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Retrieved 27 July 2016. • Gillen, Kieron (31 August 2007).. Retrieved 27 July 2016. • Bertz, Matt (November 2007). Archived from on 13 February 2008. Retrieved 27 July 2016.
• Ocampo, Jason (7 September 2007).. Retrieved 27 July 2016. • Rausch, Allen (4 September 2007).. Retrieved 27 July 2016.
• Butts, Steve (10 September 2007).. Retrieved 27 July 2016. • 'Medieval II: Total War: Kingdoms'.: 69.
December 2007. • Molloy, Sean (October 2007).. Archived from on 7 June 2016. Retrieved 27 July 2016. External links [ ] • at.
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Spamming of seige equipment prioritized over regular infantry/archer/cavalry units mid-game. OP cavalry in most every case, especially against spears and pikes (a personal nuisance, seeing as even a maxed-out armored spear levy unit will still be devastated by a direct charge from a general's bodyguard unit) 3. The pope hating the guts of virtually everything you do, and mercifully forgiving every other faction for doing the same (this is a world domination game, after all).
The impossibility factor that the idea of enduring alliances and mutual friendships carries in this game. The mysterious ability for all AI factions to spawn full-stack armies in any FOW area available to them, A) especially with units that they cannot possibly create in the amount of time they have against my advancing armies, B) that cannot be created using the settlements or amount of money they own (bankrupted factions), and C) are somehow are the most experienced men that the enemy have had throughout my entire campaign against them.
Several other notable examples of false difficulty involving money and units. Rebel factions are little challenge, and take no actions regarding self-preservation. Rebellions kicking players out of settlements form them into an inactive rebel faction settlement rather than a living enemy threat. Not even major factions may revive themselves later-on. They are merely 'destroyed' after elimination from the campaign map. Squalor, squalor, and once again: squalor.
I cannot stress this enough. Oh, also the fact that settlements with high enough populations cannot be tamed, and will inevitably rebel. Add into the mix that farms, which you may or may not rely on for your faction's turn-based income, only make this problem worse over time. The relative uselessness of assassins in the game, excepting, of course, the fact that they give your king dread traits upon recruitment.