AGO — Mechanics

How the numbers work: combat, the Ring, spycraft, raiding and the settings file · Medieval II: Total War

How combat works

The Medieval II engine's combat formulas were never officially documented; what follows is the community's settled understanding from fifteen years of testing, applied to the stats this site shows. It is the one part of this site not read directly from the mod's files.

Attack & defence

Each strike rolls the attacker's attack against the defender's defence. Defence is the sum shown on the unit page: armour + defence skill + shield. The three parts are not equal: the shield only protects the front and left arc (attacks from the right or rear ignore it), and defence skill counts only in melee — missiles are resisted by armour and shield alone.

Armour-piercing

Weapons with the AP badge halve the target's armour before the roll (skill and shield are unaffected). Axes, maces, crossbows and most siege ammunition are AP — the counter to heavily-armoured foes such as the dwarven elites with their level-7 plate.

Charge

The charge bonus is added to attack during the first seconds of contact, roughly until the formation collapses into the melee grind. A cavalry charge that connects at speed applies it with mass behind it — lances can double their effective attack on impact; the same unit stuck in prolonged melee falls back to its base attack.

Missiles

A projectile's damage comes from the ammunition, not the archer: the same unit hits harder with better arrows (the clickable ammo cards on the unit page show each projectile's damage and AP flag). Range and volume favour massed archers; armour blunts non-AP arrows badly, which is why crossbows (AP) punch above their paper attack.

Armour upgrades

Retraining at a smith adds +1 armour per level, to the cap the unit's own upgrade ladder and the faction's smiths allow — the caps differ widely by faction (see the faction cards and the smith chain on the buildings page).

Morale, fatigue and fear

Morale decides when soldiers run: casualties, flanking, a dead general and fatigue all drain it; units marked ∞ never rout. Fatigue also dulls attack and defence — heat is its main driver, so the unit page's heat stat matters in the south. Fear effects (the Nazgûl's dread, units that frighten nearby foes) work as a morale penalty aura.

Experience

Each chevron adds roughly +1 attack and +1 defence skill per two levels and a morale step per level — a gold-chevron militia regularly beats fresh professionals. Buildings that grant recruit experience (and the garrison veterans on the world page) start units up that ladder.

The One Ring

The Ring questline arms itself at turn 50. From there the Ring is found, kept, stolen and marched across the map through 16 scripted stages:

InactiveSpawnedKeptMarch to Black GateMarch to Mount DoomSaruman CountdownSarumanSauronDestroyedBring to CouncilBring to Mount Doom (Player)Bring to Sauron (Evil)Bring to Sauron (Mordor)Bring to SarumanBring to IsengardRingbearer left Grey Havens

Destroying it is not safe even at the end: an attempt at Mount Doom fails 20% of the time, with the Ring slipping away to resurface elsewhere. The Annals hold every Ring scroll the campaign can show; each faction's overview on this site notes what keeping the Ring unlocks for it (the smiths of several factions forge level-6 armour only for a Ring-keeper).

The Palantíri

Six seeing-stones are hidden in fixed settlements. Holding one lets its owner scry a distant area every 5 turns, revealing a radius of 7 tiles — or 15 for the three masters of the stones (Sauron, Saruman and Denethor).

StoneKept at
The Anor-stoneMinas Tirith
The Elostirion-stoneUndertowers
The Mirror of GaladrielCaras Galadhon
The Ithil-stoneBarad-dûr
The Orthanc-stoneIsengard
Crebain of DunlandByrig

Spy networks

Beyond individual agents, each faction can fund a standing intelligence network against a rival, upgraded in four levels. Each level's chance applies per turn, per enemy settlement or army, to reveal it on the map:

Network level1234
Upgrade costfree1000 gold2000 gold4000 gold
Upkeep / turn250 gold500 gold1000 gold
Reveal chance0%10%20%40%

Raiding

Armies can raid enemy provinces for loot and slaves rather than besiege. A raided province needs 10 turns to recover before it can be raided again. Loot is 60% of the province's value (resources count ×2; a passive raid stance yields 85%), and slavers take 25% of the population. The season matters most:

SeasonLoot multiplier
Spring×1
Summer×1.5
Fall×2
Winter×0.5

Harvest-time raids (autumn) are four times as profitable as winter ones — the raiding factions (Isengard, the Goblins, the corsairs) live by this calendar.

The settings file (AGO.cfg)

The mod ships a plain-text settings file next to the launcher — AGO.cfg — with 31 player toggles. Defaults as currently shipped:

SettingDefaultWhat it does
[debug]
enable_loggingtrueWrite the AGO script log to disk
dev_debugfalseVerbose developer logging
log_to_consolefalseMirror the log to an attached console
[sorting]
enable_sortingtrueSort units in the recruitment panel
sortmode16Primary sort mode for the recruitment panel
sortmode27Secondary sort mode
sortmode34Tertiary sort mode
sort_playertrueApply the sorting to the player as well as the AI
[limits]
maximum_ancillaries16How many retinue members a character can hold
guild_cooldown3Turns between guild offers
[saving]
post_battle_savingtrueAutosave after each battle
[info]
hide_army_infotrueHide army details of other factions on the map
ai_raid_notificationtrueShow a message when the AI raids your lands
watchtower_radius10Line-of-sight radius of watchtowers
enable_font_scalingfalseScale UI fonts on high resolutions
custom_extent_colorstrueFaction-coloured borders on the campaign map
use_legacy_colorsfalseUse the older faction colour palette
[scripts]
natural_disasterstrueEnable the scripted calamities (fires, famines, storms…)
random_aa_ai_startfalseThe AI Ar-Adûnâim expedition lands at a random spot
merge_dol_amrothfalseGondor absorbs Dol Amroth at campaign start
randomized_startfalseShuffle starting settlement ownership
shattered_alliancesfalseStart without the historical alliance blocs
last_stand_armiestrueFactions spawn a final army at their last-stand seat
use_cinematic_introstruePlay the faction intro cinematic on new campaigns
auto_return_loottrueLoot returns to your treasury automatically
auto_convert_buildingstrueCaptured settlements convert their buildings automatically
[battle]
no_default_skirmishtrueMissile units do not start battles in skirmish mode
change_general_positiontrueThe general deploys behind the line, not in it
default_battle_speed1Battle speed multiplier at battle start
[difficulty]
aggressive_rebelstrueRebel armies actively attack settlements and armies
ai_free_generalstrueAI generals cost no upkeep