Medieval II: Total War cover art

Medieval II: Total War

2006The Creative AssemblyLinux, PC (Microsoft Windows), Mac

Take command of your armies and expand your reign. Conquer, destroy, rebuild and improve the cities of the greatest medieval nations of the Western and Middle Eastern world. Employ diplomacy to manipulate your allies and enemies and direct epic and visceral real time battles with up to 10,000 meticulously detailed troops shedding blood on lush 3D landscapes complete with dynamic weather effects in order to re-write history and rule the world. Spanning four and a half centuries of Western history’s most bloody and turbulent era, Medieval 2 encompasses the golden age of chivalry, the Crusades, the creation and propagation of gunpowder, the rise of the professional army and the discovery and conquest of the Americas. The indirect sequel to 2002’s Medieval: Total War, Medieval 2 is set between years 1080 and 1530 and focuses on medieval warfare, religion and politics in Europe, North Africa and the Middle East.

What it feels like

The bloodshed, conquest, and brutality of medieval warfare are presented unflinchingly as part of the historical realism.

Grim55%

What it's about

Warfare, conquest, and armed forces are the central subject; virtually all gameplay revolves around military strategy and battles. Grounded in real medieval history from 1080-1530, featuring actual historical nations, the Crusades, gunpowder proliferation, and New World discovery. Set in the medieval period with castles, feudalism, knights, and period-accurate warfare as the core aesthetic and systemic context.

Military & War82%
Historical80%
Medieval75%

How it plays

Real-time army command with economy and unit production is the core loop, commanding thousands of troops across battlefields. Turn-based empire management spanning centuries, diplomacy, religion, and territorial conquest across massive regions defines the strategic layer. Real-time battles with positioning, unit ranges, formations, and tactical deployment of up to 10,000 troops on dynamic 3D terrain.

Real-Time Strategy95%
Grand Strategy92%
Grid Tactics Combat88%
Real-Time with Pause85%
Deep Simulation78%
Resource Management68%
City Building65%
Reputation & Factions58%
Character Builds50%

How it looks and sounds

3D landscapes with dynamic weather and detailed unit models aim for visual authenticity rather than stylization.

Photorealistic60%

How it's structured

A bounded authored campaign spanning 1080-1530 with definite historical progression and victory conditions across multiple regions. Campaign has a linear historical timeline but players choose conquest order and strategy within a sprawling explorable world of regions. Multiple factions, random diplomacy, and non-linear conquest order create meaningfully different campaigns across playthroughs.

Campaign85%
Wide-Linear72%
High Replayability62%
Single-Player45%

Shares Grand Strategy, Military & War, Real-Time with Pause, Historical.

Both lean into Grand Strategy, Military & War, Real-Time with Pause, Historical.

Grand Strategy95%Military & War92%Real-Time with Pause85%Historical88%

Shares Real-Time Strategy, Grand Strategy, Grid Tactics Combat, Historical.

Both lean into Real-Time Strategy, Grand Strategy, Campaign, Grid Tactics Combat.

Real-Time Strategy95%Grand Strategy85%Campaign85%Grid Tactics Combat80%

Shares Grand Strategy, Real-Time Strategy, Real-Time with Pause, Historical.

Both lean into Grand Strategy, Real-Time Strategy, Historical, Real-Time with Pause.

Grand Strategy95%Real-Time Strategy75%Historical85%Real-Time with Pause80%

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DEFCON39% match

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Both lean into Grid Tactics Combat, Grand Strategy, Real-Time with Pause, Resource Management.

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