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Thread: M2TW Manual Observations

  1. #1
    Senior Member Senior Member Barkhorn1x's Avatar
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    Default M2TW Manual Observations

    Here are some important bits of information that I’ve gleaned from the manual – in order of appearance:

    1. Princesses can be used to “steal away” opposing Generals or marry a Faction Heir.
    2. Spies cause unrest in enemy territory
    3. Generals have either a Chivalry rating OR a Dread rating
    4. Generals have a Loyalty rating
    5. Faction Leaders have an Authority rating
    6. Princesses have a Charm rating (ooh la la!)
    7. Only some Retinue characters can be transferred
    8. Recruiting on coasts allows the hiring of Mercenary Fleets
    9. “Woodland” terrain triggers ambushes where your army will attack an enemy while they are in march formation.
    10. Sea travel in shallow water is quicker and safer
    11. Only Cities can have their Tax Rate adjusted
    12. If there are two Generals in a settlement the one w/ the higher Piety rating will govern
    13. Recruitment effects combine – “if you have two buildings that can recruit the same unit in one settlement, that unit will have a large recruitment pool limit and will replenish more quickly" (this sounds interesting – but how useful is it really?)
    14. There is a limit to the number of Agent Units you can recruit – which I take to mean that there is a limit to the total number for a faction – at a given level of advancement. Can anyone confirm?
    15. Chart on page 30 gives some detail about which buildings contribute to the availability of certain units. Guilds seem to be important for various “Special Units” and the military orders are listed as Guilds as well (can anyone confirm that this is so?)
    16. Swordsmiths’ Guild makes possible upgrades for melee weapons making that one pretty important.
    17. Guilds work as follows:
    - Invite only = they seek you out
    - Guild Houses and Minor Chapter houses = can be built in all appropriate settlements/factions
    - Master Guild Houses and Major Chapter houses = only one can exist for a given faction
    - Headquarters = only one exists in the ENTIRE WORLD at any given time (ain’t that special?)
    18. Merchant Income is effected by Finance rating, Trade rights w/ another faction, the value of the commodity (gold better than timber) and a Distance bonus which works in an inverse relationship to the faction capital (interesting)

    (up to page 34 – will continue later in the week if anyone feels this is useful)

    In preparing this list I have concentrated on what is new and different – or something that I didn’t know. Hope you find it helpful.

    Barkhorn.
    Last edited by Barkhorn1x; 11-13-2006 at 23:14.
    "Après moi le déluge"

  2. #2
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: M2TW Manual Observations

    12. If there are two Generals in a settlement the one w/ the higher Piety rating will govern

    Well, that is... interesting...

  3. #3

    Default Re: M2TW Manual Observations

    Well done Barkhorn! Keep 'em coming

  4. #4

    Default Re: M2TW Manual Observations

    I wonder if you take a settlement that has the Headquarters of a guild, would you be able to reconstruct one of your own assuming you have quite a few Guild Houses and they want it to be built in your settlement.

    Or, what you could do, is try and finance or persuad (if thats even possible) one of your allies to take a known settlement that has a HQ of a guild who your particularly interested in, once they take it do they become masters of the Guild, assuming they arent apart of the Guild. Possibly being a Muslim faction.

    I wonder how many different guilds are in the game, or even how many different houses can be in one settlement.

    Thanks for the information by the way, its very usefull and I would be appreciative if you post more.

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