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Medieval II: Total War
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Medieval II: Total War
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===Characters=== Each faction has a ruling family. Once male family members come of age at 16, they act as units that can be used to govern settlements and lead armies in battle as generals. Each character has attributes that determine their prowess in both. A character's actions can affect his attributes - for example, a general who routinely kills prisoners of war and exterminates captured settlements may see his "dread" increase, making him frightening to foes; a general who prefers to release prisoners and occupy settlements may instead increase his "chivalry", which makes his own troops much more brave. Characters also develop (or regress) by gathering traits and retinue members. Characters can take after (or rebel against) their parents, traits like [[alcoholism]] are self-perpetuating, inbreeding tends to strengthen when inherited, naivete and paranoia are mutually exclusive but both detrimental, etc. Some traits, mostly positive, are brought out by victories in battle: for example, generals can become increasingly scarred as time goes on, giving them more hitpoints, and generals who successfully complete a Crusade gain chivalry, command, and piety points. Others accumulate while governing a city: poorly managed backwaters tend to bring out the worst in generals, whereas advanced, central cities improve a general's traits. Owners of strong traits earn epithets, such as "the Brave," "the Just," "the Lewd" or "the Corrupt." These are decorative. A very important aspect of generals is their loyalty. If a general is disloyal, he may rebel, turning into the 'Rebels' faction and taking a part of the army at his command with him. Captains are leaders of armies that do not have a family member controlling them. They don't have any special attributes or retinue, but if killed in battle troop morale decreases, increasing the chance that the army will rout. If killed or assassinated, a new captain will instantly appear and take command of the army in question. If a captain is victorious in a particularly one sided battle or has shown excellent leadership, he may become 'Man of the Hour', and comes with an option to adopt him into the Royal Family. If adopted, he turns into a general and may gain attributes and retinue. If declined, he continues to be a generic captain. A unit left with only a captain may rebel and join the rebel factions. Each faction has a number of agents it may use to maintain order and influence other factions. These include the Priests/Imams, as well as [[princess]]es, [[diplomat]]s, [[merchant]]s, [[Assassination|assassin]]s and [[Espionage|spies]]. Each agent has attributes that develop the more he is able to successfully be used. Princesses, for example, have a "Charm" attribute that governs their success in diplomacy and the likelihood that a proposal in marriage will be accepted. Spies and Assassins have a "Subterfuge" attribute which governs how likely they are to infiltrate enemy cities or find information about enemy armies. All agents except princesses are trained at settlements which contain the appropriate buildings - for example, Christian priests can be trained in any settlement with a [[church (building)|church]] or [[chapel]]. Princesses are born into the player's ruling family, and become active as agents once they come of age at 16. Diplomacy is performed by diplomats and princesses and functions much as in previous ''Total War'' games, mainly involving negotiating treaties such as cease fires, alliances and marriages and wars . The interface for negotiation has changed from previous games, however; a new system has been integrated to show the other faction's attitude toward the player's faction, intelligence estimates (such as how wealthy the faction is and what other factions they are at war with), as well as how fair the other faction feels the player's proposals are. Inquisitors are controlled by The Papal States and are sent to the player's lands if you have fallen out of favour with the Pope. They can accuse any agent of heresy, and if they are found guilty, they will be executed. Generals, and even a player's King, may fall prey to these agents of God. To get rid of Inquisitors, you can gain favour with the Pope by building churches and converting the population, and avoid attacks on any more favourable Christian nations, or perhaps even attempt to assassinate them.
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