Creative Assembly's Brendan Rogers talks about the Teutonic Wars campaign.
Hi, my name is Brendan Rogers, AKA ‘Caliban’ to the Total War community. I do various jobs here at CA such as artwork, design and also modding support for the community. In this diary I’m going to talk a bit about the different ideas, features and history of the Teutonic Wars campaign, one of four campaigns included in the Kingdoms expansion for Medieval II.
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The campaign takes place on a brand new custom map, the boundary of which covers the northern area around the Baltic Sea from Abo down to Kiev and from Hanover through to Novgorod. The playable factions included are The Teutonic Order, Lithuania (pagan), Denmark, Novgorod, and Poland with the Holy Roman Empire included as an unlockable faction. As I’ve mentioned, The Teutonic Order is the most unique faction to play, because of their religious foundation; they play quite differently to the other factions in Medieval II. First of all, there is no family tree. The faction leader is the Grandmaster of the Order known as the “Hochmeister”. Faction members can’t marry or have children nor is there a faction ‘heir’. A suitable leader for the faction is selected only when the Hochmeister dies. Secondly, and more significantly when it comes to gameplay in the campaign, the Teutonic Order’s method of unit recruitment is driven by religion; Teutonic Knights will only be available from regions with high levels of Catholic belief. This means that the Order will need to utilize mercenaries if they are to expand quickly, while the use of priests is crucial in order to ensure that any newly taken lands convert to Catholicism as soon as possible.
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During the campaign the player will experience a host of new missions including the arrival of Adventure Crusaders. These European nobles arrive on the map seeking to fight alongside the Order for papal favour. Large cash rewards will be awarded to the Order if they can show them a good time. On the flipside of this, the Lithuanian Council of Nobles is understandably distressed at their arrival and is eager for the Adventuring Crusaders to suffer a gruesome death, so you get a completely different perspective if you’re playing as the Lithuanian faction.
In the second part of my diary on the Teutonic Wars campaign, I’ll take a closer look at the Lithuanians, another faction that plays very differently to any included in Medieval II. I’ll also describe the role played by alliances and guilds and touch on some of the new units and battlefield weapons that are included in the campaign.
Part Two
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Like the Teutonic Order, the Lithuanian faction also offers a significant change from the standard Medieval II faction. The Lithuanians utilise a new pagan religion game mechanic based on numerous temple chains that when built, unlock recruitment of elite religious warriors. The Pagan religion can move along one of three temple chains. Each chain provides unique benefits such as increased trade and better farming. Each chain has three levels, with each level providing units of greater strength, culminating with a special pagan unit unique to that temple chain. These elite units will help the Lithuanians withstand the relentless aggression from the Teutonic Order but if Lithuania starts to buckle, they will be given the opportunity to convert to Catholicism. This conversion will unlock opportunities to construct larger cities and new building types. This will come at the cost of losing the benefits associated with pagan temple chains and their unique pagan units so when the player reaches this crossroads in the campaign, they have a significant decision to make.
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In terms of guilds, all factions will be provided the opportunity to construct the Hanseatic League Headquarters provided they are not followers of the Pagan religion. The League Headquarters is a unique building, and only one can exist in the campaign game at any one time. To be offered the chance to construct the Hanseatic League Headquarters building, a faction must hold at least one of a number of historically important Hanseatic League cities. The more of these cities a faction can control at the same time, the sooner they will be provided with the construction offer. The Hanseatic League Headquarters building provides a power trade bonus increase to all settlements of the faction which controls it. To a faction like the Teutonic Order, who must fund their vast armies through captured cities, this is certainly an attraction proposition.
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That’s all for now, I hope I’ve given you some insight into what you can expect from the Teutonic Wars campaign and the factions, weapons and the gameplay mechanics you’ll be able to explore in this fascinating setting in Medieval history.
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