Medieval II: Total War
Codes
Adding Ancillaries to Generals
As mentioned above, enter the console with the ~ key.
This is a list of the various ancillaries (retinue members) that can be added with the give_ancillary command. This code requires you to have the character that you wish to modify selected, as well.
give_ancillary this ANCILLARYNAME
Below is a list of ancillaries (with their ANCILLARYNAME) that can be given to GENERALS
Effect Code +25% movement, unit recruitment discounted drillmaster +30 build points, +1 farming, 20% bonus on mining income brilliant_inventor Adds Authority, Income Bonuses scribe_ancillary Adds Morale, Popularity bard Have more kids, improves casualty recovery chance. doctor Have more kids. apothecary Increases Command mentor Increases Hit Points, Lowers Morale shieldbearer Increases Hit Points, Personal Security swordbearer Increases Peraonal Security, Decreases Popularity bodyguard Increases Personal Security foodtaster Increases Piety, Trade Income tutor Contributed By: Toomin22.
Adding Units to Stacks
Just pick a city or any unit as if moving it and just open console and simple type george or any of those on this list and hit enter to get the following units
Effect Code Elephant Artillery rogan Elephant Rocketeer vindaloo Elephants madras Mercenary Monster Bombard istanbul Mercenary Monster Ribault george Mercenary Rocket Launcher houston Contributed By: MarkRitchie1989.
Additional traits and ancillaries for Spies and Assassins
Same method of selecting the unit with cursor and opening console. These can be used on either unit but some are only useful on one or the other.
Effect Code + 1 agent skill false_documents + 1 agent skill AssassinsGuildTrained 1/ ThievesGuildTrained 1 + 1 agent skill AssassinsGuildMember 1/ ThievesGuildMember 1 + 1 agent skill accomplice + 1 agent skill monkey + 1 agent skill, + 1 personal security beguiling_bard + 1 agent skill, +1 line of sight pickpocket + 1 assasination, +2 law (improves public order) handgun + 1 sabotage explosives + 2 line of sight spyglass +1-3 agent skill NaturalSpySkill 1-3 / NaturalAssassinSkill 1-3 Contributed By: d3sP0iL3r.
Cheating made simple =)
Open the cheat console by pressing the tilde key (~) and type in any of the following codes. Capitalization is important. For names with spaces in them use "_______ ________" (underspaces are for desired name) For the most part, if you find some of these cheats aren't working do remember to try capitalizing, removing certain things like opt : and <>
Effect Code Add population to desired city (note: for city's with two or more spaces use quotation marks ["]) add_population _____ # adds all ancillary to the character info display test_ancillary_localisation Adds desired quantity of money to your faction. 40K per number of times you enter the code. add_money # and the walls came a-tumblin' down jericho Attempt to create and add a mission to the specified faction create_mission <sent_faction> <mission_id> changes the campaign date to the given year date <year> Clear all the current stacked messages clear_messages Completes all (possible) construction pending in queue process_cq _______ Completes all (possible) recruitment pending in queue process_rq _______ creates a diplomacy mission diplomacy_mission <ai_faction> <target_faction> <mission_type> <opt:mission_target> creates one or more units of the specified type create_unit <settlement/character_name> <unit_id> <opt:how_many> <opt:exp/armour/weapon> details of the current recruitment capabilities of a settlesment. capabilities <settlement_name> details of the current recruitment pool of a settlement recruitment_pool <settlement_name> displays a list of raw and perceived diplomacy items costs from the perspective of the receiving faction. diplomacy_costs <receiving_faction> <proposing_faction> <opt:target_faction> <opt:settlement_name> <opt:payment_amount> <opt:payment_years> evicts current resident and gives to player. capture_settlement <settlement name> forces the local player's alliance to win the battle, completely destroying the enemy alliance or optionally capturing a percentage of the enemy allia force_battle_victory <opt:capture_percent> Forces the negotiator to accept or decline a proposition force_diplomacy <accept/decline/off> gives the character an ancillary give_ancillary this ______ gives the character movement points mp <charactername> <amount> gives the character points for trait give_trait_points <charactername> <trait name> <points> Invulnerble General (cannot be beat in battle) invulnerable_general <character_name> Lists all Ancillaries list_ancillaries lists all of the units in an army, with details. list_units <character/settlement name> lists all the characters in the world or those belonging to a faction list_characters <opt:faction_type> Lists all traits list_traits moves named character to position on campaign map move_character <name> <x>,<y> removes ancillary from the character remove_ancillary this ______ resets the character back to it's start of turn settings character_reset sells units cheaper bestbuy Set the diplomatic stance between the two factions (factions must be different) diplomatic_stance <faction_a> <faction_b> <allied/neutral/war> Show all messages to all factions (on/off) show_all_messages shows the cursor position and region id show_cursorstat shows the landing positions available to the ai from a given region, default hides them show_landings <opt:cursor/region_id> the attacker or defender wins the next autoresolved battle auto_win attacker/defender (depending on circumstance) the biggest around oliphaunt toggles everyone's perfect spying ability. toggle_perfect_spy toggles the fog of war on or off toggle_fow upgrade settlement level upgrade_settlement <settlement name> Contributed By: Death_Master911.
Console codes
Press the tilde (~) key and enter these codes to use them. All codes are case sensitive. Make sure to capitalize family member names, settlement names, and anything else that needs capitalizing or else it will not work.
Effect Code Allows a character to move again. Does not always work character_reset Allows you to give a city more population automatically. add_population "settlement name" "amount" Allows you to give any trait your faction can have to a specific general. give_trait this "trait" "level number" Anything in the city's building queue will be built automatically. process_cq "settlement name" Gives you the specific amount of gold. add_money "amount" Shows coordinates under mousecursor in format x,y show_cursorstat Toggles on or off the fog of war. You can see the whole world map when inputted. toggle_fow When at the battle scroll, input this code in, attacker if attacking, defender if defending and press auto retaliate button. Automatically wins. auto_win "attacker/defender" z=name of settlement or unit without title (except Captain). x,y=coords move_character z x,y Contributed By: ssj18vegeta, Anteok, and wjeder.
Create a Unit
Use the console to enter the following
create_unit "settlement or character" "unit ID" "amount (1-5)" "experience (1-9)" "armor (1-3)" "weapon (1-3)"
Example -creat_unit "London" Longbowmen 2 9 3 3
^The above code will create 2 units of Longbowmen in London with 3 Gold Chevrons, Level 3 armor and Level 3 weapon
Effect Code Creates Unit at any settlement/general you like create_unit "settlement or character" "unit ID" "amount (1-5)" "experience (1-9)" "armor (1-3)" "weapon (1-3)" Contributed By: P1r8te.
Detailed Codes for Several Console Commands
Push ~ to access the console. As described above, the "give_trait" command works with several different traits to add to a specific character. In order for this to work, you must have the character selected and outside of a town. It works like:
give_trait this TRAITNAME #
Below is a list of TRAITNAMES and the maximum number you can put after to determine the level of the trait. These are a list of the most beneficial traits, message me if you want me to post the more obscure ones.
Effect Code +Chivalry,Loyalty Loyal 3 +morale Brave 3 - loyalty, + authority PoliticsSkill 3 Increased Command, Income Intelligent 3 Increased Income MathematicsSkill 3 Increased Law, Trade Income GoodAdministrator 3 Increased Mining Income GoodMiner 3 Increased Trade Income GoodTrader 3 Increases Authority FathersLegacy 3 Increases Chivalry VictorVirtue 3 Increases Chivalry BattleChivalry 5 Increases Command NaturalMilitarySkill 3 Increases command skill (situational) GoodAmbusher 5 Increases command skill (situational) GoodInfantryGeneral 1 Increases command skill (situational) GoodCavalryGeneral 1 Increases command skill (situational) GoodDefender 5 Increases command skill (situational) GoodAttacker 5 Increases command skill. GoodCommander 5 Increases Dread BattleDread 4 Increases Movement Points Energetic 3 Increases Peraonal Security HighPersonalSecurity 3 Increases Piety PublicFaith 4 More kids, increased general's hitpoints HaleAndHearty 3 Contributed By: Toomin22 and shadowmoonboy.
Giving Ancillaries and Traits to Apies/Assassins
As mentioned above, enter the console with the ~ key.
This is a list of the various ancillaries (retinue members) that can be added with the give_ancillary command. This code requires you to have the character that you wish to modify selected, as well.
give_ancillary this ANCILLARYNAME
Below is a list of ancillaries (with their ANCILLARYNAME) that can be given to Spies and/or Assassins
NOTE: For the ones marked "TRAIT", use the command:
give_trait this TRAITNAME #
instead to give the agent the specified trait (capitalization matters). Read my above post on traits for more information.
Effect Code +1 to agent's skill catamite +1 to agent's skill courtesan +1 to agent's skill pickpocket +2 to agent's skill dancer TRAIT +1-3 to assassin's saboteur skill GoodSaboteur 3 TRAIT +1-5 to assassin's skill GoodAssassin 5 TRAIT +1-5 to spy's skill GoodSpy 5 Contributed By: Toomin22.
Merchant Ancillaries and Traits
Select unit with cursor/pointer, than open console with ~ key. Syntax should be give_trait this or give_ancillary this.
Effect Code +1 finance MerchantsGuildMember 1/ MerchantsGuildTrained 1 +1 finance trick_abacus +1 finance counterfeiter +1 finance merchant_clerk +1-2 finance WorldlyMerchant 1-2 +1-2 finance (and more resistant to asset seizure) LegalDealer 1-2 +1-2 finance (and more resistant to asset seizure) SecureMerchant 1-2 +1-3 finance NaturalMerchantSkill 1-3 +1-3 finance (+3 gives a -1 personal security) Monopolist 1-3 +1-4 finance GoodMerchant 1-4 Contributed By: d3sP0iL3r.
Special Ancillaries and Traits for Priests
Select the priest unit to effect with the cursor and open console with ~ key. Using : give_trait this : the words should be together in a string with each separate word starting with a uppercase ex. PriestLevel # . Using : give_ancillary this : the words should be lowercase and separated by a _ ex. choir_boy. Some traits only have a certain level so exceeding it will null, also if you use the high end of the scale it can change your units name or have some negative effects.
Effect Code + piety, +eligibility +purity +violence Purifier 1-3 ++piety TouchedByTheGods 1-3 +1 piety witch_hunter / deacon / librarian +1 piety -1 purity monk +1 piety -1 violence nun +1 piety, +1 personal security zealous_disciple +1 security, +1 purity, +1 violence paladin +piety StrongFaith 1-4 and/or PublicFaith 1-4 +piety NaturalPriestLevel 1-3 1 = bishop 2 = cardinal PriestLevel 1-2 Contributed By: d3sP0iL3r.
Unlockables
Unlock all factions
Find this directory:
Medieval II Total War\data\world\maps\campaign\imperial_campaignThen find the file descr_strat. Open it with a text editor (Word, or somthing like that). Cut and Paste the 'unlockable' section into the 'playable' section and save the file. Launch the game and you should have every faction available.
You can also unlock the Papal Estates, but not the Mongols, Timurids and The Aztecs.
Remember to make BACKUPS before you are editing the game files!!!!
Contributed By: Crazybf2killer.
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