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. 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.

    Effect Effect
    PoliticsSkill 3 - loyalty, + authority
    Loyal 3 +Chivalry,Loyalty
    Brave 3 +morale
    Intelligent 3 Increased Command, Income
    MathematicsSkill 3 Increased Income
    GoodAdministrator 3 Increased Law, Trade Income
    GoodMiner 3 Increased Mining Income
    GoodTrader 3 Increased Trade Income
    FathersLegacy 3 Increases Authority
    VictorVirtue 3 Increases Chivalry
    BattleChivalry 5 Increases Chivalry
    NaturalMilitarySkill 3 Increases Command
    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)
    GoodCommander 5 Increases command skill.
    BattleDread 4 Increases Dread
    Energetic 3 Increases Movement Points
    HighPersonalSecurity 3 Increases Peraonal Security
    PublicFaith 4 Increases Piety
    HaleAndHearty 3 More kids, increased general's hitpoints

    Contributed by: shadowmoonboy, Toomin22 

  3. 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.

    Effect Effect
    AssassinsGuildTrained 1/ ThievesGuildTrained 1 + 1 agent skill
    AssassinsGuildMember 1/ ThievesGuildMember 1 + 1 agent skill
    accomplice + 1 agent skill
    monkey + 1 agent skill
    false_documents + 1 agent skill
    beguiling_bard + 1 agent skill, + 1 personal security
    pickpocket + 1 agent skill, +1 line of sight
    handgun + 1 assasination, +2 law (improves public order)
    explosives + 1 sabotage
    spyglass + 2 line of sight
    NaturalSpySkill 1-3 / NaturalAssassinSkill 1-3 +1-3 agent skill

    Contributed by: d3sP0iL3r 

  4. 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.

    Effect Effect
    Purifier 1-3 + piety, +eligibility +purity +violence
    TouchedByTheGods 1-3 ++piety
    witch_hunter / deacon / librarian +1 piety
    monk +1 piety -1 purity
    nun +1 piety -1 violence
    zealous_disciple +1 piety, +1 personal security
    paladin +1 security, +1 purity, +1 violence
    NaturalPriestLevel 1-3 +piety
    StrongFaith 1-4 and/or PublicFaith 1-4 +piety
    PriestLevel 1-2 1 = bishop 2 = cardinal

    Contributed by: d3sP0iL3r 

  5. Merchant Ancillaries and Traits

    Select unit with cursor/pointer, than open console with ~ key. Syntax should be give_trait this or give_ancillary this.

    Effect Effect
    MerchantsGuildMember 1/ MerchantsGuildTrained 1 +1 finance
    counterfeiter +1 finance
    trick_abacus +1 finance
    merchant_clerk +1 finance
    WorldlyMerchant 1-2 +1-2 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)
    NaturalMerchantSkill 1-3 +1-3 finance
    Monopolist 1-3 +1-3 finance (+3 gives a -1 personal security)
    GoodMerchant 1-4 +1-4 finance

    Contributed by: d3sP0iL3r 

  6. 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.

    Effect Effect
    catamite +1 to agent's skill
    courtesan +1 to agent's skill
    pickpocket +1 to agent's skill
    dancer +2 to agent's skill
    GoodSaboteur 3 TRAIT +1-3 to assassin's saboteur skill
    GoodAssassin 5 TRAIT +1-5 to assassin's skill
    GoodSpy 5 TRAIT +1-5 to spy's skill

    Contributed by: Toomin22 

  7. 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

    Effect Effect
    drillmaster +25% movement, unit recruitment discounted
    brilliant_inventor +30 build points, +1 farming, 20% bonus on mining income
    scribe_ancillary Adds Authority, Income Bonuses
    bard Adds Morale, Popularity
    doctor Have more kids, improves casualty recovery chance.
    apothecary Have more kids.
    mentor Increases Command
    shieldbearer Increases Hit Points, Lowers Morale
    swordbearer Increases Hit Points, Personal Security
    bodyguard Increases Peraonal Security, Decreases Popularity
    foodtaster Increases Personal Security
    tutor Increases Piety, Trade Income

    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 <>

    Effect Effect
    add_population _____ # Add population to desired city (note: for city's with two or more spaces use quotation marks ["])
    test_ancillary_localisation adds all ancillary to the character info display
    add_money # Adds desired quantity of money to your faction. 40K per number of times you enter the code.
    jericho and the walls came a-tumblin' down
    create_mission <sent_faction> <mission_id> Attempt to create and add a mission to the specified faction
    date <year> changes the campaign date to the given year
    clear_messages Clear all the current stacked messages
    process_cq _______ Completes all (possible) construction pending in queue
    process_rq _______ Completes all (possible) recruitment pending in queue
    diplomacy_mission <ai_faction> <target_faction> <mission_type> <opt:mission_target> creates a diplomacy mission
    create_unit <settlement/character_name> <unit_id> <opt:how_many> <opt:exp/armour/weapon> creates one or more units of the specified type
    capabilities <settlement_name> details of the current recruitment capabilities of a settlesment.
    recruitment_pool <settlement_name> details of the current recruitment pool of a settlement
    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.
    capture_settlement <settlement name> evicts current resident and gives to player.
    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
    force_diplomacy <accept/decline/off> Forces the negotiator to accept or decline a proposition
    give_ancillary this ______ gives the character an ancillary
    mp <charactername> <amount> gives the character movement points
    give_trait_points <charactername> <trait name> <points> gives the character points for trait
    invulnerable_general <character_name> Invulnerble General (cannot be beat in battle)
    list_ancillaries Lists all Ancillaries
    list_units <character/settlement name> lists all of the units in an army, with details.
    list_characters <opt:faction_type> lists all the characters in the world or those belonging to a faction
    list_traits Lists all traits
    move_character <name> <x>,<y> moves named character to position on campaign map
    remove_ancillary this ______ removes ancillary from the character
    character_reset resets the character back to it's start of turn settings
    bestbuy sells units cheaper
    diplomatic_stance <faction_a> <faction_b> <allied/neutral/war> Set the diplomatic stance between the two factions (factions must be different)
    show_all_messages Show all messages to all factions (on/off)
    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
    auto_win attacker/defender (depending on circumstance) the attacker or defender wins the next autoresolved battle
    oliphaunt the biggest around
    toggle_perfect_spy toggles everyone's perfect spying ability.
    toggle_fow toggles the fog of war on or off
    upgrade_settlement <settlement name> upgrade settlement level

    Contributed by: Death_Master911 

  9. 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.

    Effect Effect
    character_reset Allows a character to move again. Does not always work
    add_population "settlement name" "amount" Allows you to give a city more population automatically.
    give_trait this "trait" "level number" Allows you to give any trait your faction can have to a specific general.
    process_cq "settlement name" Anything in the city's building queue will be built automatically.
    add_money "amount" Gives you the specific amount of gold.
    show_cursorstat Shows coordinates under mousecursor in format x,y
    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.
    move_character z x,y z=name of settlement or unit without title (except Captain). x,y=coords

    Contributed by: Anteok, ssj18vegeta, wjeder 

  10. 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

    Effect 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 

  11. 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

    Effect Effect
    rogan Elephant Artillery
    vindaloo Elephant Rocketeer
    madras Elephants
    istanbul Mercenary Monster Bombard
    george Mercenary Monster Ribault
    houston Mercenary Rocket Launcher

    Contributed by: MarkRitchie1989 

Walkthroughs & FAQs

Type Name File Size
General FAQs FAQ by Haeravon 172K
General FAQs FAQ/Walkthrough by BlueYoshi579 179K
In-Depth FAQs Character Trait Guide by Salisian 221K

Walkthroughs & FAQs

Type Name File Size
In-Depth FAQs Scenario Battle FAQ by Rata1 48K

Walkthroughs & FAQs

Type Name File Size
In-Depth FAQs Historical Battle FAQ by Rata1 46K