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Total War: MEDIEVAL II Definitive Edition Guide: Complete Strategy & Tips

Complete Total War: MEDIEVAL II Definitive Edition guide covering builds, strategies, progression tips, and everything you need to master the game.

Researched and editorially reviewed. Updated .
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Creative Assembly shipped Medieval II in November 2006 and folded the Kingdoms expansion plus every later patch into the free Definitive Edition on 20 November 2018. The Grand Campaign covers 1080 to 1530 across 112 regions and roughly 225 turns, with 21 factions of which only England, France, Spain, the Holy Roman Empire and Venice are playable on turn one. Kingdoms bolts on four more campaigns: Britannia, Teutonic, Crusades and Americas.

This guide covers everything you need: core mechanics, the best builds, equipment worth investing in, location progression, and the tips that actually make a difference.

Core Mechanics

Castle and city settlement split

Castles train knights, spearmen and archers, while cities generate trade income and cheap militia. Converting one type into the other wipes the existing building line, so lock the ratio in during the first 30 turns and aim for roughly two cities per castle.

Papal favour and excommunication

The Pope keeps a favour rating on every Catholic faction and attacking a fellow Catholic drains it fast. Ignore two Papal warnings and you are excommunicated, which lets every Catholic neighbour declare war without reputation damage and can point a Crusade at your own capital.

Chivalry and dread general traits

Generals drift toward Chivalry or Dread based on whether you accept surrenders, exterminate captured populations or execute prisoners. Chivalrous governors raise population growth and public order through loyalty, dread governors hold a city through fear and make enemy units break sooner in battle.

Crusades and Jihads

The Pope names a target such as Jerusalem or Antioch and any Catholic faction may join. A crusading army recruits cheap Crusader units and pays no upkeep while it marches toward the target, but troops desert if you stall or drift off route. Muslim factions run Jihads on the same rule with an imam calling it.

Gunpowder arriving mid campaign

Gunpowder shows up after the Mongols and Timurids invade, around the halfway mark of the Grand Campaign. Serpentines and Basilisks flatten stone walls that trebuchets only chip, and Janissary Musketeers punish the deep infantry blocks that win fights in the first hundred turns.

For a deeper dive into how these systems interact, see our Total War: MEDIEVAL II Definitive Edition combat guide.

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Builds Overview

BuildTierPlaystyleKey Stats
EnglandAVersatile approachBalanced stats
FranceAVersatile approachBalanced stats
Holy Roman EmpireAVersatile approachBalanced stats
SpainAVersatile approachBalanced stats
VeniceAVersatile approachBalanced stats

For full build breakdowns with gear and stat priorities, see our Total War: MEDIEVAL II Definitive Edition builds guide. For rankings, check the tier list.

Equipment Guide

EquipmentWhy It MattersBest For
LongbowmenEnglish bows outrange every competitor and can hammer stakes into the ground that stop a cavalry charge dead.England holding a ridge against knight-heavy armies
Feudal KnightsMid tier heavy cavalry available to most Catholic factions once a castle has stables.Flank charges into archers and units already wavering
Pavise Crossbow MilitiaItalian city militia that carries a large shield it plants in front of itself, so it wins missile duels against ordinary crossbowmen and survives counter fire.Milan, Venice and Sicily defending walls and streets
TrebuchetThe workhorse siege engine before gunpowder, capable of dropping gates and towers and of lobbing diseased cattle over the wall to start a plague inside the settlement.Cracking cities in the first 100 turns
Janissary MusketeersTurkish gunpowder infantry with punishing damage and a morale shock on impact, gated behind Ottoman gunpowder buildings and slow to reload.Turkish armies breaking massed Crusader infantry

Longbowmen: English bows outrange every competitor and can hammer stakes into the ground that stop a cavalry charge dead. Two units of stakes turn a slope into a killing field.

Feudal Knights: Mid tier heavy cavalry available to most Catholic factions once a castle has stables. Devastating on the charge, mediocre once the charge bonus expires and the melee grinds.

Pavise Crossbow Militia: Italian city militia that carries a large shield it plants in front of itself, so it wins missile duels against ordinary crossbowmen and survives counter fire.

Trebuchet: The workhorse siege engine before gunpowder, capable of dropping gates and towers and of lobbing diseased cattle over the wall to start a plague inside the settlement.

Janissary Musketeers: Turkish gunpowder infantry with punishing damage and a morale shock on impact, gated behind Ottoman gunpowder buildings and slow to reload.

Full breakdowns in our Total War: MEDIEVAL II Definitive Edition weapons guide.

Location Progression

LocationLevel RangeKey Rewards
British IslesTurns 1 to 40London trade income, Scottish and Irish settlements, an uncontested home fleet
France and the Low CountriesTurns 1 to 60Paris, Bruges and Antwerp, high farm income, short internal marching distances
IberiaTurns 10 to 90Toledo, Zaragoza and Lisbon, plus the crossing to Moorish Africa
Italy and the Papal StatesTurns 1 to 120Rome, Florence and Milan, cardinal appointments, the shortest road to Papal favour
Anatolia and the LevantTurns 20 to 225Constantinople, Antioch and Jerusalem, Crusade targets, eastern trade goods

British Isles: England, Scotland and the Welsh and Irish rebels share a small island chain. Once Scotland falls there is no land border to defend, which is why England is the standard first campaign recommendation.

France and the Low Countries: Dense, wealthy and crowded. Paris anchors the region while Bruges and Antwerp carry the wool and cloth trade that funds a knight army.

Iberia: Three-way pressure between Spain, Portugal and the Moors, with a sea crossing to North Africa that decides who wins it. The peninsula is poor early and rich once the mines come online.

Italy and the Papal States: The richest square of the map and the most politically dangerous, because every war here is a war next to the Pope. Milan, Venice, Sicily and the Papacy fight over a handful of provinces.

Anatolia and the Levant: Where the Crusades land and where the Mongols and Timurids arrive later with gunpowder and elephants. Byzantium, the Turks and Egypt all want the same handful of cities.

See our maps & locations guide for detailed area breakdowns and our walkthrough for the optimal progression path.

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Tips That Actually Matter

  1. Decide your castle to city ratio before turn 30. Castles are the only settlements that train real professional units, cities pay for them. Two cities per castle keeps a 20 unit stack funded without going into deficit around turn 60.
  2. Send four to six merchants to the resource clusters at the far ends of the map. Silk in the east and gold in West Africa produce far more income per merchant than anything inside Europe, and a merchant with high finance skill can take over a rival merchant and steal his trade post.
  3. Longbow stakes only work if the unit is stationary and facing the charge. Deploy them, do not move them again, and let the enemy come to you. Moving a stake unit forward removes the stakes permanently for that battle.
  4. Read the Pope's favour meter every turn you are at war with a Catholic. Two ignored warnings equals excommunication, and the cure is a large donation to the Papacy plus a ceasefire, both of which cost more than simply picking a Muslim or Orthodox target instead.
  5. Assign your worst general to sit in a rebellious city and let him grow Dread. Public order from fear scales with the garrison and does not need a cathedral, which frees the building queue for economy.
  6. Trebuchets cannot fire while an enemy unit is within their minimum range, so keep a spear unit in front of them and pull the trebuchets back once the sally begins. A siege lost to your own artillery being overrun is a full stack wasted.
  7. Build a Merchants Guild in a high trade city as early as you can. Guild buildings raise merchant skill on recruitment, and a starting skill of two or three is the difference between taking a rival trade post and losing your merchant to him.
  8. Time the gunpowder switch. Once Serpentines are available, stop building trebuchets entirely. Cannons reduce a stone wall in two or three volleys, which turns a four turn siege into a one turn assault with far fewer casualties.
  9. Retrain damaged elite units in a settlement with the right barracks tier rather than recruiting fresh ones. Retraining keeps veteran experience chevrons and armour upgrades, which compound across a long campaign.
  10. Move a priest into every province you plan to invade two or three turns ahead. Religious unrest is the single largest public order penalty after conquest, and a province already at 60 percent your religion revolts far less often.

Common Mistakes to Avoid

  • Converting a castle to a city because the income looks better, then discovering you have no way to train knights anywhere near the front.
  • Ignoring the Pope while grinding Milan or Venice, getting excommunicated, and losing three provinces to a Crusade in the following ten turns.
  • Marching a Crusade army in circles or parking it for a few turns, which triggers mass desertion and turns 20 units into 6.
  • Recruiting stacks of peasants because they are cheap. They rout early, drag the whole line with them, and still cost upkeep every turn.
  • Leaving conquered cities with tiny garrisons and no priest, then losing them to a revolt while the field army is 15 turns away.

Frequently Asked Questions

Is the Kingdoms expansion included in the Definitive Edition?

Yes. The 20 November 2018 Definitive Edition update bundled Kingdoms and every earlier update into the base product at no extra cost, so the Britannia, Teutonic, Crusades and Americas campaigns are all in the launcher.

Which faction should a first-time player pick?

England. Its starting position in the British Isles has only Scotland and a few rebel settlements to clear, after which no enemy can reach you by land, and Longbowmen carry battles while you learn the campaign layer.

How long is the Grand Campaign?

About 225 turns covering 1080 to 1530 over 112 regions. The short victory condition asks for a handful of faction-specific targets, the long one wants at least 45 territories plus named cities such as Jerusalem or Constantinople.

How many factions can you actually play?

Five are unlocked at the start: England, France, Spain, the Holy Roman Empire and Venice. Defeating another faction in a campaign unlocks it, which brings the total to 17 playable out of 21 in the Grand Campaign.

Does the Definitive Edition run on modern Windows?

It does, though the 2006 engine is single-threaded and can stutter with very large unit counts. Dropping the unit size setting one step and capping the frame rate resolves most of the campaign map slowdown players report.

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