This is the playing method, no cheat incluyed
Taller WallsIf you use a Hi Plain and make a wall or something and build a wall on it and then erase the Hi Plain you will have a taller wall.
Burn Inside of Enemy CastleThere are certain types of enemies that make slaves who burn things down. If you put ox tehters inside of the enemies castle they will burn them down. This usually works with the Arab enemies.
Some Hard Crusader Trail LevelsSome levels are indeed very hard, and this is mainly because there is little or no resources near you. To make the most of your limited resources, turn your wood into crossbows, then sell them, turn your iron into metal armour(is made quicker than swords or maces), and sell them. If you have stone, there isn't much you can with it, so sell it. And don't be afraid to spend 2000+ gold on soldiers at the beginning of hard levels. If you get a good hold on your defences, then you will be safe and won't suffer as much from enemy attcks.
3. This Dusty Land:
A fairly hard level, but you are allied with the Lionheart, so there are some advantages. Put iron mines on every spot of iron there is south of you, and remember: an iron mine only needs 4 squares of iron to build on, so try and use this to place as many as you can in a limited space. Place square towers all along the north edge of your castle and equip them with ballistae, about 6 or 8 will do. Sell your iron for money and make sure you have lots of archers defending your farms from constant slave attacks: crossbowmen shoot too slowly. You can put some on your square towers to fend off the Caliph's swordsmen if they get too close, but your ballistae should get them while they are "camping" north of your castle. Use crossbowmen and pikemen/swordsmen to kill each Caliph, and start with the lower one. And be aware of pitch ditches around their bases.
4. An Old Friend:
Start building your south-west wall as quickly as you can, and don't be afraid to spend a lot of money at the beginning on crossbowmen. 20 of them will do. After you have a good hold on your defences, build ballistae on square towers. They will hassle the Pig's forces constantly. Counter his macemen with swordsmen, and don't let him take all the oasis for himself.
7. Greek Fire:
Can be difficult, but there are many resources on your side of the river, so take advantage of them!! And remember you only have to defend the ford west of you. Remember to use crossbowmen and ballistae on square towers.
8. Sands of Time:
Build towers as far south as you can to defend your farms and the large resource area in the middle of the map. Use crossbowmen, for they can kill the Rats's archers quickly, and kill their spearmen very quickly. Once you have a gold hold on your defences, start to fortify the resource area.
11. Rocky Valley:
Use crossbowmen to fend off the Pigs's attacks, and build as many iron mines and quarries as you can around the resources south of you. Build your walls around them, and place towers all along your castle, including the sides: their macemen head for the sides and will break through if they go unnoticed.
13. The Heat of the Desert:
Build your walls around the farmland, and use crossbowmen to defend against the Caliphs's attacks. Build ballistae on towers to hassle their castles. Eventually their economy will break down because your defences will be so close, they won't be able to get their workers past their gatehouses. Then pick off their archers, and attack with swordsmen. Easy.
17. Realm of the Camels:
Place crossbowmen on the inner gatehouses only, because then if the gatehouses get destroyed, you can rebuild them.
18. A Barren Land:
Build walls between each of the gaps in the cliffs, and defend with bowmen. Build quarries on the stone west of you, and build a tower as far out as you can to defend them against slave attacks. Build ballistae to counter the Snakes's catapults, but don't be worried about them because they only use one in each of their attacks. Start with Lord Python, then go anti-clockwise and wipe the rest out.
19. A Date With History:
To kill the Wolf, train 300+ crossbowmen(yes I'm serious)to defend, using stone for funds. When you think you stand a chance against him, wait for an attack, then attack with the crossbowmen you are using for defence. Just let your crossbowmen hang around his castle, picking off his archers and siege defences. When all his defences are crushed, hire 5 assassins, and take control of a gate house. Get your crossbowmen to get on the walls all around his keep, where they will kill all his forces and then eventually kill the lord, but keep them on the walls.
20. The Saracen:
Try to defend the ford south of you, but don't place any troops on the walls or gatehouses. Also defend the ford north-west of you, and use archers against their slave attacks. Build a water pot near the resouces north of the ford, in case slaves do get there. Lionheart will destroy most of The Jackal's walls, and when the time is right, attack with swordsmen. Erase him and then Lionheart can get a hold on his defences. Then fortify the gatehouse south of you with crossbowmen. And use ballistae if need be. Erase the other two Caliphs in the same way, and victory will be yours!!
22. Red Beak:
Build a gatehouse as far west of you as you can to defend your iron mines. Use crossbowmen and bowmen to fend off the Caliph's attacks. Trun your wood into crossbows for money, and turn your small amount of iron into armour for money. Eventually attack him with catapults and fire ballistae, then move in for the kill with pikemen. Build crossbowmen on towers along the cliff edge south-east of you, because he will set your castle ablaze with his fire ballistae. Then vistory will be yours!!
This is as far as I've got but I'll keep you updated. Stay cool, and good luck.
STRONGHOLD: CRUSADER Final Version By KingUndrTheMtn Strider3100@windstream.net (see Contact section before emailing me) Copyright 2004 by Tim Filla =============================================================================== TABLE OF CONTENTS 1. Introduction 2. Units 2a. Crusader Units 2aa. Barracks Units 2aaa. Archers 2aab. Spearmen 2aac. Mace-men 2aad. Crossbowmen 2aae. Pikemen 2aaf. Swordsmen 2aag. Knights 2ab. Guild Units 2aba. Engineers' Guild 2abaa. Engineers 2abab. Laddermen 2abb. Tunnelers' Guild 2abba. Tunnelers 2ac. Siege Weapons 2aca. Portable Shield 2acb. Battering Ram 2acc. Catupalt 2acd. Trebuchet 2ace. Ballista 2acf. Siege Tower 2ad. Misc. Fighters 2ada. Monks 2adb. Crusader Lords 2b. Arabic Units 2ba. Arabian Bow 2bb. Slaves 2bc. Slingers 2bd. Assassins 2be. Horse Archers 2bf. Arabian Swordsmen 2bg. Fire Throwers 2bh. Arabic Lords 2c. Civilians 2ca. Workers 2caa. Woodcutters 2cab. Quarry Workers 2cac. Miners 2cad. Pitchmen 2cae. Merchants 2caf. Priests 2cag. Healers 2cah. Fire Watchers 2cai. Bakers 2caj. Brewers 2cak. Mill Boys 2cal. Innkeepers 2cam. Hunters 2can. Farmers 2cana. Apple Farmers 2canb. Dairy Farmers 2canc. Wheat Farmers 2cand. Hops Farmers 2cao. Weapon Producers 2caoa. Fletchers 2caob. Poleturners 2caoc. Tanners 2caod. Blacksmiths 2caoe. Armorers 2cb. Misc. Civilians 2cba. Mother & Infant 2cbb. Jester 2cbc. Spirits 2cbd. Children 2cbe. Drunkard 2cbf. Peasant 2cbg. Lady 2d. Animals 2da. Crows 2db. Seagulls 2dc. Camels 3dd. Deer 3de. Rabbits 3df. Lions 3dg. Dogs 3. Buildings 3a. Castle Buildings 3aa. Walls 3aaa. Wall Stairs 3aab. Normal Walls 3aac. Low Walls 3aad. Crenulated Walls 3ab. Soldier Producing Buildings 3aba. Barracks 3abb. Mercenary Post 3abc. Armory 3ac. Gatehouses 3aca. Small Stone Gatehouse 3acb. Large Stone Gatehouse 3acc. Drawbridge 3acd. Caged War Dogs 3ace. Pitch Ditch 3acf. Killing Pits 3acg. Brazier 3ach. Moat 3ad. Towers 3ada. Lookout Tower 3adb. Perimeter Turret 3adc. Defense Turret 3add. Square Tower 3ade. Round Tower 3ae. Military Buildings 3aea. Guilds 3aeaa. Engineers' Guild 3aeab. Tunnelers' Guild 3aeb. Mangonel 3aec. Ballista 3aed. Stable 3aee. Oil Smelter 3b. Industry Buildings 3ba. Stockpile 3bb. Woodcutters' Hut 3bc. Quarry 3bd. Ox Tether 3be. Iron Mine 3bf. Pitch Ditch 3bg. Market 3c. Farm Buildings 3ca. Hunter's Post 3cb. Apple Orchard 3cc. Dairy Farm 3cd. Wheat Farm 3ce. Hops Farm 3d. Town Buildings 3da. Hovel 3db. Chapel 3dc. Church 3dd. Cathedral 3de. Apothecary 3df. Well 3dg. Water Pot 3dh. Bad Things 3di. Good Things 3e. Weapons Buildings 3ea. Fletcher's Workshop 3eb. Poleturner's Workshop 3ec. Tanners's Workshop 3ed. Blacksmith's Workshop 3ee. Amorer's Workshop 3f. Food Proccessing Buildings 3fa. Granary 3fb. Bakery 3fc. Brewery 3fd. Mill 3fe. Inn 3g. Keeps 3ga. Stone Keeps 3gb. Manor 3bc. Stronghold 4. Popularity 5. Strategies 6. Tips 7. Lords 8. Extras 9. Copyright 10. Contact 11. Version History 12. Thanks =============================================================================== 1. Introduction Hello, welcome to my guide on Stronghold: Crusader. This is a great strategy game, and for a good price. I hope you enjoy the guide and the game. =============================================================================== 2. Units This section is fairly long. Have fun trying to read it all. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2a. Crusader Units I think crusader units are better than the Arabics, because if you take a crusader swordsmen head to head against the Arabic, the Crusader soldier will win (if they have equal health). Plus they are more difficult to make, so the game incourages that they are better because they are hard to make. Don't worry, if your an Arabic lord you can make crusader units, and vice versa. They can be recruited at the barracks. The scale is: Terrible, Poor, Bad, Fair, Good, Excellent =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2aa. Barracks Units The hardest units of them all to make! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2aaa. Archer Damage: Ranged: Good Melee: Terrible Defense: Poor Usefulness: Good Weapon: Bow, created Armor: None Overall: Fair Bonus: Can climb ladders and dig moats and use braziers This unit is useful in defense and if the enemy has quite a few archers, useful on attack. Can also use braziers, which can light pitch ditches on fire and braziers increase damage to excellent from distance. 2aab. Spearmen Melee Damage: Poor Ranged Damage: None Defense: Terrible Usefulness: Poor Weapon: Spear, created Armor: None Overall: Poor Bonus: Can dig moats and climb ladders Very terrible units. Only make them if you have about a hundred minimum. 2aac. Macemen Damage: Good Defense: Fair Usefulness: Good Weapon: Mace (created) Armor: Leather armor (created) Overall: Good Bonus: Can dig moats and climb ladders Macemen are pigs when they talk (and resemble The Pig, Duc Truffe) but are very usefull if an enemy only have a lord with average health and a few soldiers and are excellent in groups. 2aad. Crossbowmen Damage: Ranged: Excellent Melee: Poor Defense: Ranged: Good Melee: Fair Usefulness: Excellent Weapon: Crossbow (created) Armor: Leather Armor (created) Overall: Good Bonus: None I loathe the way they talk, they have a wierd words and trying sound all impressive and everything. But they are excellent fighters. They are slow, but can rapidly dispatch enemies when in groups. They shouldn't be used on attack because it will take forever to get there, but are highly recommended in towers. 2aae. Pikemen Damage: Good Defense: Excellent Usefulness: Good Weapon: Pike (created) Armor: Metal Armor (created) Overall: Excellent Bonus: Can dig moats These dudes are pretty good. They are like swordsmen except not as good attack and a slightly better defense then the swordsmen. 2aaf. Swordsmen Damage: Excellent Defense: Excellent Usefulness: Good Weapon: Sword (created) Armor: Metal Armor (created) Overall: Excellent Bonus: None The swordsmen are probably the strongest units in the game (except the lords). They have better defense than the knight and attack very good. Their only disadvantage: very slow. If you have them in your army, they will take a while, just like pikemen and crossbowmen. 2aag. Knights Damage: Excellent Defense: Good Usefulness: Excellent Weapon: Sword (created), spear (DO NOT have to create), horse Armor: Metal Armor (created) Overall: Excellent Bonus: Extremely fast The knights are the most useful units in the game according to me. They can go up to walls and breach them, easily knock down gatehouses, and rapidly kill enemies. The one disadvantage: they cannot go on top of keeps. They cannot also go on walls. Hence, they cannot kill lords (except if on the occasion lords will meet their opponents head on or stand in the doorway of keeps. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2ab. Guild Units Guild units are created at both Engineers' Guilds and Tunnelers' Guilds, found in the military buildings section. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2aba. Engineers' Guild Units These guys can only be found at the engineer's guild. That was obvious. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2abaa. Engineers Abilities: Man siege weapons, dump oil, build siege weapons. Siege Engineers can make all kinds of siege weapons and man the mangonels and ballistae in the towers. 2abab. Laddermen Abilities: Take ladders and set them on enemy walls and special units can climb them (see Bonuses on the characters). Laddermen are useless to me, they always die before they can get to their destination. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2abb. Tunneler's Guild Units Very short. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2abba. Tunnelers Damage: Fair Defense: Poor Usefulness: Good Weapon: Pick Armor: None Overall: Fair Bonus: Can dig tunnels To use tunnelers, stay a good distance away but stay lined up with the enemy's city. The tunnelers will dig a tunnel to the city, and when their tunnel hits the city, the wall/building will be destroyed, and so are the tunnelers. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2ac. Siege Weapons Siege weapons are useful when attacking a strong enemy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2aca. Portable Shields Engineers Required: One Ability: Are carried by engineers, put in front of an army and arrows will bounce off the shield. Damage: None These are giant wooden shields arrows can't get through. Put a line in front of an army. Watch out for infantry, though. 2acb. Battering Ram Engineers Required: Four Ability: Destroys gatehouses and towers quickly Damage: Excellent (can only attack gatehouses and towers) Ah, the good 'ole battering ram. Very famous, and you should know what it is. 2acc. Catupalt Engineers Required: Two Abilities: Fires stones and cows from long distances Damage: Excellent I really hope you know what a catupalt is... 2acd. Trebuchet Engineers Required: Three Abilites: Fires stones from huge distances. Damage: Excellent A catupalt that can't move and looks funny. 2ace. Ballista Engineers Required: Two Abilities: Shoots giant arrows Damage: Excellent A massive-distance crossbow on wheels. 2acf. Siege Towers Engineers Required: Four Abilities: Huge tower on wheels that can land on walls Damage: None A giagantic tower that is on wheels. It can land on a wall and troops can climb up it and get on. Kind of like a powerful ladder, except a tower. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2ad. Misc. Fighters The guys who didn't fit in. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2ada. Monks Damage: Poor Defense: Poor Usefulness: Fair Weapon: Staff Armor: None Overall: Fair Bonus: None Monks are extremely cheap fighters (cheap as in costs a little bit) that are recruited at the cathedral. 2adb. Crusader Lords Damage: Excellent Defense: Excellent Usefulness: Needed Weapon: Axe Armor: Metal Armor (do not have to create) Overall: Excellent Bonus: He dies, you lose In a main game, he is your best fighter, but if he dies, you lose. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2b. Arabic Units I personally don't like them as much as the crusader units, mainly because they aren't as talented and cost more. You don't have to make equipment for them though. Yipee! Plus they always speak in Arabic so instead of stuff like "For valor!" they say "Hadafuna?" They can be recruited at the Mercenary Post. You NEVER have to give them weapons. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2baa. Arabian Bow Damage: From distance good, close up terrible Defense: Poor Usefulness: Good Weapon: Bow Armor: None Overall: Fair Bonus: Can use braziers These guys are the same thing as archers, just a tad weaker. 2bab. Slaves Damage: Poor Defense: Terrible Usefulness: Poor Weapon: Torch Armor: Their bare chests Overall: Poor Bonus: Can set buildings on fire, can dig moats I hate these guys. They are the worst warrior in the game. The only advantage is the fire. If they attack buildings, they will set fire. 2bac. Slingers Damage: Fair from distance, terrible from closeup Defense: Poor Usefulness: Poor Weapon: Sling Armor: None Overall: Fair Bonus: None These guys are OK, but they have bad defense and melee combat is not their thing. They have a short range, too. They are good in groups, especially against lions. 2bad. Assassins Damage: Fair Defense: Fair Usefulness: Fair Weapon: Sword Armor: None Overall: Fair Bonus: Can scale walls Assassins aren't very good in hand to hand, but can scale walls and slaughter civilians and archers. If you have enough, you could even slay a lord. 2bae. Horse Archers Damage: From distance, Good, Melee: Fair Defense: Fair Usefulness: Good Weapon: Bow, Horse Armor: None Overall: Good Bonus: Fast Tied with knights for speed, these guys are pretty good. One of their best points is the fact they can fire while riding, so you can circle an army and shoot them while they run in circles. 2baf. Arabian Swordsmen Damage: Excellent Defense: Excellent Usefulness: Good Weapon: Scimitar (sword) Armor: Mail Overall: Excellent Bonus: None These guys are the Arabic version of swordsmen, just a tad weaker. 2bag. Fire Throwers Damage: Excellent Defense: Poor Usefulness: Fair Weapon: Something flaming Armor: None Overall: Fair Bonus: Can light pitch ditches and set fire to enemies and buildings These guys throw flaming rocks or something at targets and set fire to the land around them. 2bah. Arabic Lords Damage: Excellent Defense: Excellent Usefulness: Needed Weapon: Scimitar Armor: Metal Armor (don't have to create) Overall: Excellent Bonus: He dies, you lose Same thing as a Crusader Lord, just looks different. To get him instead of a Crusader Lord, go to options (on the main menu), Set-up Identity, Arabic Lord. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2c. Civilians Civilians are what make up the majority of your town (unless you are a warring city). They gather recources, or just walk around doing nothing. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2ca. Workers The heart of your economy! Without these guys, your city goes bye-bye. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2caa. Woodcutters Ability: Cuts wood, saws it into boards, and then puts it in your stockpile Workplace: Woodcutter's Hut Bonus: Can fight back (not very good) A guy with an axe who makes wood. 2cab. Quarry Workers Ability: Mines stone, cuts it, then gives it to an ox who puts it in the stock- pile Workplace: Quarry and Ox Tether Bonus: Can fight back These guys do one of two things: Mine stone and cut it, or put it on oxes and lead the oxes to the stockpile. 2cac. Miners Ability: Mines iron ore and makes it into iron blocks Workplace: Iron Mine Bonus: None Iron miners are guys who mine iron. Wow, that was a complex description. 2cad. Pitchmen Ability: Get pitch from a marsh and put it in stockpile. Workplace: Pitch Rig Bonus: None These guys get pitch (tar). They're fun to watch. 2cae. Merchants Ability: None Workplace: Market Bonus: None These guys rarely appear. They only appear in Castle Builder mode for me. They just walk around with the donkey. That's it. 2caf. Priests Ability: None Workplace: Chapel/Church Bonus: None These are more worthless guys. They walk around and get in the way of buildings. They're more common tham merchants. 2cag. Healers Ability: None Workplace: Apothecary Bonus: None Worthless, again. 2cah. Fire Watchers Ability: Put out fires Workplace: Well/Water Pot Bonus: None These guys put out fires if any happen in your town and ally's town. They will sometimes travel a long way to put out fires. 2cai. Bakers Ability: Make bread from flour Workplace: Bakery Bonus: None Bakers take sacks of flour and make them into bread. 2caj. Brewers Ability: Make ale from hops Workplace: Brewery Bonus: None One of the few women workers in the game. They take hops and convert it into ale. 2cak. Mill Boys Ability: Make wheat into flour Workplace: Mill Bonus: None The only children workers. They take bundles of wheat and very quickly make them into sacks of flour. 2cal. Innkeepers Ability: Take barrels of ale to the inn and serve them to people, gaining popularity for you Workplace: Inn Bonus: None I think its funny how they where bright yellow shirts for the drunkards. They take ale to the inn to be served. 2cam. Hunters Ability: Hunt deer Workplace: Hunter's Post Bonus: Can fight back (thanks to XmartAngel2k1 for this) I don't know if these guys fight back, because they are not usually available. However, they are an excellent source of food in Castle Builder. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2can. Farmers There are four different types of farmers. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2cana. Apple Farmer Ability: Grow and pick apples Workplace: Apple Orchard Bonus: None Guys who farm apples. Very obvious. 2canb. Dairy Farmer Ability: Raise cows and get milk and make it into cheese Workplace: Dairy Farm Ability: Can give their cow to tanners A guy who raises cows. Another obvious one. 2canc. Wheat Farmer Ability: Farms wheat and takes it to stockpile Workplace: Wheat Farm Bonus: None A wheat farmer. Come on, its not very easy writing descriptions for farmers. 2cand. Hops Farmer Ability: Farms hops Workplace: Hops farm Bonus: None Another boring one. A person who grows hops. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2cao. Weapon Producers You need these guys to make weapons for barracks units. They need resources to make weapons. They also need armory space. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2caoa. Fletchers Weapons: Bows and Crossbows Resource: Wood Bonus: None Takes wood and makes bows and crossbows. 2caob. Poleturners Weapons: Spears and Pikes Resource: Wood Bonus: None Makes spears and pikes with wood. 2caoc. Tanners Weapons: Leather Armor Resource: Cows (from Dairy Farm) Bonus: None The other women workers. Slaughters cows to make armor. 2caod. Blacksmiths Weapons: Swords and Maces Resource: Iron Bonus: None Traditional smiths. Very useful. 2caoe. Armorers Weapon: Metal Armor Resource: Iron Bonus: None Makes armor. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2cb. Misc Civilians Ah, the worthlesses. The ones who stand there and do nothing. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2cba. Mother and Infant Comes With: Hovel These two just walk around. Well, the mother walks, and the infant is in her arms. 2cbb. Jesters Comes With: Keep Unfortunately, you are forced to live with the wierdos. Unless they get killed... 2cbc. Spirits Comes With: Shrine You will occaisonally see a spirit lurking around the castle. 2cbd. Children Comes With: Hovel The children run around and play catch. They are a nuisance. 2cbe. Drunkards Comes With: Inn Let's face it, everywhere there's alchohol, there's drunk people. 2cbf. Peasant Comes With: Keep There should be a guy holding a book. On the book should be a green or red number, one through a hundred. The higher the number, the faster peasants come to the castle. If it's below fifty, people leave. You need peasants to work. If you build a building, an available peasant will work there. If the peasants stop coming, and your above fifty, put your cursor over the little fire. If there is a green circle that's full, You need to build a hovel and they will come again. 2cbg. Lady Comes With: ??? Ladies only appear in quests, and just rome around like the lords, but don't fight. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2d. Animals Animals, they are nuisances or problems. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2da. Crows These guys just fly around. Not as bad a nuisance as the others. 2db. Seagulls White birds that fly around water. You know what a seagull is. 2dc. Camels These are nuisances. They walk around and lay down. 2dd. Deer Deer are useful, you can hunt them. 2de. Rabbits Bunnies! Yay! Not yay! These are the most annoying animal of them all. Hunters can kill them. So can lions. 2df. Lions The problems. They will slaughter your men. Very dangerous. Stay away. To beat them, I suggest horse archers. 2dg. Dogs Dogs come with hunters' post and mainly follow their master. =============================================================================== 3. Buildings That section's finally over! Wait, this ones longer. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3a. Castle Buildings The buildings that go with the castle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3aa. Walls All the buildings associated with the walls. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3aaa. Wall Stairs Cost: Two for One Stone Requirements: Must lead to walls. These are useless. All they do is get you on a wall, which gatehouses do any- way. 3aab. Normal Wall Cost: Two for One Stone Requirements: None The standard wall. Wall in your city with this. Maybe twice. Three if your a stone-lord. 3aac. Low Wall Cost: Four for One Stone Requirements: None More worthlessness. Cheap walls that are easy to breach. 3aad. Crenulated Walls Cost: Two for One Stone Requirements: Must be lined up with walls My favorite! Give your wall an extra layer, and pizzazz! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3ab. Soldier Producing Buildings Where your army is born! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3aba. Barracks Cost: 15 Stone Requirements: None The crusader units are made here. You need equipment for them all. 3abb. Mercenary Post Cost: 10 Wood Requirements: None The Arabics are here produced here. 3abc. Armory Cost: 5 Wood Requirements: Must be adjacent to each other Units aren't directly produced here, but you store weapons here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3ac. Gatehouses You got a city, its wallled in, your good. But if you don't have gates, have fun trying to get out of the city. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3aca. Small Stone Gatehouse Cost: 10 Stone Requirements: None These are the lesser of the two gatehouses, but suffice during the game. If you have a lot of stone, I suggest not building these. 3acb. Large Stone Gatehouse Cost: 20 Stone Requirements: None This is a bigger gatehouse. I suggest building these, but the small gatehouses will do. 3acc. Drawbridges Cost: 10 Wood Requriments: Must be attached to the front of the gate. If you have moats, drawbridges are a need. No, not just a good strategy, a need. Your trapped if you have moats and no drawbridges. 3acd. Caged War Dogs Cost: 10 Wood, 100 Gold Requirements: None These dogs are not very helpful, but they are fast, and can take down weak attackers. 3ace. Pitch Ditch Cost: 1 Pitch Requirements: None These can be your victory or your death. If used properly, they can put all attackers at bane. If not used properly, they can put your troops at bane. Keep your troops AWAY. 3acf. Killing Pits Cost: 6 Wood Requirements: None These are like Pitch Ditches, but more expensive and are easy to hide. They also do not need to be igninted. Watch out for these when storming a breached city. 3acg. Braziers Cost: Free Requirements: Must be on walls. VERY USEFUL! I suggest building these all over you walls. When an archer or Arabian bow is next to it, their arrows are flaming, which can ignite pitch or greatly increase your damage (and they make a cool sound). 3ach. Moats Cost: Free Requirements: Need to be dug Moats are also useful. They can waste your enemy's time while they try to undig them while you shoot them. They need to be dug by certain units. (see Units section) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3ad. Towers Towers are helpful, lets face it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3ada. Lookout Tower Cost: 10 Stone Requirements: None This thing can be useful. It is cheap, and you can shoot enemies from high places. The Caliph has several of these. 3adb. Perimeter Turret Cost: 10 Stone Requirments: None These towers are shorter than lookout towers, but otherwise are the same. And they look cool. 3adc. Defense Turret Cost: 15 Stone Requirements: None Now we're getting somewhere! These towers are O.K. 3add. Square Tower Cost: 35 Stone Requirements: None This is the first real tower in my opinion. These can hold siege weapons. The Pig, Lionheart, and Wolf like these. 3ade. Round Tower Cost: 40 Stone Requirements: None These towers are the best. I suggest putting one on each corner of the city. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3ae. Military Buildings These buildings help when your far advanced and destroyed the easy ones and are looking to attack a biggie. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3aea. Guilds Place where special units are trained. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3aeaa. Engineers' Guild Cost: 10 Wood, 100 Gold Requirements: None These make engineers and laddermen. This is a definate yes; siege weapons can greatly aid in your conquest. 3aeab. Tunnelers' Guild Cost: 10 Wood, 100 Gold Requirements: None These can help you, too. They are also quite useful. Tunnelers are created here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3aeb. Mangonel Cost: 50 Gold Requirements: Must be on Square or Round tower. Mangonels are good for those who are constantly attacked. Needs two engineers. 3aec. Ballista Cost: 50 Gold Requirements: Must be on Square or Round Tower Ballistae are like mangonels, but fire out big arrows. Needs two engineers. 3aed. Stable Cost: 20 Wood, 400 Gold Requirements: None Have you wondered how to get horses to make knights? Well, here is your answer. Build a stable, and horses will slowly appear. You can only have four horses per stable. 3aee. Oil Smelter Cost: 10 Iron, 100 Gold Requirements: None These are useful, kind of. They need to have at least two engineers manning it, and it also needs to be refilled with pitch, so I suggest having a good stock of pitch. The engineers manning it will have pots full of oil, and then they can dump it, creating a flaming inferno. Put the engineers on top of walls and dump the oil on attackers. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3b. Industry Buildings These buildings are necessary to run an economy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3ba. Stockpile Cost: Free Requirements: Must be adjacent to each other You store you goods here. You get a free one when you start. Once it fills, make new ones by it. 3bb. Woodcutters' Hut Cost: 3 Wood Requirements: None If you don't have one of these, you're doomed to a life of failure and defeat in Stronghold: Crusader. 3bc. Quarry Cost: 20 Wood Requirements: Must have an ox tether nearby or it cannot function, also must be on stone Another very important building. You will not have very many walls without it. 3bd. Ox Tether Cost: 5 Wood Requirements: Must be by a quarry or will not function. If you have no quarry by it, you got a guy next to an ox standing, for eternity... 3be. Iron Mine Cost: 20 Wood (see why wood is important?) Requirements: Must be on iron ore If you want decent soldiers, I would get one of these. 3bf. Pitch Rig Cost: 20 Wood Requirements: (quote from your helper on the game) "Pitch rig must be built on oil in the marsh." I always thought it was wierd how he said that. Anyway, he's right. Oil looks like a bubbly section on a marsh. There are no weeds on oil. 3bg. Market Cost: 5 Wood Requirements: None If your low on resources and high on gold, this is your key out. You can by a lot of resources if you have enough gold. This can ease your way out on a time of low food. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3c. Farm Buildings Farms produce food, or at least build a factor for food, or ale. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3ca. Hunters' Post Cost: 5 Wood Requirements: None These are only available in custom scenarios and castle builder. It comes with a free dog! 3cb. Apple Farm Cost: 10 Wood Requirements: Must be on grass These are the fasteset producing farms. Build a few of these. 3cc. Dairy Farm Cost: 5 Wood Requirements: Must be on grass These are needed if you want to have leather armor. The tanner will come by every now and then, take a cow, and slaughter it. 3cd. Wheat Farm Cost: 15 Wood Requirements: Must be on grass I suggest building these. It gives you wheat, which will be transfered into flour at the mills, which bakers can make for bread, the fastest producing food of them all. 3ce. Hops Farm Cost: 15 Wood Requirements: Must be on grass Hops farms produce hops (which take a while to grow) which the brewers will make into ale, which the inkeepers will use to gain popularity. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3d. Town Buildings Here are the buildings associated with the welfare of the people. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3da. Hovel Cost: 6 Wood Requirements: None If the green bar stops above the fire in front of the keep, you need more hovels to get more people. They are houses, basically. 3db. Chapel Cost: 250 Gold Requirements: None This is the cheapest way to get religion. I recommend these. 3dc. Church Cost: 500 Gold Requirements: None This is a bigger and more efficient chapel. 3dd. Cathedral Cost: 1000 Gold Requirements: None This is the ultimate church. They gain two religion and can produce monks, which are very affordable and excellent in groups. 3de. Apothecary Cost: 20 Wood, 150 Gold Requirements: None This building can reduce the cow diseases when cows are launched on you during a siege. Thanks to XmarAngel2k1 for the answer to this question. 3df. Well Cost: 30 Gold Requirements: None This guy that come with this will go and put out fires in you or your ally's towns. 3dg. Water Pot Cost: 60 Gold Requirements: None A bigger well with three guys with it. More efficient. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3dh. Bad Things These things bring down Fear Factor, but increase work speed. They are: 1) Gallows Cost: 50 Gold Requirements: None You know what a gallows is. 2) Cesspit Cost: 40 Gold Requirements: None A big stinky hole. EWWWWWWWWWWWWWWWWWW!!!!!! 3) Stocks Cost: 45 Gold Requirements: None A place where they put people and starve them for a few days. 4) Head On Spikes Cost: Free Requirements: Must be on wall These work as bad flags. 5) Burning Stake Cost: 45 Gold Requirements: None Watch the cruelest form of execution at it's best! Burn the bad ones to death! 6) Dungeon Cost: 40 Gold Requirements: None You should know what a dungeon is. 7) Stretching Rack Cost: 45 Gold Requirements: None People are stretched until they rip in half. 8) Gibbet Cost: 50 Gold Requirements: None A person will stay in a cage until they starve. 9) Choppers Block Cost: 45 Gold Requirements: None The most popular form of execution, the beheading! 10) Dunking Stool Cost: 40 Gold Requirements: None People sit on a stool and are drowned. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3di. Good Things These things increase populatarity, but slow work speed. 1) Maypole Cost: 25 Gold Requirements: None Watch the children run in mindless circles around a pole. 2) Dancing Bear Cost: 20 Gold Requirements: None Watch a stupid bear dance around. 3) Communal Gardens A Cost: 30 Gold Requirements: None Pretty flowers. Yipee. 4) Communal Gardens B Cost: 30 Gold Requirements: None More pretty flowers. Yipee. 5) Town Gardens Cost: 30 Gold Requirements: None Bigger flower bed. Yipee. 6) Statue Cost: 30 Gold Requirements: None These statues come in three different types of crosses, a priest, and a soldier. 8) Shrine Cost: 30 Gold Requirements: None Shrines are like statues, but are either a pool of water or something else that I can't tell what it is. 9) Flags Cost: Free Requirements: Must be on wall Flags come in four varieties. Spice up your town with them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3e. Weapons Buildings You need these buildings to produce crusaders. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3ea. Fletchers' Workshop Cost: 20 Wood, 100 Gold Requirements: Needs wood to function These produce bows, used by archers, and crossbows, used by crossbowmen. To change from making bows to crossbows, select the building, and click on the crossbow at the bottom of the screen. 3eb. Poleturners' Workshop Cost: 10 Wood, 100 Gold Requirements: Needs wood to function These make spears, used for spearmen, and pikes, which are used for pikemen. Switch by clicking on the weapon on the bottom of the screen. 3ec. Blacksmiths' Workshop Cost: 20 Wood, 200 Gold Requirements: Needs iron to function These are necessary to make good troops. Creates swords, used by footmen and knights, and maces, used by macemen. 3ed. Tanners' Workshop Cost: 10 Wood, 100 Gold Requirements: Need a dairy farm in the kingdom to function These make leather armor. Used by macemen and crossbowmen. 3ee. Armorers' Workshop Cost: 20 Wood, 100 Gold Requirements: Needs iron to function. Make armor, used by pikemen, swordsmen, and knights. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3f. Food Proccesing Buildings These are fast ways to make food and the only way to make ale. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3fa. Granary Cost: 5 Wood Requirements: Must be adjacent to each other This is a need. There is no way to win a normal game if you don't have one of these. 3fb. Bakery Cost: 10 Wood Requirements: Needs flour to function These are the best buildings that produce food. They produce food the fastest. 3fc. Brewery Cost: 10 Wood Requirements: Needs hops to function These make ale. This is a good way to increase popularity. 3fd. Mill Cost: 20 Wood Requirements: Needs wheat to function These three boys make flour. The flour is used to make bread. 3fe. Inn Cost: 20 Wood, 100 Gold Requirements: Needs ale to function This is a good way to gain popularity. You will have drunkards, though. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3g. Keeps Keeps are needed in the game. They require you to build them. They are all free. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3ga. Stone Keep Stone keeps are your basic keeps, and you will have them in all normal games. 3gb. Manor House These are the lowest keeps, and are only build on castle builder and custom scenario. 3gc. Stronghold These are the biggest and best. Again, they can only be built on castle builder and custom scenario. =============================================================================== 4. Popularity This section is short and sweet. Just explaining popularity. Popularity is the number on the book the guy in the lower right hand corner is holding. If its above fifty, then you are getting people to come to your castle. Below, and they are leaving. You can check your actual population level by click- ing on the book and selecting "Popularity". How do you gain popularity? Several ways. Increase rations on food is one. But be careful, if you run out of food, it will take a major hit on your population. Another way is lower taxes. If they're too low, you might lose money. Especially if you're on bribe. That gains a lot of popularity, but sucks up your gold. To change your taxes, click on the keep and move the bar. Another way is to stop crowding. If you disband an army and don't have the proper amount of hovels to support the army (Hovel = six people living space) then you will lose popularity. (Soldiers don't use hovels) There is no way to gain on that. You could increase ale coverage. There is no way to lose on that. To increase it, build successful inns by having the proper amount of ale to support the inns. Another way to increase popularity is to raise your religion. Again, you can't lose on that. To get religion, simply build churches, chapels, and cathedrals. And lastly, fear factor. Fear factor (no relation to the show) can go up or down. To bring it up, go to town buildings and select "Good Things". There should be a list of all things that would make people happy to see. Most of them cost gold. If you go to bad things, there are executing things and other bad stuff. If you have bad things, your population will go down, but the people will work faster. If you have good things, your population will go up, but your workers will be one break sometimes. If you are going to lose something that you don't have much have to gain popularity, then you probably shouldn't risk it. When you're popularity is very high, what I always do is make extortionate taxes. If you are good enough, you will still have lie +4 popularity. =============================================================================== 5. Strategies There are several strategies to the game. Here are some. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1) Defense Defense is the most important part of any battle. If you have the proper defense, then you can focus on attacks. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Defense Strategy 1: First of all, you need to have your city properly fortified. This is how I do it. Keep your keep small, not as small as Saladin's, but smaller than Calif's. I recommend using the stone you start out with to start building a normal sized wall. Build quarries and ox tethers to keep stone coming up. Use the stone you get to double wall your city. Then, relying on your quarries, build crenulated walls around your city. Crenulated walls have to be adjacent to other walls. Then, save up your stone for a while, and build four round towers on the corners, build braziers on them, and load them up with archers. Some- time in the process, build moats. Moats do not appear right away, they simply are blue highlights on the land. They disappear if you are not on the moat digging tool or on a soldier who can dig moats. Take a soldier who can dig moats (preferably a group) and tell them to dig it. Just click on the blue highlights and a shovel will appear. Note: Always have braziers. When you get far enough, your archers will be replaced with crossbowman, so you don't need your braziers. Braziers add a lot of damage to the archers. Note: If you have walls, use some common sense and build gates. If you have moats, build drawbridges on the gates. Remember, a wall-less city is not a happy city. Defense Strategy 2: Always build your city close to allies. Whenever you are attacked, the enemy's troops always rally a distance away from your city. Where they rally is usually in range of your ally's soldiers. Ta-da, you just got saved by an attack. Defense Strategy 3: Keep a group of footmen in front of your city. Knights would help too. If you have a good number of knights, you can meet the enemy head on before you are attacked and kill a lot of their men. Defense Strategy 4: Try to keep an open path from you to your enemies, meaning don't build very many farms or other buildings where their troops will come through. Dairy farms especially, because the enemy will nine times out of ten slaughter your cows. Defense Strategy 5: If you have enough room, build ballistae in your towers, and mangonels if you are close to an enemy. These will destroy attackers. The mangonels will destroy your wall. Remember to use siege engineers. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2) Attack Strategies Lets face it, you will never end a game if you don't attack. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Attack Strategy 1: Destroy the weak first. You can get these nuisances out of the way easily. The Rat especially. He will send in spearmen, which are a real nuisance. The Sultan should be destroyed easily, too. Once you destroy them, their ruins make good places for rallying troops to destroy a harder enemy. Attack Strategy 2: Survey your enemy's land. If there are ranged units in the towers, then send in archers (preferably horse archers). For enemies like the Rat, just send in some swordsmen. If you see braziers (most likely in the Calif's and Wolf's) bring in knights to knock down the towers fast. Also use catupalts to destroy their wall before you send in the foot soldiers. Attack Strategy 3: Watch out for fire. The Caliph is a pyromaniac. He has engineers with oil in his towers. You get up, boom, hot oil on your heads. Not fun. Use ballistae for him. Archers would be smart, too. It will take several tries to over- throw him. Attack Strategy 5: The crusaders will be more efficiant then the Arabics. Use the crusaders first. If you are low on weapons and high on funds, the Arabics might be the best way out. Attack Strategy 6: I hate the feeling of destroying an enemy, and nearly killing the lord, but my guys die. There are little archers in their towers. The answer: macemen. They are fast and, in groups, deadly. Attack Strategy 7: Assassins, as good as they sound, are a usual no-no. They are weak and will not be very efficiant, even if they do hit the wall. Attack Strategy 8: Try this map setup: Hard Enemy (Wolf) Hard Enemy (Caliph) Hard Enemy (Pig) Easy Enemy (Rat) Easy Enemy (Sultan) Ally (Saladin) You Ally (Lionheart) Attack Strategy 9: (this will refer to the map above) Destroy the two easy enemies (I recommend they be Sultan and Rat), then build several trebuchets, catupalts, and ballistae in the middle of their ruins. Then launch all manner of heavy objects on the enemies. Attack Strategy 10: A good way to get ride of some of the Caliph's fire powers is to bring two knights into his city, and sacrifice them, so it is safe to bring in your troops. Attack Strategy 11: Take an army of 300 - 200 archers with about 100 swordsmen and a few fire ballista and catapults. The archers will pick off any unit that is sent against them, and kill off most of the farm workers basically cutting the castle off from all supplies. When attacking a castle use the ballista to burn down all farms and any buildings inside the castle they can. Then use the catapults to destroy a gatehouse and send the swordsmen in to make short work of the lord. =============================================================================== 6. Tips I have some tips for you. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Tip 1: Apple farms are the best when you start. They produce the food quickest. When you advance further, build wheat farms, then mills, then bakeries. Bakeries make the food fastest, but the chain is longer. Tip 2: Flags help. In good things, flags are free. Build them on walls, on the keep, on the towers. It is a fast and free way to gain popularity. Tip 3: Keep food in good stock. Don't always be on double rations. On the right, when you click on the granary, there should be a green thing that looks like somethings loading. Every time the green bar hits the top, you lose a unit of food. The bar goes faster depending on your civilian popularity. Below that it will say how many days supply you have. Each day = one minute. Tip 4: Have strong allies. My allies are usually Richard the Lionheart and Saladin. Another wise desicion would be Caliph, but he's just not the nicest person and is fun to destroy. Tip 5: Start out your games by doing this: build two granaries next to each other. Then build two armories next to each other. You can expand these once your later in the game. Tip 6: Trebuchets are virtually the only way to kill Saladin, the Wolf, and the Lion- heart without losing a lot of troops. Tip 7: If an enemy's city is next to you, have a lot of crossbowman on the wall and it will be easy to destroy his archers. =============================================================================== 7. Lords Scale: Easy, Average, Hard, Grueling Here are the lords: =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 1. The Rat Affiliation: Crusader Variations: Duc de Puce, The Stoat, The Weasel, The Ferret, Duc Camembert, Duc Souris, Duc Morceaux Difficulty to Destroy: Easy Ally or Enemy: Enemy His Strategy: Maze of Walls To Destroy: A couple of infantry From Game: The Rat combines appalling poor skill of managing a castle with a naive grasp on military tactics. Making him one of the most useless opponents in the game! 2. The Snake Affiliation: Crusader Variations: Duc Beaugard, Earl Doubletongue, Duke Vipertooth, Earl Poisonberry, Lord Python, Earl Diamondback, Duke Andaconda Difficulty to Destroy: Average Ally or Enemy: Enemy His Strategy: Builds walls to look like an S (Why, I dont' know) To Destroy: A good sized army of pikemen and swordsmen The Snake has the ability to run his estate, but has a stomach for a full-on fight. He likes the hired to do the dirty work for him. 3. The Pig Affiliation: Crusader Variations: Duc Truffe, Duke of Pigsbury, The Hog, The Old Boar, Earl of Bacon, Baron Von Bloater, Earl of Hogsbottom Difficulty to Destroy: Hard Ally or Enemy: Enemy His Strategy: Leather Armor Units (Macemen, Crossbowman) To Destroy: Bring in catupalts to destroy his towers and ballistae to destroy the crossbowmen The Pig, whilst not being one of the region's best economics, likes a fight. His greed for (other people's) gold will soon have him "trying it on" with the smallest of siege forces. 4. The Wolf Affiliation: Crusader Variations: Duc Volpe, Lord Fairfang, Lord Lupus, Earl Redclaw, Lord Crackbone, Lord Howlingtop, Lord Greyback Difficulty to Destroy: Grueling Ally or Enemy: Enemy His Strategy: Braziers and Fear To Destroy: Bring in tons of catupalts and tough out the arrow fire with hundreds of footmen The Wolf holds his castle in an iron grip, but his passion for warfare makes him one of the most feared opponents. Deliberate and cunning, he will use every military tactic at his disposal to win the day. 5. Saladin Affiliation: Arabian Variations: The Wise, The Just, The Kind, The Fair, The Magnificent, The Honor- able, The Noble Difficulty to Destroy: Grueling Ally or Enemy: Ally His Strategy: Arabic Units and Economy To Destroy: Bring in a lot of archers and catupalts, then a ton of footmen More than any other lord, Saladin knows how to run the desert economy. He will be in no rush to lead his forces on the field, but when he does, it will be from a position of power. 6. Caliph Affiliation: Arabian Variations: The Scorpion, The Jackal, The Camel, The Vulture, The Crab, The Hyena, The Desert Rat Difficulty to Destroy: Grueling Ally or Enemy: Either His Strategy: Fire To Destroy: Either wait until others have beat down hard on his city or bring in several catupalts and archers, then send in good swordsmen Cruel and vindictive, the Caliph is skilled at bringing misery to his people and yours. If he can get his act together, his underhand military tactics can be a constant thorn in your side. 7. The Sultan Affiliation: Arabian Variations: Abdul, Ahmed, Mastapha, Hashim, Karim, Malik, Shaheed Difficulty to Destroy: Easy Ally or Enemy: Enemy His Strategy: Slingers and Arabian Swordsmen To Destroy: Send in knights, destroy good portion of troops, send in about fifty swordsmen afterwards The Sultan is more...say...a poet than a warrior, preferring feasting of the humdrum matters than running his own castle. Let's say he's not the sharpest sword in the desert. His people will fight well to defend him, though. 8. The Lionheart Affiliation: Crusader Variations: Richard, Richard II, Richard III, Richard IV, Richard V, Richard VI, Richard VII Difficulty to Destroy: Hard Ally or Enemy: Ally His Strategy: Siege Weapons To Destroy: Similar to the pig, just bring in more infantry The Lionheart has a reasonable grasp on the regions economy..for a soldier. But it is in the field of battle where he is in his element. Brave and fear- less, his ability to siege a castle is second to none. =============================================================================== 8. Extras Here are a few things that you might want to know. Taunts: F1: Oaf!! F2: Varlet. F3: Fool. F4: Knave. F5: Peasant. F6: Help, help. F7: I win, you lose. F8: I'll string you up. F9: You damn fool F10: Mwahaha(snort)haha Ctrl F1: Jack o napes! Ctrl F2: Buffoon! Ctrl F3: Straw pole! Ctrl F4: Slubberdagollian Ctrl F5: Dastard! Ctrl F6: Dolt. Ctrl F7: Lollard. Ctrl F8: Dotard. Ctrl F9: Weasel Turd. Ctrl F10: Popin jay. I don't think there are any cheat codes for this game. The cheats you might see are for the original game: Stronghold. Fun: Bored with the game? Frustrated with it? Try this: Go to Custom Scenarios, then create so many lions until the top says People Available to Place:. Then build hundreds of horse archers. Try to overthrow the thousands of lions. =============================================================================== 9. Copyright This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. Sites this guide should be found: GameFAQs.com, Cheatcc.com, Neoseeker.com, dlh.net, cheatchannel.com, cheatbook.com All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. =============================================================================== 10. Contact My e-mail address is firstname.lastname@example.org. Please read ALL the guide- lines before e-mailing me. If you don't recieve an email back from me, reread the guidelines... 1. NO SPAM at all!!! 2. Use the best grammar you can, no U instead of you, r instead of are, etc. and use your best spelling. 3. Don't point out tiny mistakes, only point them out if they can't be under- stood or will effect the guide. 4. Do not give my e-mail address to anyone else. 5. Don't send me messages that don't have to go with the guide. 7. Don't use profanity or any other bad words. 8. Feel free to ask me questions if they aren't stated in the guide. 9. Starting January 7th, 2005, I will delete any emails if they don't have S Crus in the subject line, so you will have to have read this section. =============================================================================== 11. Version History Version History: 0.1: Started guide, finished table of contents. 0.3: Started Units section. 0.7: Finished Units section. 1.0: Finished Guide (posted for first time) 1.1: Added Extras Section 1.2: Finished Extras, Added Buildings section 1.3: Put in more strategies, added to Extras section, put in more tips, put the "Strategy" part on the Lords section 1.8: Finished Buildings Section 2.0: Added the "To Destroy" section to the Lords, added more tips and strategies Final: What you see here! =============================================================================== 12. Thanks Thanks to GameFaqs for posting my guide and making it popular. Thanks to Cheat Code Central, Neoseeker, dlh.net, CheatChannel, Cheatbook for allowing my guide to be on their sites. Thanks to XmartAngel2k1 for telling me what Apothecaries do and for telling me hunters can fight back. Thanks to Ady Ichim for Tips 5, 6, and 7 and for Attack Strategy 10. Thanks to Dan Yep for Attack Strategy 11. And thanks to you for reading my guide. =============================================================================== THE END