Medieval II: Total War
Codes
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 | Code |
|---|---|
| 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.
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 | Code |
|---|---|
| rogan | Elephant Artillery |
| vindaloo | Elephant Rocketeer |
| madras | Elephants |
| istanbul | Mercenary Monster Bombard |
| george | Mercenary Monster Ribault |
| houston | Mercenary Rocket Launcher |
Contributed By: MarkRitchie1989.
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 | Code |
|---|---|
| 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.
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 | Code |
|---|---|
| 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: ssj18vegeta, Anteok, and wjeder.
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 | Code |
|---|---|
| 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.
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 | Code |
|---|---|
| Loyal 3 | +Chivalry,Loyalty |
| Brave 3 | +morale |
| PoliticsSkill 3 | - loyalty, + authority |
| 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 |
| GoodAmbusher 5 | Increases command skill (situational) |
| GoodInfantryGeneral 1 | Increases command skill (situational) |
| GoodCavalryGeneral 1 | Increases command skill (situational) |
| GoodDefender 5 | Increases command skill (situational) |
| GoodAttacker 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: Toomin22 and shadowmoonboy.
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 | Code |
|---|---|
| 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.
Unlockables
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.
Medieval II: Total War Resources
GameFAQs
Visit GameFAQs for more Medieval II: Total War, including 3 FAQs, 97 cheats, 17 reviews, 1 screenshot, and 4 box shots .
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