Medieval II: Total War is a strategy video game created by the now-closed Australian team from The Creative Assembly and released by Sega. It was first made available for Microsoft Windows on November 10, 2006. Feral Interactive later released versions for macOS and Linux on January 14, 2016. This game follows Medieval: Total War from 2002 and is the fourth game in the Total War series.
The game has two main parts: a turn-based strategy map and real-time battles. The map-based strategy takes place between the years 1080 and 1530. Players control a medieval state, called a faction in the game, and manage its government, economy, military, diplomacy, and religion across a map that includes most of Europe, North Africa, parts of eastern America, and the Middle East. During battles, players lead groups of soldiers and fight against enemy forces.
Most critics gave the game positive reviews. Many said it was better than earlier games in the series, but some noted it did not introduce many new ideas. An expansion pack called Medieval II: Total War: Kingdoms was released in 2007.
A new game, Total War: Medieval III, is being developed and will be released in the future.
Gameplay
Medieval II: Total War has two main ways to play: a campaign mode and battles. The campaign is turn-based and begins in the 1080s. Players can choose from 17 factions (or all 23 factions if game files are changed) to build their nation economically and militarily in order to conquer other factions. During the campaign, players manage a faction’s military, economic, and social systems on large maps. On each turn, armies, fleets, and agents can be moved. When armies fight, players can choose to control the battle directly or let the game calculate the outcome automatically.
The campaign’s goal depends on the type played. In the short campaign, players must defeat one or two enemy factions and control at least 15 settlements. In the long campaign, players must control at least 45 territories and one or two major cities, such as Jerusalem, Granada, Rome, or Constantinople.
In the campaign, control over areas is shown through "settlements," which are large communities. There are two types of settlements: castles and cities. Cities have buildings that improve the economy, while castles have buildings that help recruit advanced soldiers. Some buildings allow players to recruit agents like diplomats and spies. Settlements can usually be changed from one type to another. Settlements are governed by members of the player’s family, who can also lead armies as generals. A character’s abilities, such as "Command," are influenced by traits, experiences, and their retinue. For example, a character with a high "Command" stat is likely to perform better in battle than one with a low stat.
Religion in the game includes three main faiths: Roman Catholicism, Eastern Orthodoxy, and Islam. Other faiths, like pagan groups and heretical sects, are also present. If a settlement’s population does not follow the state religion, unrest may occur. Missionaries and religious buildings can help convert others to the state religion. Catholic nations must interact with the Pope, who can send missions to rulers. Disobeying the Pope may lead to excommunication, and the Pope may call Crusades. Muslim imams with high "Piety" stats may declare jihads.
Factions mainly interact through diplomacy, which includes forming alliances, securing trade rights, or giving/receiving tribute. Factions may also go to war to gain settlements or other advantages. Battles between factions are part of the campaign. Some factions, like the Mongols and Timurids, appear later in the game and can pose serious threats. In the 13th century, gunpowder is discovered, allowing cannons and firearms. In the 14th century, the Black Plague spreads, affecting armies and cities.
Medieval II is known for its strong AI that does not use special advantages or "cheats." However, players can still find ways to exploit the AI in battles.
The Total War series is famous for its real-time battles alongside the turn-based campaign. Battles involve two or more armies from different factions fighting. Battles are similar to those in Rome: Total War, with troops using different formations. The goal is to destroy the enemy army or make it flee. In sieges, the goal is to destroy the enemy or take control of a central area. Players can set time limits for battles, meaning the attacker must win within a certain time or lose. Battles can be custom, multiplayer, historical, or part of the campaign.
Unit categories include:
- Spear infantry: Usually lose to heavy infantry but are good against cavalry. Can form groups like schiltrom or phalanx.
- Light infantry: Cheap and fast but not strong unless attacking from the side.
- Heavy infantry: Strong against other infantry but weak against cavalry. Good in sieges. Many have high protection.
- Missile infantry: Effective at long range but weak up close. Firearm units can lower enemy morale.
- Light cavalry: Not strong in direct fights but good for scouting, chasing enemies, and flanking.
- Heavy cavalry: Their charges can damage enemy morale. A flanking charge can break enemy units.
- Missile cavalry: Use ranged weapons from horseback. Good against melee troops but weak in ranged fights.
- Siege engines: Used in sieges and battles. Slow movement but can damage morale, especially with cannons. Unlike in Rome: Total War, siege weapons can move through city gates and broken walls.
- Vessels: Used to transport troops on water. Naval battles are not playable and are resolved automatically.
Some units are shared by factions, while others are unique. For example, England and Milan have strong missile infantry (English longbowmen and Genoese crossbowmen), and France has strong heavy cavalry.
When starting the game, players can choose from five factions: England, France, Spain, the Holy Roman Empire, or Venice. Defeating a faction allows it to be chosen later. Completing a campaign lets players choose most factions. Rebel groups control many cities at the start, allowing players and AI factions to take control.
Reception
Medieval II: Total War received a "Gold" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA), showing that it sold at least 200,000 copies in the United Kingdom.
According to the review website Metacritic, the game received "generally favorable reviews."
The exclusive review by PC Gamer (US) gave the game an "Editor's Choice Award." IGN noted that the game was not as groundbreaking as its predecessor but still introduced new ideas and used concepts from Rome: Total War. The website GameSpot praised the game's "epic, engrossing gameplay" but pointed out that it requires "high system requirements." Hyper’s Anthony Fordham praised the game for its "incredible gameplay, both in battle and on the world map." However, he said the game was "more of an improvement over the series than a major change."
Swedish historian Peter Englund, a member of the Swedish Academy, reviewed the game for the Swedish newspaper Dagens Nyheter. He compared the game's battle scenes to traditional art forms, such as old copper engravings and paintings, as well as modern films. He concluded that the game's depiction of battles was "very similar to an engraving from the 1600s."
The editors of Computer Games Magazine named Medieval II: Total War the eighth-best computer game of 2006. They wrote that "No scripted encounters or overly dramatic cutscenes can compare with the stories Creative Assembly allows you to write as your armies beat down all who would oppose you." Edge ranked the game at #26 on its list of "The 100 Best Games To Play Today," calling it "as complete a depiction of war as there has been in a video game."
Although most reviews were positive, some critics mentioned issues such as pathfinding bugs, certain AI problems, and some new features that were not very interesting.
The Academy of Interactive Arts & Sciences nominated Medieval II: Total War for "Strategy Game of the Year" at the 10th Annual Interactive Achievement Awards.
Expansion
An expansion called Medieval II: Total War: Kingdoms was officially introduced on March 30, 2007. It was released in the United States on August 28, 2007, in the United Kingdom on August 31, 2007, in Australia on September 7, 2007, and in Japan on November 22, 2007. This expansion added four new campaigns to the game: "Americas," which focuses on the Spanish colonization of the Americas; "Britannia," which covers conflicts in the British Isles; "Crusades," which includes the Third and Fourth Crusades; and "Teutonic," which explores the Northern Crusades. Each campaign expands a small area of the world, such as the British Isles, by adding many new settlements.
The Gold Edition of the game, which includes the original game and the expansion, was released on February 1, 2008. Later, this edition was renamed and made available on Steam as Medieval II: Total War™ Collection.
Sequel
On December 4, 2025, Creative Assembly announced a sequel to Medieval II: Total War called Total War: Medieval III. The game will use the studio's new Warcore engine. It is currently in the early development stage and will take several years to complete. The developers plan to share regular updates with the community throughout the project.