Maximum amount of 500 Different Units and mercenaries *The Teutonic Order (only playable in the Late Era Campaign) *Knights Templar (only playable in the Early Era Campaign) Play the early Era Campaign in Hotseat mode.
Kingdom of Jerusalem replaces Knights Templar Loosing this key settlements can seriously drop the military and econimc power of one faction. Every faction owns one or two very advanced settlements, which will be your local military powerhouse. A few settlements are different than in the Early Era Advanced settlements and units available at the game start *- Historically accurate family trees (within the limits of the game engine) * Teutonic Music for east european factions * Britania Music for north european factions * Crusades Music for the middle eastern factions
New campaign music from the Kingdoms Expansion: *- Extended and more reasonable win conditions New models for european castles, fortresses and citadels * New models for trade ships, sieges and trade wagons *- New captain and general models for all orthodox factions *- New captain models for catholic factions Forever.- New character models for all faction leaders Now if you take the settlement wherein the guild is located from another faction, would this give you the Hanseatic League Headquarters or would it just be placed up for grabs again?Nope. which regions of the Baltic are needed to obtain this?It varies from game to game and each faction gets a slightly different message. Make sure you capture those cities as quickly as possible because the AI can and will beat you to the punch if you don't. The catch is that other AI factions get a similar message with one very important difference, their required cities are different to yours so don't dilly dally. To get the guild, you need to capture the cities required to get it. If the city the league is built in is captured, the guild is lost for good, even if the original owner captures it back. The League is a special building that can only be built once and only works for that faction. One question is whether you can take this guild away from a faction which beats you to the punch, as with most guilds.If it's anything like Kingdoms, the answer is no.
Now if you take the settlement wherein the guild is located from another faction, would this give you the Hanseatic League Headquarters or would it just be placed up for grabs again? The other question is probably best suited for a Kingdoms thread but I'll ask it here since it's related: which regions of the Baltic are needed to obtain this? I want to say you don't have to possess them all, but most, to get this guild initially. I can't see France getting this too early, for instance, much less the Cuman Khanate. One question is whether you can take this guild away from a faction which beats you to the punch, as with most guilds. Now that I've switched over to Stainless Steel 6.1, I see you can get the Hanseatic League with many of the Catholic factions (minus the Italian three and the Iberian three), two of the Orthodox ones (the Russian two), Lithuania and the Cuman Khanate (seems a long way for them to expand though). I hadn't done too much research on the Hanseatic League in Kingdoms: Teutonic because I've been sticking to the M2TW campaign for the most part.