CITADEL FAQ and M2TW STRATEGY TIPS
This thread is for Citadel frequently asked questions and for a compilation of strategy tips. Members are invited to use this thread to:
(a) ask or answer any important gameplay questions not answered in the manual;
(b) to post tips and strategies.
To avoid repetition, links to other posts and threads are welcome. No modding or multiplayer questions, though - we have other forums for those.
I will try to maintain the first post, although no promises. I apologise in advance but I am not going to religiously attribute every answer to a specific member, although I will if a particularly memorable substantive post stands out.
Index
Chapter 1: Combat
1.1…………….. How to use the various combat arms
1.2…………….. Special attacks and formations
1.3…………….. Sieges
1.4…………….. After the battle
Chapter 2: Managing your kingdom
2.1……………..Ships
2.2……………..Managing unrest and the economy
2.3……………..Training and recruitment
2.4……………..Buildings
2.5……………..Guilds
2.6……………..Diplomacy
Chapter 3: Characters and agents
3.1……………..Generals
3.2……………..Kings
3.3…………….. Princesses
3.4…………….. Assassins
3.5………….. …Spies
3.6…………….. Merchants
3.7…………….. Priests
3.8…………….. Inquisitors
3.9…………….. Miscellaneous Agents
Chapter 4: Specific historical aspects of the campaign
4.1…………….. The Pope
4.2……………..Crusades and jihads
4.3…………….. The Mongols and Timurids
4.4…………….. The Plague
4.5…………….. Gunpowder units
4.6…………….. America
Chapter 5: Settings
5.1……………..Settings
5.2……………..Miscellaneous
5.3……………..Bugs
5.4……………..Useful links
Chapter 1: Combat
Chapter Sub-headings:
1.1…………….. How to use the various combat arms
1.2…………….. Special attacks and formations
1.3…………….. Sieges
1.4…………….. After the battle
1.1…………….. How to use the various combat arms
Q: I don't know what the heck I'm doing in regards to what units do what and what the unit stats are also. RTW is easier to understand than this era!
A: What I recommend is pick your faction and start a campaign. Go to the building browser for a settlement and right click on the troop producing buildings. They will list what troops you can get at what level. If you right click on the unit, it will pull up the unit card with a full description and the key stats. That way you can see your entire unit line up and what buildings you need to get them.
Beyond that, M2TW is not that dissimilar from other Total War games. For example, here’s a breakdown of the English roster.
Spoiler Alert, click show to read:
Q: Where can I find a list of unit stats?
A: R'as al Ghul has produced a comprehensive list here:
https://forums.totalwar.org/vb/showthread.php?t=76702
Yas has created a nice tool here:
http://www.totalwar.co.kr/
Brandybarrel has created very nice printable pdfs (the FAUST) with unit stats:
The FAUST v1.3 downloads:
for the Kingdoms expansion (8MB, 40 pages):
FileFront MediaFire
for the Grand Campaign with Kingdoms Stats (5MB, 25 pages):
Unit stats based on the Retrofit mod by Unspoken Knight (CA)
(applicable to other mods or updates which incorporate similar data files)
FileFront MediaFire
for the Grand Campaign (5MB, 25 pages):
FileFront MediaFire
Q: Which stats matter and how much?
A: In earlier Total War games, a good summary measure of unit combat effectiveness was their attack stat and their combined defence stat (armour+shield+defence skill). The chance to kill was driven by the difference between attack and defence stats, so each could be regarded as roughly of equal importance. In STW and MTW, a one point difference in the (attack - defence) differential led to an increase in the kill rate of about 20%. In RTW, the stats differed more and the corresponding increase was about 10%. In M2TW, we have no hard information yet but since the game uses a modified RTW engine, a 10% effect seems plausible.
However, in M2TW (and also RTW), the attack animations of the units also play a role, so the stats alone do not tell the whole story. This was seen most visibly in 1.0 and 1.1 when many two handed units could not damage cavalry much due to their animations. Due to differences in the animations, some units may hit more rapidly than others.
Beyond the attack and combined defence stats, the player should consider a range of other factors:
- Unit size: as Stalin said, quantity has a quality all of its own.
- Charge stat: this is particularly important for cavalry (it adds to their attack value if "charging" or if following through on a charge)
- Morale: on VH, militia will often prove fragile due to low morale
- The range, rate of fire and ammunition limit of any missiles
- Unit speed (this is especially important for cavalry wanting to catch routing enemy cavalry, e.g. defeated generals!)
- Armour piercing weapons: this may halve the effect of enemy armour.
- Spears vs swords? Spears are more effective against cavalry, less effective against infantry.
- Does the unit have a special formation? Phalanxes make pikes almost invulnerable to frontal melee attack on level ground. etc
General's bodyguards have two hit points making them twice as hard to kill. They also regenerate losses between battles.
In MP, the purchase price of the unit is the cost and should represent CA's assessment of the unit's overall combat effectiveness. However, in SP, upkeep is likely to have a much bigger effect on the overalll cost of a unit (providing surival prospect are not too grim). Upkeep is not closely tied to combat effectiveness and so some units are clear bargains (e.g. England's armoured swordsmen are more effective than the more expensive Dismounted Feudal Knights and cost about the same as far inferior militia).
Q: What is the difference between armour, defence skill and shield?
A: A unit's overall defence - if attacked frontally in melee - is the sum of its armour, defence skill and shield values. However, there are some differences in the way these three factors work.
Armour and shield influence both melee and missile combat; defence skill affects only melee.
The contribution of armour is reduced (halved?) if attacked by armour piercing weapons.
The position of the attacker relative to the defender also affects the contribution of these three stats in different ways:
Originally Posted by Daveybaby
Q: What is the "ultimate stack"?
A: You tell us:
https://forums.totalwar.org/vb/showthread.php?t=73708
Q: How should I deploy my troops? Archers at the front, cavalry on the flanks or what?
A: Some suggestions about how to deploy various armies are here:
https://forums.totalwar.org/vb/showthread.php?t=73103
Q: Can I dismount cavalry?
A: Sadly, no. You can train "dismounted" units - like dismounted Feudal Knights - but not dismount mounted cavalry.
Q: My cavalry attack without being described as "charging". How do I get off a good cavalry charge?
A: Jason from CA has explained how charging works:
http://totalwarcommunity.blogspot.com/Regarding the new charge mechanic, there are two charges available to a cavalry unit: a formed charge which allows for most of the unit to charge into a target; and an unformed charge which stops the charge after 10% of the soldiers within that unit have made contact with the target. In RTW this wasn’t as much of an issue because cavalry did not have long lances and as such did not require two significantly different charge abilities. The M2TW charge system allows you to have a very powerful charge if you do everything right and a light charge if you don’t.
The triggers for a formed (powerful) charge include:
Line up the cavalry parallel to the target
Utilize a long straight run up toward the target
Prioritize stationary targets as moving targets may result in a last second turn and reform
The triggers for an unformed (weak) charge include:
The unit is spread out just before charging
The charge is issued while too close to the target
The charge is issued when the unit isn’t facing the target
The player changes direction just before the charge• The target moves and turns just before being hit
For further advice on how to get off a good cavalry charge, read Hashashiyyin's tips:Originally Posted by Daveybaby
https://forums.totalwar.org/vb/showp...41&postcount=1
And yet more discussion here:
https://forums.totalwar.org/vb/showthread.php?t=73535
Q: Which cavalry units are faster?
A: According to tests by Dopp and CBR, there are three horse speeds:
Fast: 630 metres/minute. (19% faster than normal)
This covers fast ponies.
Includes Alans, jinettes, stradiots, border horse, albanian light cavalry, most horse archers, Skys, Vards
Normal: 530 metres/minute
This covers heavy horses and ponies. Basically all horses that are not "fast ponies" and don't have any armour.
Includes mailed knights, mercenary Frankish knights, demi-lancers, Latinkons, Byzantince cavalry, lancers, hobilars, Danish scouts, French mounted archers
Slow: 420 metres/minute (21% slower than normal)
This covers mailed, barded and armoured horses.
Includes feudal and Chivalric knights, Italian men-at-arms, gendarmes, kataphracts. Sipahis?
Fast cavalry will have that mentioned in their unit description. For slow cavalry, you have to look at the picture of the horse - it will have armour or be covered by barding.
Note - there are also three infantry unit speeds: 157/215/255 metres per minute.
Q: Which infantry units are faster?
A:
https://forums.totalwar.org/vb/showthread.php?t=84334Originally Posted by Miracle
Q: What bonuses do spear and pike units get against cavalry?
A:More detail here:Originally Posted by Carl
Spoiler Alert, click show to read:
Q: How do I use pikes? They keep switching to their swords and dying!
A:Note - there are "pike fix" mods that remove the sword, forcing the pikemen to use pikes all the time. However, these arguably make the pikemen too strong.Originally Posted by Cheetah
Q: How should I use missile cavalry?
A: Some tips from Doug-Thompson:
https://forums.totalwar.org/vb/showp...28&postcount=1
Some key points:
(a) unlike RTW, skirmishing cavalry have the "skirmish" mode switched back on automatically after they come out of melee. This reduces micromanagement.
(b) The "Parthian shot" - shooting at a purusing unit - appears less deadly than in RTW.
(c) Javelin armed cavalry have rather long ranges, although limited ammo makes switching off "fire at will" mode recommended.
Doug is also working on a guide to missile cavalry units:
https://forums.totalwar.org/vb/showp...58&postcount=1
Here are the boiled-down useful points:
Spoiler Alert, click show to read:
Q: What is the rate of fire of missile units - e.g. longbows compared to crossbows?
A:Miracle has collected similar data:Originally Posted by Lord Hazard
Originally Posted by Miracle
Here's a related test by Zpartan's:
Spoiler Alert, click show to read:
Q: Are missiles more accurate in thinner formations?
A: No, it makes no difference whether you spread them out in a thin line two wide, or form them up into a dense square:
https://forums.totalwar.org/vb/showpost.php?p=1354924
Note: missiles are affected by terrain, so sometimes a very narrow (deep) formation is more accurate as fewer men may be obstructed by terrain (e.g. use a column of archers to fire through a city gate).
Q: Can crossbows fire over the heads of intervening friendly units?
A: Yes, but their accuracy is so low, they are useless deployed like that. It is better to give them a clear shot.
Q: Are missiles less accurate in night battles?
A: Sadly, not:
Originally Posted by DVX BELLORVM
Q: My archers don't do enough damage defending settlement walls - they fire high up into the air, rather than directly down to their targets. How can I fix this?
A: Lusted proposes reducing the max angle to 45 in this thread:
https://forums.totalwar.org/vb/showthread.php?t=83719
Q: How much ammunition do missile units have?
A:Originally Posted by SMZ
Q: How do I get my archers to stop firing?
A: Hit "backspace" will cancel a fire order. Make sure "fire at will" is off, too.
Q: How do I get units with a missile attack to enter a melee attack?
A:Originally Posted by Ars Moriendi
Q: How I use firearm units effectively? A lot of times, they would just reform and reform without doing anything.
A: This may be a bug.
Originally Posted by Iposethequestionyoureturntheanswer
Q: What is the best anti-personnel artillery?
A: Some recommendations here:
https://forums.totalwar.org/vb/showthread.php?t=76167
Q: Is there anyway to detach artillery crews from their war machines?
A: Yes, ALT+click on an enemy will do this (it also happens automatically when they are out of ammo). This can be useful it you want to retreat the crews behind melee troops in the face on an AI attack. Selecting the crew and right clicking on their war machines will re-attach them. (This idea was originally suggested by Usurper on the twcenter.net forums).
Q: How do I kill elephants?
A: Missiles (esp. javelins) and artillery seem the safest bet:
https://forums.totalwar.org/vb/showpost.php?p=1338083
Q: How do I set waypoints on the battlefield?
A: Hold down "shift" and right-click.
1.2…………….. Special attacks and formations
Q: How do I get my longbowmen to deploy stakes?
A:Note: Janissary and Lithuanian archers also get stakes.Originally Posted by Nameless
You can, of course, deploy the stakes, then move the archers back and replace them with decent melee infantry to guard the stakes.
Q: When should I use the Cantabran circle formation?
A:Originally Posted by Katank
Q: When should I use flaming arrows in a field battle?
A: Flaming arrows have a larger effect on morale, but cause less casualties since they fire more slowly. Use them when you want to weaken the enemies morale (e.g. preparatory to a decisive melee), rather than just shoot them to death. The issue is discussed here:
https://forums.totalwar.org/vb/showthread.php?t=73879
BigTex hypothesises, based on BI, that flaming arrows may be more accurate at night time (they are on by default in night battles). They may be less accurate in day time.
Flaming arrows also seem to cause more casualties if they hit. They may be better to use against heavily armoured targets.
Q: When is the schiltrom formation useful?
A: It is a defensive formation against melee attack - it will not kill many enemies, but it should reduce casualties against a charge (perhaps especially from cavalry). It can be useful to deploy at the front, to take the initial hit of a charge. You can then send in other units kept in a second line to counter-attack the AI.
Schiltroms seems particularly vulnerable to missiles. An effective tactic in BI was to menace AI spearmen with cavalry to induce them to form schiltrom and then shoot them down with your archers.
1.3…………….. Sieges
Q: Should I sit out a siege or launch an assault?
A: Sitting out a siege reduces the number of tiresome siege battles you have to fight and also paces your expansion, perhaps producing a more challenging game since the AI has more time to build up. However, storming settlements may bring you closer to victory for the reasons RickooClan articulates:
Originally Posted by RickooClan
Q: How can I set fire to rams and siege towers? They never burn!
A:And:Originally Posted by Maestro
Originally Posted by Forward Observer
Q: Can I re-use ladders and siege equipment, e.g. after taking down the outer wall?
A::Originally Posted by Pickled Gecko
Originally Posted by TinCowNote: in my experience, attackers on the walls cannot alway pass from outlying rings to inner rings (1.2 unofficial leaked patch).Originally Posted by lecnac
Q: How do I assault settlements without taking heavy losses?
A: For good insights into siege artillery and siege tactics, read SMZs faction-specific guide to siege warfare:
https://forums.totalwar.org/vb/showp...88&postcount=1
Making or threatening multiple points spaced well apart in the settlement is useful, as explained here:
Note: multple rams rather than ladders will also work when used against cities (castles have only one gate). Having some redundancy and bringing more than one ram helps deal with the risk of it being set on fire.Originally Posted by JohnLongarrow
Didz outlines his approach to sieges in detail:
Spoiler Alert, click show to read:
https://forums.totalwar.org/vb/showthread.php?t=88794
https://forums.totalwar.org/vb/showthread.php?t=95294
Artillery can be very useful in sieges. Even ballista can knock down the gates of any settlement. This typically leads them to retreat to the city square, where ballsta can reek terrible damage on enemy troops massed in the centre of the settlement. See Forward Observer's account here:
https://forums.totalwar.org/vb/showp...3&postcount=39
For my tips on sieges, read:
https://forums.totalwar.org/vb/showthread.php?t=74367
Note: wall towers provide powerful missile fire if the defenders have a unit stationed nearby. An important use of attacking artillery is to destroy those towers.
Originally Posted by Handel
Q: How can I fire diseased sheep?
A:This causes a big morale effect on the battlefield.Originally Posted by TB66
Originally Posted by Roy1991
Q: How do you know if you have captured a tower in a siege?
A:Originally Posted by Zenicetus
Q: Sometimes I lose a siege when my catapults have no more ammunition. Why?
A: This is a bug/feature with castles with more than one wall (fortresses/citadels). The computer thinks you can't get through the inner wall (even though they are often connected to outer walls). Build a ladder or just save the lost round of your artillery.
Q: What makes a good garrison to defend a settlement?
A: Issue is discussed here:
https://forums.totalwar.org/vb/showthread.php?t=78177
1.4…………….. After the battle
Q: Should I ransom, execute or release prisoners after the battle?
A: See discussion in a poll thread on this question:
https://forums.totalwar.org/vb/showthread.php?t=75806
Generally releasing raises chivalry; executing raises dread so it partly depends on how you want to develop your general. It is generally better to have either dread or chivalry, so you may want to accentuate the current leanings of your general rather than reduce them by acting contrary to his nature. If the number of captives is less than 80, your choice will not affect your traits. Releasing raises your reputation and executing lowers it. Ransoming is neutral.
Ransoming is good when you need the cash and/or when the captured enemy troops are relatively low grade types, who you don’t mind eating up the AIs budget. It is particularly profitable if you capture a general. Kings fetch 10000 florins; family members 5000 or so. Note: often the AI factions cannot afford the ransom, so it is way of executing without penalty.
Releasing may be an attractive way to boost chivalry or reputation when the prisoners are not seen as much of a threat.
Executing is sensible if you are in a really tight spot or when you have captured an enormous amount of prisoners and fear the AI can afford the ransom.
Q: How do I control reinforcements?
A:
Originally Posted by Katank
Q: How does unit experience raise combat stats?
A: From inspecting the unit cards in my VH/VH campaign:
experience 1: no effect
experience 2-3: +1 attack, +1 defence
experience 4-6: +2 attack, +2 defence
experience 7+: +3 attack, +3 defence
There may be morale effects, but these are not visible. Experience effects seem somewhat smaller than those in earlier TW games.
Curiously, after a crusade, all my units were rewarded with going from zero to one experience and this single point did raise their attack and defence.
Unlike RTW, missile attack is not raised by experience, but experienced archers do get more kills. Tests by CaptainSolo reveal that three gold chevrons of experience roughly doubles the kills from longbowmen and Genovese crossbows against Scottish noble pikemen:
https://forums.totalwar.org/vb/showp...36&postcount=1
Q: When I retrain my a depleted unit, are the replacements of the same experience as the unit?
A: Yes. That quirk of RTW is unchanged (one might imagine replacements have zero experience.)
Q: How can I shuffle unit cards to get them in an intuitive order?
A: There is no easy way to do this (you can't drag them from place to place).
On the battlefield, you can group and ungroup them to switch their order.
On the campaign map, you can control click them in an army or town and click for them to move somewhere. They will form a stack in the order you clicked them. However, IIRC, you cannot do this for all units - one must be left behind.
Q: Can I retrain mercenaries and Crusader units back to full strength?
A: Yes, under some circumstances.
https://forums.totalwar.org/vb/showthread.php?t=72686Originally Posted by Basileus
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