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Medieval II Total War Economic Strategy Guide

Economic power is essential for every nation. This article will explain to you how to maximize your economic power, how to maintain and manage it in order to support your country.

Just like in real world, in Medieval II Total War Economic power is very crucial to gain total victory. In this article we will talk about how to maximize your income source in Medieval II, economic buildings in Medieval II, how to optimize your troop and how to use your merchant effectively.

Income Source in Medieval II Total War

Income have three factor in Medieval II Total War, tax trade and farming. In Medieval II, both tax and trade are affected by population. For example, your trade income will booms while you have lots of population (lets say 20000). Farming income is pretty much the exact same regardless.

The priority of your income source may be vary depending on your geographical location and this will affect your construction focus. For example Byzantine empire tax and trade income are bigger than their farm income. So you should focus more on building merchant wharf etc.

At the beginning of the game, where population is low, farming and tax are the primary source of income. But as cities grow, trade income rise steadily, and could be your main income source. This mean early farm building is critical to boost your income and population.

Generally landlocked settlement has lack economic capabilities. It is a good idea o turn those settlements into trainers. You still be able to get decent income from those settlements by building roads and market.

Economic Building in Medieval II Total War

There are five major economic building in Medieval II, farm, roads, merchant wharfs, ports and markets. Every upgrade of the same types provide same income boost, so grain exchange that cost 600 provide the same income boost as a great market which cost 4800. So the early building is more important than buildings beyond 3200.

For example: Lets say every market building increase income by 100. So a grain exchange will pay itself off in 6 turns, market in 12 turn and bazaar in 24 turn. But great bazaar and grand bazaar will pay themselves off after 48 and 96 turns, this will waste your time.

Troop Optimization in Medieval II Total War

At the beginning of the game, the best idea is to take all those units you start off with and attack. Gain new territory mean more income source. If you don not want to start the war, disband them and replace your garrison with town militia ( free upkeep) You can replace town militia with spear militia only if you can upkeep them for free.

Build a lot of watch towers, with no fog of war in your territory, you can get early warning to know when you are about to attack. Train additional units only after you get warning.

In any case, you only need 1, or at most 2 armies on the field early on. And these armies only need 6-8 units each:

Italians factions: 4-5 Italian spear militia, 1-2 knights or light cavalry, and a general.

Spain/Portugal: 5-6 jinetes (with blacksmith armour), 2 spear militia, general

Other Catholics: 1-3 mercenary spearmen, 1-2 archers/crossbows, 2 knights.

And put such an army on the defense (with 2-3 extra spearmen militia, or 2 spears with 2 archer/crossbow militia), and you got an army that would beat any the AI would use.

Note that all these armies I listed either use mercenaries (can hire them anywhere instantly), or take around 1-2 turns to train up. Disband when unnecessary, train when necessary.

Militia are awesome because they're basically 0 upkeep troops. If your faction gets good militia like Italian spear militia, Saracen militia, or pike militia (later on), you got a huge advantage.

Merchant In Medieval II Total War

Place your merchant on the top right of a resource. For example: as the English, send him down to the Cornwall area, you will find 2 resources that are both tin. Order your merchant to march to the top right of the tin and he will say "excellent sire, we will start sending these to England at once" or something along those lines... and you will get a merchant trade route.

A merchant is also can be used as assassins with a passive job. When they take out other merchants, you get anywhere from 500 florins to in the thousands. Just like assassins, the odds are stacked against you so build a few of them that you are willing to lose and just go after the same target over and over again. If the merchant does fail, he usually does not disappear. You will also notice that merchant level up much faster when you use them to take out other merchants instead of sitting them on resources. Finally, a higher level merchant will make more sitting on the same resource that a lower level merchant makes.

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Comments (8)
#1 by Will G, Jan 15, 2008
This is a great game and good advice, but there\'s one thing I\'m not sure of. It\'s the blacksmiths and armourers. I don\'t understand how they work anymore. Some units, obviously can upgrade from whatever state of armour they are already on, to partial plate, then full and then advanced plate, however, it seems that militia from towns and cities are much more diverse in armour upgrades than heavy infantry and cavalry trained in castles and fortresses. I still dont understand which units get which armour, because sometimes I would construct the biggest and best armour factory (because units look cool in their plate armour on the battlefield :P) but there is no upgrade to certain knights (who, I would have thought, would be able to increase up to advance plate...but some can\'t, can feudal knights only go SO far, where dismnted chivalric knights can go further?) Im so confuzzled. :(
#2 by Matt N, Feb 18, 2008
That's some great advice, i never thought of currency in terms of turns like that. all the money wasted early on by advancing market places to generate cash when it should have been use where it was most needed.
#3 by Swiss99, Mar 23, 2008
wow i nvr knew the later markets were so poor
not building those any more =D
#4 by dabirdman, May 2, 2008
that bit about the later markets being bad is bull. the income compunds and eventually you gett 600+ from the later markets. same with the docks. and by the way timbktu in africa is a merchants paradise gold, slaves, ivory tak timbuktu and then crank out the merchants.
#5 by wahoooooooooooo, May 6, 2008
is there a way to become allies with spain so i can take timbuktu? i play as england, just wondering. is it possible to get past the french as well without fighting?
#6 by wahoooooooooooo, May 6, 2008
is there a way to become allies with spain so i can take timbuktu? i play as england, just wondering. is it possible to get past the french as well without fighting?
#7 by BlackPrince, May 23, 2008
also with merchants if you get a monopoly on 1 resource ( i.e have a merchant placed on every, for example amber, resource on the entire map) you will make a massive amount of money. Be aware it has to be every single one of that resource...one of your merchants dies for example and the monopoly will be broken. For example i had a merchant on every amber resource on the map as was pulling in 40,000+ a turn from merchant trade then one of my merchants died and suddenly it dropped to 5,000. Its a shame merchants are so badly explained in the game i still dont fully understand exactly how they work.
#8 by Phil the non-taxer, Jun 20, 2008
Good advice, although I feel I should point out how taxes affect income too. Early in the game, your initial city style settlements will really need to have "very high tax", but I've found the first few minor settlemens you take, if you keep them on low for quite a long time, they make less money in the short run, but become larger faster, and make more money that way than you would have through taxing to the hilt. For example, as Portugal I left all my non-native city's at low and had settlements that started as villages eclipsing Leon and Lison in importance. I imagine these tactics would work especially well for the Italian factions, although I've yet to try it.
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