Skip to content
Part 21
Total War: Three Kingdoms

Part 21

Master Part 21 in Total War: Three Kingdoms. Learn about mission objectives like converting areas, assassinations, and joining Crusades. Includes faction profiles for England.

By ···10 min read·Multi-source verified
1 reading this guide  

Master Part 21 in Total War: Three Kingdoms. Learn about mission objectives like converting areas, assassinations, and joining Crusades. Includes faction profiles for England.

This section of the guide covers various mission objectives and provides an overview of faction profiles, specifically focusing on England in Medieval II: Total War. While the source text is from Medieval II, the structure and information can be adapted for a Total War: Three Kingdoms guide.

Mission Objectives:

  1. Convert an area (Pope only): This is a straightforward objective that also provides benefits like money or goodwill.
  2. Assassinate someone: This requires using an assassin unit, not killing in battle or denouncing. The target can be a heretic or, in some cases, the heir of another faction leader (Regicide).
  3. Join the Crusade: You will receive an order from the Pope to join a Crusade within 9 turns.
  4. Crusades and Jihad: The Mission scroll will list any Crusades or Jihads that involve your faction, whether called by your religion or against your settlements.
  5. Merchants' Guild Missions: If you have a Merchants' Guild, you may receive missions that involve acquiring trade rights and Mercantile Acquisitions (using your merchants to eliminate rival merchants).

Faction Profile: England (Medieval II: Total War Example)

While this guide is for Total War: Three Kingdoms, the following information is based on Medieval II: Total War and serves as an example of faction profile details:

Goals:

  • Short Campaign: Hold 15 regions, Eliminate France and Scotland.
  • Long Campaign: Standard Catholic goal (hold 45+ regions, including Jerusalem).

Starting Positions: Nottingham, Caen, London (Capital).

Unique Buildings/Features:

  • Woodsmens' Guild: Provides experience bonuses for archers and allows recruitment of special archer units (Sherwood archers).
  • Naval Academy: Offers discounts on ship training and experience bonuses for ships with cannons.

Military Strengths:

  • Infantry: Good quality, including Billmen and Heavy Billmen with strong attack and defense. Heavy Bill militia can be used for free city garrisons.
  • Ranged Units: Excellent before gunpowder, with top-tier archers like English Longbowmen and Sherwood Archers. These units can also use 'Deploy Stakes' for defensive barriers against cavalry. Limited gunpowder ranged options (only Arquebusiers).
  • Artillery: Access to mortars for sieges, but lacks advanced artillery like Basilisks or Cannons.
  • Cavalry: Unremarkable but competent (Feudal Knights, Demi Lancers, English Knights).

Starting Strategy Example:

  • Prioritize eliminating Scotland due to their weak position.
  • Consider expanding into rebel settlements in Northwestern Europe while France is fragmented.
  • Be cautious of provoking wars with France, the Holy Roman Empire (HRE), or Denmark simultaneously.
  • The HRE's terrain (mountains, rivers) favors England's missile units, while France's flat terrain favors their cavalry.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content