

Religion plays a larger role this time around.

Striking the balance between the two and knowing where to place them adds another interesting layer to the overall campaign game. Castles are much easier to defend and can produce more elite troops but they can't sustain themselves economically. Towns are large, open areas, very susceptible to attack but capable of producing a greater financial benefit to your empire. Where the previous game offered a single generic settlement type, Medieval II requires players to plan out what types of settlements they'd like to develop. One of Medieval II's most important new concepts is the distinction it draws between castle and town settlements. There's even a small side trip you can take to battle the Aztecs in the Americas. The grand campaign covers several centuries, from longbows to cannons, and lets fight and conspire with nations from England to Egpyt, Portugal to Poland.

This time around players will be returning to the Age of Chivalry - when knights went crusading in the Holy Land, when Italian city-states warred against each other with hired mercenaries, when succession crises provoked kings to make war upon their neighbors. What's more impressive is that both aspects of the game are well integrated into a cohesive whole. On the other hand it offers intense real-time battles that capture the cinematic pageantry and intense savagery of warfare. On the one hand, it offers a turn-based strategic game where you manage the development of your settlements, handle foreign relations, create and move armies around the map.
#Grand ages medieval stupid game series#
The Total War series gives players the best of both worlds.
