Total War: MEDIEVAL II - Definitive Edition

Total War: MEDIEVAL II - Definitive Edition

Third Age DaC, any tips?
I've never been able to play this mod and actually do good. First of all, I've checked for best factions for started, the only threads were old ones, they all reccomended rhun or harad. Which have both been nerfed to the ground. Every other faction is really hard for me. As Harad I have no money, no good troops, not enough troops, provinces don't make enough money, independant realms have to many armies/ garrisons, and they have elite troops as well. I can't win seige battles involving walls you can stand on at all. This is due to ai being the dumbest pieces of ♥♥♥♥, and the buffs for archers on walls. If I starve them out by the end I will be millions of dollars in debt. And I can't wait till turn 200. I know I may sound like I'm overexaggerating, this is because of how tilted I am trying to find a good faction to play as. Any tips?
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Thanks everyone, these replies look really helpful. I guess I just need to turtle up more as good and be more aggresive as evil. I'm playing mithlond right now. My first move was to gather every troop I've got up and take rebel settlments. Do you guys think I should play aggresive or slow against enedwaith?
Gekkibi Nov 30, 2018 @ 4:20pm 
Originally posted by Baconstrips:
Thanks everyone, these replies look really helpful. I guess I just need to turtle up more as good and be more aggresive as evil. I'm playing mithlond right now. My first move was to gather every troop I've got up and take rebel settlments. Do you guys think I should play aggresive or slow against enedwaith?
As Lindon it's crucial to take the nearby rebel settlements (but don't make the same mistake I made and cut off the dwarves. It's better they fight Angmar rather than you having two fronts). When fighting against wildmen, well, "anything goes". They're taking heavy casualties and you should be taking few. However, do not under estimate their archers! Needless archer duels is the way towards your own attrition.

Also, be mindful of bridges. Just be sure not to deploy right in front of them...
Inardesco Nov 30, 2018 @ 5:07pm 
Enedwaith is easy but do take mind....the Ar-Adunaim have something in store for Mithlond come turn 85-90!

The only thing Enedwaith has is a lot of javelin troops that if not taken care of early, will ruin your infantry.
Anapoda Dec 1, 2018 @ 2:53am 
you may wanna try "vanilla" third age. I actually prefer it to divide and conquer who just add pointless factions for the sake of adding actions.
Inardesco Dec 1, 2018 @ 3:10am 
Vanilla third age is outdated.

DaC strives for a more lire-accurate representation and a more difficult game for the player.

I honestly can't go back to Thitd Age vanilla after having played DaC, I'd miss units, regions, quality of life stuff and just basically wouldn't enjoy it.
Gekkibi Dec 1, 2018 @ 3:11am 
It's the quality of life improvements that make DaC so great. I could live with fewer factions and with the basic roster, but not without the rest what DaC has to offer.

Then again, whatever floats your boat.
Originally posted by Inardesco:
Enedwaith is easy but do take mind....the Ar-Adunaim have something in store for Mithlond come turn 85-90!

The only thing Enedwaith has is a lot of javelin troops that if not taken care of early, will ruin your infantry.

If the Ar-Adunaim have a script that comes at 85-90, when do you think I should start preparing, and how much should I invest. Also, try to answer without spoiling the event to much.
Last edited by Quantuvius Maximum; Dec 1, 2018 @ 11:44am
Inardesco Dec 1, 2018 @ 11:46am 
Just make sure you defend well enough.

So it all depends on what you think you need to defend well enough.
Gekkibi Dec 1, 2018 @ 12:42pm 
Originally posted by Baconstrips:
Originally posted by Inardesco:
Enedwaith is easy but do take mind....the Ar-Adunaim have something in store for Mithlond come turn 85-90!

The only thing Enedwaith has is a lot of javelin troops that if not taken care of early, will ruin your infantry.

If the Ar-Adunaim have a script that comes at 85-90, when do you think I should start preparing, and how much should I invest. Also, try to answer without spoiling the event to much.
Without going into any specific details, you can't game the game by having a superior fleet and just sink the buggers. Their units aren't trash, so you do need an army, but it's nothing like the Mongols in the base-game, that's for sure.
Originally posted by Inardesco:
Just make sure you defend well enough.

So it all depends on what you think you need to defend well enough.

I'm currently on turn 27 and have only captured Burzea-Dum, Undertowers, and soon to capture Cor Wilishar. I feel like my pace is very slow. Especially if I need to be prepared to defend on turn 80. I have a 11 unit army with 1 sindar cav unit and 5 telari archer units, 3 generals(all melee) and 2 telari guard unit. Is my army to big? Should I divide it. Should I slow down even?
Last edited by Quantuvius Maximum; Dec 1, 2018 @ 1:50pm
Inardesco Dec 2, 2018 @ 3:52am 
Just build mines in Mithlond and Buzra-Dum and money shouldn't be a problem. Heck, mines are a first to build everywhere you can. And roads, roads are important as well.

Mithlond alone can easily make 8k and all 3 regions can easily make 10-15k
Gekkibi Dec 2, 2018 @ 4:11am 
When you get the basic economy going the money is simply a non-issue. What remains as an issue is unit replenishment times (this is the one and only even remotely difficulty part when playing one of the OP factions). It's important to build the military buildings wherever possible so that you can pump out units more frequently, even when you don't have immediate need for such units.

It is economically more viable to build mines as soon as possible instead of building mason guilds first (which is more economically viable when building anything else. Even if you would save 400g by building the first tier of mason's guild before mines, you're losing the same amount per turn after the mines have been finished, and it takes 2 turns to build the first tier of mason's guild). While on the long run mines aren't going to produce more shekels than trade, or even taxes, early on it's unspeakably lucrative.
Last edited by Gekkibi; Dec 2, 2018 @ 4:13am
Originally posted by Inardesco:
Just build mines in Mithlond and Buzra-Dum and money shouldn't be a problem. Heck, mines are a first to build everywhere you can. And roads, roads are important as well.

Mithlond alone can easily make 8k and all 3 regions can easily make 10-15k

The Clans have invaded me, they took 2 provinces. But I was able to take them back. But they currently have a 20 unit army coming at me. Should I give up a couple provinces to regroup my armies and defend further back. Or should I defend with an 700 man army.
Hellsteeth30 Dec 2, 2018 @ 5:45pm 
What sort of defensive position do you have available? Any bridges or similar chokepoints? Bridges are fantastic force multipliers against superior numbers. Also what is your present force?

If you have none, then indeed, back off.
Originally posted by Hellsteeth30:
What sort of defensive position do you have available? Any bridges or similar chokepoints? Bridges are fantastic force multipliers against superior numbers. Also what is your present force?

If you have none, then indeed, back off.

https://steamcommunity.com/profiles/76561198158912803/home/

This should lead to 3 screenshots of my game. Note that I am currently recruiting 2 melee units, 1 bow unit, and one pike unit near the capital
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Date Posted: Nov 29, 2018 @ 1:41pm
Posts: 36