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3/8/24, 8:23 PM PC Cheats - Medieval 2: Total War Guide - IGN

Medieval 2: Total War Guide

PC Cheats
BY IGN-CHEATS, +250 MORE UPDATED MAR 8, 2017

This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Medieval II: Total War for PC. If you've
discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.
Command Shell Codes

Use 'logon <password> to enable with an administrator password.

add_money <opt:faction_type> <amount> : adds an amount of money to a faction's coffers, can be negative, default is
player faction

add_population <settlement_name> <amount> : adds an amount of population to a settlement, can be negative

move_character <name> <x>,<y> : moves named character to position on campaign map

auto_win <attacker/defender> : the attacker or defender wins the next autoresolved battle

create_unit <settlement/character_name> <unit_id> <opt:how_many> <opt:exp/armour/weapon> : creates one or


more units of the specified type

toggle_fow : toggles the fog of war on or off

toggle_restrictcam : toggles camera restrictions on or off

Join
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save_battle_replay : saves battle replay in file replays/<name>.rpy

save_battle_replay <name> : saves replay

give_ancillary <charactername> <ancillary name> : gives the character an ancillary

remove_ancillary <charactername> <opt:ancillary name> : removes ancillary from the character an ancillary (default =
all)

give_trait <charactername> <trait name> <opt:level> : gives the character a trait at level (default = level 1)

remove_trait <charactername> <opt:trait name> : removes a specified trait from the character (default = all)

disable_vnvs : toggles whether to disable game applying traits and attributes

process_cq <settlement> : Completes all (possible) construction pending in queue

character_reset : resets the character back to it's start of turn settings

show_cursorstat : shows the cursor position and region id

toggle_terrain <opt:region/tiletype/climate/choke/landing/frontier/features/frontier_defend> : toggles the terrain to


display various data sets, no param resets to normal

bestbuy : sells units cheaper

oliphaunt : the biggest around


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jericho : and the walls came a-tumblin' down

write_ui_cache : writes out the ui texture cache to disk

give_trait_points <charactername> <trait name> <points> : gives the character points for trait

list_traits : lists all the available traits

list_ancillaries : lists all the available ancillaries

mp <charactername> <amount> : gives the character movement points

list_characters <opt:faction_type> : lists all the characters in the world or those belonging to a faction

show_landings <opt:cursor/region_id> : shows the landing positions available to the ai from a given region, default
hides them

filter_coastlines : applies filter to world map coastlines

toggle_coastlines : toggles strategy map coastline display

set_building_health <settlement_name> <building_chain> <final health percent> : sets health of a building of the
specified type (eg core_building) in a settlement, so that the final health percentage is as specified; for building chains
see export_descr_building.txt

ai_turn_speed <multiplier> : sets the maximum speed of turn processing during the ai round maximum supported speed
is 255x
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amdb_min : sets aerial map overlay depth bias for min zoom

amdb_max : sets aerial map overlay depth bias for max zoom

amdb_offset : sets aerial map overlay offset towards camera

zoom : zooms to specified aerial map zoom (only valid during a view of the strategy map)

set_ranking_interval : sets the denominator of the faction ranking graph interval which is calculated as (number_of_turns
/ denominator). If set to 0, then the denominator will be set to number_of_turns, giving an interval of 1

regenerate_radar : Does what it says on the tin

adjust_sea_bed : adjusts whole sea bed to specified height

reload_shaders : reloads all vertex shaders

reload_textures : reloads all textures

toggle_game_update : unknown

toggle_perfect_spy : toggles everyone's spying ability to perfect and infinite range, and off again

reset_display : Forces a display_close(); display_open() display reset cycle

process_rq <settlement> : Completes all (possible) recruitment pending in queue


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force_diplomacy <accept/decline/off> : Forces the negotiator to accept or decline a proposition

diplomatic_stance <faction_a> <faction_b> <allied/neutral/war> : Set the diplomatic stance between the two factions
(factions must be different)

invulnerable_general <character_name> : makes that named general invulnerable in battle

test_ancillary_localisation : adds all ancillary to the character info display

perf_times : Toggle display of simple performance times of game update vs display

burn_piggies_burn <on/off> : ignite all the piggy winks

test_message <event_message_name | all> : Test the event message specified in descr_event_enums.txt

test_movie <mission_type> <movie_name> <result> : test_movie

reload_movie_db : Reloads movie db

show_terrain_lines <duration> : display defensive terrain features

message_collation_set : Set the message collation on or off (sets all factions)

show_all_messages : Show all messages to all factions (on/off)

clear_messages : Clear all the current stacked messages


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upgrade_settlement <settlement name> : upgrade settlement level

toggle_wireframe : Toggle wireframe rendering

reapply_rigid_model_influence : unkown

toggle_flowing_water : toggles display of campaign map flowing water

nw_stats : toggles display of network stats.

toggle_pr: toggles pr mode.

list_units <character/settlement name> : lists all of the units in an army, with details.

army units (total strength: %i) : unknown

victory <faction> <short> : show victory message for faction for short or long campaign.

trigger_advice <thread_name> [<advice_index>] : - triggers an advice thread

damage_wall <settlement> <gate> <breach> : Damage wall of settlement. Forces 40% damage to a random gatehouse
and a nearby straight section. Destroys gatehouse if 'gate' parameter present; breaches wall if 'breach' present

test_victory_scroll <faction victor> <short campaign (true/false)> : Opens up the victory scroll declaring that the given
faction is the victor

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date <year> : changes the campaign date to the given year

season <season> : changes the campaign season to the given season

force_battle_victory <opt:capture_percent> : forces the local player's alliance to win the battle, completely destroying
the enemy alliance or optionally capturing a percentage of the enemy alliance

force_battle_defeat <opt:capture_percent> : forces the local player's alliance to lose the battle, completely destroying
the local alliance or optionally capturing a percentage of the local alliance

output_unit_positions <filename> : output the positions of all units in the battle to the specified file

Format: - alliance_index, army_index, unit_index, formation_origin_x, formation_origin_y, rotation_in_degrees,


unit_width_in_metres, unit_width_in_men

zoom_to_unit : zoom the camera to a unit of a specific id

show_battle_marker <x> <y> <t> <h> : display a marker at (x, y) for t seconds of height h

show_battle_line <x1> <y1> <x2> <y2> <t> : display a line from (x1, y1) to (x2, y2) for t seconds

show_battle_circle <x> <y> <r> <t> : display a circle at (x, y) of r radius for t seconds

kill_faction <faction_type> : removes the faction from the game

diplomacy_mission <ai_faction> <target_faction> <mission_type> <opt:mission_target> : creates a diplomacy mission

event <start_year[:end_year]> <category[:type]> [<x,y> <scale>] : creates an event


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kill_character <character_name> : kills a character with the given name

control <faction_type> : switches player control to specified faction; old faction may not act correctly as ai faction

create_building <settlement_name> <building_level_id> : creates a building of the specified type in a settlement; for
building level id's see export_descr_building.txt

capture_settlement <settlement name> : evicts any resident characters and armies and gives the settlement to the
local player

disable_ai [opt: tac | sub | dip | name | priest]: disables all (default) or part of the ai for all factions

halt_ai <opt:factiontypename> : halts the turn sequence just before the start of the specified faction's turn, or the
current faction if no faction given

run_ai [opt:x]: re-starts an ai turn sequence after disableai or haltai has been triggered; (use x to also re-enable all parts
of the ai which have been individually disabled)

surrender_regions <opt: horde> <opt:faction_type> : gives all this faction's regions to the slaves. "horde" surrenders
regions for all factions that can be hordes

toggle_chat_log : shows or hides the multiplayer chat window

bounds : toggle display of bounding objects

lights : <merge> <used> <auto>

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set_option <opt_name> <opt_value> : Set new value for specified option (use 1 and 0 for boolean options)

capabilities <settlement_name> : list details of the recruitment capabilities of a settlement

recruitment_pool <settlement_name> : list details of the current recruitment pool of a settlement

diplomacy_costs <receiving_faction> <proposing_faction> <opt:target_faction> <opt:settlement_name>


<opt:payment_amount> <opt:payment_years> : displays a list of raw and perceived diplomacy items costs from the
perspective of the receiving faction.

create_mission <sent_faction> <mission_id> : Attempt to create and add a mission to the specified faction

toggle_HUD_mode: switches between full and minimal HUD during a battle.

print_shortcuts: prints all the keyboard shortcuts for the current handler to documentation/current_handler_shortcuts.txt

logon <password> : enables console with an admin password

logoff: logs out administrator to disable console

clear_password <faction_label> : clears the current password for a specified faction

set_password <faction_label> <password> <password> : sets a new password for a specified faction

set_email <faction_label> <address> : sets a new email address for a specified faction

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Medieval II: Total War


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