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Old 09-08-2008, 03:30 PM   #21

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Re: Medieval 2: Total war - Tax Rate

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Originally Posted by Psycho_Sam View Post
Anyone here have kingdoms? I'm playing as the Mayans at the moment and the English/Spanish cavalry just decimates my infantry. Does anyone know a suitable tactic to counteract them?
Try to keep your guys in rocky or forested terrain to reduce the effectiveness of cavalry charges.


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Old 09-08-2008, 03:38 PM   #22
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Re: Medieval 2: Total war - Tax Rate

cavalry is overpowered, IRL a horse would usually not drive home when confronted with a solid barrier of shields and spears, the only way to win with the mayans etc is to swarm 1 unit at a time with superior numbers and use your priest units to prevent routing.

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Old 09-08-2008, 04:46 PM   #23

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Re: Medieval 2: Total war - Tax Rate

Or increase depth unrealistically (make it so that the inf unit has a max 5 man wide front line.), the depth should almost stop the charge, once the cav lose their charge bonus, the lightly armoured ones will be mincemeat. Problem is, with extra depth, you can get flanked oh so easily.
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Old 09-08-2008, 04:50 PM   #24
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Re: Medieval 2: Total war - Tax Rate

Playing Kingdoms (well, used to, but not atm) as Spanish. It just feels so good to see a solid line of dismounted conquistadors run into a mob of fur-clad barbarians, smashing them to pieces, only to have my cavalry run them down when they try to flee. *cackles*

Almost as fun as having thousands of people butchered with a single click of your mouse.
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Old 09-08-2008, 05:44 PM   #25

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Re: Medieval 2: Total war - Tax Rate

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Almost as fun as having thousands of people butchered with a single click of your mouse.
Nothing is as fun as hitting that button after conquering a city. The sound effects make me feel so evil.


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Old 09-08-2008, 08:55 PM   #26
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Re: Medieval 2: Total war - Tax Rate

Yeah see my playing style is pretty much to have each city with a big army ready to go in case of an attack, I took over scotland so im going to move all my troops (except half a stack and less in each city there) and move all my guys to attack france and hopefully they will kill alot of them (with me winning battles of course) reducing the amount of army upkeep.

Still havnt found a fix for not being able to click end turn though


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Old 09-08-2008, 10:20 PM   #27
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Re: Medieval 2: Total war - Tax Rate

Download the stainless steel mod and play as the Byzantines.





Seriously, go do it.





Now.

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Old 09-09-2008, 02:02 PM   #28

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Re: Medieval 2: Total war - Tax Rate

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Originally Posted by [R-CON]Desertfox View Post
Yeah see my playing style is pretty much to have each city with a big army ready to go in case of an attack, I took over scotland so im going to move all my troops (except half a stack and less in each city there) and move all my guys to attack france and hopefully they will kill alot of them (with me winning battles of course) reducing the amount of army upkeep.

Still havnt found a fix for not being able to click end turn though
That's grossly inefficient. No wonder you have to use the money cheat. Just leave 3-4 units in your castles and don't leave anything you cant garrison for free in towns


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Old 09-09-2008, 02:09 PM   #29
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Re: Medieval 2: Total war - Tax Rate

I like arranging my cities so that I have castles surrounded by a ring of cities, the castle gets a heavy garrison, and the cities get a basic town guard police force, if the enemy siege a city, the castle garrison can get rid of them. The small number of dedicated castles works well, but make sure each specialises in something, armour/weapon upgraes/cavalry/infantry, otherwise you cant get to the high era stuff quickly enough

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so, if you don't like PR, get a refund
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Old 09-09-2008, 03:55 PM   #30

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Re: Medieval 2: Total war - Tax Rate

disband some of the cheapo units inside cities you want to grow, they'll return to the population and give you a quick boost in population, allowing you to reach that next city stage a tiny bit quicker. In RTW peasants were a very popular way of creating uber cities really quickly by tansportning your population around in aggregates.
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