Cheat Medieval Total War
Cheat Medieval Total War
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: Toomin222
182 385
Effect Code
Elephant Artillery rogan
Elephant Rocketeer vindaloo
Elephants madras
Effect Code
Mercenary Monster Bombard istanbul
Mercenary Monster Ribault george
Mercenary Rocket Launcher houston
Contributed By: MarkRitchie1989
213 295
Effect Code
+ 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 false_documents
+ 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
85 136
Effect Code
Add population to desired city (note: for city's add_population _____ #
Effect Code
with two or more spaces use quotation marks ["])
adds all ancillary to the character info display test_ancillary_localisation
Adds desired quantity of money to your faction. add_money #
40K per number of times you enter the code.
and the walls came a-tumblin' down jericho
Attempt to create and add a mission to the create_mission <sent_faction> <mission_id>
specified faction
changes the campaign date to the given year date <year>
Clear all the current stacked messages clear_messages
Completes all (possible) construction pending in process_cq _______
queue
Completes all (possible) recruitment pending in process_rq _______
queue
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 capabilities <settlement_name>
settlesment.
details of the current recruitment pool of a recruitment_pool <settlement_name>
settlement
displays a list of raw and perceived diplomacy diplomacy_costs <receiving_faction> <proposing_faction>
items costs from the perspective of the receiving <opt:target_faction> <opt:settlement_name>
faction. <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, force_battle_victory <opt:capture_percent>
completely destroying the enemy alliance or
optionally capturing a percentage of the enemy
allia
Forces the negotiator to accept or decline a force_diplomacy <accept/decline/off>
proposition
gives the character an ancillary give_ancillary this ______
gives the character movement points mp <charactername> <amount>
Effect Code
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 list_characters <opt:faction_type>
belonging to a faction
Lists all traits list_traits
moves named character to position on campaign move_character <name> <x>,<y>
map
removes ancillary from the character remove_ancillary this ______
resets the character back to it's start of turn character_reset
settings
sells units cheaper bestbuy
Set the diplomatic stance between the two diplomatic_stance <faction_a> <faction_b>
factions (factions must be different) <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 show_landings <opt:cursor/region_id>
from a given region, default hides them
the attacker or defender wins the next auto_win attacker/defender (depending on circumstance)
autoresolved battle
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
75 117
5. 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 toggle_fow
inputted.
When at the battle scroll, input this code in, attacker if attacking, defender if auto_win "attacker/defender"
defending and press auto retaliate button. Automatically wins.
z=name of settlement or unit without title (except Captain). x,y=coords move_character z x,y
Contributed By: ssj18vegeta, Anteok, wjeder
47 74
6. 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 -
^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 create_unit "settlement or character" "unit ID" "amount (1-5)" "experienc
settlement/general you like (1-9)" "armor (1-3)" "weapon (1-3)"
Contributed By: P1r8te
94 70
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
- loyalty, + authority PoliticsSkill 3
+Chivalry,Loyalty Loyal 3
+morale Brave 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) GoodInfantryGeneral 1
Increases command skill (situational) GoodCavalryGeneral 1
Increases command skill (situational) GoodAmbusher 5
Increases command skill (situational) GoodAttacker 5
Increases command skill (situational) GoodDefender 5
Increases command skill. GoodCommander 5
Increases Dread BattleDread 4
Increases Movement Points Energetic 3
Increases Peraonal Security HighPersonalSecurity 3
Increases Piety PublicFaith 4
Effect Code
More kids, increased general's hitpoints HaleAndHearty 3
Contributed By: Toomin222, shadowmoonboy
84 81
Below is a list of ancillaries (with their ANCILLARYNAME) that can be given to Spies and/or
Assassins
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: Toomin222
76 59
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
30 54
Unlockables
1. Unlock all factions
Find this directory:
Medieval II Total War\data\world\maps\campaign\imperial_campaign
Then 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!!!!