Medieval 2 total war diplomacy.Diplomat (Medieval II: Total War)


Medieval 2 total war diplomacy.Force_diplomacy cheat


Medieval II: Total War.Force_diplomacy cheat – Medieval II: Total War


Mar 26,  · Total War: MEDIEVAL II – Definitive Edition. The diplomacy seems a lot better #3. Big Smoke. Mar 30, @ am Everyone loves me on whatever difficulty, being a war with nations affects your relations with all nations however. If you want to change relations, open descr_, go to the botto to diplomatic relations, and change the. Apr 17,  · Diplomacy has always been a little bugged (non existent) in vanilla Medieval II Total War. I’ll show you how you can fix this and better understand the trigg. Mar 14,  · Never trust an alliance or perfect relations in the basic game. If you have problems with the way diplomacy works, the best solution is to play a mod like Stainless Steel. if you want to end a war with another faction, you just send a diplomat or princess to them and ask for a ceasefire.


Medieval 2 total war diplomacy.Diplomacy Tips? — Total War Forums

Sep 22,  · medieval 2 already has more options than most modern total wars to be honest. the only thing i’d like to see is the “non aggression pact” from the newer games. for the rest medieval 2 has everything and much more than most of the newer games. and i know since i . Mar 14,  · Never trust an alliance or perfect relations in the basic game. If you have problems with the way diplomacy works, the best solution is to play a mod like Stainless Steel. if you want to end a war with another faction, you just send a diplomat or princess to them and ask for a ceasefire. 1. Download it. 2. Copy paste these files into the root data directory (\SEGA\Medieval II Total War\data): a. descr_campaign_ai_ (Necessary) b. descr_ (Necessary) c. descr_campaign_ (Only if you want the Agent fixes) 3. You are ing System: Windows.
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Help Forgot Password? Remember Me? Advanced Search. Page 1 of 5 1 2 3 4 5 Last Jump to page: Results 1 to 20 of February 13, , PM 1. A comprehensive guide to Medieval 2 Total War Diplomacy I am not sure if prior approval is necessary for posting such a guide, I am relatively new to the forum and have been greatly inspired by some of the postings here.

I am a proud owner of all Total War games so far and over the years I have found more and more joy from the games. In response to recent topics regarding diplomacy I have decided to write a guide, mainly because I have been fascinated with the politics of Total War games ever since Shogun. Moreover, I know there is an important amount of frustration from experienced players as well as new players over the correct use of diplomacy in your campaign.

This thread hopefully builds on some of the great work done by Rebel in his Great Thread. Some of my inspiration came after reading his work. I am not one of these people that like mods too much but I am not the guy who hates mods either. I understand that different people have different interests in the game and that is what makes it awesome. You build great empires that stretch from Lisbon to Novgorod, gain utmost glory in holy crusades, role-play your family members lives and perform complex subterfuge missions that would make current governments look like lost children.

All this is often described by experienced players as “sugar coating” the game and it is perfectly OK. In fact most people do it at levels I couldn’t begin to imagine.

In this respect I believe my sugar coating of the game has always comes through the diplomatic evolution of the game.

This has led to a significantly better understanding of why an AI suddenly decides to attack you in most situations, how agreements are made or what motivates a faction to take a certain course of action. Sure, there will be cases when there is nothing you can do to anticipate a completely cunning AI that seems to want war for no reason. But in most cases, the backstabbing AI has a solid reason for attacking you that has eluded you in the complicated diplomacy scroll.

The only things you really know is your relation level with another faction. But what does that really mean? Should I stay unarmed because I am loved? Hopefully, after reading this guide you will find yourself more in control of what is going on your campaign, more engaged in your decisions and better informed when making them. The agents needed to perform diplomatic missions are your diplomats or your princesses. Their skill is a scale that measures the chance they have to perform tasks.

Naturally, the skill is affected by the traits of the characters and these traits evolve based on their in game experiences. The main difference between princesses and diplomats are that princesses can marry foreign or national generals whereas diplomats have the special ability to bribe enemy armies. Otherwise, they may both be used to propose treaties or negotiate deals with other factions. At the beginning of the campaign you start with either a diplomat or a princess and need to make good use of them until more agents are recruited.

Using the agents often in deals also increases their skill and obviously their chance of obtaining even more favorable deals. While princesses usually appear in the regions their fathers serve as commanders, diplomats can be trained easier in cities than in castles. The castles eventually get the option to build a library later in the game and can then train diplomats there. When requesting an audience to a foreign faction, you are shown the diplomacy interface.

This contains useful additional information to consider before engaging in deals with the other part. Some of the information displayed on the top left and right of the screen are the two nations statistics, direct relations, reputation and what the other faction is believed to want from yours. When visible it is a great indication of where you may take negotiations further and negotiate a deal or improve your diplomat’s skill.

Some people have suggested that having a spy in the region you are engaging in negotiations may improve your chances of knowing your opposition’s intentions. I do not have enough evidence at this time to verify this claim but feel free to explore.

There are several different treaties you can negotiate with a faction: -trade treaty allows settlements to trade with other faction’s settlements -alliance allows enemy armies to reinforce you in battle and vice-versa; is also a great indicator of a faction’s foreign policy and interventionism level in the game: hawk more likely to be aggressive vs.

This is usually very difficult to accomplish and will require something substantial in exchange. Another request you can make is request Cardinal votes in case one of your cardinals is running in the Papal elections and you need other factions to support you. The Papal relations topic will be covered in more detail in a following chapter.

Throughout the campaign you may diplomatically engage anyone with any offer but just like in real life, people tend to be wary of the ones that either do not honor their promises or cannot correctly evaluate their own capacity to do what they promise. In other words, trust is hard to build and very easy to shatter in one second. Keep that in mind every time you agree to anything. What is significantly more interesting is that you will be responsible with trusting several factions not just one and vice versa.

This creates what is usually called a diplomatic context, a specific setting of relations in which anyone can affect the others. If you cannot or will not keep your word, there will be consequences, which I will explain further.

And yes this applies to everything, even trade rights. In consequence it is beneficial to sign trade treaties with some of your neighbors early on. Be VERY AWARE however that trade treaties in themselves are a sign of friendship that automatically influence your relations with that faction as well as your relations with that faction’s potential enemies or friends. While trade is so beneficial for your yearly income it is also the easiest part of your empire to exploit by hostiles.

In this respect, a very frequent mistake is to sign lots of trade treaties and have no navy. This is an invitation to what you may call backstabbers to paralyze your entire nation. So there you are thinking “What did I do to deserve these cunning attacks?

Sign trade relations with nations that you are likely not to be in conflict with for as long as you can imagine. Also understand that signing trade relations will mean your relations with that faction will start fluctuating now based on both the diplomatic decisions your countries make with others. If you want to keep the money coming in home, make sure you have a diplomat in your most important trade partners factions for quick negotiations.

Your diplomats are literally your diplomatic arms. The more they are the farther and faster you reach. Don’t sign trade treaties with your friends enemies. This will negatively influence your reputation, and as we will short see your reputation is the core of your diplomatic abilities.

Be careful however, as stated previously reputation increases very hard and decreases very easy. You want to keep doing the right thing if you want to be taken seriously. Avoid trading with warmongers or countries with very low reputation.

If you want to get this to work you need to accept the hard facts. The increase in reputation will greatly counter the decrease in money. A good strategy to start with is to become trade partners with future allies and nations you do not intend to attack or intervene militarily in under any circumstances.

Keep a navy proportional to your trading capability at least in the beginning, when factions tend to act unpredictable. Choosing your allies or even choosing to have allies are decisions that should be carefully thought out in consideration with the current territorial situation of the game.

Basically ask not whether you want to be allied with someone but rather whether that someone wants to be allied with you.

An alliance is an important commitment from a military perspective as factions in search for alliances are not factions bored by the perspective of peace. It is also interpreted by the AI as a “show off” as you are literally agreeing to intervene militarily on a faction’s side if needed.

This makes you look bold and hawkish so be prepared to stand by your word. If you successfully do so you will be regarded as efficient and respected not only by your people and allies but by your potential enemies and other warmongers out there as well. A common mistake players make is to go around in the beginning of the game signing alliances with almost everyone. Then as soon as for example two wars break out, in which the player is not necessarily directly involved, his reputation becomes horrible for not being able to help anyone, his trade income is greatly reduced and invasion by a warmonger is imminent as a result of the economic weakness.

This is a catastrophe scenario you can avoid by being a little more modest until you are truly capable to blossom. If you are terribly worried about one neighbor AND that neighbor is acting belligerent then you should seek an alliance with another neighbor that is not a threat to you, and shares your concern. You should try to keep the number of allies you have proportional to the size of your armed forces.

If you cannot commit to assist someone then just tell him the truth and don’t. You can easily do this by counter-offering some gold or something to make him forget the bad news.

Beware however in using counter-offers: you cannot get away with it all the time! It is sometimes a lot better to just say NO than weasel your way out of a proposition you don’t like. If your reputation is very good trustworthy or better , you can easily request military assistance from your allies in a common war. This is the easiest way to put diplomacy to brutal use. A good diplomat and a good offer of gold can get any good ally to help you out.

Similarly, an ally may request help against someone, or gold in case of war. It should be your priority to commit to the alliance with either resources or troops whenever this is required. Committing to an alliance is almost never beneficial, but is always a great way to increase your reputation and your ability to obtain amazing deals with other factions. For Catholic factions the game usually revolves around two main mega alliances. These alliances do not always necessarily form literally meaning each nation is allied with the other and may not always contain the same factions, but are overall formed in a similar process.

I will call these factions the Hawks and the Doves. The Hawks are factions like Milan, Portugal, Sicily, Holy Roman Empire and England that are eager to expand mainly because of their inherent historical identity. These countries all exhibit fierce expansionism: -HRE has set as its goal to become the next Roman Empire -Milan needs territories so it can consolidate its weak starting position -England is controlled by William the Conqueror need I say more?

God don’t even get me started on Sicily The other countries are Doves, countries that are more concerned with consolidation and expansion over rebels than invading someone else. What usually happens is that some of the Hawks attack some of the Doves and then all hell breaks loose. The two mega factions, although different in each game, compete fiercely for territories, trade and control of the papacy.