Creative Assembly's Total War PC games have a reputation for being gigantic. Medieval II: Total War not only fit hundreds of units onto the screen at once, but also covered a huge span of European history. The upcoming Kingdoms expansion sticks with this theme by exceeding all expectations of what an expansion should encompass.

Kingdoms brings four mega-sized campaigns to Medieval II: Total War. The first deals with the Spanish conquest of the New World. Seven playable factions enter the picture, including Spain, The Aztecs, Mayans and four Native American tribes. Players that choose Spain will control Cortez and his conquistadors as they gain a foothold in the Americas. However, just as the original explorers did, the Spanish faction will need to rely on supplies and reinforcements to be shipped in from the motherland. Alternatively, playing as one of the native factions grants more immediate access to armies, providing an opportunity to fend off the threat.

The Britannia Campaign puts players in the seat of greatness as Britain emerges as a major power with a firm grip over all the provinces of the British Isles. However, maintaining control proves to be a great undertaking, with forces spread thin and the ever present threat of rebellion looming over the kingdom. Those who wish to tear down the crown may choose to play as Ireland or Wales. Scotland, on the other hand, gets placed in a unique position, squeezed against the British expansion while fending off Vikings from Norway.

Lastly, Kingdoms will offer Crusades and Teutonic Campaigns. While Crusades could be launched in the original Medieval II, this will be the first time a full campaign will be designed around the bloody war between Christianity and Islam. The Crusades eventually result in the formation of the Teutonic Order, who led a bloody slaughter against pagans.

As though four massive and unique campaigns weren't enough, Kingdoms also features hero units. In each time period, legendary characters like Richard the Lionhearted emerge as heroes. In Kingdoms, these special units have abilities to bolster armies and change the outcome of a battle. Permanent forts, another new feature, increase the player's sense of persistence in each level. In the Britannia Campaign, players will have to defend a pre-set stone fort against attacks. The Crusades allow players to place their forts in strategic locations, where they can garrison troops.

One of the bigger improvements comes from the ability to control multiple reinforcement armies. Players issue commands to reinforcement, making it possible to attack a castle from multiple direction, with full armies assailing each wall.

Similar to the original, religion will play vital roles in developing an army, and Kingdoms will have new technology trees influenced by both religion and prestige.

All this content may seem like too much to put into a single expansion, but the Total War series has always done things on a gigantic scale, and Kingdoms will be no exception.

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Medieval II: Total War – Kingdoms