Stronghold all missions. Stronghold Crusader - Beginner Tips

My city stood in spite of all death

And there would be another century.

But against evil, the city invented evil,

And the shrouds began to snow for him.

Maybe the sun will rise one more time

And melt the ice over the city,

But I'm afraid to imagine

The color of this melt water.

Nautilus Pompilius

Every year the gaming industry makes a rapid leap towards the visual quality of new products. But it turns out that developers are paying less and less attention to what we call "gameplay". As a result, beautiful dummies hit the shelves, breaking sales records, but not able to keep you at the computer for more than an hour.

Stronghold- a rare example of a modern game, where the main emphasis is not on graphics, but on a general game concept that takes time to figure it out, but more than pays for the effort.

Interface

In this regard, the game does not shine with originality, well, thank God. The first thing that catches your eye besides the notorious card is an embittered peyzanin in the right corner, holding a prehistoric Talmud in his hands. Its pages display key data on the state of affairs in your settlement. The upper figure corresponds to your level of popularity, the middle one shows the state of the treasury, and the lower one is responsible for the number of housing built and occupied.

At the bottom left of the screen is the main control panel for your settlement. With the help of six small icons at its bottom we select the type of buildings that we want to build, and on the panel itself - a specific building. Construction takes place instantly, without having to wait for work to finish.

This panel is also used to select the required units from a group of troops. That is, having selected a certain number of soldiers, we get complete information about who exactly we are commanding at the moment. Now, by clicking on this or that type of troops on the main panel, we can separate from the general crowd, for example, only archers or only knights.

Another interesting effect can be achieved by right-clicking on any part of the game screen: after that, impromptu panels appear around the cursor. The upper one allows you to look at the terrain from a different angle, the right one - zoom in / out, the lower one - to make buildings much lower in order to be able to more clearly assess the location of buildings and troops (almost the same effect is given by pressing the "space" key), and the left one removes from the screen menu bar.

First steps

I hasten to reassure you: understanding the interface doesn't mean anything yet. It's always difficult to start, but you have to;) So, first of all, mortgage your castle. Then the granary. Next, distribute several woodcutters' huts on the map. When the work is completed, determine the most acceptable type of food, in accordance with which you will develop your food industry. At the first stages, these are hunters' huts and grain farms, in the future you can experiment with the rest of the buildings, but for a start, I recommend limiting yourself to the standard set.

If everything is approximately clear with living creatures, then the grain is simply not suitable for food and requires further processing. First, it must be ground into flour, and then taken to the bakery to bake bread. This will require the creation of several more buildings, namely a mill and a couple of bakeries. Now your people will at least not starve to death.

The next point in the development of your settlement should be the establishment of a temporary defense. You should not swing at the construction of monumental fortifications, try to limit yourself to a minimum of troops and fortress walls, investing basic funds in the development of infrastructure.

The best thing that can be advised here is a dozen archers on a hill, inaccessible to direct attacks of the enemy.

Further, the strategy is fundamentally no different from the above. Balancing on the brink of productivity and military stability, we are leading the overall development of our settlement, gradually expanding the defensive ranks and erecting fortifications.

Basic concepts

Popularity

Among all the indicators characterizing the state of affairs in the settlement, one of the first places is occupied by the level of your popularity among the people. A green smiling face means everything is fine. Yellow - that not everyone is satisfied with your rule. And if the face turns red, then the peasants will begin to leave the castle.

Therefore, carefully monitor the popularity level displayed in the lower right corner and do not let it go below 50.

There are only seven ways to influence the mood of the peasants, but there are two main factors: food and taxes.

Food

Changing the food intake in the granary is one of the easiest and most effective ways to influence popularity. Both the quantity of food and its variety matter.

Initially, the peasants are given a full (single) portion. Decreasing the diet will have a negative effect, but will conserve food supplies, while increasing it will have the opposite effect.

Tax

The set tax level also affects your popularity, and if there is a lot of gold in the treasury, then it makes sense to distribute it to peasants from time to time.

An interesting effect can be achieved by increasing the portions of food and at the same time raising taxes (or vice versa). Thus, it turns out that we largely consume one of the resources, while holding on to the other.

Construction of walls

Walls are selected from the category " Castle buildings". They can be built either element by element, by placing only one section on the map, or by stretching the entire wall at any distance. Thus, choosing" wall creation"from the list, you move the mouse cursor until you are satisfied with the result.

If you have enough stone or wood in your reserve, and the relief conditions do not interfere with the construction of this type of fortification, then by releasing the mouse button, you will receive a ready-made structure.

Walls can be built of any thickness, and it is much more difficult to break through multi-layer fortifications than single ones.

Construction of steps

Fortress walls are a guarantee of tranquility of any city, but if you want to take full advantage of the opportunities provided, then simply do not forget to provide your soldiers with access to them.

Ladders are built in the same way as walls, but must join either your standard walls or the edge of the gatehouse. To build them, select " Stairs"and move the mouse pointer to the wall section. Now press and hold the left mouse button while moving it to the side. You will see how the outlines of the stairs appear; when you are satisfied with the result, release the mouse button.

Fear factor

Workers' productivity largely depends on how harsh rulers you are perceived to be. The better people think of you, the higher your popularity, but the worse they perform. Accordingly, if you are known as a tyrant and usurper, then the level of popularity will remain low, but, fearing punishment, the peasants will work with great diligence.

Depending on what seems most reasonable to you at one time or another, you can influence the opinion of the people by placing either entertainment facilities (gardens, statues, agaves ...) around your castle, or frightening (gallows, blocks, cesspools. ..).

Religion

The construction of religious buildings triggers an influx of priests who begin to bless you and your people, thereby raising the level of popularity. True, the effect of the blessing quickly wears off, and it has to be repeated constantly.

The more people from your village visit religious institutions, the greater the bonus to the popularity level you will receive. And don't forget that as the settlement develops, people will want ever more impressive and expensive religious buildings. If they are not built, then the level of popularity will begin to decline.

Tavern

The same as the Tavern.

Overpopulation

If everything goes well, then over time the total number of your vassals will increase. In order not to face the problem of lack of housing, try to build new huts in a timely manner. If the state of affairs becomes critical, then the indicator located in the lower right corner of the screen will immediately remind you of this.

Overpopulation can also occur if multiple houses have been destroyed by you or destroyed by the enemy.

Fairs and exhibitions

During the game, travelers will visit your castle and arrange fairs and other entertainments. While they are in town, you will receive a temporary bonus to your overall popularity. But, unfortunately, these events are temporary because it is not in your power to control the nomadic actors.

Building

Fortress

The most important building in the game and must be completed first. Here not only lives and holds the last line of defense during the siege of the Lord, but also your treasury. By left clicking on this building, you will see the treasury control panel and will be able to set the level of taxes levied.

The fortress is also home to some of your people, ranging from eight or more, depending on the size of the building.

Barracks

Building barracks is the first step towards building an efficient army. Clicking on a building will open the conscription panel. If there are free peasants near your campfire, and you have the necessary weapons in your arsenal, you can simply click on the type of troops you want to train and they will be created. Requirements for the weapons required for each type of troops will be displayed on the panel when you hover over the soldier icons.

Arsenal

As the name suggests, the arsenal is used to store weapons produced by artisans. In total, no more than 64 units and no more than 4 types of weapons can be simultaneously placed in the arsenal. If it is necessary to expand the arsenal, place another one next to the existing one, otherwise, after an overflow, the production of weapons will inevitably stall.

When creating troops, newly minted soldiers will independently take the type of weapon they need.

Wooden gate

Like other fortifications made of wood, this gate is not particularly durable. They rather create the illusion of protection, but as soon as the enemy is struck, nothing will remain of the oak foundation.

Of course, you can open or close the gate at any time, but when the enemy approaches, they will close automatically.

An alternative application of this type of gate can be to regulate the movement of wild animals on the map.

Wooden platform

A simple wooden platform gives your troops a height advantage, allowing them to fire at longer range and gain additional protection from incoming projectiles.

This type of platform should be built next to a wooden wall.

Stone gate

The stone gate is an order of magnitude superior to its wooden counterpart. Since the enemy always considers the gate as the easiest way to enter the castle, then if possible try to timely replace the wooden copy with the stone one.

If necessary and if there is a moat around the building, the stone gate can also be equipped with a drawbridge.

Drawbridge

A drawbridge allows peasants to cross the moat that surrounds your castle. It is very important to build it before starting to dig the ditch, because the bridge has a limited length and as a result it may simply not be enough.

You can raise and lower the bridge in the same way as opening and closing a regular gate.

Water moat

No matter how strong the wall is, you can destroy anything. Therefore, the next level of defense after the construction of the fortress walls should be a moat with water. Despite the laboriousness of the process, believe me, it's worth it. The main thing is not to forget to place the drawbridges in time, because you can inadvertently lock yourself in your own castle.

Guild of Engineers

This building allows you to train high-rise and engineer, who will later make your siege vehicles. By clicking on this building, you will see the recruitment panel, with which you can pay for them in gold.

Thus, if you have free peasants and a sufficient amount of money, then you can create an appropriate squad.

Underground Guild

Here everything is the same as in the case of the guild of engineers, only instead of them you have the opportunity to create squads of diggers.

Wolf pit

These are deadly traps in disguise, dug out with the aim of providing as much trouble to your enemies as possible. Wolf pits are invisible to the enemy and absolutely safe for their own.

Resin pits

Unlike wolf pits, at the bottom they are not pointed stakes, but resin extracted from swamps. At first glance, this does not pose any danger to the enemy, but, being set on fire, the resin is capable of causing significant damage to anyone. The flame will begin to spread from pit to pit, and if you're lucky, then after a while the entire enemy army will be in a fiery hell.

You can set fire to tar with burning arrows.

Brazier

Braziers are used by archers to light arrows and should be built on the walls of the castle. Once construction is complete, any archer near the brazier will light their arrows before firing.

Ignited arrows are not much more efficient than conventional arrows, so braziers are primarily used to set fire to tar pits.

Melting furnace

This building allows you to process tar into boiling oil. When an engineer starts working in the smelting furnace, he will carry the resin from your warehouse and cook it until oil is obtained. To assign an engineer there, select one of the existing ones, and then move the mouse cursor over the furnace.

The oven holds a maximum of 9 pieces of resin. After filling it, your assigned engineers will begin to collect oil in pots, which can be placed on walls and spilled on the heads of attackers during a siege.

Stable

When you build a stable, knightly horses will be raised in it. The stable can accommodate up to 4 stallions in total. When you start recruiting riders, the horses should already be in stock.

Also, do not forget that in the intervals between battles, horses need rest, so you can immediately forget about setting the production of mounted knights on the conveyor, limiting yourself to only four for each stable building.

Perimeter tower

These small stone towers are relatively cheap to build and therefore ideal for use in the first line of defense. They are much stronger than walls and allow archers stationed on them to fire at a much greater distance.

Unfortunately, the foundations of the towers are not very strong, which makes them vulnerable to diggers. Access to the tower is provided by the construction of a fortress wall next to it.

Large perimeter tower

This tower is more difficult to destroy than the previous one, but it is still vulnerable to attacks from miners.

The rest of the advantages include even greater firing range and the number of people accommodated.

Square tower

This large stone tower has plenty of room to house a Mangonella or Ballista. Unlike previous versions, square towers have a solid foundation, which makes them inaccessible to underground attacks by diggers.

They also withstand heavy fire, are of great height and accommodate a large garrison.

Round Tower

The strongest and most expensive of all towers in the game. Thanks to its round shape, it can withstand attacks from enemy throwing weapons. Like a square tower, it can accommodate a Mangonella or Ballista. It is protected from the attacks of diggers, has a good view, and accommodates a solid garrison. In other words, there would be money, and the rest will follow ...;)

Industrial buildings

Vault

All your resources are stored here, except for gold, food and weapons. All storage facilities are located next to the fortress, which makes it easier to defend against enemies. Additional areas for storing resources can only be allocated in the vicinity of the existing ones, therefore, while developing your castle, try to leave room for possible expansion of the storage.

The appearance of the storage will give you approximate information about the degree of its filling; by clicking the mouse, you can get the exact numbers.

Lumberjack hut

Wood is essential for almost all buildings. Therefore, the first thing that accompanies the successful development of any settlement is a few lumberjack huts. They should be located as close to the forest as possible, because the lumberjack spends most of the time moving between the house and the fallen tree, and only after collecting the required amount of wood, he takes it to the storage.

If there is not enough space in the storage, the logging will stop, and the lumberjack will hang around his hut until there is space.

Quarry

This building allows you to mine stone, which is necessary for the construction of defensive structures. It should be built near light gray boulders.

When three workers arrive at the quarry, they begin to mine the stone and, giving it the correct cubic shape, store it around. When the place is over, the work will stop and will resume again only with the appearance thereof.

But before using stones in construction, they must be transported to a warehouse. For this, you will need ox carts.

Leash bulls

Tethering bulls is necessary exclusively for transporting mined stones from the quarry to the storage. As soon as the bull driver arrives, he will start loading the stone. So, for optimal production, try to balance the mining industry and the number of bull tethers.

The bull can be loaded with no more than 8 blocks at a time.

Ore mine

Iron is necessary to create the most advanced weapons, therefore, when deciding to start a militaristic campaign, try to provide your industry with an uninterrupted supply of it. Iron ore mines can be located where you find rusty hilltops.

Ore mining employs two people. One directly mines and smelts ore, and the second delivers it to the warehouse.

Cooking resin

Resin is an indispensable element in the defense of any fortress. It is used not only to fill tar ditches, but also to pour unlucky enemies over the heads. Therefore, if you are waiting for a serious invasion, then try to stock up on the viscous black liquid in time.

The resin plant can be placed where there are black oil bubbles in the swamps. One person is enough for extraction and delivery.

Market

The market is vital, it is the engine of the economy. After it is built, merchants will start coming to your castle to sell and buy goods. By clicking on the market, you will see a panel where you can select certain products that you are willing to sell, as well as evaluate the range of products offered by merchants.

Food buildings

Hunter's house

One of the quickest and easiest ways to feed your people is to hunt deer. Their nomadic herds look very tempting, therefore, by placing several hunting posts on the map, you can shoot animals, thereby ensuring a stable flow of food.

But in every case, measure is needed, so do not overdo it, because by overly active shooting, you can completely exterminate the livestock and be left without a convenient source of food.

Milk's farm

This farm allows you to produce cheese. A milkman will come here to graze the cows. As soon as there are three of those, he will begin to milk them and then deliver cheese made from milk to the warehouse.

An obstacle to the development of dairy farms is the manufacture of leather armor, because leatherworkers will constantly need cow skins.

Wheat farm

Wheat farms are the first link in one of the most productive food chains in the castle. The harvested grain is delivered to the warehouse, where it is stored until grinding.

Wheat farms cannot be located on hills or uneven terrain. If the farm is far from the castle, then you may not have time to harvest the entire crop, and it will begin to rot.

Hop farm

Here, things are in many ways identical to wheat. Again, you should not locate the farm on heights and far from the castle, because the hops that have not been picked in time will begin to rot after a while.

The collected hops are also stored in the warehouse.

Orchard

This is the largest of all the farms. Apples are grown here. As they mature, the gardener will carry them to storage, supplying you with another type of food.

Gardens should be located on flat fertile terrain, preferably not too high.

City buildings

House

Housing availability determines the maximum population that can reside in your castle. Initially, several peasants can live in the fortress, but over time it will overflow, and you will need to build houses for your wards. Each dwelling placed will increase the potential population by 8. The current and maximum population is displayed in the lower right corner of the screen.

But do not rush too actively to attract peasants, because in the event of an unsettled food sector, you risk depleting food supplies too quickly. And if you try to destroy already inhabited houses, it will greatly affect your reputation.

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Religious buildings

There are three types of religious buildings: chapel, church and cathedral; for them to work, each of them must have a priest who will walk around the castle and bless your people. The more blessed people you have, the higher your popularity will become.

Over time, the blessing disappears, and people need to be blessed again. Therefore, one priest can effectively monitor only a certain number of people and eventually ceases to cope with his work.

As the population grows, you will need more churches to maintain religious coverage. Difficulties can also arise when your settlement grows into a small town, and people begin to demand a more expensive church, and then a cathedral. Ignoring their wishes will negatively affect your popularity.

Pharmacy

In normal times, the usefulness of a pharmacy is highly questionable. The doctor mostly wanders the neighborhood in search of medicinal herbs and roots, in no way affecting the overall level of positive indicators. But as soon as a plague appears in the city, the development of medicine becomes an irreplaceable factor in the existence of the city.

Also, a doctor can be useful if the enemy starts throwing dead animals into the city with catapults in order to spread diseases.

Intimidating structures

Fear is one of the factors that best stimulates the overall level of labor productivity. By placing gallows, blocks, rears and similar attributes around the city, you can intimidate people to such an extent that it will bring you real benefits, for example, in the form of an extra basket of apples or extra units of grain delivered to storage.

But do not be zealous, because with each new such structure, the level of your popularity is significantly reduced, which in the end will not lead you to anything good.

Entertainment facilities

The opposite of intimidating structures is entertainment. If you want to be known as a good and kind owner, then try to pay special attention to this item. Placing structures such as gardens, parks, agaves, and even a dancing bear around town will calm your people down, reducing the fear factor and increasing your popularity.

Naturally, there is also a negative side - people on vacation will devote less and less time to their immediate duties, and over time you will inevitably feel a decrease in production potential.

Weapon buildings

Bow workshop

Bows and crossbows are made here using wood from your supplies. If this is enough, then the gunsmith independently goes to the warehouse for wood, and then takes the finished bows to the arsenal. If there is no free space in the arsenal, he will wait next to his workshop. When a place appears, by clicking on a bow or crossbow in the workshop menu, you can determine the type of weapons that will be produced from the next production cycle.

Replica workshop

This is where workers are working, making spears and pikes, using the supplies of wood from your warehouse. If there is enough wood, then the gunsmith independently goes to the warehouse for wood, and then takes the finished weapon to the arsenal. If there is no free space in the arsenal, he will wait next to his workshop. When a place appears, by clicking on a spear or pike in the workshop menu, you can determine the type of weapons that will be produced from the next production cycle.

If you place a workshop near the fortress walls, then it, unlike other buildings, will be built in the form of an extension.

Blacksmith workshop

The task of the forge is to make swords and maces from the iron supplies in your warehouse. If there is enough iron, then the gunsmith independently goes to the warehouse for it, and then takes the finished weapon to the arsenal. If there is no free space in the arsenal, he will wait next to his workshop. When a place appears, then by clicking on a sword or mace in the workshop menu, you can determine the type of weapon that will be manufactured from the next production cycle.

If you place a workshop near the fortress walls, then it, unlike other buildings, will be built in the form of an extension.

Tanner's workshop

Leather armor increases the combat effectiveness of your army many times over. After the tannery is built, a tanner will come there, who will begin to lead cows from your dairy farms, skin them off and sew armor. Ready-made armor is stored in the arsenal.

Each cow produces 3 leather armor. If you see that the flow of milk into your storage facilities drops, you can suspend work for a while and then resume it.

If you place a workshop near the fortress walls, then it, unlike other buildings, will be built in the form of an extension.

Gunsmith workshop

Iron armor is an order of magnitude superior to leather. For its production, the iron stored in your warehouse is used. If there is enough of it, then the master independently goes to the warehouse for him, and then takes the finished product to the arsenal. If there is no free space in the arsenal, he will wait next to his workshop.

If you place a workshop near the fortress walls, then it, unlike other buildings, will be built in the form of an extension.

Food processing buildings

Barn

This is the building where your food is stored. Clicking on it will bring up a panel where the current amount of food, the amount of food consumed and how long it can be stored will be shown on the left. The buttons on the right control the ration and, accordingly, the speed at which food will be removed from the storage.

Thus, by varying this indicator, you can influence your level of popularity, which depends on the amount of food consumed by the peasants.

Do not forget that it is in your power to expand the storage capacity by building another one nearby. If you do not do this on time, then due to the lack of space for storing semi-finished and finished products, the entire urban production may simply stall.

The storage screen also shows you how many types of food are consumed. For an added bonus, try to provide your people with a more or less varied diet.

Mill

The grain you grow is not the final product at all. The next stage of its processing is grinding and storage in the form of flour. Millers will independently take the harvested grain from the warehouse, take it to the mill and bring back the flour. In the absence of grain in the warehouse, the mill is useless.

Unlike other establishments, the mill employs three workers at once, which allows us to limit ourselves to only a few buildings of this type.

Bakery

The resulting flour is also only an intermediate stage. Now she must go to the bakery and turn into bread. The bakers will independently take the flour from the warehouse, bake the bread and put it there. In the absence of flour, the bakery is completely useless and the baker will be idle without work.

As you can see, the process turns out to be long, but, despite the laboriousness, do not forget that this is the most effective and stable way to provide peasants with food.

Brewery

Once you have a few hops, it makes sense to start a brewery and start brewing ale. The brewer will go to the warehouse on his own, take the hops, prepare ale and take it to the warehouse. Don't forget that in the absence of hops (the crops of which the weevil loves to destroy) the brewery is useless.

Tavern

The entire cycle of ale production is designed to raise the general level of your popularity among the people. Thus, every working tavern gives you an additional bonus. However, do not forget that the cornerstone, as always, will be the rapid depletion of the stock of ale in the warehouse and, as a consequence, the complete disappearance of the positive effect.

Unit settings

Hold the terrain

This function allows you to clearly tie the warrior to his location. In the terrain hold mode, the warrior will attack only enemies that come close to him, ignoring all others. If the warrior has a ranged weapon (bow, crossbow ...), then he will start shooting at the enemies as soon as they are in the hit zone.

Protective position

Soldiers who have received the order to be in a defensive position will leave their post when the enemy approaches and engage in battle with him. At the end of the battle, they return to their original positions.

Aggression mode

In this mode, units will hunt down an enemy located at a considerable distance. Having defeated the enemy, the soldiers will begin to search for the next victim.

Military units

Archers

Speaking about the construction of a castle, we automatically mean the conduct of defense, if possible without resorting to hand-to-hand combat. So the main focus has to be on troops capable of hitting the enemy at a distance. Without any armor, archers are practically powerless in hand-to-hand combat, but they are one of the cheapest and most mobile units in the game.

It is especially good to use formations of archers against warriors not protected by armor, and also used to set fire to pit pits.

Building Requirements: Bow

Spearmen

These are the first melee units to be available for production. The lack of armor makes them one of the fastest soldiers in the game and allows them to be thrown off the walls of the stairs, as well as jump over the ditches.

Another advantage is that spearmen can use ladders to climb enemy fortress walls.

Building requirements: spear

Warriors with maces

This is the next step on the ladder of progress. Warriors with maces are dressed in leather armor and are still quite mobile troops, while performing well in hand-to-hand combat and can climb stairs to fortress walls, but are still vulnerable to archer attacks.

Requirements for building: leather armor, mace.

Crossbowmen

Unlike archers, crossbowmen are much slower. This is reflected in both movement and reload speed. But on the other hand, their bolts easily pierce metal armor, causing significant damage even to heavily armed knights.

Requirements for construction: leather armor, crossbow.

Pikemen

Heavy pikes and metal armor make pikemen extremely slow to move, but effective in defense. Try to place them in narrow places so that the enemy cannot pass by, but was forced to engage in battle with the "steel phalanx".

Requirements for construction: pikes, iron armor.

Swordsmen

These are your elite foot soldiers. Their heavy armor makes them the slowest units in the game, but if they get to the enemy, they deliver devastating blows.

You can use swordsmen both in defense and in attack. In the latter case, a detachment of heavily armed soldiers is enough to make a hole in the fortress wall under the rain of arrows.

Requirements for building: sword, iron armor.

Knights

Putting swordsmen on horses, you will receive swift and deadly troops. They, of course, will not be able to climb towers and fortress walls, but this is not required of them. The main task of the knights are forays into the enemy's camp with the aim of inflicting pinpoint strikes and timely "plugging" holes in their defense.

Requirements for construction: sword, iron armor, horses.

Engineers

These are perhaps the most versatile and useful units in the game. They are used to build all kinds of siege equipment inside and outside the castle, as well as boiling pitch.

Thus, if you want to inflict maximum damage on the enemy, then you just need to perfectly master the control of not only troops, but also engineers.

These units are created in the Engineers Guild.

Miners

These special units can drill tunnels under enemy walls or towers. They are created in the diggers guild.

Building requirements: gold.

High altitude

If you see that it is beyond your power to destroy the enemy walls and there is no way to dig a tunnel, then you can try to resort to the help of high-altitude workers. Equipped with long ladders, these units are capable of giving you quick access to enemy walls.

The production (they are created in the guild of engineers) of high-altitudes is inexpensive, but they are extremely vulnerable to any attacks of the enemy, and in particular to archers, so their use does not always lead to positive results.

Building Requirements: Gold

Black monks

A specific and highly questionable unit. Of the weapons, the monks have only a staff, but its unpretentiousness is more than replaced by the ferocity of the monks themselves, fanatically devoted to their work.

Siege war

Siege Equipment Manufacturing Buildings

First things first, in order to start the production of siege vehicles, you need engineers. After selecting an engineer, click on the "siege equipment" icon to see a list of mechanisms available for construction. After selecting a siege weapon, left-click on the place where you would like to place it, and you will see a tent that appears, in which, in fact, work will be carried out.

By clicking on the tent, you can see how much time is left before the construction is completed. And do not forget that until the construction is completed, the engineers are extremely vulnerable to enemy attacks, so try to ensure their full protection.

Any siege machine requires people to operate. To provide ammunition, select available engineers and then click on the siege weapon you would like to supply. Different types of siege equipment require different numbers of people to service.

Mine tunnels

Another way to break enemy resistance is by digging tunnels. Tunnels are dug under almost any defensive structure, and then collapse with them. To do this, select the tunnel builder (miner), click on the " dig"Now determine where the tunnel should start from (remember that the length of any tunnel is limited, and upon reaching its maximum size, it will spontaneously collapse).

Once underground, the miner will independently begin to dig towards the nearest enemy building, reaching which he will set fire to the supports holding the ground, thereby bringing down the vaults.

Thus, you can destroy almost all enemy buildings, with the exception of large towers and structures surrounded by moats.

Digging ditches

This is dirty work, but it increases the defensive potential of your castle many times over. First, you need to develop a plan for the future moat. You do this by choosing " dig"from the categories of buildings of the castle. If you suddenly do not like the prospects of the works, then you can cancel them at any time.

If the plan turned out to be acceptable, then select several units and give them orders for the development of the project. As soon as the work is completed, the moat must be filled with water; to do this, also select several people and click on the already completed moat.

Finally, do not forget to equip the moat with several draw bridges so that your people can move freely to and from the castle.

Filling the ditches

You can also fill up enemy ditches. To do this, select a group of soldiers, move the mouse over the ditch and when the pointer in the form of a shovel appears, give your people the order to fill the ditch.

Boiling oil

And where should we rush ... while the demand accounting is working, we can take a break.

The Geneva Convention is far away, but if it existed in the Middle Ages, then in terms of the degree of cruelty and destructive power, this type of weapon would surely fall into some top ten.

To equip engineers with pots of boiling oil, you must charge someone else to boil it. First, select an engineer and, by clicking on it, send him to watch the furnace. His responsibilities will include keeping track of the fullness of the furnace and filling the pots of other engineers.

Subsequent engineers sent to the kiln will receive pots of boiling oil, which they can now use against attackers.

Catapult

These siege mechanisms allow you to destroy enemy fortifications from a relatively large distance. They are mobile and accurate, but do moderate damage. The low trajectory of the projectile allows you to accurately hit the building, but you have to make sure that the projectile reaches its target without catching on any cliff or building.

An alternative possibility of firing is to throw dead animals at the besieged castle with the aim of causing epidemics. To do this, select the " Running a cow"from the catapult menu and define a target.

Two engineers are required to service the catapult.

Portable shields

This is a great way to avoid enemy fire. If on the approaches to the enemy castle you are met by a shower of arrows, then using shields is one of the best ways to reduce the loss of manpower. One engineer is required to operate the shield.

Ballista

The ballista is used in the defense of castles; it is most convenient to place it on one of the large turrets to increase the range of the gun.

It is advisable to use ballista when destroying enemy siege weapons and against heavy knights. Maintenance requires two engineers.

Battering gun

As the slowest combat unit in the game, the battering weapon more than makes up for this disadvantage with its destructive power. If this "tank" crawls to the fortress walls, then you will have a gap in the defense. Arrows are incapable of inflicting any tangible harm on the ram, so the best way to destroy the battering weapon is short cavalry sorties into the enemy camp.

To control the ram, four engineers are needed.

Siege Towers

Once erected, these loose, mobile structures give your troops quick access to the top of enemy walls.

To use the tower, point it towards the wall; when the distance is sufficient, it will stop and throw over the retractable bridge. Your troops can now freely climb the walls. Four engineers are required to operate the tower.

Mangonella

Mangonella is the equivalent of a catapult, but unlike it, it specializes not in destroying walls, but in destroying enemy personnel. Here, placers are used as shells to the extent of large cobblestones, incapable of causing significant damage to buildings, but literally cutting through glades in enemy ranks.

The negative features include the fact that Mangonells have never been distinguished by their accuracy, so if you order them to shoot in one direction, you may be unpleasantly surprised by the unknown where flying stones.

It requires two engineers to function.

Trebuchet

If the strength and range of the catapults are not enough for you, then the best solution would be to use the treble. These terrifying machines are capable of throwing an entire block of stone over a huge distance. Moreover, a projectile flying in a parabola is capable of causing destruction in the city itself.

A negative feature can be called the impossibility of conducting aimed throwing and the inability to move, the reason for which is the overall size of the mechanism.

Like catapults, trebuchets can throw dead animals over walls in order to create an epidemic.

To service the mechanism, 3 people are required.

The end

What can I say in the end ... Despite the seeming overload of the general concept and the complexity of the interaction of game elements, after a few hours of being in the medieval world, you will begin to navigate in the environment no worse than a real feudal lord.

This guide will help you master the features of specific buildings and units, but will never replace your own experience. Go for it ...

1 2 All

How much time do you spend on completing one (even the simplest mission)? 20-30 minutes, and sometimes an hour or two! The secret of high-speed passage (without codes and Artmoney) is this.

At the start of the mission, you should build a barn, 5–7 houses, a store and a mercenary camp. Sell \u200b\u200bout all the goods you received (leave some food), and hire assassin mercenaries with all the money in the camp. After that, send them to the castle of the still undeveloped enemy. Since he has not yet managed to make a sufficient number of troops, there is a chance to kill the king and get at least 500 gold, and if there are several more opponents, you need to hire assassins for all the money and send them to another king :) Thus, you can destroy several opponents at once in a few minutes ... Here's an example.

Not satisfied with the distance from the warehouse to the resource extraction site? There is a chance to cut it. Here's how I do it.

During the game, remove the first tile (at the beginning of the mission) and all that you have built. Find the best place for a warehouse near the resource production, and build a warehouse there. P.S. The highest income comes from the immediate proximity of the warehouse to iron ore mining sites. Here's an example.

Don't know who to choose as your allies?

I can recommend "Pig". There are many advantages to this.

  1. In alliance with PIG you will never feel hunger, because during the game you can repeatedly demand a large amount of cheese from it.
  2. He is good in terms of combat tactics.
  3. He almost never refuses a request for a joint attack on the enemy.

If the castle is built as close as possible to the sign where the enemy soldiers are coming out. But not at the very last point, but a little further away, so that you can make fortifications of the castle, especially the towers are needed! Then, as soon as the enemy soldiers approach the sign, you can fire at them even before they ungroup!

1. First, if you are afraid of an imminent attack, you can reduce the speed of the game, this is done by pressing (digital) "+" and "-". Then, you need to build about 8 sawmills located, the closer to the trees the better, but do not forget that when the enemy attacks them, they can be destroyed, so it would be better if they are closer to your castle. You will need wood to build buildings and some weapons.

2. Immediately after that, you need to increase the warehouse (at least four times), otherwise you will not be able to put resources in it until you spend those that are.

3. The next thing you need to do is build a barn so that people are fed and happy :-), i.e. to maintain popularity, which should be at least 100, otherwise people will start leaving you, and there will be no one to work with.

4. Be sure to build houses (4 pcs. To begin with), otherwise there will again be problems with the population.

5. After that, you need to take care of what you will feed them. It's up to you, well, I think the best is to build the following things:

  • a mill for grain processing;
  • grain farm (2-3 pcs.), for harvesting wheat;
  • and a bakery for baking bread (about 4 or more).

You can also build either apple orchards, or dairy farms or hunting huts, if of course they are available to you, note that they will need more than grain farms. As the variety of food increases, the popularity increases.

6. If you are preparing for an imminent enemy attack, then I can advise the following.

  • Since the best shooting units in this game are the crossbowmen, it's best to start with them. To do this, you need to build an armory, stone barracks and a market.
  • After that, depending on how much money you have, you need to buy crossbows and leather armor in order to hire crossbowmen.
  • And after that build the towers to which you will send them, for a start 2-3 should be enough.
  • It is also advisable to install ballistae on the towers, to protect against siege weapons, and you can also put shields there.

Well, and further along the course of the play, you provide yourself with a stone, build pubs and all they need for a day is a brewery (preferably 2) and a hop factory. You build a shooter's workshop, where you choose crossbows and a leather workshop, you also need to build a dairy farm for it, otherwise, where does he get the leather from :-). Don't forget about the taxes that people have to pay you for all the amenities.

There are many ways here, you can't write everything, especially since everything depends on the design of the enemy's castle, on his defense and of course on who you play with. In general, the main thing in strategy, if you are playing with a person, is a non-standard approach, but there are things that are useful to know.

  • Protecting your siege weapons with shields, they are still outrageously cheap.
  • Not attacking a well-defended castle with a bunch of soldiers, it rarely helps.
  • You need to choose the optimal distance for the siege, where the arrows will not reach you.
  • If possible, you can use ballistae to set fire to the enemy castle, this will force the enemy to fork out for recovery, and if you're lucky, it will also reduce the number of enemy troops.
  • If there are guns on the towers, then it is better to fire at the towers from the tribushe, although guns from the towers can be fired at them, but again they can be protected with shields.
  • Do not strive to capture the castle quickly, there is no rush here.
  • And it is advisable to bring the situation to the point that your arrows and ballistas stood next to the enemy castle, and boldly and with impunity fired at every soldier who appeared.
  • Well, then you know what to do.

Read more about buildings and units in.

Well, we have already encountered certain difficulties by this point, but we have successfully overcome them. Until the end of the company, there was only nothing left - some 15 missions.

36 Path from the Summits

We are given 2000 gold and a Boar. Against us 2 Snakes and 2 Richard with 4000. Interesting mission. And complex.

One of the Snakes separates us from the Boar. Confused the side, you see. Well, nothing, we build a tower where there is metal, and we get archers. We start shooting enemies. At the same time we block the south with a moat with water and a wall. There is a forest in the north, we are starting active felling. Let's not forget about the Lord - they can also demolish buildings.

After the removal of the enemy, we rebuild the metal and engage in defense. A moat with water, ballistae, a couple more towers, etc. In the center of the vryatli it will turn out to build something for a long time - there is always someone running around and weird. But we have precious metal! You can buy anything with it. In the west, you can also stick a tower and protect the extraction of wood and stone.

Don't forget about the catapults of the enemies. Ballistae on towers will come in handy. Updating the fence around the perimeter will not hurt. We also repair the towers, otherwise they will be demolished and it will be a shame. We use lumberjacks as a shield - let them cut them better than the troops. If we find funds in this meat grinder, then a dozen crossbowmen will greatly facilitate life. You can also put a couple of towers with some ballistae slightly behind - they will come in handy.

As soon as the defense begins to cope without constant adjustments, we build a detachment of 20-30 archers, 10-15 crossbowmen. We begin the siege of the Snake in the southeast. We go along the edge. There, hordes of attacking enemies should not interfere with our daring sortie. We act in a standard way - we demolish the towers with catapults, bring the shooters under the shields and finish the attack with the assassins. But after the victory, you should not relax - Richard is very close. From its walls, archers can shoot to our positions.

Speaking of Richard. Now it's his turn! If there are catapults left, we proceed to the siege. If you need to recuperate, now it is quite possible to build several arable lands on the edge of the map. Catapults and gentle assassins should be protected from crossbowmen, with which Richard can counterattack. You will have to suffer. Not like with Saladin, of course, but you can't take Richard from a swoop. And after all the torment, we have another Richard for dessert. We already know what to do with him, and he guesses too, so he shouldn't resist too much.

The boar, by the way, is great. Together with me he survived all the attacks. Even in the end he helped. Showcase.

37 Underworld

We are against 3 Caliphs. Everyone has 10,000 gold. 2 Caliph on our side and one Caliph, so to speak, bonus on the other side.

Well, since only Kalifs, then they will be annealed in full, I decided. So I built an apple tree at the start - it was cheaper, but there was no time for a complex infrastructure. In parallel with the construction site, I decided to crush the nearest Kalifchik. Horsemen and spearmen. Carried out the mercenary camp and massacred the population. In general, the first friend flew out of the game, leaving the winner, well, me, money and resources.

What's next? Well, his in FIG - to fight back from 2 sides. And I blocked the passage to the east with a ditch. In the west he did the same. There is a passage in the north, where the farms are. But there were already 2 of my towers with well-aimed archers.

Caliph in the north did not wait for the weather by the sea - they started burning my apple trees. Well, yes, the goblin is with them, they are cheap. But the archers were gradually demolished from the nearest tower. Well, nothing! Full of money, hired more. Sold oil and metal. He added ballistae and began shelling the annoying villain. There is a forest and food. Started producing bows. Gradually, only one Lord remained to guard Kalif's castle in the north. The Assassins said hello to him. Now I have stone, metal and endless fields.

The last Caliph behaved strangely - very passively, perhaps he bugged. For which he paid.

38. Assassins

We are with 7000 gold against 3 Saladins with 10000. Difficult and long battle. But why the card is called Assassins, I did not understand.

Right at the start, I stuck a wide tower next to the nearest Saladin and began an exchange of pleasantries. There is very little space, but there is everything for happiness, namely: metal, stone and wood. There is no, perhaps, grub.

In one passage, an active firefight is being conducted. The other two passages tried to barricade with a moat, but did not have time - horse archers galloped up. In parallel with this, there was a tangible counterattack by hired swordsmen from the nearest Saladin. I had to fight back already on my little circle. Archers led directly to the castle. He managed to fight back, plus he caulked one of the passages with a ditch, he managed between attacks.

I also built a tower with archers and ballistae on each side. Things went well - attacks are being fought back with minimal damage. Started shelling the nearest Saladin with trebuchets from the towers. Well, as soon as the opportunity arose to attack through a gap in the wall, the killers ended the poor fellow's suffering.

Very strong attacks of the remaining enemies went. Sometimes the hordes stopped near the ditch and raked without my losses, and sometimes they shot from the side of their fallen comrade. We reached almost the castle. In addition, the tree ended. The lumberjacks went to the center, where patrols dissatisfied with such resistance awaited them. I had to slightly increase the path of passage to the target - with a moat. Crossbowmen added, plus all the same lumberjacks slowed down great. The enemy stopped reaching.

Well, a little later he carried out the last Saladin. Again, not immediately. They have a lot of money.

39. Crimson Heaven

We have 3000 gold. Against us as many as 2 Richard and the Wolf with 10,000. A difficult mission, although simpler than the previous one.

Metal, stone and wood. Immediately stuck 3 towers very close to the castle. Archers there and ballista. He fenced himself off a little with a fence and began to produce bows.

The economy started working. Of course I had to constantly buy grub, but where can I get it? Has built several more towers around the perimeter. Just for ballistae. Hired several crossbowmen. Enemies attack with very powerful forces from heavy infantry, crossbowmen and sometimes catapults. So armor-piercing means must also be present.

After a while, I became confident in my defense. He began to accumulate troops and went to South Richard. It was hard to fight there. Trebuchets do not reach as far as we would like, and catapults are not convenient to pick up. But after the demolition of the towers and a rather intense siege, Richard fell.

Now I have a food ... Plus metal and stone. I went to the second Richard and began a siege. It was easier with this, even though the Wolf was close. I sold it to the economy.

But the Wolf built something completely unimaginable. I had to bury what he dug up there. Although there was nothing more difficult - he also fell quickly.

40. Dunes

We have 4000 and an ally Richard. A group of 4 Boars is against us since 2000.

Watch out for lions at the start of the game! Better to deal with them immediately, before they gnawed the archers. We begin deforestation. We put the tower near the stone just south of Richard, so we, at the same time, will begin to fire at the Boar. In the north, you can also master stone and metal, but guards are needed there, otherwise the buildings will be quickly demolished.

There is no grub, but no one has it, and this is rather a plus than a minus - the enemies do not develop as quickly as they could. As soon as there is even a little money - we buy assassins and take out the first Pig - only the walls should remain there.

The second Boar is not far away, and is also weakened by Richard. What is the time to delay? We take it out too. During this whole process, do not forget about defense - the rest of the Boars will begin to send rather weighty detachments. The danger is not so much due to the fact that there are many of them, they are still fast and hit hard. The lord will be carried out in no time. So on our base at least one tower with 15-20 archers should be. Better yet, place at least a couple of hired swordsmen next to the Lord.

We carry out the remaining Boars as usual. We demolish the towers, then we kill the crossbowmen with archers and lead the infantry. There the enemy should already be battered - Richard was actively firing catapults from the towers.

41. Thunder Mountain

We are given 3000. Against us, 2 Caliph and Richard with 40,000. Nightmare mission. I passed it only after going through the whole company.

It seems that everything is not so bad at the start - stone, metal, wood, full of arable land. But it was not there. Richard somehow completely goes crazy and starts sending just wild hordes with catapults. And the Caliphs cut out all living things in undisguised places. At least a couple of vats with water should be built - they will not be superfluous.

We immediately put 3-4 towers with ballistae next to the castle and hire archers. The most important thing is to put shields on the towers, without them we simply cannot survive. We put apple trees instead of wheat - we don't have time to establish a production branch. We put houses, lumberjacks, and other unnecessary things in the corner of the map - there are plenty of places there and safe.

We are fenced off with a fence. At this stage, catapults from Richard should already arrive. We demolish them with ballistae and repair the destroyed walls, repair the towers. We are trying to continue to survive in this hell. We are gradually building wheat and bakeries. The ballista tower at the edge of the northern hill can be of great help. We need crossbowmen, otherwise they will push through. As always, a medal for courage is awarded to lumberjacks who will be great at restraining the enemy - we are building sawmills near the walls.

We are establishing the production of archers. We build churches and continue to increase the number of bakeries. We are trying to dig a ditch along the walls. Where there is a catapult attack, we build multi-layer walls.

As the time between attacks will be - we withdraw a detachment of archers and catapults along the edge of the map to Kalif and begin to demolish the towers. We act carefully and retreat to the walls if the Caliph decides to counterattack. We press without stopping. In the end the Caliph will go broke and we will avenge him. Now you can breathe a little more freely. We restore the army and go to the second Caliph - there is no longer any need to fear such powerful counterattacks - it will be easier. We take out the reptile, but we are afraid of oil traps.

If you wish, you can expand the base, now Richard is doomed. However, it will be very problematic to besiege him - he is on a hill and will violently resist. On the other hand, it's good that this is not Saladin. So it’s a matter of time to endure it after so much suffering.

42. Valley of Hopes

We have 2000 coins and an ally Saladin. Against us 3 Richard with 8000. Simple mission. Two Richard are on the other side of the river and will fight the Saladins, and as we know, Saladin is not easy to take. So, in fact, we have only 1 opponent.

We put the tower from the start next to Richard. We begin shelling until he regained consciousness. There is metal between us - we fence it off. We are demolishing buildings by the lord. You can also take down with spearmen from other Richards in the center of the farm. As soon as a denyuzhka appears for at least a dozen assassins, we take out the poor fellow.

Now we have huge reserves of metal in the north, but it's better to keep guards there. Of course, they will attack us, but the main direction of attack from the enemies is Saladin. You can help him - stick a tower next to the troops, but on good he will cope himself. In my version, he himself fences the second Richard himself.

Well, by joint efforts we finish off the last enemy.

43. Warriors of the Desert

7 Rats with 10000. True, we also have 10000. Fun mission.

We start and immediately buy archers and assassins. We carry out the Rat in the north. In parallel with this, we put a couple of towers closer to the other two enemies. We begin shelling, at the same time fencing ourselves with a fence, so as not to fight back from all directions. At this moment, the spearmen should already go on the attack from other opponents. But we have assassins who will knock these guests out with ease. In principle, if everything is done successfully and quickly, then you can endure one more enemy, but I did not risk it.

There is a stone next to us - we extract it, we save troops. We have a lot of space, so we can gradually establish the production of archers. In the north, farms and quarries can be built, but it is advisable to protect them. We start production of bread.

Well, as we establish the industry, then we choose the time between attacks and take out first one neighbor, and then the second. In the south, now we also have fields for the grub.

44. Sand Torture

We are given 4000 gold, as well as 6 enemies. 2 Boars, 2 Snakes and 2 Rats. Enemies have 2000.

We have already fought on this map - we repeat the scheme. We are fenced off with a moat in the east, where there is metal, in the west, where there is stone and in the north, leaving a passage and a place for arable land, as well as a fence from arrows. We put a couple of towers in the north, we get archers there and begin to establish production. They won't trample on us right away, but there is no point in going into an early rush either - the opponents are very far away.

3 towers, equipped with ballistae and archers, will cope with all. I would advise you to hire 10 more crossbowmen and put shields on the towers - then everything will be covered in chocolate. We do not climb to metal and stone, bread and onions are our business.

As soon as we accumulate troops, we go to recapture the metal in the east. There is a lot of it, and the enemy is easy - the Rat. We carry out for the heap and the neighboring Boar. We occupy the mines. Well, then everything is simple.

45. Sandstorm

There are 4 Sultans against us with 40,000. We have only 3,000 in our pocket.

What is the complexity of this mission, I did not understand - it is very easy to pass. We have metal, stone, wood and arable land. The place is full. And the enemy is far away. Develop - I don't want to. The only thing is that besides archers, I had crossbowmen and ballistae on the towers. They simply did not notice the attack of hired swordsmen.

Well, as we collect the troops - we go along the edge of the map and take out the extreme enemy. The biggest danger there is ascent, because catapults have the imprudence to shoot at their own kind. And instead of the usual archers, it is better to use crossbowmen - they will take out swordsmen faster.

46. \u200b\u200bNightmare

6 enemies. Boar, Sultan, Saladin, Snake, Rat and Richard. We and they have 2,000 gold each. The task is difficult, really a nightmare, only I had a daytime nightmare.

We put a couple of towers with ballista next to the metal for defense against catapults. At the expense of the metal we develop, we accumulate strength, we establish the production of bows. We go to extinguish Richard in the east. After the demolition of Richard, we can still organize the production of bread.

Well, then we take out all the rest. The problem here can only be that you have to go through the swamp - the speed of the troops is low.

47. Forgotten Sea

We're in a team with Richard and 3000 gold. Against us are 2 Sultans and 2 Saladins with 40,000. Simple mission.

We have a lot of resources: stone, metal, wood and land for arable land. They won't trample on us from the center - on the right we are protected by Richard. So we enclose ourselves with a fence just in case (Saladin can still ride with horsemen) and build a couple of towers next to the Sultan. Of course, we will not be able to cover the entire base, but it will be enough to undermine the economy. We are saving money, arranging the supply of bread and the production of archers. Everything as usual.

You can, of course, help Richard by building his tower next to his walls, but he must cope himself. As we accumulate 20 assassins, choose the time between Saladin's attacks and go to take out the Sultan on the left. Next, we give Saladin along the hat. And then everyone else.

48. Underworld

Caliph, Boar and 2 Richard are against us. Everyone has 10,000. The task is difficult.

Little space. Catastrophically small. In addition, not all buildings allow building. We put towers with trebuchets and archers on the move. We begin the terror of Richard in the north. We have arable land, but no other infrastructure. So apple trees. The caliph will send his eagles sometimes - vats of water will come in handy. In the west there is stone and metal. However, there is not much to build there.

There is a ford in the east and enemies will constantly shove through it. Walls will only help for a short time - they will be demolished very quickly. Lumberjacks are also not worth getting carried away - we need to replenish the army with normal troops. We'll have to constantly repair the towers and hire reinforcements (we don't have a ballista in this mission)

We're trying to ruin Richard in the north. Catapults and a high tower will be very useful in this matter. Well, upon completion of the killing of the first enemy, we will finally have living space and fields in the north. Now you can start the production of bread.

Well, since we have survived to such a state, then everything is simple - the Caliph has already gone bankrupt due to the shelling of our catapults. Read More Richard's hefty but goofy castle. And the Boar with his crossbowmen for sweets. Nothing serious.

49. Greatest of Wars

We are given as many as 2 allies. Caliph and Sultan. There will be 3 Richard and 2 Boar against us. We have 3000, the enemies have 40,000.

The task is not difficult. Around us are vast fields, wood, metal and stone. We put 2-3 towers at once on both sides and enclose ourselves with a fence. We are not in a hurry - we are saving up resources and troops. We help as much as we can to the Sultan on the right, otherwise they can easily endure him. You don't need to help the Caliph - with me he quite calmly fought back himself. He just cursed often.

We begin sorties and pressure on the Boar on the right. The Sultan will periodically attack with powerful forces. Stupidly, however, he will dispose of them, but nevertheless. It can be set on someone in time. The Caliph ignores us.

It will not be easy to take down the first Boar - there is a constant attack from our other enemies. However, these attacks are not endless and the moment between them can be found. Next, we go to Richard. He has accumulated a lot of resources - he will have to suffer a little. After that, it will be easier and easier, with each defeated enemy.

50. Last Victory

On this map, we have to fight all the enemies we know at once. Rat, Snake, Boar, Wolf, Sultan, Saladin, Richard and Caliph. Everyone has 10,000 gold. It's clear that it won't be easy ...

We have little space. There are fields in the north and forest in the north and southwest. There is some stone in the east and south. Some more metal in the south.

What are we doing? Rashim Kabana. If we succeed in pushing through, we begin to develop. If not, then we can start over - we will be crushed.

We take the central metal and stone, put several wide towers with ballistae and archers. Ballistae can shoot from the east, but after the walls are built, the shelling should stop. The towers should reach Saladin. Metal and stone will constantly ignite. Vats with water will hardly help, but it's still worth building them. Crossbowmen will even help very much, only here's where to get them. We are trying to find a moment for a decisive attack and removal of Saladin.

After that, everything will become much easier. We take out the towers further, having finally secured the extraction of stone and metal, we are saving up troops. Houses can now be built on the site of the destroyed castle of Saladin - they will be under cover. In the east, there are vast areas for food.

Caliph and Sultan will have to be carried out at the same time - their castles are too close. We'll have to, however, constantly monitor the movements of the armies of their ally. We retreat to our walls in time, there is nothing to just lose troops.

Wolf. The wolf is not so easy to take. But we have nowhere to rush - there are a lot of resources, the defense is reliable. Then we turn to Richard - it will be easier with him. Well, the last to fall is the Rat.

Congratulations on passing!

Stronghold Crusader HD Walkthrough for Crusaders

Stronghold Crusader HD. Walkthrough 36-50. was last modified: June 27th, 2019 by admin

Stronghold: Crusader is a real-time strategy game. Roughly speaking, an addon for Stronghold, but it is a separate game. It was developed by Firefly studio in 2002. The main theme of the game is the crusades. Look stronghold Crusader walkthrough you can just below.

Watch the Stronghold Crusader Mission Walkthrough Video

Entering the Stronghold Crusader company, you will see that there are 50 missions ahead of you. As a rule, they are arranged in order of difficulty, but all the same you will come across super difficult missions, after which it is already easier.

In the video above, you can watch the passage of any mission with comments in Russian. Perfect for those who are stuck on a certain mission and have already used up all the chickens. See how the author acts and try to exactly repeat his actions. Do not forget that you can change the speed in the game. It's easier to play at speed 20, because the computer enemy will develop at the same speed. At 100, the enemy can build a whole castle while you build additional warehouses and a market.

Stronghold Crusader Secrets

When playing Stronghold Crusader, it is useful to know some secrets. I will share with you the most useful ones.
  • Opponents like Abdul, Richard and others can block the barbicans with a lumberjack hut from the outside (when their castle is fully built), then they will not be able to send troops to you, and also to extract resources.
  • The following thing works with almost all craft structures: select the lumberjack's hut, press pause (English button P), press so that the structure stops working (Z - sleep), then press resume and press pause. As a result, the second lumberjack will go to the hut. Bottom line: 2 lumberjacks work in one hut and bring in 2 times more wood. Very useful the secret of the Stronghold Crusader, which will help you in case of lack of resources. This trick can be done with almost any building that has a sleep function.
  • Extraction of stone. If the stone ore is located near your castle, then you can fence off the quarries with a wall so that there is no access to them. Only it is necessary to fence not in a dense one, but with some indentation from the quarry warehouse itself. Then we place the oxen (gobies that carry the stone) close to our warehouse. The ox will be instantly loaded and will go to deliver the stone.

These are the most important secrets. Of course, when watching stronghold Crusader missions You will need them navryatli, but when you go through it yourself, it is quite likely.

My city stood in spite of all death

And there would be another century.

But against evil, the city invented evil,

And the shrouds began to snow for him.

Maybe the sun will rise one more time

And melt the ice over the city,

But I'm afraid to imagine

The color of this melt water.

Nautilus Pompilius

Every year the gaming industry makes a rapid leap towards the visual quality of new products. But it turns out that developers are paying less and less attention to what we call gameplay. As a result, beautiful dummies hit the shelves, breaking sales records, but not able to keep you at the computer for more than an hour.

Stronghold is a rare example of a modern game, where the main emphasis is not on graphics, but on a general game concept that takes time to figure out, but more than pays for the effort.
Interface

In this regard, the game does not shine with originality, well, thank God. The first thing that catches your eye besides the notorious card is an embittered peyzanin in the right corner, holding a prehistoric Talmud in his hands. Its pages display key data on the state of affairs in your settlement. The upper figure corresponds to your level of popularity, the middle one shows the state of the treasury, and the lower one is responsible for the number of housing built and occupied.

At the bottom left of the screen is the main control panel for your settlement. With the help of six small icons at its bottom we select the type of buildings that we want to build, and on the panel itself - a specific building. Construction takes place instantly, without having to wait for work to finish.

This panel is also used to select the required units from a group of troops. That is, having selected a certain number of soldiers, we get complete information about who exactly we are commanding at the moment. Now, by clicking on this or that type of troops on the main panel, we can separate from the general crowd, for example, only archers or only knights.

Another interesting effect can be achieved by right-clicking on any part of the game screen: after that, impromptu panels appear around the cursor. The upper one allows you to look at the terrain from a different angle, the right one - zoom in / out, the lower one - to make the buildings much lower in order to be able to more clearly assess the location of buildings and troops (almost the same effect is given by pressing the spacebar), and the left one removes the menu bar from the screen ...
First steps
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I hasten to reassure you: understanding the interface doesn't mean anything. It's always difficult to start, but you have to;) So, first of all, mortgage your castle. Then the granary. Next, distribute several woodcutters' huts on the map. When the work is completed, determine the most acceptable type of food, in accordance with which you will develop your food industry. At the first stages, these are hunters' huts and grain farms, in the future you can experiment with the rest of the buildings, but for a start I recommend limiting yourself to the standard set.

If everything is approximately clear with living creatures, then the grain is simply not suitable for food and requires further processing. First, it must be ground into flour, and then taken to the bakery to bake bread. This will require the creation of several more buildings, namely a mill and a couple of bakeries. Now your people will at least not starve to death.

The next point in the development of your settlement should be the establishment of a temporary defense. You should not swing at the construction of monumental fortifications, try to limit yourself to a minimum of troops and fortress walls, investing basic funds in the development of infrastructure.

The best thing that can be advised here is a dozen archers on a hill, inaccessible to direct attacks of the enemy.

Further, the strategy is fundamentally no different from the above. Balancing on the brink of productivity and military stability, we are leading the overall development of our settlement, gradually expanding the defensive ranks and erecting fortifications.
Basic concepts
Popularity

Among all the indicators characterizing the state of affairs in the settlement, one of the first places is occupied by the level of your popularity among the people. A green smiling face means everything is fine. Yellow - that not everyone is satisfied with your rule. And if the face turns red, then the peasants will begin to leave the castle.

Therefore, carefully monitor the popularity level displayed in the lower right corner and do not let it go below 50.

There are only seven ways to influence the mood of peasants, but the main factors are two: food and taxes.
Food

Changing the food intake in the granary is one of the easiest and most effective ways to influence popularity. Both the quantity of food and its variety matter.

Initially, the peasants are given a full (single) portion. Decreasing the diet will have a negative effect, but will conserve food supplies, while increasing it will have the opposite effect.
Tax

The set tax level also affects your popularity, and if there is a lot of gold in the treasury, then it makes sense to distribute it to peasants from time to time.

An interesting effect can be achieved by increasing the portions of food and at the same time raising taxes (or vice versa). Thus, it turns out that we largely consume one of the resources, while holding on to the other.
Construction of walls

Walls are selected from the Castle Buildings category. They can be built either element by element, by placing only one section on the map, or by stretching the entire wall to any distance. Thus, by choosing to create a wall from the list, you move the mouse cursor until you are satisfied with the result.

If you have enough stone or wood in your reserve, and the relief conditions do not interfere with the construction of this type of fortification, then by releasing the mouse button, you will receive a ready-made structure.

Walls can be built of any thickness, and it is much more difficult to break through multi-layer fortifications than single ones.
Construction of steps

Fortress walls are a guarantee of tranquility of any city, but if you want to take full advantage of the opportunities provided, then simply do not forget to provide your soldiers with access to them.

Ladders are built in the same way as walls, but must join either your standard walls or the edge of the gatehouse. To build them, select the Ladders and move the mouse pointer to the wall section. Now press and hold the left mouse button while moving it to the side. You will see the outlines of the stairs appear; when you are satisfied with the result, release the mouse button.
Fear factor

Workers' productivity largely depends on how harsh rulers you are perceived to be. The better people think of you, the higher your popularity, but the worse they perform. Accordingly, if you are known as a tyrant and usurper, then the level of popularity will remain low, but, fearing punishment, the peasants will work with great diligence.

Depending on what seems most reasonable to you at one time or another, you can influence the opinion of the people by placing either entertainment facilities (gardens, statues, agaves ...) around your castle, or frightening (gallows, blocks, cesspools. ..).
Religion

The construction of religious buildings triggers an influx of priests who begin to bless you and your people, thereby raising the level of popularity. True, the effect of the blessing quickly wears off, and it has to be repeated constantly.
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The more people from your village visit religious institutions, the greater the bonus to the popularity level you will receive. And don't forget that as the settlement develops, people will want ever more impressive and expensive religious buildings. If they are not built, then the level of popularity will begin to decline.
Tavern

The same as the Tavern.
Overpopulation

If everything goes well, then over time the total number of your vassals will increase. In order not to face the problem of lack of housing, try to build new huts in a timely manner. If the state of affairs becomes critical, then the indicator located in the lower right corner of the screen will immediately remind you of this.

Overpopulation can also occur if multiple houses have been destroyed by you or destroyed by the enemy.
Fairs and exhibitions

During the game, travelers will visit your castle and arrange fairs and other entertainments. While they are in town, you will receive a temporary bonus to your overall popularity. But, unfortunately, these events are temporary because it is not in your power to control the nomadic actors.
Building
Fortress

The most important building in the game and must be completed first. Here not only lives and holds the last line of defense during the siege of the Lord, but also your treasury. By left clicking on this building, you will see the treasury control panel and will be able to set the level of taxes levied.

The fortress is also home to some of your people, ranging from eight or more, depending on the size of the building.
Barracks

Building barracks is the first step towards building an efficient army. Clicking on a building will open the conscription panel. If there are free peasants near your campfire, and you have the necessary weapons in your arsenal, you can simply click on the type of troops you want to train and they will be created. Requirements for the weapons required for each type of troops will be displayed on the panel when you hover over the soldier icons.
Arsenal

As the name suggests, the arsenal is used to store weapons produced by artisans. In total, no more than 64 units and no more than 4 types of weapons can be simultaneously placed in the arsenal. If it is necessary to expand the arsenal, place another one next to the existing one, otherwise, after an overflow, the production of weapons will inevitably stall.

When creating troops, newly minted soldiers will independently take the type of weapon they need.
Wooden gate

Like other fortifications made of wood, this gate is not particularly durable. They rather create the illusion of protection, but as soon as the enemy is struck, nothing will remain of the oak foundation.

Of course, you can open or close the gate at any time, but when the enemy approaches, they will close automatically.

An alternative application of this type of gate can be to regulate the movement of wild animals on the map.
Wooden platform

A simple wooden platform gives your troops a height advantage, allowing them to fire at longer range and gain additional protection from incoming projectiles.

This type of platform should be built next to a wooden wall.
Stone gate
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The stone gate is an order of magnitude superior to its wooden counterpart. Since the enemy always considers the gate as the easiest way to penetrate the castle, then, if possible, try to timely replace the wooden copy with the stone one.

If necessary and if there is a moat around the building, the stone gate can also be equipped with a drawbridge.
Drawbridge

A drawbridge allows peasants to cross the moat that surrounds your castle. It is very important to build it before starting to dig the ditch, because the bridge has a limited length and as a result it may simply not be enough.

You can raise and lower the bridge in the same way as opening and closing a regular gate.
Water moat

No matter how strong the wall is, you can destroy anything. Therefore, the next level of defense after the construction of the fortress walls should be a moat with water. Despite the laboriousness of the process, believe me, it's worth it. The main thing is not to forget to place the drawbridges in time, because you can inadvertently lock yourself in your own castle.
Guild of Engineers

This building allows you to train high-rise and engineer, who will later make your siege vehicles. By clicking on this building, you will see the recruitment panel, with which you can pay for them in gold.

Thus, if you have free peasants and a sufficient amount of money, then you can create an appropriate squad.
Underground Guild

Here everything is the same as in the case of the guild of engineers, only instead of them you have the opportunity to create squads of diggers.
Wolf pit

These are deadly traps in disguise, dug out with the aim of providing as much trouble to your enemies as possible. Wolf pits are invisible to the enemy and absolutely safe for their own.
Resin pits

Unlike wolf pits, at the bottom they are not pointed stakes, but resin extracted from swamps. At first glance, this does not pose any danger to the enemy, but, being set on fire, the resin is capable of causing significant damage to anyone. The flame will begin to spread from pit to pit, and if you're lucky, then after a while the entire enemy army will be in a fiery hell.

You can set fire to tar with burning arrows.
Brazier

Braziers are used by archers to light arrows and should be built on the walls of the castle. Once construction is complete, any archer near the brazier will light their arrows before firing.

Ignited arrows are not much more efficient than conventional arrows, so braziers are primarily used to set fire to tar pits.
Melting furnace

This building allows you to process tar into boiling oil. When an engineer starts working in the smelting furnace, he will carry the resin from your warehouse and cook it until oil is obtained. To assign an engineer there, select one of the existing ones, and then move the mouse cursor over the furnace.

The oven holds a maximum of 9 pieces of resin. After filling it, your assigned engineers will begin to collect oil in pots, which can be placed on walls and spilled on the heads of attackers during a siege.
Stable
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The backbone of the defense is not at all archers, but engineers with pots of butter.

When you build a stable, knightly horses will be raised in it. The stable can accommodate up to 4 stallions in total. When you start recruiting riders, the horses should already be in stock.

Also, do not forget that in the intervals between battles, horses need rest, so you can immediately forget about setting the production of mounted knights on the conveyor, limiting yourself to only four for each stable building.
Perimeter tower

These small stone towers are relatively cheap to build and therefore ideal for use in the first line of defense. They are much stronger than walls and allow archers stationed on them to fire at a much greater distance.

Unfortunately, the foundations of the towers are not very strong, which makes them vulnerable to diggers. Access to the tower is provided by the construction of a fortress wall next to it.
Large perimeter tower

This tower is more difficult to destroy than the previous one, but it is still vulnerable to attacks from miners.

The rest of the advantages include even greater firing range and the number of people accommodated.
Square tower

This large stone tower has plenty of room to house a Mangonella or Ballista. Unlike previous versions, square towers have a solid foundation, which makes them inaccessible to underground attacks by diggers.

They also withstand heavy fire, are of great height and accommodate a large garrison.
Round Tower

The strongest and most expensive of all towers in the game. Thanks to its round shape, it can withstand attacks from enemy throwing weapons. Like a square tower, it can accommodate a Mangonella or Ballista. It is protected from the attacks of diggers, has a good view, and accommodates a solid garrison. In other words, there would be money, and the rest will follow ...;)
Industrial buildings
Vault

All your resources are stored here, except for gold, food and weapons. All storage facilities are located next to the fortress, which makes it easier to defend against enemies. Additional areas for storing resources can only be allocated in the vicinity of the existing ones, therefore, while developing your castle, try to leave room for possible expansion of the storage.

The appearance of the storage will give you approximate information about the degree of its filling; by clicking the mouse, you can get the exact numbers.
Lumberjack's hut

Wood is essential for almost all buildings. Therefore, the first thing that accompanies the successful development of any settlement is a few lumberjack huts. They should be located as close to the forest as possible, because the lumberjack spends most of the time moving between the house and the fallen tree, and only after collecting the required amount of wood, he takes it to the storage.

If there is not enough space in the storage, the logging will stop, and the lumberjack will hang around his hut until there is space.
Quarry

This building allows you to mine stone, which is necessary for the construction of defensive structures. It should be built near light gray boulders.

When three workers arrive at the quarry, they begin to mine the stone and, giving it the correct cubic shape, store it around. When the place is over, the work will stop and will resume again only with the appearance thereof.

But before using stones in construction, they must be transported to a warehouse. For this, you will need ox carts.
Leash bulls

Tethering bulls is necessary exclusively for transporting mined stones from the quarry to the storage. As soon as the bull driver arrives, he will start loading the stone. So, for optimal production, try to balance the mining industry and the number of bull tethers.

The bull can be loaded with no more than 8 blocks at a time.
Ore mine

Iron is necessary to create the most advanced weapons, therefore, when deciding to start a militaristic campaign, try to provide your industry with an uninterrupted supply of it. Iron ore mines can be located where you find rusty hilltops.

Ore mining employs two people. One directly mines and smelts ore, and the second delivers it to the warehouse.
Cooking resin

Resin is an indispensable element in the defense of any fortress. It is used not only to fill tar ditches, but also to pour unlucky enemies over the heads. Therefore, if you are waiting for a serious invasion, then try to stock up on the viscous black liquid in time.

The resin plant can be placed where there are black oil bubbles in the swamps. One person is enough for extraction and delivery.
Market

The market is vital, it is the engine of the economy. After it is built, merchants will start coming to your castle to sell and buy goods. By clicking on the market, you will see a panel where you can select certain products that you are willing to sell, as well as evaluate the range of products offered by merchants.
Food buildings
Hunter's house
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Eh, I set fire to the tar too early.

One of the quickest and easiest ways to feed your people is to hunt deer. Their nomadic herds look very tempting, therefore, by placing several hunting posts on the map, you can shoot animals, thereby ensuring a stable flow of food.

But in every case, measure is needed, so do not overdo it, because by overly active shooting, you can completely exterminate the livestock and be left without a convenient source of food.
Milk's farm

This farm allows you to produce cheese. A milkman will come here to graze the cows. As soon as there are three of those, he will begin to milk them and then deliver cheese made from milk to the warehouse.

An obstacle to the development of dairy farms is the manufacture of leather armor, because leatherworkers will constantly need cow skins.
Wheat farm

Wheat farms are the first link in one of the most productive food chains in the castle. The harvested grain is delivered to the warehouse, where it is stored until grinding.

Wheat farms cannot be located on hills or uneven terrain. If the farm is far from the castle, then you may not have time to harvest the entire crop, and it will begin to rot.
Hop farm

Here, things are in many ways identical to wheat. Again, you should not locate the farm on heights and far from the castle, because the hops that have not been picked in time will begin to rot after a while.

The collected hops are also stored in the warehouse.
Orchard

This is the largest of all the farms. Apples are grown here. As they mature, the gardener will carry them to storage, supplying you with another type of food.

Gardens should be located on flat fertile terrain, preferably not too high.
City buildings
House

Housing availability determines the maximum population that can reside in your castle. Initially, several peasants can live in the fortress, but over time it will overflow, and you will need to build houses for your wards. Each dwelling placed will increase the potential population by 8. The current and maximum population is displayed in the lower right corner of the screen.

But do not rush too actively to attract peasants, because in the event of an unsettled food sector, you risk depleting food supplies too quickly. And if you try to destroy already inhabited houses, it will greatly affect your reputation.

Fool