Medieval II: Total War Cheats For PC

  1. Unlock all factions

    Find this directory:
    Medieval II Total War\data\world\maps\campaign\imperial_campaign

    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!!!!

    Contributed by: Crazybf2killer 

  2. Console codes

    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 

  3. Create a Unit

    Use the console to enter the following

    create_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 

  4. 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 

  5. 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 

  6. 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 ANCILLARYNAME

    Below 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 

  7. 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 ANCILLARYNAME

    Below is a list of ancillaries (with their ANCILLARYNAME) that can be given to Spies and/or Assassins

    NOTE: 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 

  8. 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 

  9. 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 

  10. 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 

  11. 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

Type Name File Size
FAQ FAQ by Haeravon 172K
FAQ/Walkthrough FAQ/Walkthrough by BlueYoshi579 179K
Other Character Trait Guide by Salisian 221K