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    Hungarian Guide by Feanor son of Finwe

    Version: 1.30 | Updated: 06/18/04 | Search Guide | Bookmark Guide

    v1.30
    
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    Table of Contents
    
    1. Introduction
    2. Why play as the Hungarians?
    3. Units Overview
     a) Infantry
     b) Ranged Infantry
     c) Cavalry
     d) Ranged Cavalry
     e) Artillery
     f) Ships
     g) Agents
     h) Summary of Units - What to use
    4. Starting Provinces
    5. Starting Royalty
    6. The Hungarian Campaign
     a) Starting in the Early Period
     b) Starting in the High Period
    7. Contact Info
    8. Legal Info
    9. Version History
    
    
    1. Introduction
    
    The Hungarians were not playable in the original Medieval Total War, even 
    though they were still an AI faction.  They were introduced as a playable
    faction in the expansion, Viking Invasion (there is a way to play as them
    in the original Medieval Total War, but there is really no point, as you do
    not get any unique units or Glorius Achievements objectives).  This guide aims
    to answer every question you have about the Hungarian faction, offer a
    complete strategy of their campaign, and advise you on which military units
    you should be using on that campaign.  I decided to write this guide because
    I could see that not many (if any) people actually used the Hungarian faction,
    in their campaign or otherwise, and I could also see that nobody knew of their
    potential if used correctly.  I hope you enjoy this thoroughly, and I advise
    that you read all other parts before reading the campaign strategy.
    
    2. Why play as the Hungarians?
    
    Now, this is probably a question many people wonder when they see a Hungarian
    faction guide, but there are many reasons.  They have a potential incomparable
    unit roster in the Early Period, which sets them up for the later game.  These
    are units that few people actually know about, such as the Szekely and Avar
    Nobles, and those that are well known but not overated: Steppe Cavalry, Steppe
    Heavy Cavalry, and the all of the 'Chivalric' units.  Hungarian players also
    have a much more rewarding Glorius Achievements mode game.  They score one GA
    point for every province they conquer, much better than the near-impossible
    crusader objectives of other Catholic Factions.  Finally, they have a good
    starting position, with a lot of potential.  Overall the Hungarians really 
    are a well-rounded and potentially powerful faction, with many interesting
    and little known units.
    
    3. Units Overview
    
    This section will look at every unit available to the Hungarians, showing all
    stats, and giving a description and rating out of five.  It is divided up 
    into seven sections: Infantry, Ranged Infantry, Cavalry, Ranged Cavalry, 
    Artillery, Ships, and Agents.  These sections are again divided into the
    units of each period: Early Period, High Period, and Late Period.  All units
    are available into the next period unless said otherwise.  The ratings should
    only be thought of as ratings for the concerned units period, e.g. Feudal
    Knights' rating of 4/5 is the rating it gets for the Early Period. This
    section also shows full required buildings (and sometimes provinces), for the
    units.  Other buildings in brackets after the required buildings are the
    prerequisites for these buildings. At the end there will be given a general 
    summary of what units should be used in each age.
    
    a) Infantry
    
    Infantry will form the main line of battle, but that doesn't go to say that
    they are the best.  They come in the largest unit sizes, and are fairly cheap,
    so you'll end up having many of these, supported by better and more expensive
    units.
    
    Early Period
    ------------
    
    Peasants
    
    Unit Size: 100
    Cost: 50 Florins
    Upkeep: 37 Florins per year at 100 men
    Requirements: Fort
    
    Stats:
    
    Charge: 4
    Attack: -2
    Defence: -4
    Armour: 1
    Morale: -2
    
    Description: As far as soldiers go, these are hopeless. Their stats are 
    horrid, and because of their likeliness to rout, they are more often than 
    not a hindrance than a help.  They are, however, quite cheap, and, because 
    they come in a 100 man unit, their main use comes in stopping rebellions from
    erupting.
    
    Rating: 1/5
    
    Urban Militia
    
    Unit Size: 60
    Cost: 100 Florins
    Upkeep: 30 Florins per year at 60 men
    Requirements: Fort, Town Watch
    
    Stats:
    
    Charge: 4
    Attack: 2
    Defence: -1
    Armour: 1
    Morale: 0
    
    Description: Cheap, fairly reliable infantry.  Only a Town Watch is needed to 
    train these, so they may form your early infantryline.  Still, be aware of 
    their low defence and morale; they should never be used head on by themselves.
    
    Rating: 2/5
    
    Spearmen
    
    Unit Size: 100
    Cost: 150 Florins
    Upkeep: 50 Florins per year at 100 men
    Requirements: Fort, Spearmaker (Town Watch)
    
    Stats:
    
    Charge: 5
    Attack: -1
    Defense: -1
    Armour: 1
    Morale: 0
    *Defense Bonus Vs. Cavalry*
    
    Description:  Better than Urban Militia, purely for their 100 man unit.  Only
    better than above mentioned in Charge, worse in attack.  Until you can upgrade
    to Armoured Spearmen (see below), these should form your main infantry line.
    
    Rating: 2.5/5
    
    Militia Sergeants
    
    Unit Size: 60
    Cost: 150 Florins
    Upkeep: 30 Florins per year at 60 men
    Requirements: Fort, Town Guard (Town Watch, Keep)
    
    Stats:
    
    Charge: 4
    Attack: 2
    Defense: 3
    Armour: 3
    Morale: 0
    *Attack bonus Vs. Armoured Troops*
    
    Description:  Good, solid, secondary infantry with an attack bonus against 
    armoured opponents.  They are quite reliable and do not need a great deal of 
    technology to be trained.  Still prone to routing, and only come in a 60 man 
    unit.
    
    Rating: 3.5/5
    
    Feudal Sergeants
    
    Unit Size: 100
    Cost: 200 Florins
    Upkeep: 62 Florins per year at 100 men
    Requirements: Fort, Spearmaker's Workshop (Spearmaker, Keep)
    
    Stats:
    
    Charge: 5
    Attack: 0
    Defense: -1
    Armour: 1
    Morale: 2
    *Defence bonus Vs. Cavalry*
    
    Description: These will form the main infantry line of most Catholic factions
    in Middle-Late Early Period, but probably not yours.  Armoured Spearmen are
    recommended (see below), but if you are looking for better Morale and a little
    more attack you can use these.
    
    Rating: 3.5/5 
    
    Armoured Spearmen
    
    Unit Size: 100
    Cost: 250 Florins
    Upkeep: 50 Florins per year at 100 men
    Requirements: Fort, Spearmaker's Workshop (Spearmaker, Keep)
    
    Stats:
    
    Charge: 5
    Attack: -1 
    Defense: 2
    Armour: 3
    Morale: 0
    *Defense bonus Vs. Cavalry*
    
    Description: These should definately be your main (and possibly only) infantry
    in the Early Period.  100 man unit, good defences; these are the best spearmen
    available.  Don't use them on the offensive despite their strong charge.
    
    Rating: 4/5  
    
    Slav Warriors
    
    Unit Size: 100
    Cost: 100 Florins
    Upkeep: 37 Florins per year at 100 men
    Requirements: Fort *Can only be trained in the Provinces of Prussia, 
    Pomerania, Poland, Silesia, Bohemia, Lithuania, Smolensk, Chernigov, Muscovy,
    Moldavia, Volhynia, Kiev, Croatia, Serbia, Bulgaria*
    
    Stats:
    
    Charge: 5
    Attack: 0
    Defense: -2 
    Armour: 1
    Morale: 0
    
    Description: You'll find early on that you'll be able to train these in most 
    of your provinces.  They are nothing special, but they are better than 
    peasants, and need only a Fort.
    
    Rating: 2/5
    
    Feudal Men-at-Arms
    
    Unit Size: 60
    Cost: 175 Florins
    Upkeep: 45 Florins per year at 60 men
    Requirements: Fort, Swordsmith (Spearmaker, Keep)
    
    Stats:
    
    Charge: 3 
    Attack: 3
    Defense: 2
    Armour: 3
    Morale: 2
    
    Description: A great all-rounder.  Similar to Militia Sergeants, but with more
    much needed morale.  If you are more inclined to use infantry, a line of 
    Armoured Spearmen backed-up with these is the best you can get.
    
    Rating: 4/5
    
    Woodsmen
    
    Unit Size: 60
    Cost: 75 Florins
    Upkeep: 22 Florins per year at 60 men
    Requirements: Fort *Can only be trained in the provinces of Livonia, 
    Lithuania, Norway, Novgorod, Poland, Sweden, Silesia, Volhynia* 
    
    Stats:
    
    Charge: 8
    Attack: 1
    Defense: -1
    Armour: 2
    Morale: -2
    
    Description:  Cheap, secondary infantry.  They have an irresistible charge, 
    but horrible defence and morale, so it is clear that these should be used only
    for flanking an enemy, never attacking full-on.  For that purpose they are 
    quite good, but their morale still lets them down.
    
    Rating: 3/5
    
    High Period
    -----------
    
    Chivalric Sergeants
    
    Unit Size: 100
    Cost: 300 Florins
    Upkeep: 62 Florins per year at 100 men
    Requirements: Fort, Spearmaker's Guild (Spearmaker's Workshop, Castle)
    
    Stats:
    
    Charge: 5
    Attack: -1
    Defense: 3
    Armour: 3
    Morale: 0
    *Defence bonus Vs. Cavalry*
    
    Description:  These should form your main infantry-line from the start of the
    High period until the end of your campaign.  Good Defense, Armoured, 100 man
    unit, Good Charge.  Morale is the only problem here.
    
    Rating: 4/5
    
    Chivalric Men-at-Arms
    
    Unit Size: 60
    Cost: 250 Florins
    Upkeep: 52 Florins per year at 60 men
    Requirements: Fort, Swordsmith's Workshop (Swordsmith, Castle)
    
    Stats:
    
    Charge: 3
    Attack: 4
    Defense: 3
    Armour: 4
    Morale: 4
    
    Description: Chivalric Men-at-Arms will instantly become your offensive 
    infantry from the year 1205.  Great, balanced stats, and they don't break the
    bank.  Stock up on these.
    
    Rating. 4.5/5 
    
    Halberdiers
    
    Unit Size: 60
    Cost: 300 Florins
    Upkeep: 45 Florins per year at 60 men
    Requirements: Fort, Town Militia (Citadel, Town Guard)
    
    Stats:
    
    Charge: 2
    Attack: 1
    Defense: 6
    Armour: 5
    Morale: 0
    *Attack bonus Vs. Armoured Troops*
    *Attack bonus Vs. Cavalry*
    
    Description: As you can see, they have whopping Defense and Armour, and,
    attack bonuses against both Cavalry and Armoured troops.  They eat up Mongol
    Heavy Cavalry completely.  Only downside is their morale and high
    requirements.
    
    Rating: 4/5
    
    Late Period
    -----------
    
    Pikemen
    
    Unit Size: 100
    Cost: 250 Florins
    Upkeep: 62 Florins per year at 100 men
    Requirements: Fort, County Militia (Town Militia, Fortress)
    
    Stats: 
    Charge: 4
    Attack: 1
    Defense: -1
    Armour: 1
    Morale: 2
    
    Description: Their stats make them appear as if they are an Early Period unit,
    but they are misleading.  Pikemen can fight several ranks deep, so you could
    well have all of your Pikemen fighting at once.  They also come in a 100 man
    unit, which is very useful.  If you don't have the technology for these I
    wouldn't recommend them; you might as well go with the Chivalric Sergeants.
    
    Rating: 3.5/5
    
    
    b) Ranged Infantry
       
    These are great supporting units for other Infantry, offering a cover of 
    constant fire, which doesn't give the opponent much time to think and act. You
    should definately start upgrading your bowyers to get the crossbow and 
    arbalest units in the High Period.
    
    Early Period
    ------------
    
    Jobbagy - *Hungarian Unique Unit*
    
    Type: Javelinmen (Short Range)
    Unit Size: 60 
    Cost: 150 Florins
    Upkeep: 22 Florins per year at 60 men
    Requirements: Fort
    
    Stats:
    
    Charge: 4
    Attack: -1
    Defence: 0
    Armour: 2
    Morale: 0
    Ammo: 4
    
    Description: The first Hungarian Unique unit you'll be able to use, these need
    only a Fort.  They are not that useful as a ranged unit or as light infantry,
    but at least they are better than peasants in combat.
    
    Rating: 2/5
    
    Slav Javelinmen
    
    Type: Javelinmen (Short Range)
    Unit Size: 60
    Cost: 125 Florins
    Upkeep: 22 Florins per year at 60 men
    Requirements: Fort, Spearmaker (Town Watch) *Can only be trained in the 
    Provinces of Prussia, Pomerania, Poland, Silesia, Bohemia, Lithuania, 
    Smolensk, Chernigov, Muscovy, Moldavia, Volhynia, Kiev, Croatia, Serbia, 
    Bulgaria*
    
    Stats:
    
    Charge: 1
    Attack: 0
    Defence: -2
    Armour: 1
    Morale: 0
    Ammo: 4
    
    Description: Worse than Jobbagy (see above), and need more buildings, not to
    mention provinces.  Horrible.
    
    Rating: 1/5
    
    Archers
    
    Type: Foot Archer
    Unit Size: 60
    Cost: 225 Florins
    Upkeep: 37 Florins per year at 60 men
    Requirements: Fort, Bowyer (Town Watch)
    
    Stats:
    
    Charge: 1
    Attack: -1
    Defence: -2
    Armour: 1
    Morale: -1
    Ammo: 28
    
    Description: Good ranged unit, although Hungarians seem to favour horse 
    archers. Archers have 7 times the ammo of a javelinman.
    
    Rating: 3/5
    
    Bulgarian Brigands
    
    Type: Light Infantry
    Unit Size: 60
    Cost: 300 Florins
    Upkeep: 30 Florins per year at 60 men
    Requirements: Fort, Master Bowyer (Bowyer's Guild, Citadel)
    
    Stats:
    
    Charge: 1
    Attack: 2
    Defence: 0
    Armour: 2
    Morale: 0
    Ammo: 28
    
    Description: While these are very good units, they need many expensive 
    buildings just so you can train them.  They can act as a good light infantry,
    but the requirements are too steep: by the time you get them they'll probably
    be rendered obsolete.
    
    Rating: 2.5/5 
    
    High Period
    -----------
    
    Crossbowmen
    
    Type: Crossbowmen (Can't Fire in Rain)
    Unit Size: 60
    Cost: 200 Florins
    Upkeep: 22 Florins per year at 60 men
    Requirements: Fort, Bowyer's Workshop (Bowyer, Keep)
    
    Stats:
    
    Charge: 1
    Attack: -1
    Defence: 2
    Armour: 3
    Morale: 0
    Ammo: 28
    *Short Range*
    
    Description: The first crossbowmen type unit you can use, these are different
    to the Archers of the Early Period.  They can shoot only over a short range, 
    and can't fire at all in rain, so although they are powerful, they can 
    sometimes be unreliable.
    
    Rating: 3.5/5
    
    Pavise Crossbowmen
    
    Type: Crossbowmen (Can't Fire in Rain)
    Unit Size: 60
    Cost: 225 Florins
    Upkeep: 22 Florins per year at 60 men
    Requirements: Fort, Bowyer's Guild (Bowyer's Workshop, Castle)
    
    Stats:
    
    Charge: 1
    Attack: -1
    Defence: 2
    Armour: 3
    Morale: 0
    Ammo: 28
    *Pavise Protects from Missiles*
    *Short Range*
    
    Description: These are the same as Crossbowmen (see above), except they carry
    a Pavise, which means they cannot be hit by missiles.  This also makes them
    move a little slower, and they are a little more expensive, so you may want
    to go for the more mobile, cheaper version on attack, and keep these for
    defense.  They also need an extra bowyer upgrade in order to be trained.
    Either way they are superb units.
    
    Rating: 3.5/5
    
    Arbalester
    
    Type: Arbalester (Slow rate of Fire)
    Unit Size: 60
    Cost: 275 Florins
    Upkeep: 22 Florins per year at 60 men
    Requirements: Fort, Bowyer's Guild (Bowyer's Workshop, Castle)
    
    Stats:
    
    Charge: 1
    Attack: -1
    Defence: 2
    Armour: 3
    Morale: 0
    Ammo: 28
    *Missiles very good Vs. Armoured units*
    
    Description: The best ranged infantry unit before gunpowder, Arbalesters have
    a greater range than crossbowmen, but a slower rate of fire.  Still, they are
    fairly accurate and their missiles do mass damage to armoured units.
    
    Rating: 4/5 
    
    Pavise Arbalester
    
    Type: Arbalester (Slow Rate of Fire)
    Unit Size: 60
    Cost: 300 Florins
    Upkeep: 22 Florins per year at 60 men
    Requirements: Fort, Master Bowyer (Bowyer's Guild, Citadel)
    
    Description: These are the same as Arbalesters (see above), except they carry
    a Pavise, which means they cannot be hit by missiles.  This also makes them
    move a little slower, and they are a little more expensive, so you may want
    to go for the more mobile, cheaper version on attack, and keep these for
    defense.  They also need an extra bowyer upgrade in order to be trained.
    Either way they are superb units.
    
    Rating: 4/5 
    
    Stats:
    
    Charge: 1
    Attack: -1
    Defence: 2
    Armour: 3
    Morale: 0
    Ammo: 28
    *Pavise Protects from Missiles*
    *Slow Moving*
    
    
    Handgunner
    
    Type: Handgunner
    Unit Size: 60
    Cost: 200 Florins
    Upkeep: 30 Florins per year at 60 men
    Requirements: Fort, Gunsmith's Workshop (Gunsmith, Gunpowder)
    
    Stats:
    
    Charge: 1
    Attack: 1
    Defence: 3
    Armour: 4
    Morale: 4
    Ammo: 10
    *Weapons cause fear*
    *Can't Fire in Rain*
    
    Description: The First gunpowder ranged infantry unit at your disposal, the 
    Handgunner is not a reliable unit.  Stay with the Arbalesters, these are no
    better.
    
    Rating: 2.5/5
    
    Arquebusier
    
    Type: Arquebusier (Accurate)
    Unit Size: 60
    Cost: 175 Florins
    Upkeep: 22 Florins per year at 60 men
    Requirements: Fort, Gunsmith's Guild (Gunsmith's Workshop, Gunpowder)
    
    Stats:
    
    Charge: 1
    Attack: -1
    Defence: 3
    Armour: 4
    Morale: 0
    Ammo: 10
    
    Description: These are the only useful gun units at your disposal.  Even then,
    they are only marginly better than arbalesters, who you will be able to use far
    before these and have the tech for more easily.
    
    Rating: 3.5/5
    
    c) Cavalry
    
    I tend to think that Cavalry should be the back-bone of a Hungarian player's
    army, especially in the Early Period.  There are many good units here that
    require little buildings and upgrades, and can be relied on to turn the
    tide of battle.
    
    Early Period
    ------------
    
    Horsemen
    
    Type: Medium
    Unit Size: 40
    Cost: 175 Florins
    Upkeep:
    Requirements: Fort, Horse Farmer (Farmland 20%)
    
    Stats:
    
    Charge: 6
    Attack: 3
    Defence: 0
    Armour: 2
    Morale: 4
    
    Description: For a so-called foot soldier on a horse, these are great.  They
    need only a Horse Farmer, so you can start building them in the very first
    turn of your campaign.  Well-rounded stats, most notably the morale, which is
    unfortunately lacking in many units of the Early Period.  Can only be trained
    in the Early Period.
    
    Rating: 3.5/5
    
    Mounted Sergeants
    
    Type: Medium
    Unit Size: 40
    Cost: 175 Florins
    Upkeep: 50 Florins per year at 40 men
    Requirements: Fort, Horse Breeder (Horse Farmer), Spearmaker's Workshop 
    (Spearmaker, Keep)
    
    Stats:
    
    Charge: 8
    Attack: 2
    Defence: 2
    Armour: 3
    Morale: 2
    
    Description: This is the standard horseman of other Catholic Factions.  The 
    problem with them is that you need to build a Keep for the requirements, 
    which takes a lot of time and money.  Useful unit, but you might as well go
    with the Horsemen.
    
    Rating: 3/5
    
    Royal Knights (Early)
    
    Type: Heavy
    Unit Size: 20
    Cost: 325 Florins
    Upkeep: 62 Florins per year at 20 men
    Requirements: Fort, Royal Court (Royal Palace, Keep)
    
    Stats:
    
    Charge: 8
    Attack: 4
    Defence: 3
    Armour: 4
    Morale: 8
    
    Description: Your King and Princes are made up of these units, so you will be
    getting quite a lot of these for free.  They have the same stats as Feudal
    Knights (see below), but have half the unit size and so are more expensive.
    They do not need many buildings to train, so feel free to train these if you 
    have large sums of money.
    
    Rating: 4/5
    
    Feudal Knights
    
    Type: Heavy
    Unit Size: 40
    Cost: 425 Florins
    Upkeep: 105 Florins per year at 40 men
    Requirements: Fort, Royal Estate (Royal Court, Castle), Armourer's Workshop 
    (Armourer, Castle), Horse Breeder (Horse Farmer) 
    
    Stats:
    
    Charge: 8
    Attack: 4
    Defence: 3
    Armour: 4
    Morale: 8
    
    Description: These are probably the best cavalry units that most Catholic 
    factions will train in the Early Period, and they are, except they need a lot
    of buildings which cost a lot of money just so you can train them.  In the
    long run they are cheaper than Royal Knights, as they have double the unit
    size, and they set you up for Chivalric Knights in the High Period.
    
    Rating: 4/5
    
    Avar Nobles
    
    Type: Heavy
    Unit Size: 40
    Cost: 425 Florins
    Upkeep: 60 Florins per year at 40 men
    Requirements: Fort, Horse Breeder (Horse Farmer), Armourer (Spearmaker, Keep) 
    *Can only be trained in the province of Moldavia*
    
    Stats:
    
    Charge: 6
    Attack: 3
    Defence: 5
    Armour: 7
    Morale: 4
    
    Description:  These are my favourite units in the entire game.  They have very
    low requirements for a unit of their kind, and are very, very reliable.  These
    should form the bulk of your army.  Unfortunately, you can only train these in
    the Early Period.
    
    Rating: 4.5/5
    
    Steppe Cavalry
    
    Type: Light
    Unit Size: 40
    Cost: 150 Florins
    Upkeep: 40 Florins per year at 40 men
    Requirements: Fort, Horse Farmer (Farmland 20%) *Can only be trained in the 
    provinces of Muscovy, Volga-Bulgaria, Khazar, Pereyaslavl, Chernigov, Ryazan,
    Kiev*  
    
    Stats:
    
    Charge: 6
    Attack: 2 
    Defence: 1
    Armour: 3
    Morale: 0
    *Fast*
    
    Description: Great Light Cavalry, perfect for pursuing Horse Archers or 
    capturing routing units.  Cheap, and can be trained in many neighbouring
    provinces.  Can't really hold their own against heavier units, though.
    
    Rating: 3.5/5
    
    High Period
    -----------
    
    Royal Knights (High)
    
    Type: Heavy
    Unit Size: 20
    Cost: 525 Florins
    Upkeep: 62 Florins per yeat at 20 men
    Requirements: Fort, Royal Court (Royal Palace, Keep)
    
    Stats:
    
    Charge: 8
    Attack: 5
    Defence: 5
    Armour: 7
    Morale: 8
    
    Description:  These are the upgraded High Period version of the Early Period
    Royal Knights.  Your King and all of your heirs will be upgraded, but your
    other Royal Knights will not.  These have the same stats as Chivalric Knights
    (see below), but only come in a 20 man unit, so are costly.  The need little
    technology in order to train them, however.  They are very, heavy cavalry, and
    very reliable, but be careful with them, as they have only 20 men.
    
    Rating: 4/5
    
    Chivalric Knights
    
    Type: Heavy
    Unit Size: 40
    Cost: 675 Florins
    Upkeep: 85 Florins per year at 40 men
    Requirements: Fort, Baronial Court (Royal Estate, Citadel), Amourer's Guild 
    (Armourer's Workshop, Citadel), Horse Breeder's Guild (Horse Breeder)
    
    Stats:
    
    Charge: 8
    Attack: 5
    Defence: 5
    Armour: 7
    Morale: 8
    
    Description: The best new cavalry unit of the High Period.  Great stats, and
    double the man-power of Royal Knights.  High technology, but worth it.
    
    Rating: 4/5 
    
    Lithuanian Cavalry
    
    Type: Heavy
    Unit Size: 40
    Cost: 225 Florins
    Upkeep: 50 Florins per year at 40 men
    Requirements: Fort, Master Horse Breeder (Horse Breeder's Guild), Armourer's 
    Guild (Armourer's Workshop, Fortress), Swordsmith's Guild (Swordsmith's 
    Workshop, Fortress) *Can only be trained in the Provinces of Lithuania, 
    Livonia, Volhynia*
    
    StatS:
    
    Charge: 6
    Attack: 2
    Defence: 3
    Armour: 4
    Morale: 2
    
    Description:  Now, I could accept somebody using these if they appeared in the
    Early Period, and if their requirements were significantly lower, but these
    are absolutely pointless.  Poor stats for High Period, and more expensive 
    requirements than Chivalric Knights.  And you can only build them in three 
    remote provinces.  These are duds.  More worthless than peasants in their
    age.  The only use I can see for them is bribing the generals of them in 
    Lithuania and Livonia.  Even then, you will be jipped.
    
    Rating: 0.5/5
    
    Late Period
    -----------
    
    Royal Knights (Late)
    
    Type: Heavy
    Unit Size: 20
    Cost: 650 Florins
    Upkeep: 62 Florins per year at 20 men
    Requirements: Fort, Royal Court (Royal Palace, Keep)
    
    Stats:
    
    Charge: 8
    Attack: 5
    Defence: 7 
    Armour: 9
    Morale: 8
    
    Description:  The last upgrade for Royal Knights, these are the last kind of
    Knight you will be able to train (no Gothic Knights).  They are incredible
    units, but if you find the prices too steep, stick with the Chivalric Knights.
    
    Rating: 4/5
    
    d) Ranged Cavalry
    
    These represent the tactics used by Eastern European soldiers, and should 
    definitely be used by a Hungarian player.  These work a bit different to the
    Infantry versions, but they are still used to disrupt enemy lines and to 
    generally annoy the opponent.
    
    Early Period
    ------------
    
    Horse Archers
    
    Type: Light
    Unit Size: 40
    Cost: 250 Florins
    Upkeep: 40 Florins per year at 40 men
    Requirements: Fort, Horse Farmer (Farmland 20%)
    
    Stats:
    
    Charge: 2
    Attack: -1
    Defence: 0
    Armour: 2
    Morale: -1
    Ammo: 28
    *Fast*
    
    Description:  Fast and Light, these are good for peppering enemy units and
    luring them into traps.  Bad stats though, and clearly overshadowed by 
    Szekely.  Stick with them: they are only four turns away.
    
    Rating: 2.5/5
    
    Mounted Crossbowmen
    
    Type: Light
    Unit Size: 40
    Cost: 300 Florins
    Upkeep: 50 Florins per year at 40 men
    Requirements: Fort, Horse Breeder (Horse Farmer)
    
    Stats:
    
    Charge: 2
    Attack: 0
    Defence: 2
    Armour: 3
    Morale: 2
    Ammo: 28
    *Fast*
    *Slow Rate of Fire*
    
    Description: You wouldn't think it would take over a hundred years for mounted
    crossbowmen to realise that they can dismount their horses so that you might
    be able to train infantry crossbowmen, but maybe that's just me.  These are 
    similar to Horse Archers, but with much better stats.  Unfortunately, their
    slow rate of fire kind of defeats the whole purpose of a ranged cavalry unit.
    
    Rating: 2.5/5
    
    Szekely - *Hungarian Unique Unit*
    
    Type: Medium
    Unit Size: 40
    Cost: 375 Florins
    Upkeep: 50 Florins per year at 40 men
    Requirements: Fort, Horse Breeder (Horse Farmer) *Can only be trained in the 
    provinces of Hungary, Volhynia, Moldavia*
    
    Stats:
    
    Charge: 4
    Attack: 3
    Defence: 1
    Armour: 3
    Morale: 4
    Ammo: 28
    
    Description: These are the second kind of Hungarian unique unit.  They are 
    Horse Archers, and, at a pinch, Medium Cavalry.  They do their job well, and 
    need only little technology for training.
    
    Rating: 3.5/5
    
    Steppe Heavy Cavalry
    
    Type: Medium
    Unit Size: 40
    Cost: 450 Florins
    Upkeep: 45 Florins per year at 40 men
    Requirements: Fort, Horse Breeder's Guild (Horse Breeder), Armourer 
    (Spearmaker, Keep) *Can only be trained in the provinces of Muscovy, 
    Volga-Bulgaria, Khazar, Pereyaslavl, Chernigov, Ryazan, Kiev*
    
    Stats:
    
    Charge: 2
    Attack: 3
    Defence: 4
    Armour: 5
    Morale: 4
    Ammo: 28
    
    Description:  These are probably the best Horse Archers are available to you, 
    and even then only a little better than the Szekely.  You need to have one of
    the Steppe Provinces, too, so if you are expanding in the other direction you
    will probably never use them.  Still great as both a Horse Archer and a Medium
    Cavalryman.  Doesn't need too many buildings, but more than Szekely.
    
    Rating: 3.5/5
    
    e) Artillery
    
    Early Period
    ------------
    
    Ballista Crew
    
    Unit Size: 8
    Cost: 175 Florins
    Upkeep: 10 Florins per year at 8 men
    Requirements: Fort, Siege Engineer (Bowyer)
    Construction Time: 2 Years
    
    Ammo: 40
    
    
    Catapult Crew
    
    Unit Size: 10
    Cost: 225 Florins
    Upkeep: 12 Florins per year at 10 men
    Requirements: Fort, Siege Engineer's Workshop (Siege Engineer, Keep)
    Construction Time: 2 Years 
    
    Ammo: 30
    
    Mangonel
    
    Unit Size: 24
    Cost: 525 Florins
    Upkeep: 30 Florins per year at 24 men
    Requirements: Fort, Master Siege Engineer (Siege Engineer's Guild, Citadel)
    Construction Time: 2 Years 
    
    Ammo: 25
    
    High Period
    -----------
    
    Trebuchet Crew
    
    Unit Size: 20
    Cost: 350 Florins
    Upkeep: 25 Florins per yeat at 20 men
    Requirements: Fort, Siege Engineer's Guild (Siege Engineer's Workshop, Castle)
    Construction Time: 2 Years
    
    Ammo: 25
    
    Bombard Crew
    
    Unit Size: 18
    Cost: 275 Florins
    Upkeep: 22 Florins per year at 18 men
    Requirements: Fort, Bell Foundry (Gunpowder, Castle)
    Construction Time: 2 Years
    
    Ammo: 25
    
    Demi-Culverin Crew
    
    Unit Size: 12
    Cost: 325
    Upkeep: 15 Florins per year at 12 men
    Requirements: Fort, Bell Foundry (Gunpowder, Citadel)
    Construction Time: 3 Years
    
    Ammo: 25
    
    Culverin Crew
    
    Unit Size: 14
    Cost: 550
    Upkeep: 17 Florins per year at 14 men
    Requirements: Fort, Master Foundry (Gunpowder, Fortress)
    Construction Time: 3 Years
    
    Ammo: 25
    
    Serpentine Crew
    
    Unit Size: 12
    Cost: 325 Florins
    Upkeep: 15 Florins per year at 12 men
    Requirements: Fort, Master Foundry (Gunpowder, Fortress, Cannon Foundry), 
    Gunsmith's Guild (Gunpowder, Gunsmith's Workshop)
    Construction Time: 3 Years
    
    Ammo: 40
    
    Organgun Crew
    
    Unit Size: 8
    Cost: 275 Florins
    Upkeep: 5 Florins per year at 8 men
    Requirements: Fort, Master Foundry (Gunpowder, Fortress, Cannon Foundry), 
    Gunsmith's Guild (Gunpowder, Gunsmith's Workshop)
    Construction Time: 2 Years
    
    Ammo: 5
    
    f) Ships
    
    Naval domination is a key in any campaign; build many of these.
    
    Early Period
    ------------
    
    Barque
    
    Type: Coastal Waters
    Cost: 700 Florins
    Upkeep: 20 Florins per year
    Requirements: Fort, Shipwright (Port, Keep)
    Construction Time: 3 Years
    
    Stats:
    
    Attack: 1
    Defence: 2
    Speed: 3
    Strength: 0
    
    High Period
    -----------
    
    Caravel
    
    Type: Deep Sea
    Cost: 900 Florins
    Upkeep: 12 Florins per year
    Requirements: Fort, Shipyard (Shipwright, Keep)
    Construction Time: 3 Years
    
    Stats:
    
    Attack: 3
    Defence: 3
    Speed: 1
    Strength: 0
    
    Cog
    
    Type: Deep Sea
    Cost: 1000 Florins
    Upkeep: 20 Florins per year
    Requirements: Fort, Shipbuilder's Guild (Shipyard, Compass, Citadel, Cannon 
    Foundry), Cannon Foundry (Gunpowder, Bell Foundry, Citadel)
    Construction Time: 4 Years
    
    Stats:
    
    Attack: 4
    Defence: 2
    Speed: 2
    Strength: 0
    
    Carrack
    
    Type: Deep Sea
    Cost: 1500 Florins
    Upkeep: 16 Florins per year
    Requirements: Fort, Master Shipbuilder (Shipbuilder's Guild, Compass, 
    Citadel), Master Foundry (Cannon Foundry, Gunpowder, Fortress)
    Construction Time: 4 Years
    
    Stats:
    
    Attack: 6
    Defence: 3
    Speed: 3
    Strength: 0
    
    g) Agents
    
    Agents cannot be used in battle in any way.  Instead, they are used for things
    in the campaign, to do with diplomacy, and religion.  Nevertheless, they are
    still useful and sometimes essential.  You can conquer Europe without ever
    waging war.
    
    Early Period
    ------------
    
    Emissary
    Cost: 100 Florins
    Requirements: Fort, Royal Palace
    
    Purpose: Emissaries are used to ask for alliances/ceasefires with other 
    factions (through marriage or by dragging them onto the other faction's 
    king/emmisary).  They can also be used to bribe enemy armies (by dragging onto
    them).
    
    Assassin
    Cost: 200 Florins
    Requirements: Fort, Tavern (Keep) *Gain +1, +2, +3 valour when trained in
    provinces that have an Alehouse, Drinking Den, Rookery respectively*
    
    Purpose: Assassins can be used to assassinate enemy (or your own, unloyal)
    generals.  In this fashion you can eliminate an enemy faction by murdering
    all of the king's heirs, and the king himself.  The chance that the Assassin
    will succeed in his mission depends on how much valour the assassin has.
    
    Spy
    Cost: 100 Florins
    Requirements: Fort, Brothel (Tavern, Keep) *Gain +1, +2 valour when trained
    in provinces that have a Stew, Bawdyhouse respectively*
    
    Purpose: Spies can be used to reveal general's secret vices to the population,
    which causes rebellions.  Just their prescence causes rebellions, also, so
    if you have 5-10 spies in an enemy province, they are sure to rebel.
    
    Catholic Bishop
    Cost: 100 Florins
    Requirements: Fort, Church (Keep)
    
    Purpose: Catholic Bishops raise the percentage of followers to Catholicism in
    a province, over time.
    
    Cardinal
    Cost: 150 Florins
    Requirements: Fort, Cathedral (Church, Citadel)
    
    Purpose: Cardinals are simply upgraded Bishops, who raise the number of 
    followers of Catholicism at a faster rate.
    
    Inquisitor
    Cost: 200 Florins
    Requirements: Fort, Monastery (Church, Castle)
    
    Purpose: Inquisitors cause inquisitions in the province, lowering chance of
    rebellion and raising zeal, but when the inquisition gets out of control, the
    affects are reversed.  They can also be used on general to judge them as 
    heretics (like assassins).
    
    Grand Inquisitor
    Cost: 300 Florins
    Requirements: Fort, Reliquary (Church, Monastey, Citadel)
    
    Purpose: Grand Inquisitors are super inquisitors who raise the zeal sky high
    but also kill many people while doing so. 
    
    Princess
    Requirements: Can only be used when they have come of age.
    
    Purpose:  Works like an Emissary, but marries into the other Factions, meaning
    that if they are destroyed and some rebel provinces are left, you have claim
    to them.
    
    h) Summary of Units - What to use
    
    This section will give the verdict on which units to use in each age.
    
    Early Period
    ------------
    
    In the Early Period, your army will be very cavalry heavy.  You should start
    the game by training a few horsemen as your melee cavalry, and then, when
    technology permits, start the training of Szekely.  Combine this with some
    spearmen as infantrymen to give your army some stability (and upgrade to 
    armoured spearmen when able).  After you have captured the province of 
    Moldavia, tech up and start the training of Avar Nobles, who will be your best
    unit for the rest of the Early Period.  Train as many of these as you can.  
    After further conquests, you may also want to add some Steppe Cavalry or
    Steppe Heavy Cavalry as light and medium horse archers respectively (Steppe
    Heavies are better than Szekely, but have more requirements).
    
    In Further Summary:
    
    Early Game:
    Horsemen 
    Szekely
    Spearmen   
    
    Middle Game:
    Szekely
    Avar Nobles
    Armoured Spearmen
    
    Late Game:
    Avar Nobles (possibly Feudal Knights instead if your technology permits)
    Steppe Heavy Cavalry
    Armoured Spearmen
    Steppe Cavalry
    
    High Period
    -----------
    
    In contrast with the Early Period, your High Period armies will become the 
    complete opposite; instead of Cavalry Heavy armies, you will have Infantry
    Heavy armies.  You will no longer be able to train Avar Nobles and Horsemen, 
    and your Horse Archers will be somewhat outclassed by crossbowmen.  In 
    addition to that, there are two new powerful infantry units in the High
    Period: Chivalric Sergeants and Chivalric Men-at-Arms.  The Sergeants 
    should form the bulk of your armies, while the Men-at-Arms should support them
    with more offensive strategies.  You may also want to add crossbowmen to your
    armies, to counter the new armour types in the High Period (and upgrade to
    Arbalesters when possible).  Also, there are Halberdiers: extremely heavy 
    infantry equipped with polearms and attack bonuses to cavalry and armoured
    units.  It would be advisable that you add these to your army when the
    technology allows, especially when fighting the Golden Horde.  The best
    cavalry unit in the High Period is by far the Chivalric Knights, even though
    they have extremely steep requirements. Until you can train them, use your
    royal knights as cavalry support: they have the same stats as Chivalric
    Knights but have half the unit size and are more expensive (still, you get
    some for free with your nobility).
    
    In Further Summary:
    
    Early Game:
    Chivalric Sergeants
    Chivalric Men-at-Arms
    Crossbowmen
    Royal Knights (Chivalric Knights if you have the technology)
    
    Middle Game:
    Chivalric Sergeants
    Chivalric Men-at-Arms
    Arbalesters
    Halberdiers
    Royal Knights (Chivalric Knights if you have the technology)
    
    Late Game:
    Chivalric Sergeants
    Chivalric Men-at-Arms
    Arbalesters
    Halberdiers
    Chivalric Knights
    
    4. Starting Provinces
    
    This Section will show the Provinces you start with, in all Periods.  It will
    also show all buildings and units in these provinces, and what the title of
    office grants the governer of these provinces.
    
    Early Period
    ------------
    
    Province: Hungary
    Buildings: Fort + Motte + Bailey, Town Watch, Horse Farmer
    Units: 3 units of 40 Horse Archers, 1 unit of 100 Peasants, 1 Emissary, 1 
    Princess (Princess Sara)
    Title of Office: +2 Loyalty 
    
    Province: Carpathia
    Buildings: None
    Units: 1 unit of 40 Horse Archers, 1`unit of 100 Peasants
    Title of Office: +1 Loyalty, +2 Dread
    
    Province: Croatia
    Buildings: None
    Units: 1 unit of 40 Horse Archers, 1 unit of 100 Peasants, 1 unit of 21 
    Royal Knights (King)
    Title of Office: +1 Loyalty
    
    High Period
    -----------
    
    Province: Hungary
    Buildings: Castle, Improved Farmland 60%, Horse Breeder's Guild, Armourer, 
    Town Militia, Bowyer's Guild, Spearmaker's Guild, Royal Palace
    Units: 1 unit of 40 Mounted Sergeants, 1 unit of 40 Mounted Crossbowmen, 1
    unit of 100 Spearmen, 1 unit of 21 Royal Knights (King), 1 Emissary, 1 
    Princess (Princess Caterina)
    Title of Office: +2 Loyalty
    
    Province: Carpathia
    Buildings: None
    Units: 1 unit of 40 Mounted Crossbowmen, 2 units of 100 Peasants
    Title of Office: +1 Loyalty +2 Dread
    
    Province: Croatia
    Buildings: Watch Towers
    Units: 1 unit of 40 Mounted Crossbowmen, 1 unit of 100 Peasants
    Title of Office: +1 Loyalty
    
    Late Period
    -----------
    
    Province: Hungary
    Buildings: Citadel, Border Fort, Armourer's Guild, Bowyer's Guild, Horse 
    Breeder's Guild, Improved Farmland 60%, Royal Palace, Spearmaker's Guild, 
    Town Militia, Baronial Court, Swordsmith's Workshop, Metalsmith, Gunsmith's
    Guild, Church
    Units: 1 unit of 40 Chivalric Knights, 1 unit of 40 Mounted Crossbowmen, 1 
    unit of 60 Handgunners, 1 unit of 21 Royal Knights (King), 1 Emissary, 1 
    Princess (Princess Borbala)
    Title of Office: +2 Loyalty
    
    Province: Carpathia
    Buildings: Castle, Border Fort, Church, Town Watch, Improved Farmland 20%, 
    Horse Farmer 
    Units: 1 unit of 60 Chivalric Men-at-Arms, 1 unit of 60 Crossbowmen, 1 unit of
    100 Peasants
    Title of Office: +1 Loyalty +2 Dread
    
    Province: Croatia
    Buildings: Keep, Watch Towers, Port, Town Watch, Church
    Units: 1 unit of 60 Chivalric Men-at-Arms, 1 unit of 40 Mounted Crossbowmen,
    1 unit of 100 Peasants
    Title of Office: +1 Loyalty
    
    5. Starting Royalty
    
    This section will show how your Royal Family looks when you start in either
    the Early, High, or Late Period.  All stats are displayed.
    
    Early Period
    ------------
    
    King:
    
    King Lazlo I
    Age: 26
    Married: Yes
    Valour: 1
    
    Influence:
    Easy: 6
    Normal: 4
    Hard: 4
    Expert: 4 
    
    Piety: 9 (Full)
    Dread: 4
    Command: 3
    Acumen: 4
    Location: Croatia
    
    Vices and Virtues:
    Truly Pious: +4 Piety
    
    Princes:
    
    Prince Lazlo
    Age: 12 (Underage)
    
    Prince Bela
    Age: 8 (Underage)
    
    Princesses:
    
    Princess Sara
    Age: 15
    Valour: 0
    Location: Hungary
    
    Princess Zsofia
    Age: 4 (Underage)
    
    High Period
    -----------
    
    King:
    
    King Andras II
    Age: 39
    Married: Yes
    Valour: 2
    
    Influence:
    Easy: 6
    Normal: 4
    Hard: 4
    Expert: 4
    
    Piety: 3
    Dread: 4
    Command: 3
    Acumen: 3
    Location: Hungary
    
    Vices and Virtues:
    Skilled Defender: +1 Command when in own provinces
    
    Princes:
    
    Prince Andras
    Age: 13 (Underage)
    
    Prince Lazlo
    Age: 7 (Underage)
    
    Princesses:
    
    Princess Caterina
    Age: 19
    Valour: 0
    Location: Hungary
    
    Princess Jozsa
    Age: 8 (Underage)
    
    Late Period
    -----------
    
    King:
    
    King Karoly I
    Age: 39
    Married: Yes 
    Valour: 2
    
    Influence:
    Easy: 6
    Normal: 4
    Hard: 4
    Expert: 4
    
    Piety: 3
    Dread: 3
    Command: 3
    Acumen: 5
    Location: Hungary
    
    Vices and Virtues:
    Expert Defender: +2 Command when in own provinces
    
    Princes:
    
    Prince Karoly
    Age: 13 (Underage)
    
    Prince Andras
    Age: 7 (Underage)
    
    Princesses:
    
    Princess Borbala
    Age: 18
    Valour: 0
    Location: Hungary
    
    Princess Sarolt 
    Age: 12 (Underage)
    
    6. The Hungarian Campaign
    
    This section will cover the whole campaign as the Hungarians.  It mainly 
    covers the Early Period, because it is the most crucial period of the game,
    and sets you up for what you want to do later on in the game.  Bare in mind 
    that, even though it appears so, this is not supposed to be a 'walkthrough'.
    It is really just a guideline of what you should be aiming for, and each step
    in the guide should be considered suggestions for your campaign: remember,
    nothing as such is needed to be done in this game; you can rule your empire
    however you want, this guide is really just that:  something that guides your
    decisions, and gives you examples of what you could do with your empire.  I 
    will start slowly with specific moves and the like, but I will eventually be
    giving general suggestions.
    
    Game Modes
    
    There are two different game modes for the campaign (even though one of them 
    encomposes both).  They are 'Attain victory by conquering all provinces', and
    'Attain victory through Glorius Achievements'.  I highly recommend the Glorius
    Achievements mode, as it is more fun and shows that you are accomplishing 
    something.  Glorius Achievements for Hungarians may appear boring and bland at
    first glance, but it really is balanced with the other factions.  While the
    Hungarians have only the objectives of Homelands (Hungary, Carpathia, Croatia)
    and Conquest, Conquest is a lot easier than other factions, who appear to be
    able to score more points.  For Hungarians, one point is scored for every 
    single province, but in other factions they have to capture four or five 
    provinces just to get one conquest point.  In the end it is completely 
    balanced. If you are up to a challenge then try the conquering all provinces
    one, as Glorius Achievements for the Hungarians is Insanely Easy on the Easy
    Difficulty.  I suggest using the normal difficulty with Glorius Achievements
    for semi-experienced players, and Hard on either mode for veterans.  Expert 
    Mode should only be attempted by the most experienced players.  That being 
    said, I will try and make the campaign guide applicable to all game modes and
    difficulty settings, even though it is really geared towards Glorius 
    Achievements, and may appear too slow for a conquest game.  
    
    a) Starting in the Early Period 
    
    i) Full Campaign Strategy
    
    Part 1 - The Balkans
    
    Now, as you will see as you load up your Hungarian campaign, you do not really
    start with all that much.  Croatia and Carpathia have nothing spare a unit of
    peasants and a unit of horse archers (Croatia also has your king).  You will
    want to build Forts in these provinces immediately.  Hungary has a few 
    buildings, most notable of these being the Horse Farmer, which lets you train
    Horse Archers and Horsemen.  But we'll get back to them later.  Hungary has a
    unique unit, the Szekely, which is a kind of horse archer.   I suggest you 
    start training these, so build a horse breeder.  If not, I suggest either a 
    spearmaker so that you can start training infantry in Hungary, or a Royal 
    Palace so that you can train emissaries and eventually Knights.  You will see
    that you are bordered by four Factions: The Holy Roman Empire, The Polish, 
    The Byzantines, and The Italians.  You are also bordered by three rebel 
    provinces: Serbia, Wallachia, and Moldavia.  The latter of these is the most
    valuable, purely for its capability to train Avar Nobles, arguably the best 
    cavalry unit of the Early Period.  You will want to bring your full military
    force to this province, so move your King and his horse archers to Hungary 
    (leave the peasants), and start training either a unit of Horsemen or Horse 
    Archers in Hungary for use next turn.  You will also need to assign the 
    governers for your provinces.  For Hungary, you will want a high acumen 
    general, so that you can make more profit from this already profitable 
    province, so have a look at all of your generals to find the 'smartest' one.
    Make sure his loyalty isn't to low, and drag the marker from Hungary, onto 
    him.  For Croatia and Carpathia you will simply want a high loyalty general so
    that they don't rebel.  Find some suitable generals and make them the 
    governers.  You also start with an emissary and a princess.  Both can be used 
    to forge alliances.  You will see the king of Poland in Poland, the King of 
    Italy in Venice, and the King of Germany in Austria.  Just drag your agents
    onto them.  If you want to ally with different nations, feel free to search 
    the world for them.  Now that you have set your empire in motion, end the 
    year.  Now you will see that your coffer has emptied considerably.  But, you
    may have got a message that the Pope has awarded you 1000 florins.  This is
    because your king has full piety.  Your buildings will have started their 
    construction, and the Horsemen that you trained will be ready.  If you want
    train another unit of Horsemen, do so.  Move the King and the Horse Archers
    that you moved last turn, accompanied with the new Horsemen, into Carpathia.
    Make sure your agents are active, and, if there is nothing else you want to
    do, end the year.  You may have made some Florins this year, and again the 
    Pope may have awarded you 1000 Florins.  You are now in a position where your
    army can attack Moldavia, so join the extra unit of Horse Archers in Carpathia
    (the one coupled with the peasants) with your bigger army, and drag them into
    Moldavia.  Remember to train any units in Hungary you want, make sure your 
    agents are active, then end the year.  The rebels in Moldavia whom you have
    attacked may flee, but if they don't I suggest you command the attack 
    personally, peppering them with arrows from your Horse Archers and Flanking
    them with your other cavalry.  Once Moldavia is conquered, you will see that
    your Forts in Croatia and Carpathia are built and your Horse Breeder in 
    Hungary also.  This now leads onto the next part of your campaign, but first
    I will say to remember to build a Fort in Moldavia, and to make sure there 
    will not be a rebellion, by lowering the taxes, providing more units from 
    Carpathia, and assigning a high loyalty governer.
    
    Part 2 - An Army marches on its Stomach
    
    Now that you have simple fortifications up in your provinces, it is time for 
    some peace and prosperity.  You will now want to develop your cities so that
    you can make a tidy income, while still keeping a fine military eye out.  
    Considering that your empire is largely landlocked, and your only trading
    province so far is Moldavia, the key to this is farmland, and mines.  Hungary
    is a big farming province, and Croatia has mines.  Carpathia has a combination
    of the both.  Once you have quailed any possible rebellions in Moldavia with
    reinforcements (peasants) from Carpathia, you should move your military force
    from Moldavia, combined with any trained Szekely from Hungary, to attack 
    Wallachia.  Use the same tactics as you did to conquer Moldavia, and you 
    should have a new province.  You may need some more assisstance to prevent
    rebellions.  Meanwhile, you should be building farmland in Hungary and 
    Carpathia, Mines in Croatia, and, after you have finished the Fort in Moldavia
    your main aim there is to train Avar Nobles.  To do this I suggest building in
    this order: Farmland 20%, Horse Farmer, Horse Breeder, Town Watch, Spearmaker,
    Keep, Armourer.  This will take 24 years.  You should also train Szekely in 
    Hungary, Slav Warriors in Croatia (just one or two units to send into Serbia 
    after it is conquered to prevent rebellion there), and Peasants in Carpathia
    (to prevent rebellion in Moldavia and Wallachia).  Make sure your list of 
    allies is growing, also.  Keep building farmland and mines in all provinces,
    and capture Serbia.  Assign governers if it hasn't been done yet, and keep a
    reasonable garrison in each province.  Soon your annual income will be 1000+
    Florins, and when it is, you can start building military buildings in Hungary,
    upgrade to a Keep, start building ships in Croatia - or anything else you want
    to do.  But once you get the facilities to train Avar Nobles, start pumping 
    them out.  I also highly recommend capturing Kiev aswell as Moldavia, so that
    you can train Steppe Cavalry and Steppe Heavy Cavalry.  After you have the
    required buildings for Avar Nobles, you also should start a trading port in 
    Moldavia, by building a shipwright, ships, and making a line of them to
    trading ports such as Venice, Constantinople. Egypt, Antioch, and Tripoli.
    Once you have trained enough Avar Nobles, and any other units, it is time for
    your first real military campaign.
    
    Part 3 - Eastern Europe   
    
    Now your empire is ready for some expansion, and there are three prime areas
    for this.  You can either push west and war with the Holy Roman Empire, move
    South-East and fight with the Byzantine Empire, or go north and attack the
    Polish.  The easiest target is Poland, their armies are made up largely of
    Slav Warriors and Javelinmen, and these units fair very poorly against your
    own armies.  They also have few provinces, and usually have less influence and
    therfore allies than your own faction.  You can launch your armies from 
    Hungary into Poland and from Moldavia into Volhynia (which they usually 
    conquer).  Apart from these provinces, they will have Silesia, and most 
    likely Prussia, Pomerania, and Lithuania (these last three provinces are 
    extremely rebellion-prone, so this could be their own undoing, or yours). Just
    make sure that you aren't excommunicated; assault the castles, move quickly,
    because it just may give the Germans another excuse to attack you. And they 
    will.  One way or another you'll probably end up in a war with the German
    Holy Roman Empire.   And although they have a lot of land, their armies aren't
    usually of the best quality, and they are nearly always at war with either the
    French or the Italians.  If for some reason you do not end up warring with the
    Germans, the Byzantine lands could be a good choice for your further
    expansion.  They are always at war with the Turks and Egyptians, who both have
    massive armies, so if you happen to strike at the oppurtune moment, they may
    be at war on three fronts.  They are also extremely Slav-happy, but they have
    very, very good units, most notably the Byzantine Infantry, Byzantine Lancers,
    and Kataphraktoi, which are their version of Royal Knights.  They can be 
    quelled pretty easily if attacked in this fashion, but just remember that
    they have a fairly developed navy, and that you will need to have one also in
    order to defeat them.  I cannot stress how important it is to have complete
    naval domination over enemy factions, no matter who you are playing as.  If
    you can send endless amounts of troops to the other side of Europe without 
    them ever touching you, you are unstoppable.  If you have pushed further into
    Western Europe you may come into conflict with the French, English or
    Italians, but they are also usually fighting on more than one front.  Also,
    you may come into contact with one of the Iberian civilisations, and these are
    usually the most powerful, dangerous, and treacherous.  If you are playing in
    conquest mode, your best bet would be to muster up all of the mercernaries you
    can before launching a full scale assault on them (either the Spanish or the
    Almohads).  If you are playing in Glorius Achievements mode, you may very well
    have gotten the maximum conquest points possible, so you might want to 
    concentrate on your empire than further expansion.  Keep building more 
    upgrades in Moldavia and Hungary (and Kiev if you have it), and set up some
    trading ports.  You will need a lot of money and military power to survive
    the coming onslaught.
    
    Part 4 - The Coming Horde
    
    As you reach the year 1205, the start of the High Period, you will probably
    already have the required buildings in some provinces to build many of the 
    new High Period units.  These include the Chivalric Sergeants, Chivalric
    Men-at-arms, and Arbalesters.  Do not stop building these until the Golden
    Horde has been defeated.  You may also notice that you can no longer build
    Avar Nobles, which is a shame, but now you can build Chivalric Knights.  By
    the year 1230 you should have a huge army, and I suggest that if you had taken
    Khazar, Volga-Bulgaria or Georgia, you should let rebels or other factions 
    take them.  The Mongols will enter in these provinces, with a massive army of
    incredible units.  The Mongol Heavy Cavalry is the most dangerous of these,
    but Halberdiers eat them for breakfast.  It is quite possible that the 
    Byzantines have tried to fight them off (if they are still around), but they
    usually retreat.  Wait until their army spreads across the Steppe, then join
    your armies and send them all in together.  Keep pumping out more troops, and
    the Mongol threat will eventually diminish and be gone totally.  Just make
    sure you conquer the Steppe lands and keep them free of rebellion, otherwise
    the Mongols may return.    
    
    Part 5 - The Great Hungarian Empire: The End of your Campaign.
    
    Now that the major obstacle that was keeping you from unleashing your full 
    force and dominating the world is gone, you can do so with ease. Take out the
    Middle East and North Africa if you haven't done so already, using your 
    supreme navy, and then crush the Iberian civilisations.  Now all that should 
    be left is Italy, and possibly some of Scandinavia and western Europe such as
    England.  Muster up your full force, but keep in mind that the bigger your
    empire the more prone to rebellion it is, so keep large garrisons.  Beat down
    the papacy and his neighbours, then round up the remaining factions and 
    swallow them up.  Of course, this sounds a lot easier than it actually is, so,
    if you are playing conquest, you may want to opt for 60% domination, or if 
    you are on Glorius Achievements mode, you may want to sit it out till the year
    1453, growing rich, and fortifying your borders.  Either way you should be
    able defeat the other players using these tactics, so, good luck.
    
    ii) Summary of Early Period Campaign Strategy
    
    Part 1 - The Balkans
    
    - Assign all titles, move agents to ally with neighbouring factions
    - Build Forts in Croatia and Caparthia, Horse Breeder in Hungary
    - Train Horsemen/Horse Archers in Hungary
    - Move full military force (bar garrison peasants) to attack Moldavia
    - Secure Moldavia, build Fort there, and assign high dread and loyalty
    governor
    
    Part 2 - An Army Marches on its Stomach
    
    - Build Farmland in Hungary and Caparthia, Mines in Croatia and Caparthia
    - Move Military force to take Wallachia and take the province; build a fort 
    there and assign governor (high dread and loyalty)
    - Take Serbia and secure it, assign governor
    - Possibly take Kiev also, to train Steppe Cavalry and Steppe Heavy Cavalry
    - Once Fort is completed in Moldavia build in the following 24 year order: 
    Farmland 20%, Horse Farmer, Horse Breeder, Town Watch, Spearmaker, Keep,
    Armourer
    - Continuously train Avar Nobles in Moldavia
    - Make sure economy is booming with profit from farming and mining
    - Build a port and shipwright in Moldavia, move ships to trade with Venice,
    Constantinople. Egypt, Antioch, and Tripoli
    
    Part 3 - Eastern Europe
    
    - Swoop on the Polish simultaneously with your Avar Nobles and Armoured 
    Spearmen armies, and quickly assault castles and crush them to avoid 
    excommunication.
    - If attacked by Germans, push west with your armies accompanied with any new
    units that can be trained in your new province Poland
    - Try not to war with other Catholic factions
    - If you are not attacked by Germans (or others), lauch an assault on the 
    (weakened) Byzantine Empire
    - Make sure that you have sufficient naval domination to nullify Byzantium's
    large fleet
    - Isolate the Byzantines to their island provinces and raid and ransom their
    king for large sums of money
    - Look to attack the Egyptian and Turkish factions once the Byzantines are
    defeated
    
    Part 4 - The Coming Horde
    
    - Train massive armies of Chivalric Sergeants, Chivalric Men-at-Arms, 
    Arbalesters, and Chivalric Knights (if you can).
    - Sacrifice the provinces of Khazar, Volga-Bulgaria, and Georgia to rebels.
    - By the year 1230, you should have a huge army.
    - When the Mongols arrive, wait for them to spread their armies across the 
    steppe, and then destroy each one by one (do not worry about holding
    provinces).
    - Once they are defeated, capture the steppe lands.
    
    Part 5 - The Great Hungarian Empire: The End of your Campaign
    
    - Move your forces to the frontier and expand rapidly.
    - Opt for 60% victory if going for conquest (recommended).
    
    
    b) Starting in the High Period
    
    Part 1 - The Quest for Constantinople
    
    Starting in the High Period can be a bit different to starting in the Early 
    Period, considering the units available and your neighbours.  The Byzantine
    Empire has become considerably smaller, and they no longer have 
    Constantinople.  However, this means that their former empire has largely been
    taken over by rebels, and most of their technology (i.e. buildings) in these
    provinces are still intact.  This means that they are ripe for the taking.  In
    the same fashion as starting in the Early Period, you only start with 3
    provinces, and only one of these, Hungary, is developed at all.  And it is 
    considerably developed.  You can build Chivalric Sergeants and Halberdiers
    from the very first year, and, because Hungary has the iron resource, you can
    also build a metal smith to upgrade your units.  I suggest that you work
    towards a Swordsmith's Workshop, so that you can start training Chivalric
    Men at arms.  In your other provinces, Croatia and Carpathia, there is 
    nothing, spare some border forts in Croatia.  Build Forts in these provinces, 
    and then an inn or some other military buildings; there is really no need to
    develop these provinces that much, since you will soon be getting some really
    advanced provinces.  Remember to assign governers for your provinces.  In a
    few turns you should have trained a sizeable army, including your king, and be
    ready to invade.  The best province that is bordered on Hungary is Bulgaria,
    which contains a Citadel, and can then provide another military base for your
    next campaigns.  After Bulgaria is taken, proceed straight through to
    Constantinople, before the Byzantines reclaim it, or the Turks invade it.
    I suggest that if you are laying siege, and have quite a large income, (or
    enough) to bribe the besieged rebels, as this means that when you take the
    province, no damage will be done to its many and advanced facilities.  
    Depending on whether or not you did this, you may or may not have a fortress
    in Constantinople, but even so, it has advanced buildings that give titles, 
    and you should definately assign these to your high ranking/high acumen 
    generals.  After Constantinople is firmly held, sweep back through the rebel
    provinces, taking Greece, Moldavia, Wallachia and Serbia.  Greece and Serbia
    also provide good military bases.  By now you should be trying to make an army
    consisting of Chivalric Sergeants, Chivalric Men at Arms, and if you can, some
    Chivalric Knights.  Remember, when you are campaigning against an enemy, to
    call up every single mercernary you can find (providing you are not going 
    bankrupt).  You are now probably bordered by five factions, including the 
    German Holy Roman Empire, the Russians, the Polish, the Byzantines, and the
    Turkish.  You may also be bordered with Crusader states, particularly the
    English.  Now, the Byzantines and the Turks often get into a war with each
    other, and you can definately profit from this.  It is probably better to side
    with the Byzantines, as they are very weak, and the Turks will eventually 
    attack you anyway.  Your Chivalric units can easily defeat the Turkish Early
    Period units, and you may even have a 6+ star general, with all the titles
    that Constantinople brings.  Even if you do not defeat the Turks completely,
    make sure you push them back beyond Trebiizond, Rum, and Lesser Armenia, so 
    that they have only undeveloped provinces and no income to train new armies.
    At this point it would be good to turn on the Byzantine Empire,who will soon
    want to have their city, Constantinople, back in their pocession.  If you have
    succeeded in limiting them to just Nicea on the mainland, and maybe an island
    or two (such as Rhodes), then you can make a hefty profit.  If you manage to
    capture their king on the mainland, you can ransom him for 10,000+ Florins, 
    and then repeatedly invade his islands, ransoming him.  Even if it is only
    done once, it is well worth it.  By this point you will probably have the 
    Balkans, most or all of Turkey, and of course, your Homelands.  And, by this
    point, it is most likely time for the arrival of the Golden Horde.
    
    Part 2 - The Khan of the Golden Horde
    
    The reason that I stated to let the Turks keep Armenia, Georgia etc., is that
    these are the provinces that the Golden Horde may invade, thus weakening them
    and defeating the Turks.  It is extremely hard to get an alliance with the
    Mongols, even if you are at full influence, and there is really nothing you
    can do to stop them from attacking your provinces.  Luckily, there are rebels,
    the Russians, and sometimes the Egyptians or Turkish to weaken his armies, 
    and, by the time they are on your borders, the Golden Horde have usually
    broken their army up somewhat, to defend their provinces against their new
    enemies.  Rally your armies, and move them onto the Mongol borders, in case of
    attack, and call up any mercernaries you can.  The Russians, your biggest 
    rival in GA mode (they have the same conquest rate as you, border on rebel 
    provinces, have many homelands points, and extra objectives), will have a
    tough time fighting them, and may be pushed back into 1 or 2 provinces, which
    is a great help after you have defeated the Mongols.  If you keep pushing back
    on Mongol borders, and bring your full force into one province at a time, the
    Mongols will have a hard time fighting you back, as they have no good units
    that they can train (bar Steppe Cavalry), and for some reason, they seldom
    risk rebellion by sending their full military force.  Even as their Empire
    fragments into seperate provinces, you still have to concentrate on defeating
    their formidable army, because once you have done this, you can easily sweep
    through and conquer.  The Mongols leave behind a path of destruction, so you
    have to make sure that the Steppe provinces do not rebel and leave you with
    further problems.  With enough Chivalric Sergeants, with Chivalric Men at Arms
    for support, the Mongols will cease to exist.  With the pressure of the Golden
    Horde now off your back, you can proceed to conquer other empires.  If you are
    playing in Glorius Achievements mode, you may have already got full conquest
    points, which means that you are basically unbeatable in points.  
    
    Part 3 - Expansion and Victory
    
    Now, the position of the Hungarians means that they have some good areas to
    expand in, and that they can avoid excommunication.  Poland are probably very
    weak, so you could quickly plow in there with your Chivalrics and defeat them,
    but by doing this, you risk excommunication from the Pope, which in turn means
    that other Catholic factions will attack (and crusade against) you.  There is
    the Russians, if they haven't already been defeated, and I think that they
    are the best option, because, like Poland, they are probably extremely weak
    from the Golden Horde's assault on their provinces, so if you can take them
    out, it would be very benificial (especially in GA mode, as is mentioned
    above).  To the south, the Turks may still be in power, and probably the 
    Egyptians, and it is also probable that a Catholic faction (in particular the
    Spanish), have managed to plow into the Holy Land.  If they haven't, then
    after the Russians have been conquered, I suggest that you sieze the Muslim
    lands, into Iberia (or wherever they have reached).  This will take quite a 
    long time to do, but as long as you have Chivalric units in large numbers than
    you will have no opposition.  But, total (or 60%) conquest is just about
    impossible without Total Naval Domination.  It is extremely important to have
    a sizeable navy, so that you can send troops to a colony on the other side of
    Europe in just one turn.  This also means that you can sieze rebel provinces
    or provinces taken by civil war, attack any faction that becomes 
    excommunicated, and campaign against any faction you like (or don't like).  
    Constantinople is your best option as a port, as it already has good 
    facilities, and from 1260, you can make ships with cannons etc.  Naval 
    Domination also means that you will gain an incredible amount of money from
    trade, so be sure to build ports in every sea neighbouring province.  If you
    have siezed all of the Muslim lands, then your only option for expansion is
    to attack Christendom, but don't worry, they'll attack you first!  The biggest
    thing this game hates is the player winning, so every faction will ally
    against you, in an attempt to cut you down to size.  If you are going for 
    conquest, then call up every military force you can, every mercenary, and just
    try to defeat the factions one by one, attacking their major armies, and
    stopping them from becoming a great empire themselves (I highly suggest 60%
    domination, it is still a great feat).  If you are simply trying to wait out
    the game until 1453 in Glorius Achievements mode, then make sure that you keep
    large garrisons in all provinces, to stop rebellion, and make sure the
    garrisons in border provinces are of advanced units, so that other factions
    cannot make an easy invasion.  Make sure you get to your full Conquest points,
    then the game is yours. 
    
    7. Contact Info
    
    I am open to readers sending me any questions, comments, suggestions, or 
    errors that I have made by e-mail.
    My e-mail address is: animalboy72@hotmail.com
    
    Full credit will be given to the sender if their information is used in this
    guide.
    
    8. Legal Info.
    
    This guide is Copyright 2004 David Garland
    
    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.
    
    9. Version History
    
    v1.00 - Guide Completed
    
    v1.10 - Section 'Starting Royalty' added, ASCII re-worked, error concerning
    construction time fixed, added Emissaries and Princesses to units in 
    'Starting Provinces'.
    
    v1.20 - Added Section b) Starting in High Period, added agents to unit 
    overview, fixed a couple spelling errors.
    
    v1.30 - Added Secton h) Summary of Units - What to use to the Unit Overview,
    fixed up ratings of gunpowder units, added Summary for Early Period Campaign.
    
                                        End Guide 
         

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