Medieval II Total War Ultimate AI Mod description
Medieval II: Total War is the latest game in the award-winning and critically acclaimed Total War series
Medieval II: Total War is the latest game in the award-winning and critically acclaimed Total War series. A follow-up to 2005’s Strategy Game of the year – Rome: Total War – Medieval II: Total War is a visually stunning game that spans four and half centuries of the most turbulent era in Western history, from 1080 to 1530, encompassing the golden age of chivalry, the Crusades, the proliferation of gunpowder, rise of professional armies, the Renaissance and the discovery of America.
Players will embark on a Grand Campaign to take control of their kingdom and cultivate it into a continents-spanning empire using whatever it takes - including diplomacy, trade, religion, espionage and of course war. Leading armies across Europe, the Middle East, and even the Americas, players will encounter brutal real-time battles and the pure bloodlust of medieval warfare. As players progress, they will shape their empires by strategically determining whether to build castles for military power or cities for technology and trade, giving Medieval II: Total War a more emergent depth of gameplay, like never seen before.
With Medieval II: Total War, The Creative Assembly raises the spectacle of the Total War series to a whole new level by completely upgrading the game’s battlefield rendering system, devising new methods for building and rendering cities and heavily revising the game’s combat animation system. With over 10,000 troops now to command and hundreds of unit types, players can experience massive battles in graphically rich environments enhanced by dynamic weather
effects and vastly diverse terrain. Medieval II: Total War provides players the reigns to experience and rewrite one of the most fascinating periods of history to become the greatest power of the Middle Ages.
What's New in This Release:
UAI Campaign AI
· Separate AI profiles for Papal States, Catholics, Orthodox, Muslims, Mongols (Timurids), Aztecs, and Neutrals
· AI backstabbing to alliances reduced to a reasonable minimum
· AI factions organize in lasting power blocks
· AI decision making evaluates global reputation, faction standing, situation of alliances, religion etc.
· AI invasion and defense parameter have been completely redesigned for best results
· AI attacks rebel settlements in the beginning with high priority
· AI concentrates its forces before attacking and attacks with bigger stacks
· AI defends settlements with more units
· Rebels will attack if they have the opportunity
UAI Campaign Mechanics
· Revised the faction standing at start for all factions (NOTE: This is very important for the diplomacy mechanics!)
· Tweaked victory conditions
· Balanced income for all factions
· Increased movement rates for all units
· Enabled naval landings for all factions
UAI Diplomacy
· Disabled AI alliances between islamic and christian factions, however human player can ally whoever he wants
· Only limited AI alliances between catholic and orthodox factions
· AI will help its allies, when it has the means
· Papal States will behave reasonable (for best results do not ally the Papal States)
· Special relationship between the Pope and Italian states (Venice, Milan, Sicily) Pope will ask for help when attacked
· Catholic AI is more aggressive against exommunicated factions
· Revised faction standing mechanics to provide more subtle changes in relations between factions, rather than jumping from perfect to horrible
· Revised the value of all diplomatic offers and demands
· AI will make more counterproposals in negotiations
UAI Building Tree
· Eras by mongolwarrior (better units will be available later in the campaign)
· Balanced costs and construction times for the UAI 1t1y campaign
· Balanced bonuses and effects
· Revised the requirements for the availability of certain buildings and improvements
· New recruitment pool for better AI army composition
· UAI uses Real Combat by Point Blank
· New armour, damage and cost model by Point Blank
UAI Settlement Mechanics
· Revised all modifiers for growth, income, public order and set new thresholds
· Increased corruption, religious unrest, distance to capital penalties
· Increased high tax penalties
· Increased income from trade, decreased income from taxation and farming
· Increased garrison effect on public order
· Increased govenors influence
· New settlement tax for the human player based on the settlement level fast expansion should be more difficult now!