Medieval Total War II Cheat Codes and Trainer.
Medieval Total War II Cheat Codes
Console codes
Cheat | Effect |
---|---|
toggle_fow | Toggles on or off the fog of war. You can see the whole world map when inputted. |
auto_win "attacker/defender" | When at the battle scroll, input this code in, attacker if attacking, defender if defending and press auto retaliate button. Automatically wins. |
add_money "amount" | Gives you the specific amount of gold. |
process_cq "settlement name" | Anything in the city's building queue will be built automatically. |
give_trait this "trait" "level number" | Allows you to give any trait your faction can have to a specific general. |
add_population "settlement name" "amount" | Allows you to give a city more population automatically. |
move_character z x,y | z=name of settlement or unit without title (except Captain). x,y=coords |
show_cursorstat | Shows coordinates under mousecursor in format x,y |
character_reset | Allows a character to move again. Does not always work |
Create a Unit
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
Cheat | 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 |
Adding Units to Stacks
Cheat | Effect |
---|---|
george | Mercenary Monster Ribault |
houston | Mercenary Rocket Launcher |
istanbul | Mercenary Monster Bombard |
madras | Elephants |
rogan | Elephant Artillery |
vindaloo | Elephant Rocketeer |
Detailed Codes for Several Console Commands
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.
Cheat | Effect |
---|---|
GoodCommander 5 | Increases command skill. |
GoodInfantryGeneral 1 | Increases command skill (situational) |
GoodCavalryGeneral 1 | Increases command skill (situational) |
GoodAmbusher 5 | Increases command skill (situational) |
GoodAttacker 5 | Increases command skill (situational) |
GoodDefender 5 | Increases command skill (situational) |
GoodAdministrator 3 | Increased Law, Trade Income |
Intelligent 3 | Increased Command, Income |
VictorVirtue 3 | Increases Chivalry |
PublicFaith 4 | Increases Piety |
BattleChivalry 5 | Increases Chivalry |
NaturalMilitarySkill 3 | Increases Command |
Energetic 3 | Increases Movement Points |
HaleAndHearty 3 | More kids, increased general's hitpoints |
PoliticsSkill 3 | - loyalty, + authority |
MathematicsSkill 3 | Increased Income |
FathersLegacy 3 | Increases Authority |
GoodTrader 3 | Increased Trade Income |
GoodMiner 3 | Increased Mining Income |
HighPersonalSecurity 3 | Increases Peraonal Security |
BattleDread 4 | Increases Dread |
Loyal 3 | +Chivalry,Loyalty |
Brave 3 | +morale |
Adding Ancillaries to Generals
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
Cheat | Effect |
---|---|
apothecary | Have more kids. |
bard | Adds Morale, Popularity |
drillmaster | +25% movement, unit recruitment discounted |
brilliant_inventor | +30 build points, +1 farming, 20% bonus on mining income |
doctor | Have more kids, improves casualty recovery chance. |
scribe_ancillary | Adds Authority, Income Bonuses |
mentor | Increases Command |
foodtaster | Increases Personal Security |
tutor | Increases Piety, Trade Income |
bodyguard | Increases Peraonal Security, Decreases Popularity |
swordbearer | Increases Hit Points, Personal Security |
shieldbearer | Increases Hit Points, Lowers Morale |
Giving Ancillaries and Traits to Apies/Assassins
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.
Cheat | Effect |
---|---|
dancer | +2 to agent's skill |
catamite | +1 to agent's skill |
courtesan | +1 to agent's skill |
pickpocket | +1 to agent's skill |
GoodSpy 5 | TRAIT +1-5 to spy's skill |
GoodAssassin 5 | TRAIT +1-5 to assassin's skill |
GoodSaboteur 3 | TRAIT +1-3 to assassin's saboteur skill |
Cheat | Effect |
---|---|
add_money # | Adds desired quantity of money to your faction. 40K per number of times you enter the code. |
add_population _____ # | Add population to desired city (note: for city's with two or more spaces use quotation marks ["]) |
move_character <name> <x>,<y> | moves named character to position on campaign map |
auto_win attacker/defender (depending on circumstance) | the attacker or defender wins the next autoresolved battle |
create_unit <settlement/character_name> <unit_id> <opt:how_many> <opt:exp/armour/weapon> | creates one or more units of the specified type |
toggle_fow | toggles the fog of war on or off |
bestbuy | sells units cheaper |
oliphaunt | the biggest around |
jericho | and the walls came a-tumblin' down |
give_ancillary this ______ | gives the character an ancillary |
remove_ancillary this ______ | removes ancillary from the character |
character_reset | resets the character back to it's start of turn settings |
show_cursorstat | shows the cursor position and region id |
show_landings <opt:cursor/region_id> | shows the landing positions available to the ai from a given region, default hides them |
process_cq _______ | Completes all (possible) construction pending in queue |
give_trait_points <charactername> <trait name> <points> | gives the character points for trait |
list_traits | Lists all traits |
list_ancillaries | Lists all Ancillaries |
mp <charactername> <amount> | gives the character movement points |
list_characters <opt:faction_type> | lists all the characters in the world or those belonging to a faction |
create_mission <sent_faction> <mission_id> | Attempt to create and add a mission to the specified faction |
diplomacy_costs <receiving_faction> <proposing_faction> <opt:target_faction> <opt:settlement_name> <opt:payment_amount> <opt:payment_years> | displays a list of raw and perceived diplomacy items costs from the perspective of the receiving faction. |
recruitment_pool <settlement_name> | details of the current recruitment pool of a settlement |
capabilities <settlement_name> | details of the current recruitment capabilities of a settlesment. |
capture_settlement <settlement name> | evicts current resident and gives to player. |
toggle_perfect_spy | toggles everyone's perfect spying ability. |
process_rq _______ | Completes all (possible) recruitment pending in queue |
force_diplomacy <accept/decline/off> | Forces the negotiator to accept or decline a proposition |
diplomatic_stance <faction_a> <faction_b> <allied/neutral/war> | Set the diplomatic stance between the two factions (factions must be different) |
invulnerable_general <character_name> | Invulnerble General (cannot be beat in battle) |
test_ancillary_localisation | adds all ancillary to the character info display |
show_all_messages | Show all messages to all factions (on/off) |
clear_messages | Clear all the current stacked messages |
upgrade_settlement <settlement name> | upgrade settlement level |
list_units <character/settlement name> | lists all of the units in an army, with details. |
date <year> | changes the campaign date to the given year |
force_battle_victory <opt:capture_percent> | forces the local player's alliance to win the battle, completely destroying the enemy alliance or optionally capturing a percentage of the enemy allia |
diplomacy_mission <ai_faction> <target_faction> <mission_type> <opt:mission_target> | creates a diplomacy mission |
Unlock all factions
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!!!!
Download Trainer Medieval Total War
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