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For similar factions in other games, see Egypt.


Egypt is a faction in Medieval II: Total War, unlockable after completing the campaign as one of the starting factions.

Description[]

Egypt Map

Egypt (yellow, highlighted) in the faction selection screen.

At a time where religious intolerance is common throughout the known world, Egypt stands out as an enlightened melting pot of religions and ideologies. Descendents of Mohammed's daughter Fatima, the Fatimid rulers of Egypt are Shiite Muslims, but Sunnis, Jews and Christians still hold offices and government positions. Unlike the age of the Pharaoh, bloodline is now considered secondary to ability and talent in Egypt, making it a very progressive and balanced nation. After being assimilated into several empires over the past couple of millenia, the people of the Nile have proven to be culturally flexible and great survivors.

For all its merits, the Fatimid dynasty was once a little mightier than it is now, with its borders receding after a reign of madness and mismanagement by Caliph Al-Hakim. Fortunantely for the Egyptians, none of their neighbours are bearing down upon their lands - in fact, expanding in any direction shouldn't prove a problem. The Moors lie much too far to the west to be considered an immediate threat, and the Holy Lands beyond Gaza are presently ruled by petty Sheiks and Emirs that are backed by none of the major empires.

Though the problems facing the Egyptians close to home aren't anything a decisive ruler can't deal with, any Egyptian forays into the Holy Lands will no doubt be subject to Catholic invasion from across the Mediterranean. Regular military pilgrimages by European Christians to Jerusalem seem an inevitability, as do counter-attacks from other Muslim powers such as the Turks. Expand and consolidate quickly and the world could be your oyster.

Strengths[]

Relies on powerful cavalry, particularly the Mamluks.

Weaknesses[]

Lacks heavy infantry, particularly in the late period.

Overview[]

  • Religion - Islam
  • Long Campaign win conditions - Hold 45 regions, including: Constantinople Region, Jerusalem Region
  • Short Campaign win conditions - Hold 15 regions. Eliminate Factions: Moors, The Turks
  • Financial Start - Starting Purse 8,000 Florins
  • Kings Purse - 1,500 Florins

Settlements

  • Cairo (Minor City, Capital) - City Watch, Minareted Masjid, Town Hall, Grain Exchange, Dirt Roads, Land Clearance
  • Alexandria (Large Town)
  • Gaza (Castle) - Stables, Dirt Roads

Initial units

  • 3 General Bodyguard's
  • 7 Spear Militia
  • 5 Desert Archers
  • 2 Peasant Archers
  • 2 Peasants

Ruling Family

  • Sultan Al-Zahir (Age 60; Faction Leader) - Command 3, Dread/Chivalry 0, Authority 2, Piety 6
  • Crown Prince Al-Mustansir (Age 45; Faction Heir) - Command 4, Dread/Chivalry 0, Loyalty 5, Piety 6
  • Mubarak (Age 35; Family Member) - Command 1, Dread/Chivalry 0, Loyalty 5, Piety 5
  • Nasser (Age 12; Junior Family Member; Male)
  • Moussa (Age 9; Junior Family Member; Male)

Initial Agents

  • Tamer Ûnujur (Age 20; Spy) - 5 Subterfuge
  • Fahim (Age 20; Diplomat) - 2 influence
  • Mahfouz (Age 34; Iman) - 4 piety

Units[]

Egypt's power is based around its cavalry. With cavalry units of all types, they are comparable even with the Mongols. Its infantry, however, is rather mediocre, the player having to rely on Saracen Militia until later in the game.

Trivia[]

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Medieval II: Total War Factions
Starting Grand Campaign Factions EnglandFranceThe Holy Roman EmpireSpainVenice
Unlock-able Grand Campaign Factions SicilyMilanScotlandThe Byzantine EmpireRussiaMoorsThe TurksEgyptDenmarkPortugalPolandHungary
Unplayable Grand Campaign Factions The Papal StatesThe AztecsThe MongolsTimurids • Rebels
Tutorial Campaign NormansThe Papal StatesSaxonsScotland • Rebels
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