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Part 2
Total War: Three Kingdoms

Part 2

Dive into Part 2 of our Total War: Three Kingdoms guide. Learn about the FAUST, game modding, and the unique real-time turn-based strategy.

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Dive into Part 2 of our Total War: Three Kingdoms guide. Learn about the FAUST, game modding, and the unique real-time turn-based strategy.

Alright, let's dive into Part 2 of our guide for Medieval II: Total War. This section covers some really useful resources and concepts that'll shape how you approach the game.

First up, we've got something called the FAUST. Think of it as the ultimate unit encyclopedia. It breaks down every single unit in the game – land forces, navy, even mercenaries. You'll find details on their attack power, armor upgrades, special bonuses against cavalry, and pretty much anything else you'd want to know. It's a PDF file, and the creator, BrandyBarrel from the totalwar.com forums, did a fantastic job. If you're serious about understanding your units, this is a must-have.

You'll also want to keep an eye on the official Total War website. They regularly release patches, and trust me, you'll want to grab the latest stable release (version 1.3 was the latest as of May 16, 2008) as it often brings significant improvements. For general discussion, information, and especially if you're curious about modding, Total War Center is your go-to fan site. I've personally found some great map expansion mods there that really add to the game's replayability.

Speaking of modding, it's a huge part of the PC gaming experience, and Medieval II has a ton of mods available, especially on TWcenter. While I can't cover every single mod, I'd strongly recommend playing the 'vanilla' (unmodded) game first. Get a feel for what the game is like originally, then you'll know what you're looking for in a mod. Keep in mind that mods aren't always perfectly stable. The game is designed to run a certain way, and messing with it can sometimes lead to crashes. If a mod does crash, don't immediately blame the creator. Instead, try to provide specific details about what went wrong – that's how they can improve it.

Now, let's talk about the core gameplay loop: the 'Real Time Turn Based Strategy' aspect. If you're new to the Total War series, this might sound a bit odd. Here's the breakdown: the campaign map, where you manage your empire, move armies, and conduct diplomacy, is turn-based. But when two armies clash? That's when it switches to real-time battles on a separate, detailed 3D map. This map is based on the campaign map's location, so you won't see deserts in snowy regions, for example.

On a personal note, I tend to favor heavy cavalry due to their powerful charges, using infantry mainly to counter enemy cavalry or spearmen. On the campaign map, my focus is usually on building up my population and economy through farming and town hall upgrades, often by lowering taxes to boost public order. While supply-side economics can work wonders for long-term growth, early in a campaign, I prioritize raising armies and building crucial upgrades, only lowering taxes if public order becomes an issue. Remember, it's called 'Total War' for a reason – the ultimate goal is to defeat your enemies. I've completed campaigns with France, Spain, and Egypt, and have played as Russia, Denmark, and Sicily. I personally fight about 85% of my battles, as the simulation option can often lead to unnecessary losses.

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