|--------- | | |--------- | | gyptians-The Muslim Menace |--------- brought to you by- SuperPig gamefaqs.com (Yeah I know, poor attempt at some ASCII drawing) --------------------------------------- *CONTENTS* --------------------------------------- 1-Intro 2-Why play Egypt? 3-Units A-Combat troops B-Agents C-Ships 4-Opening Situation/ Beginning moves A-Start B- Troop training c- Diplomacy D- Prepare for war 5-The Terrible Turks, The Brutal Byzantines, and the Awful Almohads A-Turks B-Byzantines c-Almohads 6- Post-War Plans 7-Neighbors North A- Russians A.5- Preperation B-Golden Horde 8-Crusades 9-European Conquest I A- Iberia B- Western Europe C- British Isles 10- European Conquest II A-Eastern Europe B-Interior Europe C-The Italian "boot" 11-Mopping Up 12- Interesting things A-Egyptian Heroes 13-What's next? 14-Credits/Contact/Legal This is not a linear guide, so you can skip around depending. Version History 1.0-Began guide 3/6/04. 1.01-Added a few more hosts, some info for the later sections. Also some agents. 1.02-Minor update dealing with grammer, spelling, whatever. 2.00-Major Update. More units, all requirements, and ships too. ---------------- 1.Intro ---------------- This is my very first guide ever. I'm doing this not only to add FAQS to the pretty plain FAQ section, but to help people who find the Egyptians postition hard to convert into a victory. My experience with the Egyptians is long and bloody, having nearly conquered the world twice, and quitting at 60% a third time. I've finished my fourth campaign, with limited success. This guide will focus on the early period, conquests and economics. But, out of all the other factions in Medieval: Total War, why should you... ------------------------- 2. Why play Egypt? ------------------------- ...play as the Egyptians? For starters, the Egyptians can be considered, out of all the Muslim empires, to be the economic powerhouse. They don't get the mighty infantry of the Almohads, or the mounted elite of the Turks, but they do field an impressive arsenal of formidable soldiers. Secondly, the Egyptians have three factions right at the start ripe for the conquering: Turks, Almohads and Byzantines. All offer their unique and interesting challenges. Thirdly, the Egyptians (in early) start with 6 provinces, half of them capable of bringing in 600 florins each in the first few years, the other half hardly bringing in 100. So, you are already rich. Fourth, Egypt has an excellent gateway to the trading centers of Venice, Constantinople, Greece, Naples, Khazar and others. Depending on your path of conquest, you can become economic and diplomatic powerhouses or Conquering Muslim Menaces. Lastly, the Sultan and the Sultana pop out kids like they're going outta style. So, chances of losing to heir-less deaths are rare. (thanks to jon_porter@hotmail.com for the correction of the term for Sultan's wife.) ------------ 3.Units ------------ Egypt is afforded many different units then that their Muslim cousins. They rely on impetous, weaker units to do their fighting.Here is a list, complete with stats, of all the units of the Egyptians(aside from seige), in the order of appearence on the Crusade_unitprod_11 file. *Note honor=morale* *Any building with a number after it means how many upgrades of the building you need. For example, Bowyer2=Bowyers Workshop* ***************** A- Combat Units **************** MTW regular --------------------------- Nizari (archers) *All Periods* Cost:400 Men:60 March speed: 6 Run speed: 12 Charge speed: 13 Charge:7 Melee:6 Defence:-4 Armour:1 Honor:8 Build:Bowyer2 and Grand Mosque These archers are elite, impeteous men of the Egyptian army. They should never be used in charges unless absolutlely necessary, considering their defence. However, they cause havoc with their bows, and since they have high honor, they won't turn tail and run home to mommy. -------------------------------------------------------------------------- Desert Archer (archer) *All Periods* Cost:250 Men:60 March speed: 6 Run speed: 12 Charge speed: 13 Charge:1 Melee:-1 Defence:-2 Armour:1 Honor:2 Build:Bowyer These are basically your normal archers with a different look. However, they have better honor, so they won't flee unless things get hairy. Moreover, they can fight better than archers, so they could be used as a last resort. They are low cost and powerful against tightly packed formations. -------------------------------------------------------------------------- Crossbows (archer) *High/Late* cost:200 men:60 March Speed:6 Run Speed:10 Charge Speed:11 Charge:1 Melee:-1 Defence:2 Armour:3 Honor:0 build:Bowyer2 *missiles good vs armoureds troops* Fortunatly for you, Ghazi infantry and Mamluk Cavalry won't be your only armour killers. Crossbows make their appearence in the High Period, and wreak havoc on armoured soldiers. (Almohad Urban Militia, anyone?) They are very cheap, and can hold their own in combat against lesser troops. They won't stand up to the Knights of Christiandom, so they need to be protected while they fire on the Knights. Don't rely on them too much- better archers await. ------------------------------------------------------------------------ Pavise Crossbows (archer) *High/Late* Cost:225 Men:60 March Speed:4 Run Speed:8 Charge Speed:9 Charge:1 Melee:-1 Defence:2 Armour:3 Honor:0 build:Bowyer3 *missiles good vs. armoured troops* Pavise Crossbows are almost exactly like normal crossbows. But, they have a pavise (large, man-sized shield) to hide behind while they reload. They are virtually immune to missiles, and do just as much damage to armour as normal crossbows do. --------------------------------------------------------------------------- Arbalester (archer) *High/Late* Cost:275 Men:60 March Speed:6 Run Speed:10 Charge Speed:11 Charge:1 Melee:-1 Defence:2 Armour:3 Honor:0 build:Bowyer3 *missiles good vs. armoured troops* Arbalesters are virtually identical to crossbowmen, but there are three key differences. One, their arbalast (souped-up crossbow) has a much greater range than the crossbow. Second, they are much more powerful, doing catastrophic damage to armoured and unarmoured soldiers alike. Lastly, they take a very,very long time to reload. Used in conjunction with crossbows, you can lay down almost endless feather while your soldiers advance. --------------------------------------------------------------------------- Pavise Arbalaster (archer) *High/Late* Cost:300 Men:60 March Speed:4 Run Speed:8 Charge Speed:9 Charge:1 Melee:-1 Defence:2 Armour:3 Honor:0 build:Bowyer4 *missiles good vs. armoured troops* These guys are the ultimate of arrow slingers. Besides being immune to missiles, they are identical to Arbalasters. These should be the main archer force of your Egyptian Army. ---------------------------------------------------------------------------- Mamluk Handgun (gun/archer) *High/Late* Cost:100 Men:60 March Speed:6 Run Speed:10 Charge Speed:11 Charge:1 Melee:0 Defence:-2 Armour:1 Honor:2 build:Gunsmith,Invention of Gunpowder *cause fear to some units* *missiles good vs. armoured troops* *cannot fire in rain* There is little to say about these guys. They are utterly and completely useless comapred to arrow slingers. Their range is very short, they can't fight hand-to-hand for their lives, and they can't fire in rain. Use at your own risk. --------------------------------------------------------------------------- Arquebusier (gun/archer) *High/Late* Cost:175 Men:60 March Speed:6 Run Speed:10 Charge Speed:11 Charge:1 Melee:-1 Defence:3 Armour:4 Honor:0 Build:GunSmith3,Invention of Gunpowder *cannot fire in rain* *cause fear to some troops* *missiles good vs. armour* Arquebusiers may be the only gun unit worth using. They are okay in a melee, and they have a little longer range than handgunners. If you absolutely need to use gunpowder infantry, use these. ------------------------------------------------------------------------- Naptha Throwers (grenadiers) *All Periods* Cost:200 Men:12 March Speed:6 Run Speed:10 Charge Speed:11 Charge:1 Melee:0 Defence:2 Armour:3 Honor:2 Build:Seige Engineer *cause fear to some units* *may misfire and kill themselves and adjacent units* These guys crack me up. I recently had a battle where a two or three Throwers misfired while a group of their own archers where running through them. It was a riot. Half the archers are dead, the rest run away, and the army routs. Anyways, they are okay units to have. Their short range means they probably won't see much action until your troops clash with the enemy. So, be prepared to take friendly fire casualties. Other than being unique, there isn't much incentive to use them. ---------------------------=---------------------------------------------- Alan Mercenary Cavalry (cavlary) *All Periods* Cost:200 Men:40 March Speed:9 Run Speed:24 Charge Speed:26 Charge:6 Melee:3 Defence:1 Armour:3 Honor:4 Build:Inn *only available as Mercenaries* These cavalry are very, very good for sweeping around flanks and falling on the archers behind. They cannot stand up to Knights, but they can hold their own against most other early and high units. If you get a chance to hire these guys, do it without thought. ---------------------------------------------------------------------------- Steppe Cavalry (cavalry) *All Periods* Cost:150 Men:40 March Speed:9 Run Speed:24 Charge Speed:26 Charge:6 Melee:2 Defence:1 Armour:3 Honor:0 Build:Horse Breeder Provinces:ID_MUSCOVY, ID_VOLGA_BULGARIA, ID_KHAZAR, ID_PEREYASLAVL, ID_CHERNIGOV, ID_RYAZAN, ID_KIEV These are very similar to Alan Mercs. The only differences are melee and honor. They will turn tail if things get hairy-watch out for that. They are devastingly effective on the flanks, so use them as flankers. Head on charges should be a last resort. ----------------------------------------------------------------------------- Mamluk Horse Archers (mounted archer) *All Periods* *ELITE UNIT* Cost:375 Men:40 March Speed:9 Run Speed:20 Charge Speed:22 Charge:2 Melee:3 Defence:1 Armour:3 Honor:4 Build:Bowyer3, Horse Breeder3 Mamluk Horse Archers are one of the best mounted archers in the game. Unlike most horse archers, these can actually fight if they have to. Being elite, they won't run when lowly peasants break and flee. These should be the only horse archer you use throughout the game. ------------------------------------------------------------------------- Urban Militia (polearm troops) *All Periods* Cost:100 Men:60 March Speed:6 Run Speed:10 Charge Speed:11 Charge:4 Melee:2 Defence:-1 Armour:1 Honor:0 Build:Town Watch *vunerable to missiles* *bonus vs. armoured troops* Urban Militia are interesting. They have an armour piercing attack, but they can't even kill unarmoured units, not to mention even gettinbg close to armour without fleeing. You should have few of these units, wait for Nubian Spearmen. ----------------------------------------------------------------------- Ghazi Infantry (axe infantry) *All Periods* Cost:175 Men:60 March Speed:6 Run Speed:12 Charge Speed:13 Charge:6 Melee:5 Defence:-4 Armour:1 Honor:8 Build:Swordsmith, Mosque *bonus vs. armoured troops* Two words describe these men-impetous kamikazes. They charge into battle, slaughtering anything and anyone in their way. But, most of them don't come back, due to their defence. Since they have alot of honor, they can be outnumbered 30-1 and still fight it out. However, they are capable of running, but you won't see it often. ------------------------------------------------------------------------- Muwahid Foot (spearmen) *All Periods* Cost:225 Men:60 March Speed:6 Run Speed:12 Charge Speed:13 Charge:7 Melee:1 Defence:-1 Armour:1 Honor:4 Build:Spearmaker2 *Attack bonus (+1) vs cavalry* *Defence bonus (+4) vs cavalry* These could be good spearmen, but it's a shame, because they only have 60 men per unit. So, they fight like swordsmen, charging the flanks and causing huge casualties on the charge. They can also be used to repel cavalry, so they could be considered "hybrid" troops. ------------------------------------------------------------------------- Muslim Peasants (infantry) *All Periods* Cost:50 Men:100 March Speed:6 Run Speed:10 Charge Speed:11 Charge:4 Melee:-2 Defence:-4 Armour:1 Honor:-2 *Vunerable to missiles* Build:Fort Like Mamluk Handguns, these are awful, awful units. They are only good for A) Charging down a hill at other peasants or B) Mobile Pincushions. I'll take the latter, I'll save my good troops for the melee. ------------------------------------------------------------------------- Saracen Infantry (spearmen) *All Periods* Cost:300 Men:100 March Speed:6 Run Speed:10 Charge Speed:11 Charge:5 Melee:-1 Defence3 Armour:3 Honor:0 Build:Spearmaker2 *Attack bonus (+1) vs cavalry* *Defence bonus (+4) vs cavalry* By far one of the best early units, these soldiers can cause havoc wherever they are on the battlefield. They can take on Byzantine Infantry with ease. The only set back to Saracen Infantry in their melee, but with good defence and armour, it won't matter. Use these to pin down the enemy, and use your cavalry to destroy them on the flanks and rear. -------------------------------------------------------------------------- Saharan Cavalry (light cavalry) *All Periods* Cost:125 Men:40 March Speed:9 Run Speed:24 Charge Speed:26 Charge:4 Melee:2 Defence:0 Armour:2 Honor:0 Build:Horse Breeder Provinces:ID_MOROCCO, ID_ALGERIA, ID_TUNISIA, ID_LIBYA, ID_EGYPT, ID_SINAI, ID_ARABIA This cavalry unit is very basic. They have moderate stats, and they are cheap, so they can be used aggressivly. Like most muslim cavalry, they won't, and can't, stand up to Christian Cavalry. Use these as mainly flankers. ------------------------------------------------------------------------- Mamluk Cavalry (medium-axe cavalry) *High/Late* *ELITE UNIT* Cost:275 Men:40 March Speed:9 Run Speed:20 Charge Speed:22 Charge:4 Melee:2 Defence:3 Armour:4 Honor:4 Build: Horse Breeder2 *Bonus vs. armoured troops* These are one of the best Egyptian Cavalry. They are fast, and can actually fight right up in the front with good success. For such good cavalry, they are very cheap, so they should make up your main mounted force until heavy cavalry make an appearence. ---------------------------------------------------------------------------- Armenian Heavy Cavalry (Heavy Cavalry) *All Periods* *ELITE UNIT* Cost:300 Men:40 March Speed:9 Run Speed:20 Charge Speed:22 Charge:8 Melee:3 Defence:3 Armour:4 Honor:4 Build:Horse Breeder2 Provinces:ID_LESSER_ARMENIA, ID_RUM, ID_ARMENIA These are even better than Mamluk Cavalry. Their charge is unstoppable, they have a good melee attack and good defence. Chances to use these are rare, so they won't make up a large, if any, part of your army. Nevertheless, they are very, very effective shock troops. ------------------------------------------------------------------------- Bedouin Camel Warriors (Camel Cavalry) *All Periods* Cost:125 Men:40 March Speed:9 Run Speed:14 Charge Speed:16 Charge:6 Melee:2 Defence:0 Armour:2 Honor:0 Build:Fort Provinces: ID_EGYPT, ID_SINAI, ID_ARABIA, ID_SYRIA *cause fear to horses* When you have a unit that scares horses, you'd probably want alot of it right? Well, in this case I wouldn't use these for horses. Use them on infantry. Why? If they charge the rear of a enemy formation, expect many men to fall. They make good flankers to hit archers because they can mostly take care of themselves. Since they are slow, they won't outrun ponies, so they shouldn't take them on because if they begin to lose, they won't escape. Either way, the Camels will be succesful. --------------------------------------------------------------------------- Ghulam Cavalry (medium cavalry) *All Periods* *ELITE UNIT* Cost:275 Men:40 March Speed:9 Run Speed:20 Charge Speed:22 Charge:6 Melee:3 Defence:3 Armour:4 Honor:4 Build:Spearmaker3, Horse Breeder3 Ghulam Cavalry are identical to Armenian Heavy Cavalry in everything except charge. These, however, you will most definitly use. They can be trained in any province, so they will be common. Use these in conjunction with Mamluk Cavalry and/or Bedouin Camels to get a very powerful and effective 1-2 puch. ------------------------------------------------------------------------- Khwarazmian Cavalry (Heavy Cavalry) *All Periods* *ELITE UNIT* Cost: 375 Men:40 March Speed:9 Run Speed:20 Charge Speed:22 Charge:6 Melee:3 Defence:5 Armour:7 Honor:4 Build:Horse Breeder4, Spearmaker4 You're probably thinking "All right, excellent cavalry that are identical to Kataphaktoi! I'll build lots!" You can, but you need to remember one thing- the desert heat. With this combination of armour and heat, you'll can have deep fried horse and rider for breakfast lunch and dinner (for 2 weeks!) Use these in your European conquest where they can fight it out with Christian Knights and heavy sword infantry, uneffected by heat. ------------------------------------------------------------------------------ Royal Ghulam Knights (Royal Cavalry) *All Periods* *ELITE UNIT* Cost: 300, 350, 425 (early, high,late) Men:20 (sultan's unit has 21) March Speed:9 Run Speed:20 Charge Speed:22 Charge:8 Melee:3 Defence:4,5,7 (early, high, late) Armour:4,5,7 (early high late) Honor:6 Build:Royal Court These Royal Cavalry are no match for their Christian counterparts. However, their lesser armour means they can fight much better in the desert. The Prince's unit comes with 20, while the Sultan gets 21 men. These are probably the best cavalry afforded to Egypt. ------------------------------------------------------------------------------ Hashishin (Ninja) *All Periods* Cost:500 Men:12 March Speed:6 Run Speed:12 Charge Speed:13 Charge:2 Melee:6 Defence:5 Armour:2 Honor:12 Build:Ribat, Swordsmith4 *can hide in the open* The Hashishin are like Jackie Chan's mafia. They are impetous assasins that destroy everything in their way. Use them to hide near an enemy general. When his unit is alone or falls behind, spring the trap and slaughter the poor soul. Use them well, they cost quite a bit, and there is only 12 men. ----------------------------------------------------------------------------- Nubian Spearmen (spearmen) *All Periods* Cost:175 Men:100 March Speed:6 Run Speed:10 Charge Speed:11 Charge:4 Melee:0 Defence:-1 Armour:1 Honor:2 Build:Spearmaker *Attack bonus (+1) vs cavalry* *Defence bonus (+4) vs cavalry* Nubian Spearmen should make up the majority of your early armies until Saracen Infantry become available. Nothing really special about these infantry. ------------------------------------------------------------------y----- Abyssinian Guard (axe-men) *High/Late* *ELITE UNIT* Cost:175 Men:60 March Speed:6 Run Speed:10 Charge Speed:11 Charge:4 Melee:4 Defence:0 Armour:1 Honor:6 Build:Swordsmith *bonus vs. armoured troops* These infantry are very weak on the defence, but provide a good offensive push. They are weak to missiles, but quite strong on a head on attack. The cost is low, so they are expendable. ------------------------------------------------------------------------- Lithuanian Cavalry (medium cavalry) *High/Late* Cost:225 Men:40 March Speed:9 Run Speed:20 Charge Speed:22 Charge:6 Melee:2 Defence:3 Armour:4 Honor:2 Build:Horse Breeder4, Armourer3, Swordsmith3 Provinces:ID_LITHUANIA, ID_LIVONIA, ID_VOLHYNIA Basic Cavalry you should not use. Armenian Heavy Cavalry, Mamluk and Ghulum's are all better, and much closer to home. They are good against some forms of cavalry, but later on, they are obsolete. ---------------------------------------------------------------------------- Woodmen (tree-choppers) *All Periods* Cost:75 Men:60 March Speed:6 Run Speed:10 Charge Speed:11 Charge:8 Melee:1 Defence:-1 Armour:2 Honor:-2 Build:Fort Provinces:ID_LIVONIA, ID_LITHUANIA, ID_NORWAY, ID_NOVGOROD, ID_POLAND, ID_SWEDEN, ID_SILESIA, ID_VOLHYNIA *bonus vs armoured troops* Again, you shouldn't use these, or try to use them. They ARE better than peasants, but since their homelands are far away, I wouldn't bother unless you want to see them massacred by the high/late christian knights. They do have bonus vs armour, so, yeah... -------------------------------------------------------------------------- ----------------------------------------------------------------------- **Viking Invasion Units** ----------------------------------------------------------------------- Arab Infantry (swordsmen) *All periods* Cost:125 Men:60 March Speed:6 Run Speed:10 Charge Speed:11 Charge:2 Melee:4 Defence:-2 Armour:1 Honor:4 Build:Swordsmith These, believe it or not, are the only sword infantry the Egyptians can get. And you know what, their not the best. They have a great attack, but their defence means most of these men won't get to use that nice sword. However, in conjunction with Saracen Infantry, you have an almost unbeatable combo. -------------------------------------------------------------------------- Faris (medium horse archer) *Early/High* *ELITE UNIT* Cost:375 Men:40 March Speed:9 Run Speed:20 Charge Speed:22 Charge:4 Melee:3 Defence:1 Armour:3 Honor:4 Build:Horse Breeder2, Swordsmith2, Bowyer2 These cavalry are great at harrasing enemy formations. They can take out a bunch of enemy units with bows, then pull out their sword and charge. They are okay at melee combat, but they shouldn't be used in an all out frontal charge. Like all cavalry, you should hit the flanks with these elite soldiers. ------------------------------------------------------------------------ ********** B- Agents ********* Agents are basically any unit that doesn't fight. They play an important role in diplomacy and other matters. Spy Cost: 100 Trained at: Brothel Spies are people who go around and disrupt the enemy. They, when used in numbers, can lower loyalty in a province to the point where they can cause rebellions. They can be used in your own province to counter-spy. --------------------------------------------------------------------------- Assassin Cost: 200 Trained at: Tavern Assassins are what their name says-assasins. They are good for taking out enemy general right before you invade the province, as it lowers morale for the year, ------------------------------------------------------------------------ Emissary Cost: 100 Trained at: Royal Palace Emissaries are your primary souce for building alliances. They can also bribe enemy armies and remove a general's titles. ---------------------------------------------------------------------- Mullah Cost: 100 Trained at: Mosque These guys can be used like emissaries, but they also spread the Islamic religion. ------------------------------------------------------------------------ Ulama Cost: 150 Trained at: Grand Mosque These are very much like Mullahs, but are more effective on what they do. ------------------------------------------------------------------------- Jihad Cost: 500 Trained at: Ribat Jihad's are like crusades. They, however, can only be used to recliam lost provinces. And, they usually do not get many men, which makes them not worth it unless you're really desperate. To be useful, use it in conjunction with your other armies. ------------------------------------------------------------------------------ ********* C. SHIPS ********* I better not have to explain this one... Dhow Cost:600 Range:1 Attack:1 Defence:1 Speed:3 Build:Shipyard1 Your first ship, and it is as basic as you can get. It is better than the Barque, but, is about even with Dromons and Galleys. ------------------------------------------------------------------------ Baggala Cost:800 Range:2 Attack:2 Defence:2 Speed:2 Build:Shipyard2, Compass This is the ship you want to use against Gally's and Caravels. They will be your main ship from around 1150 to the end of the game. ------------------------------------------------------------------------- Boom Cost:1100 Range:2 Attack:4 Defence:3 Speed:2 Build:Shipyard3, Foundry2, Invention of Gunpowder, Compass Here is a great ship, but it is expensive, and doesn't have a range and speed worth mentioning, since it is high in the tech tree. If you're ship crazy, get this, but other powers seldom get higher than a second tier ship. ---------------------------------------------------------------------------- Well, that was grueling. Anyways, we're not even half way through. Now the real guide begins. ----------------------------------------------------------------------- 4. Opening Situation/Beginning Moves ----------------------------------------------------------------------- *Just remember, this is an Early-Late Guide. Starting positions for other periods may come in a later update* ************ A-The start ************ Well, you're ready to begin. So you enter the game and what do you see? Hardly anything. You have one fort in Egypt. That's basically all. You have few men at your disposal, and most are peasants. You need to advance in the tech tree, so you must begin the game by building. So, depending on the difficulty you play at, you mayor may not have the florins to construct a fort ine very province. That should be your maingoal, as some of your provinces aren't very loyal. Army construction should,for the most part, be at a minimum Although you have good income, you only have one province that can train troops. You should be building a fort in every province except Egypt. Egypt can be building any number of things: Bowyer, Spearmaker, Town Watch, Trading Post or other economic buildings. You may notice as you assign titles that you have generals with very low loyalty, but have good acumen. That could be a good thing, but if you have disloyal men governing, civil war could break out early on in the game. That would potentially ruin the whole game. Your neighbors are almost in the same boat as you, aside from the Byzantines, who have huge income and somewhat deveoped provinces and armies. Don't worry about conquering now. You need an army and navy to start things off. Build a port in your key trading provinces (Egypt, Antioch, Tripoli and Palestine) ****************** B-Training Troops ****************** Hopefully through construction you have managed to get to the point where you can train good troops in all provinces. The only provinces I don't think you should train units in are Egypt and Antioch. Upgrade both forts to a keep, and focus on getting Saracen Infantry and Arab Infantry in Antioch. Do the same with Egypt,only also getting ships as well as Saracen Infantry. Antioch is bordered by two other factions and it's profitable. That makes this not only your bread and butter province, but it's also high on the Byzantines'and Turks' most wanted list. A strong garrison of good soldiers should be there at all times. That army should consist of Desert archers, Arab Infantry, Bedouin Camel Warriors and Saracens. Camel Warriors are, for the most part, good expendable cavalry. That army should be commanded by the heir, since they usually seem to have better command values than the Sultan. As for Egypt, you need ships in the surrounding waters, perferably before the Byzantines get ships in them. If your path to domination starts with the Byzantines, you should have enough ships not only to negate the Byzantine Navy, but to allow you men free reign of almost ANY Byzantine province. try to put ships in every sea region leading to Greece, perferably two or three ships in each region. (trust me, you'll need them no matter where you go) Also attempt to get Saracen Infantry to garrison Egypt to defend from the Almohads. While doing this, DO NOT IGNORE THE OTHER PROVINCES!. They need garrisons too. ************* C. Diplomacy ************* This is the time to decide who you'll (hopefully) pound into dust. Diplomacy is like a grab-bag at this point in the game. It all depends on what you want to do. You should do what you believe is best for your situation. If you need money, take on the Byzantines. If you want rich developed provinces, take on the...Byzanintes. If you want a gateway to Europe, take on the Almohads!...or Byzantines. As you can clearly see, the Byzantines, although strong and mighty, are and excellent candidate for invasion. If you choose to take them on first, ally yourselfs with the Turks and anyone else you want. The Turks will easily be destroyed by the Byzanintes. Both of your combined efforts should lead to victory. You might decide to take on the Almohads. That should be easy, as they will probably take on the Spanish to the west. Wars on two fronts is not good for anyone. They will quickly crumble. An alliance with Spain would be a good move. Thridly, you can war with the Turks. No matter what, you need to decide on a course of action. (If you're daring, you may even try amphibious landings against the Italians or Sicilians. Do what works) ****************** D. Prepare for war ****************** In order to flourish as an Empire, war must come. When you have made a decision, move most of your troops to the border provinces. Scout out the enemy armies. Adjust your strength accordingly. (ex. if they have alot of cavalry, you get more spearmen) If your choice is the Byzantines, wait for the Turks to war with them before sending in your soldiers, and vice versa if you have decided on the Turks. The Almohads can be fought with whenever, but perferably while the Spanish are at war with them. Plan your attacks, and unleash hell on the unsuspecting faction. ------------------------------------------------------------------------------- -------------------------------------------------------------------- 5-The Terrible Turks, The Brutal Byzantines, and the Awful Almohads -------------------------------------------------------------------- * you can do these in any order you want* ********* A- Turks ********* The Turks are similar to you in a few ways. Besides being of the Muslim religion, they field an army like yours. What you should worry about is their hit and run tactics. They, unlike you, they get Horse Archers fairly early. You need to wait a while to get your first horse archers. If it has been a while before you decided to make war, they may have Turcoman Horse, excellent mounted archers who can dismount to become effective swordsmen. Your armies must consist of quick cavalry to negate the mounted archer threat, some type of spear troop to serve as the backbone. If playing Viking Invasion, you should decide whether you want Arab Infantry in your army. Finally, round off your army with Desert Archers. You should have as many number of stacks consisting of the above units that you can afford. You can now start the war. You should try to initially invade the province with the smallest garrison. Do that only to establish a foot hold. You don't want to invade their largest province with the most men. Say you win, but lose 3/4 of your army? They can counter and push you out of their lands. They will also take some of yours. You can't afford that risk. With a foothold in the Turkish lands, pour in reinforcments and prepare to either defend or attack. If they attack with the intention of reclaiming their lost land, expect to see horse archers, urban militia, peasants, foot archers and maybe the Sultan or his son. Your army will easily win a defensive battle, even if outnumbered. Most likely you will have invaded Syria, as it is large. When invading and besieging, watch for enemy armies invading Antioch from Lesser Armenia. Keep a moderate garrison in that province. You just added quite a bit to your empire. If you recall from section 3, I went over the units and said that Armenian Heavy Cavalry were excellent. As you can guess, they can be trained in only the two Armenias. (and Rum) One of them, perferably Lesser Armenia, should be your next goal. The Turks aren't to be caught off guard again though. Expect a strong fight from now on out. You must pursue the Turks rellentlessly. Any lull in the war can give them the chance to assemble an army from scraps of their defeated armies. You can count on them to put up a strong fight. If the Byzantines enter the war on your side, you can count on the Turks defeated. However, if they side with the Turks, you may be in trouble. You should hope they just remain neutral in the conflict. Depending upon what you see on the campmap, hopefully you're bordered with the Turkish Sultan and his heirs. You should try to invade the provinces containing them in hopes of killing them. You don't want a war forever right? Eliminating the Royal line enables you to destroy the faction and therby bribe or invade rebel provinces. Now the Turks are gone, and you have also opened up another route-north into Asia. Don't get too far ahead though- the Byzantines and Almohads are waiting. Hopefully you have all the former Turkish provinces. If you don't have one or two, it's not a big deal, just bribe them. These new provinces do not provide much in the way of income. They do, however,border the Black Sea, a rich trading area. One ship there can benefit any province bordering that sea. Now's the time to rebuild the armies. Also, the added income can be used to support more armies. Do that, and get ready to face your next opponent, whoever it may be. ************ B-Byzantines ************ If you choose to take on the Byzantines, remember that they are very, very strong with tough units, Byzantine Infantry, Trebizond Archers, Varangian Guard, Byzantine Lancers (if VI) and the feared Kataphaktoi. You must take out rich training provinces first if you plan to succeed. Your targets should be Constantinople and Nicea. They both are developed provinces, and the sooner they crumble to the ground, the better. If you start to lose a war with them, you will probably end up holding your desert provinces, since the high armour ratings of Byzantine units will roast the poor soul. Byzantines, like the Turks, get Horse Archers. Fortunatly for you, light cavalry can easily negate the threat. Unfortunatly, you will still have a tough time winning in Byzantine Provinces because it is not a desert enviorment. Your armies (produce two armies for this phase, one for conquering both key provinces) should consist of the following units: Ghazi Infantry, Light Cavalry (Saharan Cavalry work well), Spearmen (Saracen Infantry) and some type of archer. Also, you need a good general, not only because the Byzantines have powerful generals, but because you need extra valour for your men if you hope for them to stand against the Byzantine Armies. Your navy should be stronger than that of the Byzantines-don't think about taking them on until it is. Your first target should be an amphibious invasion in either Constantinople or Nicea. Always keep good, strong, quality garrisons in the border provinces. They are a must for protecting the homelands. The battles in one of these two provinces will split the empire in two if successful. It will also cripple some of their unit production, allowing a much easier task. The Battle for Constantinople, which will inevitably come, will probably pit your army against the Royal line of Byzantium. If you want, you can send in your Royal line, but if the attack fails, say bye-bye to the campaign. Constantinople may either be the easiest or hardest fight, depending what is there. Usually, the garrrison is very strong until the Byzantines use these men for western attacks. Use an agent to monitor activity in Constantinople. Once the garrison seems smallest, load up and set foot on Byzantine ground. If you're lucky, the garrison will retreat for a seige or abandon the province together. Use the second army you created to invade Nicea if it looks feasible. Hopefully, both provinces will be yours with minimal fighting. Now is the hard part-defence. The Byzantines are pissed at you because of your sudden and unprovoked attacks. They will charge to reclaim the homelands, with a flag of "No Quarter" flying in the air. Defensive lines should have your archers focusing on armoured targets. Taking them out makes the infantry's job a bit easier. Light cavalry should be put away from the main army so they can attack archers from the rear. Ghazi's should be placed on the flanks to hit the armoured infantry from the sides, causing horrendus losses. Saracen Infantry should be the main line of the army. Don't expect a cake-walk. You will probably take large, if not horrendus, losses defending these lands. Make sure reinforcments arrive EVERY year to replenish the losses suffered. Once you finally secure the two main Byzantine provinces, you can mop up. It shouldn't be hard. The conquering of the Byzantines may be hard and bloddy. However, you are rewarded in many ways. First, if you have taken Greece, you have at least two rich provinces. Nicea and Constantinople are probably developed enough (even after the destruction of buildings) to produce more units quickly. You also have an easy rout into Europe from here. Finally, you have one (maybe two) weak factions ready to fall to your sword. *********** C. Almohads *********** The Almohads are your cousins to the west. Conquering them opens up rich provinces in Iberia. Plus, it gives you a direct route to Europe (similar to the Byzantine conquests). They field an army with strengths similar to yours. They, however, have three units that can wreck your army if your not properly prepared. First are Berber camels. They, unlike your Bedouin Camel Warriors, are much more effective fighters. However, your camels can still take them on. What sets Berbers apart are their multi-purpose. Their bows can cause damage to unarmoured units, and they can fight similarly to Bedouin Camels. Berber Camels are very useful early on, so prepare to see them alot in your conquests. The best means to destroy them are to attack them with good cavalry (Saharan Cavalry may not do the job, heavier would be better) Your Bedouin's may be enough, but you might need more to succeed. Next come Murabitin Infantry. These are javelin throwing, lightly armoured units with low defence and attack ratings. They have good morale though, so expect them to fight to the last. They represent no problems to you unless you are marching up a hill. They will decimate your ranks with javelins before their heavier troops fall upon your men. Cavalry are the best means to counter them. Finally, there are Almohad Urban Militia. DO NOT underestimate them just because they have "Urban Militia" in their title. They are extremely strong and disciplined soldiers. All they lack is a good charge bonus, but with decent attack and defence, it won't matter. You have few units who will be able to take these elite on in the early game. Ghazi Infantry can decimate them if they hit on the flanks, and a rear cavalry charge will work well. Before they're dead, they will take down many of your men. You've been warned. Your first attack will undoubtly come to Cyrencia. Usually, it is not well defended. It represents little economic value although it is quite big. Your armies should consist of one or two units of Ghazi's, one or two units of archers, a good general, Saracen Infantry, Bedouin Camels, and light cavalry. After Cyrencia falls, you should call up reinforcments if you took heavy losses. If you are counter-attacked, you line should be similar to the one mentioned in the Byzantine section. Ghazi's are the main flankers, while spear troops make up your main line. Plug holes with Bedouins or other cavalry (archers if need be). After you repel any attacks, you can steam roll your way forward. The next province, Tunisia, probably is better defended.But, like Cyrencia, it should present little trouble to you. Again, prepare for counter-attacks, and move to claim the rest of the lands. The fight should be easy; if you are allied to the Spainish, expect them to assist you. This phase of fighting is the one where you will most likely see the Almohad Urban Militia However, if the Spanish are helping you, those units will be scarce and small in numbers. If this is your first conquer path, do the other ones now. After defeating all three nations, you should be in a good postition to invade Europe. However, you need to retrain, upgrade, and build back up your war fund. ------------------------------------------------------------------------------- ----------------- 6- Post-War Plans ----------------- Your Empire is now the biggest, most profitable, and most powerful Empire in the world. However, probably aren't technilogically advanced as some nations. Although you may think you did well against the Muslims, their troops aren't as good as the ones you will soon face. Your profits now should be the largest in the world. You have rich provinces: Tripoli, Antioch, Palestine, Greece, Algeria and Egypt, that should bring in the majority of your income. Start by building European Alliances, especially with the Italians and Sicillians. These have rich trading lands, and you can expect to bring much from them. Make chains of ships connecting to Naples, Venice, Sicily, Valencia and Cordoba. Profit should now soar. The added income provides you with many possibilities.You should upgrade any forts to Castles. Your unit training provinces should be very advanced.Speaking of units, if you have units that are half full, retrain them. As for getting new ones, build to the point where you can get Mamluk Cavalry, Mamluk Horse Archers and Ghulum Cavalry in at least two provinces. These units are essential to conquering Europe, mainly due to the slower units Europeans tend to field, but also the majority of their armies consist of archers. Since it is still the early period, you may decide to attack Spain during this phase. If you plan to do so, you should be successful. Spain doesn't have extremely powerful units, abeit from ones that emerge in the late period. In early, the only threat from the Spanish may be Spanish Jinettes. Most of thier armies will not be strong, so if you choose to attack them now, it won't be difficult. If you want to rebuild and focus of economy, go right ahead. Actually, I'd rather do that than fight Spain. By now, you should have most your provinces well developed. It should be around 1185, giving you alot of time to build new armies and work up diplomacy until the High Period (1205). High Period is the do or die time, since you do not get very strong units in the late period. Most of the units your army will consist of will be early period units. ====================================================================== HIGH PERIOD ====================================================================== ----------------------- 7-Neighbors North A- Russians B-Golden Horde ----------------------- Before we begin this section, there are a few things you should do. Most likely, the Russians will be your next target. Hopefully, they are weak (they usually are). If they are centered around two or three provinces, there will be alot of land open in the Steppe regions. You can conquer those if you wish. However, in 1231 the Golden Horde come tearing into Khazar. Depending upon how many men you have there, they will have some probably 9-10x more men. So, if you have 4000 men there, expect to do battle with a lot of troops. You can bypass that province if you want. However, it is profitable, so if you need florins, you can take it. If you want a big battle, go ahead and take it. Regardless, you'll fight the Golden Horde, so do whatever you want with Khazar. Another option is to leave the Russians alone until after you defeat the Horde. If you take many casualties fighting the Russians, you will probably be defeated by the Horde. This option is good if you're low on cash, have small armies, or the Russians are large (as in most of the steppes). Decide now, but the Russians will come first in the section. That doesn't necessarily mean you should do them first. *********** A-Russians *********** If you decide on the Russians first, you need to prepare in case of large casualties. If the Russians are small, you don't need to worry much. If they are large, I'd suggest training as many units as you can afford, and putting them near the front. The war must be fast and deadly (a.k.a. blitzkreig). If you border the Russian Grand Prince and his heirs, go after them relentlessly. If you eliminate the Royalty, the faction will crumble before your might. Then you don't need to worry, and can get ready for the horde. However, you will probably not be near the Grand Prince. No big deal really, find where he his and drive a path right through the Russians to there. Russian armies aren't as good as yours, but they do have a few exceptions if you're playing Viking Invasion. Rus Spearmen are like Saracen Spearmen. They may even be better, but they won't stand if you can swarm them. The Russians also have Druhinza Cavalry in Viking Invasion. These are similar to Mamluk Cavalry, but they have 20 more men in the unit. They aren't great, but they are good, so you should bring spearmen for these guys. Finally, there are Boyars. These are extremely powerful Russian Royal Bodyguards.They will slaughter spearmen with their bows, and wipe out swordsmen with their powerful charge and melee attack. Mamluk Cavalry are good here, considering the Boyars' armour. Unfortunatly, Boyars have 40 men per unit. The rest of their army will be Vikings and peasantry. Although the Vikings may prove a challenge, the others are just pincushions for archers. They should give you no trouble at all. If you want, after you defeat the Russians, you can conquer rebel lands. I'd suggest not doing that. You will need all spare troops in Khazar. **************** A.5-Preperation **************** If you started with the Russians, they are gone and will be no more threat to you. Now you must prepare. Why? You've probably played a few campaigns before this one and always got the same message in 1231; "The Golden Horde have arrived". That means, being an Empire that will be the first attacked by the Horde, you're screwed. They have huge armies that pour into Khazar, made up of powerful cavalry, mounted archers and hybrid infantry. You must rely on a few units instead of a bunch of different ones: Mamluk Cavalry, Saracen Spears, Abyssinian Guards, and any type of archer. These men will be your main armies. Train as many of them as you can, even if you go into debt. Send them ALL into Khazar. Usually, you'll be able to get 4000-10000 men in Khazar before the attack. Bad news for you friend. They send in nearly 25000-30000 in the attack, or more if you have more than 10000 men! Try to also put large forces in Georgia, protecting the main Empire if you lose the battle. In Viking Invasion the Horde seldom invades Georgia on the opening attack. That's another reason to put alot of men there. ******************* B-The Golden Horde ******************* The upcoming battle will be the largest you may EVER fight. Your deployment should consist of 3-4 units of archers (perferably crossbows if you have them), 2-3 units of Abyssinian Guards, your General, 3-4 cavalry, and the rest Saracen Spears. Your cavalry should mainly be used against the mounted archers. At the deployment phase, stick them in trees closer to the enemy if possible. If not, keep them near you. If you manage to get in trees, wait for them to advance on your army. When the army assaults, and the horse archers are behind firing, charge them and you should rout them. The rest of your army should be placed on a hill, with crossbows behind spears, and your Abyssinian's ready to be used in a flanking assault. Put your reinforcment flag smack dab in the middle of your army. When the battle begins, order forces to hold ground, not hold postition. Only order crossbows to hold position so they don't flee. Focus the Xbows on Golden Horde heavy cavalry, and, if possible, on the Khan himself. He has no heirs, and if you kill him, you probably have won. If you are getting pounded by archers, you can order the cavalry you have to hit them from the rear. Another approach, proabably more costly, is to charge down the hill. Although I wouldn't recommend it, it will split up the enemy army. This is a MUST WIN battle. A loss here will destroy most of your army, and it's probable your Empire will suffer. The fight may be six hours or more, and you'll probably have to call on most of your reinforcements. If you win the battle, the Horde will never set foot in Europe. If you lose, get ready to counterattack. During one, (if you have to) go for the Khan and kill him. His death, if he has no heirs, will ruin the Horde and you will be able to live in peace, at least until you are attacked by your first crusade. --------------------------------------------------------------------------- ----------- 8. Crusades ----------- If this is your very first time playing Medieval, than you probably don't know too much about crusades. They were basically multi-national catholic armies that were sent to retake holy lands (Jerusulem, Palestine, etc) In the game, almost all Christian powers can and probably will declare a crusade against one of your provinces. (Most likely Constantinople and Egypt) Then you need to worry. You will be up against elite, powerful crusade units. Most are heavily armoured, so if they attack Egypt, you should have little difficulty defeating them. However, if they attack anywhere else, you will be in trouble. If possible, take as many units as you can spare and either send them into an adjacent province near the crusade objective, perferably in the crusade's path. If you can, you may be able to slow it and inflict huge casualties, or you may defeat it together. Crusade units are strong and powerful, as already mentioned. They have mounted knights that are nothing you have ever seen before. They can even grind leser spearmen into dust. However, there are ways to beat them. And, actually, you've been employing these tactics the whole time. Your armies must consist of 4-5 units of Mamluk Cavalry. These will slaughter the armoured knights. Also, Mamluk Horse Archers should be used. They can tire out the heavily armoured knights, and they can effeciently iflict casualties with their bows. You need some Abyssinian Guards to take out the Order foot soldiers. Those units are heavily armoured, and they are spearmen. So you can't use your Mamluk's against them. If you can't get Abyssinian's, Ghazi Infanry will do fine. Also, this is the time where you need crossbows. They will inflict many casualties against armoured units. Although most of the crusade units are good, there are some exceptions. Fanatics are basically peasants, and some crusades come with alot of these men. They won't be a problem, just make sure they don't flank your army. (they have irresistable charge). The units you need to fear are the knights: Knights Templar, Knights Hospittaler, Knights of Santiago and Teutonic Knights. They, as I said before, will devastate lesser spearmen as well as any other foot soldier you have (besides Saracens, of course). Order Foot Soldiers are almost like Chivalric Sergeants. So, if you're reading this while you are in the later stages of the game, you have probably taken on those units before. Yoyr first crusade will be the hardest, since you have little/no experience defending against one. *NOTE* Aside from the crusade specific units, the crusade will pick up men from the armies stationed in provinces it has passed through. It is not uncommon to see English Longbowmen and Italian Light Infantry in the same crusade. --------------------------------------------------------------------------- The European Conquest is divided into two sections, depending which part of Europe you want to begin the invasions (Iberia or East Europe) Section one covers Iberia to the British Isles, and section two covers east Europe to the Italian "boot" -------------------- European Conquest I. -------------------- ********* A. Iberia ********* For those who don't know what Iberia is, it is the basically modern day Spain, Portugal and Andorra. Anyways, if you defeated the Spanish and Aragonese right after defeating the Almohads, you can skip this section. Otherwise, you should read on. By now, it should be nearing the Late Period (1321) This is when you can build more powerful units, but it's also the time the Europeans get their heavy hitters. This will be a tough fight unless you have sufficiant armour killers. The Spanish and Aragonese are very powerful late game, with most high powered christian Knights at their disposal. They also have what could be considered the most powerful cavalry in the game: Lancers. These units are heavily armoured, and almost unstoppable unless you have arbalasters, Mamluk Cavalry or Abssynian Guards. They are slow, so mounted archers can do a fair bit of damage against them too. If you defeated the Almohads completely, you should have Granada in Iberia, or maybe even Cordoba. These will be your staging grounds for the invasion. Bring thousands of men into these provinces and charge across the border into enemy lands. If possible, invade multiple provinces at once. Hopefully, a "blitzkrieg" assault will cause the enemy to erupt in civil war. However, if you need to fight for the whole landmass, use the same tactics you used against the Russians and you should be fine. The Aragonese usually have no more than one province. They will have alot of Royal Knights, thanks to all the heirs. Your Saracens should have little trouble there. ***************** B- Western Europe ***************** After Iberia, its time to move on the France. The French are like the Spanish except they do not get Lancers. Good for you, I guess. They will have alot of heavy cavalry. Mamluk Cavalry, along with arbalasters and Saracen Spearmen, will do the job nicely. You also need to watch out for their swordsmen. Cavalry and Abyssinian Guards are the only units you have that can effectivly take out swordsmen. They will usually be harder then the Spanish were. In battle, rely on your archers to pound away at the heavy French units. You will deal a lot of damage against the armoured units.When the melee starts, use Mamluks to flank the French heavy cavalry. Also, pin down the heavy cavalry with Saracens. You should use Abyssinian Guards to flank swordsmen Although they can be used head to head, they have virually no armour, so they won't last long. The French are usually a big faction, so you can expect a long war, unless of course Civil War erupts. After the French are dead, you may be tempted to go after the Italians. You can, but I'm not going to cover that until next section. **************** C- British Isles **************** The English tend to be alot like the French. They have two good units that will cause trouble to whatever armour you have. Billmen are like Halberdiers. They shred through armoured and unarmoured units alike. There are also Longbows These are perhaps the most devastating archers in the whole game. They have one of the longest ranges, and they can stand up and fight in a melee. When you encounted this foe, the first battle will be tough, as it's a learning experience. You need light cavalry for these fights. Longbows can fight, but if you have light cavalry after them, the probably won't stand for long. Billmen are a different matter. Arbalasters are the most effective, but you can use any of your armour piercing units to deal damage to them. The English tend to have heavy cavalry, so use the strategy mentioned above in the French section to defeat them. It's possible you may come across gallowglasses and highland clansmen. These are both good units, but they can't fight in a prolonged melee. Cavalry are good against. both of these units. Finally, you shouyou have a large portion of Europe. Unfortunalty, you're not done. You still have a whole lot more to conquer. ----------------------------------------------------------------------------- ------------------------- 10- European Conquest II. ------------------------- This is the second part of European conquest, and, unfortunatly, it's harder. I suggest doing this one first. ***************** A- Eastern Europe ***************** Eastern Europe consists of two, maybe three factions: Hungarians, Poles and maybe Holy Roman Empire. Starting with the Hungarians, there is not much to expect from them. If you're playing VI, they may have Avar Nobles. These are great early period cavalry, but your Khwarzmian cavalry should eliminate them fairly well. Also in VI, they may have Jobbagy, similar to kerns, but better. They are good at throwing sticks, but thats about it. You will have no trouble taking on the Hungarians. Use the tactics mentioned for taking on the French. Another plus for you is that they get only one powerful knight, Chivalric Knights. The Poles are the same deal, except they have somewhat good cavalry:Polish Retainers. These are really only good against early period units. Saracen Infantry will destroy them, and any heavy cavalry you have will probably do the job. You may see some Chivalric Knights, but rarely, so don't go Mamluk cavalry/Abyssinian Guard crazy. Finally, the HRE may be in those lands. They are possibly the most powerful enemy you will face. The possess strong spearmen, extremely powerful cavalry, and great generals. Read the next section to find out how to take care of them. ****************** B- Interior Europe ****************** This section should be called "Dealing with the HRE" but, the Danes are here too. The HRE, as I mentioned above, are possibly the most powerful foe you'll face. You need alot of armour killers, and heavy infantry to combat the foe. You need to be careful of another heavy cavalry unit: Gothic Knights. Do not mess with these guys unless you have alot of armour killers. Flank and rear charges work best against them. The HRE also have Gothic Sergeants, a heavy spear troop. Abyssinian Guards and Ghazi Infantry are the only unit that can take them out. Also pack in arbalasts to deal damage from afar. Saracen Infantry will be very useful against all cavalry, but they can break when charged by Gothic Knights. This is another learn as you go fight. You probably have more men then they do, so you might be able to afford to lose a battle to find out what you're up against. If you start to find you are really hard pressed for a victory, you can hire mercenary troops. They can take the main attacks while you're main army marches around, attacking flanks and the what have you.Take it slow, and you'll triumph. The Danes are a secondary concern. Chances are, if they are small, their army consists of Royal Knights and a few archers. Spearmen, light cavalry and arbalsts are effective here. ********************* C- The Italian "boot" ********************* The Italians are like the Germans, complete with all the same units. They also tend to have more swordsmen. Use the strategies listed in the Interior Europe section and you will have little trouble against these guys. As with all enemies, you may need to adjust as you go along. Try to include some Mamluk Horse Archers too. They can take care of the plodding infantry. Egyptian armies, as you may or may not alreadt know, are a bit weaker later in the game than in the beginning, thanks to the lack of hard hitting units. If you have trouble taking on the Italians, you may be able to hire some mercenaries that can make your job just a little easier. There are a few other units the Italians have I have not mentioned. Geonese Sailors and Italian Infantry are great units. Geonese Sailors are like archers on steroids. They can outrun almost all infantry, and they can cut down your soldiers with their bows. Italian Infantry are simply amazing spearmen. They are like Chivalric Sergeants without morale penalty. Since you have only one sword troop, and a few other melee infantry, you may be hard pressed fighting them. If worst comes to worst, use cavalry to charge their rear. The Papacy (aka the Pope) are also on the boot. They have alot of archers and medium infantry. The battles won't be hard. Just remember, leave the Pope one province until the very end of the game. If you defeat him completely, he will return with thousands of men in Rome and possibly other provinces. Use light cavalry, heavy cavalry, horse archers and spearmen to defeat their armies. Again, if they have heavy knights, you may need to adjust your strategy. ----------------------------------------------------------------------------- ------------- 11-Mopping Up ------------- You now own almost all Europe, all Asia, and basically everything else. There are still some things to get that you may have missed. For example, you may not have the Mediterranean Islands. They are easy to take. Also, the Sicillians are still around. They are similar to the Danes and will fall quickly. There may also be some rebel provinces to take. Just bribe them if you can afford it. If not, just send in men and auto-calc the battle. Also, the very last thing you need to do is destroy the Pope. Wait unil you own every other province and finish him off. Congratulations, you have conquered the world with the Egyptians, the Muslim Menace! ---------------------- 12- Interesting things ---------------------- ***************** A-Egyptian Heroes ***************** You are probably wondering, "what are Egyptian Heroes?" Basically, they are famous Egyptians that appear in certain years in certain provinces. Here they are... Name Year Type V & V 1. Al-Afdal Shahinshah 1055 General Utterly Fearless 2. Najamuddin Ilghazi of Aleppo 1080 General Utterly Fearless 3. Nur al-Din 1119 General Expert Attacker 4. Asad al-Din Shirkoh 1149 General Great Warrior 5. Sharaf ad-Din 1175 General 6. Fakhr ad-Din 1219 General Skilled Attacker 7. Ibn Taymiya al-Harrani 1263 Imam Zealot Footnotes 1. Very tough Egyptian General! Died 1121. 2. Victor of the Battle of the Fields of Blood in 1119. Ruled Aleppo. 3. Ruler of Aleppo and a well-known Strategist. 4. Saladin's uncle and co-General. 5. Governor of Damascus, 1201-1218. 6. General of some fame. Died in 1249. 7. Theologian. Look out for them! -------------------------------------------------------------------------- ---------------- 13- What's next? ---------------- I don't know what comes next. Oh, starting postitions for other ages of course. That will probably be all. I'm also looking for interesting stuff. Whether it be historical or gameplay, I'll take it. So send it in. ---------------------------------------------------------------------------- ------------------------ 14-Credits/Contact/Legal ------------------------ I consider myself a respected member of the Medieval board. So, this work should be respected by you regardless. Not only is this my guide, it's all the MTW board members', so respect them too. This guide should only be found at... gamefaqs.com neoseeker.com dlh.net if you see this guide anywhere else, contact me. This guide is copyright 2004 Dan Dougherty This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. As I said, this guide would not have been possible witout the dedication of many people: Very, very special thanks to theillusionary1. He provided me with alot of the Almohad info, as well as helping with strategies for taking on the Spanish, along with countless things i've picked up from him around the board. (including taking on crusades) Illusionary, thank you very, very much, especially for taking the time to write the 1 1/2 page excerpt for the Almohads/Spanish. Thanks to kalta for giving me some ideas! Thanks to Ragnarok2002 for supplying me with Nefarious's heroes guide. I don't know where I'd have gotten that info without it. Thanks to Zhuge89 for giving ALOT of info on taking on crusader knights, and crusades in general. Thanks to EveryGameYouPlay for some tips! Thanks to jimythejap just because i feel like thanking him. Thanks to MistofRuin,(aka moist),for being an inspiration to all. (Long Live the King!....lol) Thanks to Iced~Metal's unit FAQ and Greener 2K1'S REGION GUIDE for information I couldn't find. Thanks to all MTW board members, especially ones long gone. I've gathered alot of knowledge from the old timers, as well as the current members, and I've included that in my guide. To contact me, send an email to HHAWKS12@aol.com put MTW or EGYPT FAQ in the subject line. Send stuff on spelling/grammer, tips, whatever could be used in the guide.