stance <faction 1> <faction 2> <allied, neutral, or war>|
|Toggle display of all messages to all factions||show_all_messages|
|Show pointer position and region ID||show_cursorstat|
|Show landing positions available to AI for region||show_landings <cursor or region ID (optional)>|
|Attacker or defender wins the next auto battle||auto_win <attacker or defender>|
|Toggle everyone's perfect spying ability||toggle_perfect_spy|
|Toggle fog of war||toggle_fow|
|Upgrade settlement level||upgrade_settlement <settlement name>|
|Elephant Artillery to selected city or unit||rogan|
|Elephant Rocketeer to selected city or unit||vindaloo|
|Elephants to selected city or unit||madras|
|Mercenary Monster Bombard to selected city or unit||istanbul|
|Mercenary Monster Ribault to selected city or unit||george|
|Mercenary Rocket Launcher to selected city or unit||houston|
|+ 1 agent skill||false_documents|
|+ 1 agent skill||assassinsguildtrained 1 or thievesguildtrained 1|
|+ 1 agent skill||assassinsguildmember 1 or thievesguildmember 1|
|+ 1 agent skill||accomplice|
|+ 1 agent skill||monkey|
|+ 1 agent skill, + 1 personal security||beguiling_bard|
|+ 1 agent skill, +1 line of sight||pickpocket|
|+ 1 assassination, +2 law||handgun|
|+ 1 sabotage||explosives|
|+ 2 line of sight||spyglass|
|+1 to 3 agent skill||naturalspyskill <1-3> or naturalassassinskill <1-3>|
1. The code does seem to work for characters with a second name. However, you can select the character on the campaign map, then type for example, give_trait this "GoodCommander" 5 or whatever desired trait. This also works for the give_ancillary code.
2. The commander must be selected, or type the commander's name. If the commander has a surname you must type this and not his name.
Use the following entries with the give_trait
code. Note: Some of these can be accompanied with a "level
number", usually ranging from 1 to 5, giving additional bonuses
wmyi atnb mig, tmy
- BattleChivalry (increases Chivalry)
- BattleDread (increases Dread)
- Energetic (increases Movement Points)
- FathersLegacy (increases Authority)
- GoodAdministrator (increases Law and Trade Income)
- GoodAmbusher (increases Command situationally)
- GoodAttacker (increases Command situationally)
- GoodCavalryGeneral (increases Command situationally)
- GoodCommander (increases Command situationally)
- GoodDefender (increases Command situationally)
- GoodInfantryGeneral (increases Command situationally)
- GoodMiner (increases Mining Income)
- GoodTrader (increases Trade Income)
- HaleAndHearty (more children, increases General's hitpoints)
- HighPersonalSecurity (increases Personal Security)
- Intelligent (increases Command and Income)
- MathematicsSkill (increases Income)
- NaturalMilitarySkill (increases Command)
- PoliticsSkill (decreases Loyalty, increases Authority)
- PublicFaith (increases Piety)
- VictorVirtue (increases Chivalry)
Use the following entries with the give_ancillary code. Note: Some of these can be accompanied with a "level number", usually ranging from 1 to 5, giving additional bonuses (or penalties).
- apothecary (have more kids)
- bard (adds Morale, Popularity)
- bodyguard (increases General's Personal Security, decreases
- brilliant_inventor (General's +30 build points, +1 farming,
- 20% bonus on mining income)
- catamite (+1 to Agent's skill)
- courtesan (+1 to Agent's skill)
- dancer (+2 to Agent's skill)
- doctor (General's have more kids, improves casualty recovery
- drillmaster General's (+25% movement, unit recruitment
- foodtaster (increases General's Personal Security)
- goodassassin (+1 to 5 to Assassin's skill)
- goodsaboteur (+1 to 3 to Assassin's saboteur skill)
- goodspy (+1 to 5 to Spy's skill)
- mentor (increases General's Command)
- pickpocket (+1 to Agent's skill)
- scribe_ancillary (adds General's Authority, Income bonuses)
- shieldbearer (increases General's Hit Points, lowers Morale)
- swordbearer (increases General's Hit Points, Personal Security)
- tutor (increases General's Piety, Trade Income)
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "descr_strat" file in the "medieval ii total war\data\world\maps\campaign\imperial_campaign" directory. Locate the "unlockable" heading and copy its contents over the current contents under the quot;playable" setting.
Change time scale
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "descr_strat" file in the "medieval ii total war\data\world\maps\campaign\imperial_campaign" directory. Look under the "start_date" heading and change the "timescale" value to "0.50". By doing this, turns will be six months instead of two years.
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "descr_strat" file in the "medieval ii total war\data\world\maps\campaign\imperial_campaign" directory. Locate your faction, then change the value of their starting Florins to "9999999999". You can compound this effect by reducing the starting money of your opponents to a very low value.
Note: This procedure involves editing a game file; create a backup copy of the file before proceeding. Use a text editor to edit the "descr_strat" file in the "medieval ii total war\data\world\maps\campaign\imperial_campaign" directory. You can edit any of the resources as desired.
Bonus retinue items
To get unique bonus items for your generals' retinues, you must perform historically important acts. For example, as a western faction you can send a general on Crusade. When they conquer the target city they will receive a special item such as the Holy Grail or Mary's Veil. These special items add bonuses to your generals' stats and abilities.
Although the Ballista can snipe any unit from a distance with accuracy, it is best to move them to the right or left flanks of a target unit instead of placing them in front or behind the target. By doing this, the Ballista will kill more units with its bolts. A good kill is at least three or four units per shot, with two rounds per shot. The Ballista also ignores armor, thus allowing it to hit units such as heavy cavalry with ease if positioned correctly. This is an extremely important ranged/siege unit early in the game until gun powder units arrive.
Killing enemy agents
Use the following alternative method to kill enemy agents (Assassins, Diplomats, Inquisitors, Priests, Imams, Cardinals, Princess, Merchants and Spies) without the use of a friendly Assassin. This tactic is especially useful against agents that are difficult to kill, such as Assassins, Inquisitors and Spies. When you move a non-agent unit (troops or your general) to a tile where the agent is located, the agent will be moved to another tile. If you surround the agent with units or force him or her to a geographical corner then place a unit there, the agent will automatically die. Note: Units will have trouble automatically passing through two tiles (in a row) that already have units on them. You must manually move (merge) them to one tile (already containing a unit), then on to the next tile.
- Concentrate your attacks on a specific unit, weakening it so that it becomes a vulnerable link in the enemy's chain of troops. Once the unit loses several men, it will usually either flee or become fodder for your men.
- Let your flanks move or attack as a group rather than just individually. This tactic comes in handy for keeping your men within command range and for quick, coordinated assaults against opponents.
- Cavalry groups are ideal for sweeping around enemy flanks and taking down the opponent's archery units. Try to keep all but heavy knights out of head-to-head, front-line combat.
Without an Assassin's Guild, it is extremely difficult to use them to start killing off rivals, as they do not start with bonus traits the guild provides for new recruits. The easiest way to level up your assassins is to sabotage rival religious buildings (churches, mosques, etc.). They are easier to sabotage than other buildings (usually above 60% success rate). Continue sabotaging religious buildings until your assassin gains the trait "Grand Saboteur". The hierarchy of the saboteur traits are "Plotter", "Schemer" and "Grand Saboteur". Your agent will have a level 4 agent skill after this. At this point, it is easier for you to kill other enemy agents, but not the experienced one. Princesses are the primary target, followed by Diplomats with 0 ability. Killing enemy captains (units with no generals) also help increase murder traits, if the former mentioned agents are not available. Unit captains with less stacked units are easier to murder than dense stacked units. Continue killing until the highest level "Master Assassin" is achieved. Note: After the "Gun Power" discovery, your Assassin will come equipped with a "Prototype Gun", which besides increasing your agent skill, also lowers squalor effects in your cities.
Getting your generals to have children
There is a way to get your generals to have children faster than usual. Generals seem to start having babies when all their siblings are married. If you have five generals and four of them are wed but the last has yet to find a wife, then they usually will not start having children until the last general gets married. To have a big family tree, try to get them all of them married as soon as possible. Note: Princesses that successfully marry an enemy general (not a heir or king) will disappear from the family tree, but the sons and daughters will still show up under your service.
Strategy guides from GameFAQs