Medieval II: Total War Cheats For PC
Unlock all factions
Find this directory:Then find the file descr_strat. Open it with a text editor (Word, or somthing like that). Cut and Paste the 'unlockable' section into the 'playable' section and save the file. Launch the game and you should have every faction available.You can also unlock the Papal Estates, but not the Mongols, Timurids and The Aztecs.Remember to make BACKUPS before you are editing the game files!!!!
Medieval II Total War\data\world\maps\campaign\imperial_campaign
Contributed by: Crazybf2killer
Press the tilde (~) key and enter these codes to use them. All codes are case sensitive. Make sure to capitalize family member names, settlement names, and anything else that needs capitalizing or else it will not work.
Code Effect toggle_fow Toggles on or off the fog of war. You can see the whole world map when inputted. auto_win "attacker/defender" When at the battle scroll, input this code in, attacker if attacking, defender if defending and press auto retaliate button. Automatically wins. add_money "amount" Gives you the specific amount of gold. process_cq "settlement name" Anything in the city's building queue will be built automatically. give_trait this "trait" "level number" Allows you to give any trait your faction can have to a specific general. add_population "settlement name" "amount" Allows you to give a city more population automatically. move_character z x,y z=name of settlement or unit without title (except Captain). x,y=coords show_cursorstat Shows coordinates under mousecursor in format x,y character_reset Allows a character to move again. Does not always work
Contributed by: ssj18vegeta
Create a Unit
Use the console to enter the followingcreate_unit "settlement or character" "unit ID" "amount (1-5)" "experience (1-9)" "armor (1-3)" "weapon (1-3)"
Example -creat_unit "London" Longbowmen 2 9 3 3^The above code will create 2 units of Longbowmen in London with 3 Gold Chevrons, Level 3 armor and Level 3 weapon
Code Effect create_unit "settlement or character" "unit ID" "amount (1-5)" "experience (1-9)" "armor (1-3)" "weapon (1-3)" Creates Unit at any settlement/general you like
Contributed by: P1r8te
Adding Units to Stacks
Just pick a city or any unit as if moving it and just open console and simple type george or any of those on this list and hit enter to get the following units
Code Effect george Mercenary Monster Ribault houston Mercenary Rocket Launcher istanbul Mercenary Monster Bombard madras Elephants rogan Elephant Artillery vindaloo Elephant Rocketeer
Contributed by: MarkRitchie1989
Detailed Codes for Several Console Commands
Push ~ to access the console. As described above, the "give_trait" command works with several different traits to add to a specific character. In order for this to work, you must have the character selected and outside of a town. It works like:give_trait this TRAITNAME #Below is a list of TRAITNAMES and the maximum number you can put after to determine the level of the trait. These are a list of the most beneficial traits, message me if you want me to post the more obscure ones.
Code Effect GoodCommander 5 Increases command skill. GoodInfantryGeneral 1 Increases command skill (situational) GoodCavalryGeneral 1 Increases command skill (situational) GoodAmbusher 5 Increases command skill (situational) GoodAttacker 5 Increases command skill (situational) GoodDefender 5 Increases command skill (situational) GoodAdministrator 3 Increased Law, Trade Income Intelligent 3 Increased Command, Income VictorVirtue 3 Increases Chivalry PublicFaith 4 Increases Piety BattleChivalry 5 Increases Chivalry NaturalMilitarySkill 3 Increases Command Energetic 3 Increases Movement Points HaleAndHearty 3 More kids, increased general's hitpoints PoliticsSkill 3 - loyalty, + authority MathematicsSkill 3 Increased Income FathersLegacy 3 Increases Authority GoodTrader 3 Increased Trade Income GoodMiner 3 Increased Mining Income HighPersonalSecurity 3 Increases Peraonal Security BattleDread 4 Increases Dread Loyal 3 +Chivalry,Loyalty Brave 3 +morale
Contributed by: Toomin22
Adding Ancillaries to Generals
As mentioned above, enter the console with the ~ key.This is a list of the various ancillaries (retinue members) that can be added with the give_ancillary command. This code requires you to have the character that you wish to modify selected, as well.give_ancillary this ANCILLARYNAMEBelow is a list of ancillaries (with their ANCILLARYNAME) that can be given to GENERALS
Code Effect apothecary Have more kids. bard Adds Morale, Popularity drillmaster +25% movement, unit recruitment discounted brilliant_inventor +30 build points, +1 farming, 20% bonus on mining income doctor Have more kids, improves casualty recovery chance. scribe_ancillary Adds Authority, Income Bonuses mentor Increases Command foodtaster Increases Personal Security tutor Increases Piety, Trade Income bodyguard Increases Peraonal Security, Decreases Popularity swordbearer Increases Hit Points, Personal Security shieldbearer Increases Hit Points, Lowers Morale
Contributed by: Toomin22
Giving Ancillaries and Traits to Apies/Assassins
As mentioned above, enter the console with the ~ key.This is a list of the various ancillaries (retinue members) that can be added with the give_ancillary command. This code requires you to have the character that you wish to modify selected, as well.give_ancillary this ANCILLARYNAMEBelow is a list of ancillaries (with their ANCILLARYNAME) that can be given to Spies and/or AssassinsNOTE: For the ones marked "TRAIT", use the command:give_trait this TRAITNAME #instead to give the agent the specified trait (capitalization matters). Read my above post on traits for more information.
Code Effect dancer +2 to agent's skill catamite +1 to agent's skill courtesan +1 to agent's skill pickpocket +1 to agent's skill GoodSpy 5 TRAIT +1-5 to spy's skill GoodAssassin 5 TRAIT +1-5 to assassin's skill GoodSaboteur 3 TRAIT +1-3 to assassin's saboteur skill
Contributed by: Toomin22
Cheating made simple =)
Open the cheat console by pressing the tilde key (~) and type in any of the following codes. Capitalization is important. For names with spaces in them use "_______ ________" (underspaces are for desired name) For the most part, if you find some of these cheats aren't working do remember to try capitalizing, removing certain things like opt : and <>
Code Effect add_money # Adds desired quantity of money to your faction. 40K per number of times you enter the code. add_population _____ # Add population to desired city (note: for city's with two or more spaces use quotation marks ["]) move_character <name> <x>,<y> moves named character to position on campaign map auto_win attacker/defender (depending on circumstance) the attacker or defender wins the next autoresolved battle create_unit <settlement/character_name> <unit_id> <opt:how_many> <opt:exp/armour/weapon> creates one or more units of the specified type toggle_fow toggles the fog of war on or off bestbuy sells units cheaper oliphaunt the biggest around jericho and the walls came a-tumblin' down give_ancillary this ______ gives the character an ancillary remove_ancillary this ______ removes ancillary from the character character_reset resets the character back to it's start of turn settings show_cursorstat shows the cursor position and region id show_landings <opt:cursor/region_id> shows the landing positions available to the ai from a given region, default hides them process_cq _______ Completes all (possible) construction pending in queue give_trait_points <charactername> <trait name> <points> gives the character points for trait list_traits Lists all traits list_ancillaries Lists all Ancillaries mp <charactername> <amount> gives the character movement points list_characters <opt:faction_type> lists all the characters in the world or those belonging to a faction create_mission <sent_faction> <mission_id> Attempt to create and add a mission to the specified faction diplomacy_costs <receiving_faction> <proposing_faction> <opt:target_faction> <opt:settlement_name> <opt:payment_amount> <opt:payment_years> displays a list of raw and perceived diplomacy items costs from the perspective of the receiving faction. recruitment_pool <settlement_name> details of the current recruitment pool of a settlement capabilities <settlement_name> details of the current recruitment capabilities of a settlesment. capture_settlement <settlement name> evicts current resident and gives to player. toggle_perfect_spy toggles everyone's perfect spying ability. process_rq _______ Completes all (possible) recruitment pending in queue force_diplomacy <accept/decline/off> Forces the negotiator to accept or decline a proposition diplomatic_stance <faction_a> <faction_b> <allied/neutral/war> Set the diplomatic stance between the two factions (factions must be different) invulnerable_general <character_name> Invulnerble General (cannot be beat in battle) test_ancillary_localisation adds all ancillary to the character info display show_all_messages Show all messages to all factions (on/off) clear_messages Clear all the current stacked messages upgrade_settlement <settlement name> upgrade settlement level list_units <character/settlement name> lists all of the units in an army, with details. date <year> changes the campaign date to the given year force_battle_victory <opt:capture_percent> forces the local player's alliance to win the battle, completely destroying the enemy alliance or optionally capturing a percentage of the enemy allia diplomacy_mission <ai_faction> <target_faction> <mission_type> <opt:mission_target> creates a diplomacy mission
Contributed by: Death_Master911
Special Ancillaries and Traits for Priests
Select the priest unit to effect with the cursor and open console with ~ key. Using : give_trait this : the words should be together in a string with each separate word starting with a uppercase ex. PriestLevel # . Using : give_ancillary this : the words should be lowercase and separated by a _ ex. choir_boy. Some traits only have a certain level so exceeding it will null, also if you use the high end of the scale it can change your units name or have some negative effects.
Code Effect PriestLevel 1-2 1 = bishop 2 = cardinal NaturalPriestLevel 1-3 +piety StrongFaith 1-4 and/or PublicFaith 1-4 +piety TouchedByTheGods 1-3 ++piety Purifier 1-3 + piety, +eligibility +purity +violence paladin +1 security, +1 purity, +1 violence witch_hunter / deacon / librarian +1 piety zealous_disciple +1 piety, +1 personal security nun +1 piety -1 violence monk +1 piety -1 purity
Contributed by: d3sP0iL3r
Additional traits and ancillaries for Spies and Assassins
Same method of selecting the unit with cursor and opening console. These can be used on either unit but some are only useful on one or the other.
Code Effect NaturalSpySkill 1-3 / NaturalAssassinSkill 1-3 +1-3 agent skill AssassinsGuildTrained 1/ ThievesGuildTrained 1 + 1 agent skill AssassinsGuildMember 1/ ThievesGuildMember 1 + 1 agent skill accomplice + 1 agent skill monkey + 1 agent skill explosives + 1 sabotage handgun + 1 assasination, +2 law (improves public order) pickpocket + 1 agent skill, +1 line of sight spyglass + 2 line of sight beguiling_bard + 1 agent skill, + 1 personal security false_documents + 1 agent skill
Contributed by: d3sP0iL3r
Merchant Ancillaries and Traits
Select unit with cursor/pointer, than open console with ~ key. Syntax should be give_trait this or give_ancillary this.
Code Effect MerchantsGuildMember 1/ MerchantsGuildTrained 1 +1 finance SecureMerchant 1-2 +1-2 finance (and more resistant to asset seizure) LegalDealer 1-2 +1-2 finance (and more resistant to asset seizure) Monopolist 1-3 +1-3 finance (+3 gives a -1 personal security) WorldlyMerchant 1-2 +1-2 finance GoodMerchant 1-4 +1-4 finance NaturalMerchantSkill 1-3 +1-3 finance counterfeiter +1 finance trick_abacus +1 finance merchant_clerk +1 finance
Contributed by: d3sP0iL3r
Walkthroughs & FAQs
|FAQ||FAQ by Haeravon||172K|
|FAQ/Walkthrough||FAQ/Walkthrough by BlueYoshi579||179K|
|Other||Character Trait Guide by Salisian||221K|