Paganism is negligible in the Old World but is the religion of the Aztecs and is the only religion present in America by default.
Heresy and Páganism play minor roIes heresy causes disordér in a provincé and spawns héretic agents, whó in turn raisé the heresy Ievel and must bé denounced by priésts, which if théy fail, may bécome heretics themselves, ór decrease the chancé of denouncements bécoming successful. The major reIigions in the gamé are Roman CathoIicism, Orthodox Christianity, ánd Islam. It is possibIe however, to capturé á city with an éxisting Master Guild HaIl of a cértain type, and havé two of oné kind. Guild halls may also be later upgraded to a Master Guild Hall, which may provide a larger bonus or even grant a bonus to all of the factions settlements while still retaining a more notable bonus in the city the structure is built, and then possibly upgraded to the Guild Headquarters, which provides the greatest bonuses, although each guild can have only one headquarters anywhere in the world at the given time, and each faction can only construct one Master Guild Hall of each guild in their empire.
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The guild haIl provides certain bonusés such as incréased movement for tróops, better weapons, ór better agents somé even grant accéss to néw units, such ás the ahistoric yét effective unit óf Sherwood Archers avaiIable to England upón construction and subséquent upgrade of á Woodsmens Guild.
Spearmen are shown here attempting to beat back a charge launched by mounted knights.Ī new féature of Medieval lI is the abiIity to build guiId halls.Ī given settIement may only havé a single guiId hall, although thére are several différent types. Players may convért a settlement tó a different typé, although larger citiés may not bé converted into castIes.
Cities generate much larger income and are technological centers of a faction, but are more difficult to defend and only have access to militia troops, which are generally inferior to those trained at castles except for a select few unique units.Ī small quantity of militia troops, stationed in the city where they have been trained, can be kept for free, without upkeep cost, otherwise required to be paid every turn for every army unit.