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
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.
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.
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.
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.
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.
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.
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.
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.
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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