Stronghold – Crusader Guide (walkthrough)


Stronghold - Crusader Guide

STRONGHOLD: CRUSADER
Version 1.8
By KingUndrTheMtn
Strider42@alltel.net (see contact section before emailing me)
Copyright 2004 by Tim Filla

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TABLE OF CONTENTS

1. Introduction
2. Units
  2a. Crusader Units
   2aa. Barracks Units
     2aaa. Archers
     2aab. Spearmen
     2aac. Mace-men
     2aad. Crossbowmen
     2aae. Pikemen
     2aaf. Swordsmen
     2aag. Knights
   2ab. Guild Units
     2aba. Engineers' Guild
       2abaa. Engineers
       2abab. Laddermen
     2abb. Tunnelers' Guild
       2abba. Tunnelers
   2ac. Siege Weapons
     2aca. Portable Shield
     2acb. Battering Ram
     2acc. Catupalt
     2acd. Trebuchet
     2ace. Ballista
     2acf. Siege Tower
   2ad. Misc. Fighters
     2ada. Monks
     2adb. Crusader Lords
  2b. Arabic Units
     2ba. Arabian Bow
     2bb. Slaves
     2bc. Slingers
     2bd. Assassins
     2be. Horse Archers
     2bf. Arabian Swordsmen
     2bg. Fire Throwers
     2bh. Arabic Lords
  2c. Civilians
     2ca. Workers
       2caa. Woodcutters
       2cab. Quarry Workers
       2cac. Miners
       2cad. Pitchmen
       2cae. Merchants
       2caf. Priests
       2cag. Healers
       2cah. Fire Watchers
       2cai. Bakers
       2caj. Brewers
       2cak. Mill Boys
       2cal. Innkeepers
       2cam. Hunters
       2can. Farmers
         2cana. Apple Farmers
         2canb. Dairy Farmers
         2canc. Wheat Farmers
         2cand. Hops Farmers
       2cao. Weapon Producers
         2caoa. Fletchers
         2caob. Poleturners
         2caoc. Tanners
         2caod. Blacksmiths
         2caoe. Armorers
     2cb. Misc. Civilians
         2cba. Mother & Infant
         2cbb. Jester
         2cbc. Spirits
         2cbd. Children
         2cbe. Drunkard
         2cbf. Peasant
         2cbg. Lady
  2d. Animals
    2da. Crows
    2db. Seagulls
    2dc. Camels
    3dd. Deer
    3de. Rabbits
    3df. Lions
    3dg. Dogs
3. Buildings
  3a. Castle Buildings
     3aa. Walls
       3aaa. Wall Stairs
       3aab. Normal Walls
       3aac. Low Walls
       3aad. Crenulated Walls
     3ab. Soldier Producing Buildings
       3aba. Barracks
       3abb. Mercenary Post
       3abc. Armory
     3ac. Gatehouses
       3aca. Small Stone Gatehouse
       3acb. Large Stone Gatehouse
       3acc. Drawbridge
       3acd. Caged War Dogs
       3ace. Pitch Ditch
       3acf. Killing Pits
       3acg. Brazier
       3ach. Moat
     3ad. Towers
       3ada. Lookout Tower
       3adb. Perimeter Turret
       3adc. Defense Turret
       3add. Square Tower
       3ade. Round Tower
     3ae. Military Buildings
       3aea. Guilds
         3aeaa. Engineers' Guild
         3aeab. Tunnelers' Guild
       3aeb. Mangonel
       3aec. Ballista
       3aed. Stable
       3aee. Oil Smelter
  3b. Industry Buildings
    3ba. Stockpile
    3bb. Woodcutters' Hut
    3bc. Quarry
    3bd. Ox Tether
    3be. Iron Mine
    3bf. Pitch Ditch
    3bg. Market
  3c. Farm Buildings
    3ca. Hunter's Post
    3cb. Apple Orchard
    3cc. Dairy Farm
    3cd. Wheat Farm
    3ce. Hops Farm
  3d. Town Buildings
    3da. Hovel
    3db. Chapel
    3dc. Church
    3dd. Cathedral
    3de. Apothecary
    3df. Well
    3dg. Water Pot
    3dh. Bad Things
    3di. Good Things
  3e. Weapons Buildings
    3ea. Fletcher's Workshop
    3eb. Poleturner's Workshop
    3ec. Tanners's Workshop
    3ed. Blacksmith's Workshop
    3ee. Amorer's Workshop
  3f. Food Proccessing Buildings
    3fa. Granary
    3fb. Bakery
    3fc. Brewery
    3fd. Mill
    3fe. Inn
  3g. Keeps
    3ga. Stone Keeps
    3gb. Manor
    3bc. Stronghold
4. Popularity
5. Strategies
6. Tips
7. Lords
8. Extras
9. Copyright
10. Contact
11. Version History and Plans
12. Thanks

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1. Introduction

Hello, welcome to my guide on Stronghold: Crusader.  This is a great strategy
game, and for a good price.  I hope you enjoy the guide and the game.

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2. Units

This section is fairly long.  Have fun trying to read it all.

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2a. Crusader Units

I think crusader units are better than the Arabics, because if you take a
crusader swordsmen head to head against the Arabic, the Crusader soldier will
win (if they have equal health).  Plus they are more difficult to make, so the
game incourages that they are better because they are hard to make.  Don't
worry, if your an Arabic lord you can make crusader units, and vice versa.
They can be recruited at the barracks.  The scale is: Terrible, Poor, Bad,
Fair, Good, Excellent

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2aa. Barracks Units

The hardest units of them all to make!

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2aaa. Archer

Damage: Ranged: Good           Melee: Terrible
Defense: Poor
Usefulness: Good
Weapon: Bow, created
Armor: None
Overall: Fair
Bonus: Can climb ladders and dig moats and use braziers

This unit is useful in defense and if the enemy has quite a few archers, useful
on attack.  Can also use braziers, which can light pitch ditches on fire and
braziers increase damage to excellent from distance.


2aab. Spearmen

Melee Damage: Poor
Ranged Damage: None
Defense: Terrible
Usefulness: Poor
Weapon: Spear, created
Armor: None
Overall: Poor
Bonus: Can dig moats and climb ladders

Very terrible units.  Only make them if you have about a hundred minimum.


2aac. Macemen

Damage: Good
Defense: Fair
Usefulness: Good
Weapon: Mace (created)
Armor: Leather armor (created)
Overall: Good
Bonus: Can dig moats and climb ladders

Macemen are pigs when they talk (and resemble The Pig, Duc Truffe) but are very
usefull if an enemy only have a lord with average health and a few soldiers and
are excellent in groups.


2aad. Crossbowmen

Damage: Ranged: Excellent     Melee: Poor
Defense: Ranged: Good         Melee: Fair
Usefulness: Excellent
Weapon: Crossbow (created)
Armor: Leather Armor (created)
Overall: Good
Bonus: None

I loathe the way they talk, they have a wierd words and trying sound all
impressive and everything. But they are excellent fighters.  They are slow, but
can rapidly dispatch enemies when in groups.  They shouldn't be used on attack
because it will take forever to get there, but are highly recommended in
towers.


2aae. Pikemen

Damage: Good
Defense: Excellent
Usefulness: Good
Weapon: Pike (created)
Armor: Metal Armor (created)
Overall: Excellent
Bonus: Can dig moats

These dudes are pretty good.  They are like swordsmen except not as good attack
and a slightly better defense then the swordsmen.


2aaf. Swordsmen

Damage: Excellent
Defense: Excellent
Usefulness: Good
Weapon: Sword (created)
Armor: Metal Armor (created)
Overall: Excellent
Bonus: None

The swordsmen are probably the strongest units in the game (except the lords).
They have better defense than the knight and attack very good.  Their only
disadvantage: very slow.  If you have them in your army, they will take a
while, just like pikemen and crossbowmen.


2aag. Knights

Damage: Excellent
Defense: Good
Usefulness: Excellent
Weapon: Sword (created), spear (DO NOT have to create), horse
Armor: Metal Armor (created)
Overall: Excellent
Bonus: Extremely fast

The knights are the most useful units in the game according to me.  They can
go up to walls and breach them, easily knock down gatehouses, and rapidly
kill enemies.  The one disadvantage: they cannot go on top of keeps.  They
cannot also go on walls.  Hence, they cannot kill lords (except if on the
occasion lords will meet their opponents head on or stand in the doorway
of keeps.

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2ab. Guild Units

Guild units are created at both Engineers' Guilds and Tunnelers' Guilds, found
in the military buildings section.

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2aba. Engineers' Guild Units

These guys can only be found at the engineer's guild.  That was obvious.

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2abaa. Engineers

Abilities: Man siege weapons, dump oil, build siege weapons.

Siege Engineers can make all kinds of siege weapons and man the mangonels and
ballistae in the towers.


2abab. Laddermen

Abilities: Take ladders and set them on enemy walls and special units can climb
them (see Bonuses on the characters).

Laddermen are useless to me, they always die before they can get to their
destination.

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2abb. Tunneler's Guild Units

Very short.

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2abba. Tunnelers

Damage: Fair
Defense: Poor
Usefulness: Good
Weapon: Pick
Armor: None
Overall: Fair
Bonus: Can dig tunnels

To use tunnelers, stay a good distance away but stay lined up with the enemy's
city.  The tunnelers will dig a tunnel to the city, and when their tunnel hits
the city, the wall/building will be destroyed, and so are the tunnelers.

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2ac. Siege Weapons

Siege weapons are useful when attacking a strong enemy.

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2aca. Portable Shields

Engineers Required: One
Ability: Are carried by engineers, put in front of an army and arrows will
         bounce off the shield.
Damage: None

These are giant wooden shields arrows can't get through.  Put a line in front
of an army.  Watch out for infantry, though.


2acb. Battering Ram

Engineers Required: Four
Ability: Destroys gatehouses and towers quickly
Damage: Excellent (can only attack gatehouses and towers)

Ah, the good 'ole battering ram.  Very famous, and you should know what it is.


2acc. Catupalt

Engineers Required: Two
Abilities: Fires stones and cows from long distances
Damage: Excellent

I really hope you know what a catupalt is...


2acd. Trebuchet

Engineers Required: Three
Abilites: Fires stones from huge distances.
Damage: Excellent

A catupalt that can't move and looks funny.


2ace. Ballista

Engineers Required: Two
Abilities: Shoots giant arrows
Damage: Excellent

A massive-distance crossbow on wheels.


2acf. Siege Towers

Engineers Required: Four
Abilities: Huge tower on wheels that can land on walls
Damage: None

A giagantic tower that is on wheels.  It can land on a wall and troops can
climb up it and get on.  Kind of like a powerful ladder, except a tower.

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2ad. Misc. Fighters

The guys who didn't fit in.

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2ada. Monks

Damage: Poor
Defense: Poor
Usefulness: Fair
Weapon: Staff
Armor: None
Overall: Fair
Bonus:  None

Monks are extremely cheap fighters (cheap as in costs a little bit) that are
recruited at the cathedral.


2adb. Crusader Lords

Damage: Excellent
Defense: Excellent
Usefulness: Needed
Weapon: Axe
Armor: Metal Armor (do not have to create)
Overall: Excellent
Bonus: He dies, you lose

In a main game, he is your best fighter, but if he dies, you lose.

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2b. Arabic Units

I personally don't like them as much as the crusader units, mainly because they
aren't as talented and cost more.  You don't have to make equipment for them
though.  Yipee!  Plus they always speak in Arabic so instead of stuff like
"For valor!" they say "Hadafuna?"  They can be recruited at the Mercenary Post.
You NEVER have to give them weapons.

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2baa. Arabian Bow

Damage: From distance good, close up terrible
Defense: Poor
Usefulness: Good
Weapon: Bow
Armor: None
Overall: Fair
Bonus: Can use braziers

These guys are the same thing as archers, just a tad weaker.


2bab. Slaves

Damage: Poor
Defense: Terrible
Usefulness: Poor
Weapon: Torch
Armor: Their bare chests
Overall: Poor
Bonus: Can set buildings on fire, can dig moats

I hate these guys.  They are the worst warrior in the game.  The only advantage
is the fire.  If they attack buildings, they will set fire.


2bac. Slingers

Damage: Fair from distance, terrible from closeup
Defense: Poor
Usefulness: Poor
Weapon: Sling
Armor: None
Overall: Fair
Bonus: None

These guys are OK, but they have bad defense and melee combat is not their
thing.  They have a short range, too.  They are good in groups, especially
against lions.


2bad. Assassins

Damage: Fair
Defense: Fair
Usefulness: Fair
Weapon: Sword
Armor: None
Overall: Fair
Bonus: Can scale walls

Assassins aren't very good in hand to hand, but can scale walls and slaughter
civilians and archers.  If you have enough, you could even slay a lord.


2bae. Horse Archers

Damage: From distance, Good, Melee: Fair
Defense: Fair
Usefulness: Good
Weapon: Bow, Horse
Armor: None
Overall: Good
Bonus: Fast

Tied with knights for speed, these guys are pretty good.  One of their best
points is the fact they can fire while riding, so you can circle an army and
shoot them while they run in circles.


2baf. Arabian Swordsmen

Damage: Excellent
Defense: Excellent
Usefulness: Good
Weapon: Scimitar (sword)
Armor: Mail
Overall: Excellent
Bonus: None

These guys are the Arabic version of swordsmen, just a tad weaker.


2bag. Fire Throwers

Damage: Excellent
Defense: Poor
Usefulness: Fair
Weapon: Something flaming
Armor: None
Overall: Fair
Bonus: Can light pitch ditches and set fire to enemies and buildings

These guys throw flaming rocks or something at targets and set fire to the land
around them.


2bah. Arabic Lords

Damage: Excellent
Defense: Excellent
Usefulness: Needed
Weapon: Scimitar
Armor: Metal Armor (don't have to create)
Overall: Excellent
Bonus: He dies, you lose

Same thing as a Crusader Lord, just looks different.  To get him instead of a
Crusader Lord, go to options (on the main menu), Set-up Identity, Arabic Lord.

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2c. Civilians

Civilians are what make up the majority of your town (unless you are a warring
city).  They gather recources, or just walk around doing nothing.

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2ca. Workers

The heart of your economy!  Without these guys, your city goes bye-bye.

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2caa. Woodcutters

Ability: Cuts wood, saws it into boards, and then puts it in your stockpile
Workplace: Woodcutter's Hut
Bonus: Can fight back (not very good)

A guy with an axe who makes wood.


2cab. Quarry Workers

Ability: Mines stone, cuts it, then gives it to an ox who puts it in the stock-
         pile
Workplace: Quarry and Ox Tether
Bonus:  None

These guys do one of two things: Mine stone and cut it, or put it on oxes and
lead the oxes to the stockpile.


2cac. Miners

Ability: Mines iron ore and makes it into iron blocks
Workplace: Iron Mine
Bonus: None

Iron miners are guys who mine iron.  Wow, that was a complex description.


2cad. Pitchmen

Ability: Get pitch from a marsh and put it in stockpile.
Workplace: Pitch Rig
Bonus: None

These guys get pitch (tar).  They're fun to watch.


2cae. Merchants

Ability: None
Workplace: Market
Bonus: None

These guys rarely appear.  They only appear in Castle Builder mode for me.
They just walk around with the donkey.  That's it.


2caf. Priests

Ability: None
Workplace: Chapel/Church
Bonus: None

These are more worthless guys.  They walk around and get in the way of
buildings.  They're more common tham merchants.


2cag. Healers

Ability: None
Workplace: Apothecary
Bonus: None

Worthless, again.


2cah. Fire Watchers

Ability: Put out fires
Workplace: Well/Water Pot
Bonus: None

These guys put out fires if any happen in your town and ally's town.  They will
sometimes travel a long way to put out fires.


2cai. Bakers

Ability: Make bread from flour
Workplace: Bakery
Bonus: None

Bakers take sacks of flour and make them into bread.


2caj. Brewers

Ability: Make ale from hops
Workplace: Brewery
Bonus: None

One of the few women workers in the game.  They take hops and convert it into
ale.


2cak. Mill Boys

Ability: Make wheat into flour
Workplace: Mill
Bonus: None

The only children workers.  They take bundles of wheat and very quickly make
them into sacks of flour.


2cal. Innkeepers

Ability: Take barrels of ale to the inn and serve them to people, gaining
         popularity for you
Workplace: Inn
Bonus: None

I think its funny how they where bright yellow shirts for the drunkards.  They
take ale to the inn to be served.


2cam. Hunters

Ability: Hunt deer
Workplace: Hunter's Post
Bonus: None

I don't know if these guys fight back, because they are not usually available.
However, they are an excellent source of food in Castle Builder.

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2can. Farmers

There are four different types of farmers.

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2cana. Apple Farmer

Ability: Grow and pick apples
Workplace: Apple Orchard
Bonus: None

Guys who farm apples.  Very obvious.


2canb. Dairy Farmer

Ability: Raise cows and get milk and make it into cheese
Workplace: Dairy Farm
Ability: Can give their cow to tanners

A guy who raises cows.  Another obvious one.


2canc. Wheat Farmer

Ability: Farms wheat and takes it to stockpile
Workplace: Wheat Farm
Bonus: None

A wheat farmer.  Come on, its not very easy writing descriptions for farmers.

2cand. Hops Farmer

Ability: Farms hops
Workplace: Hops farm
Bonus: None

Another boring one.  A person who grows hops.

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2cao. Weapon Producers

You need these guys to make weapons for barracks units.  They need resources
to make weapons.  They also need armory space.

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2caoa. Fletchers

Weapons: Bows and Crossbows
Resource: Wood
Bonus: None

Takes wood and makes bows and crossbows.


2caob. Poleturners

Weapons: Spears and Pikes
Resource: Wood
Bonus: None

Makes spears and pikes with wood.


2caoc. Tanners

Weapons: Leather Armor
Resource: Cows (from Dairy Farm)
Bonus: None

The other women workers.  Slaughters cows to make armor.


2caod. Blacksmiths

Weapons: Swords and Maces
Resource: Iron
Bonus: None

Traditional smiths.  Very useful.


2caoe. Armorers

Weapon: Metal Armor
Resource: Iron
Bonus: None

Makes armor.

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2cb. Misc Civilians

Ah, the worthlesses.  The ones who stand there and do nothing.

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2cba. Mother and Infant

Comes With: Hovel

These two just walk around.  Well, the mother walks, and the infant is in her
arms.


2cbb. Jesters

Comes With: Keep

Unfortunately, you are forced to live with the wierdos.  Unless they get
killed...


2cbc. Spirits

Comes With: Shrine

You will occaisonally see a spirit lurking around the castle.


2cbd. Children

Comes With: Hovel

The children run around and play catch.  They are a nuisance.


2cbe. Drunkards

Comes With: Inn

Let's face it, everywhere there's alchohol, there's drunk people.


2cbf. Peasant

Comes With: Keep

There should be a guy holding a book.  On the book should be a green or red
number, one through a hundred.  The higher the number, the faster peasants
come to the castle.  If it's below fifty, people leave.  You need peasants
to work.  If you build a building, an available peasant will work there.  If
the peasants stop coming, and your above fifty, put your cursor over the little
fire.  If there is a green circle that's full, You need to build a hovel and
they will come again.


2cbg. Lady

Comes With: ???

Ladies only appear in quests, and just rome around like the lords, but don't
fight.

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2d. Animals

Animals, they are nuisances or problems.

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2da. Crows

These guys just fly around.  Not as bad a nuisance as the others.

2db. Seagulls

White birds that fly around water.  You know what a seagull is.

2dc. Camels

These are nuisances.  They walk around and lay down.

2dd. Deer

Deer are useful, you can hunt them.


2de. Rabbits

Bunnies!  Yay!  Not yay!  These are the most annoying animal of them all.
Hunters can kill them.  So can lions.

2df. Lions

The problems.  They will slaughter your men.  Very dangerous.  Stay away.  To
beat them, I suggest horse archers.

2dg. Dogs

Dogs come with hunters' post and mainly follow their master.

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3. Buildings

That section's finally over!  Wait, this ones longer.

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3a. Castle Buildings

The buildings that go with the castle.

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3aa. Walls

All the buildings associated with the walls.

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3aaa. Wall Stairs

Cost: Two for One Stone
Requirements: Must lead to walls.

These are useless.  All they do is get you on a wall, which gatehouses do any-
way.


3aab. Normal Wall

Cost: Two for One Stone
Requirements: None

The standard wall.  Wall in your city with this.  Maybe twice.  Three if your
a stone-lord.


3aac. Low Wall

Cost: Four for One Stone
Requirements: None

More worthlessness.  Cheap walls that are easy to breach.


3aad. Crenulated Walls

Cost: Two for One Stone
Requirements: Must be lined up with walls

My favorite!  Give your wall an extra layer, and pizzazz!

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3ab. Soldier Producing Buildings

Where your army is born!

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3aba. Barracks

Cost: 15 Stone
Requirements: None

The crusader units are made here.  You need equipment for them all.


3abb. Mercenary Post

Cost: 10 Wood
Requirements: None

The Arabics are here produced here.


3abc. Armory

Cost: 5 Wood
Requirements: Must be adjacent to each other

Units aren't directly produced here, but you store weapons here.

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3ac. Gatehouses

You got a city, its wallled in, your good.  But if you don't have gates, have
fun trying to get out of the city.

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3aca. Small Stone Gatehouse

Cost: 10 Stone
Requirements: None

These are the lesser of the two gatehouses, but suffice during the game.  If
you have a lot of stone, I suggest not building these.


3acb. Large Stone Gatehouse

Cost: 20 Stone
Requirements: None

This is a bigger gatehouse.  I suggest building these, but the small gatehouses
will do.


3acc. Drawbridges

Cost: 10 Wood
Requriments: Must be attached to the front of the gate.

If you have moats, drawbridges are a need.  No, not just a good strategy, a
need.  Your trapped if you have moats and no drawbridges.


3acd. Caged War Dogs

Cost: 10 Wood, 100 Gold
Requirements: None

These dogs are not very helpful, but they are fast, and can take down weak
attackers.


3ace. Pitch Ditch

Cost: 1 Pitch
Requirements: None

These can be your victory or your death.  If used properly, they can put all
attackers at bane.  If not used properly, they can put your troops at bane.
Keep your troops AWAY.

3acf. Killing Pits

Cost: 6 Wood
Requirements: None

These are like Pitch Ditches, but more expensive and are easy to hide.  They
also do not need to be igninted.  Watch out for these when storming a breached
city.


3acg. Braziers

Cost: Free
Requirements: Must be on walls.

VERY USEFUL!  I suggest building these all over you walls.  When an archer or
Arabian bow is next to it, their arrows are flaming, which can ignite pitch
or greatly increase your damage (and they make a cool sound).


3ach. Moats

Cost: Free
Requirements: Need to be dug

Moats are also useful.  They can waste your enemy's time while they try to
undig them while you shoot them.  They need to be dug by certain units.  (see
Units section)

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3ad. Towers
Towers are helpful, lets face it.

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3ada. Lookout Tower

Cost: 10 Stone
Requirements: None

This thing can be useful.  It is cheap, and you can shoot enemies from high
places.  The Caliph has several of these.


3adb. Perimeter Turret

Cost: 10 Stone
Requirments: None

These towers are shorter than lookout towers, but otherwise are the same.  And
they look cool.


3adc. Defense Turret

Cost: 15 Stone
Requirements: None

Now we're getting somewhere!  These towers are O.K.


3add. Square Tower

Cost: 35 Stone
Requirements: None

This is the first real tower in my opinion.  These can hold siege weapons.  The
Pig, Lionheart, and Wolf like these.


3ade. Round Tower

Cost: 40 Stone
Requirements: None

These towers are the best.  I suggest putting one on each corner of the city.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3ae. Military Buildings

These buildings help when your far advanced and destroyed the easy ones and
are looking to attack a biggie.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3aea. Guilds

Place where special units are trained.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3aeaa. Engineers' Guild

Cost: 10 Wood, 100 Gold
Requirements: None

These make engineers and laddermen.  This is a definate yes; siege weapons can
greatly aid in your conquest.


3aeab. Tunnelers' Guild

Cost: 10 Wood, 100 Gold
Requirements: None

These can help you, too.  They are also quite useful.  Tunnelers are created
here.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3aeb. Mangonel

Cost: 50 Gold
Requirements: Must be on Square or Round tower.

Mangonels are good for those who are constantly attacked.  Needs two engineers.


3aec. Ballista

Cost: 50 Gold
Requirements: Must be on Square or Round Tower

Ballistae are like mangonels, but fire out big arrows.  Needs two engineers.


3aed. Stable

Cost: 20 Wood, 400 Gold
Requirements: None

Have you wondered how to get horses to make knights?  Well, here is your
answer.  Build a stable, and horses will slowly appear.  You can only have four
horses per stable.


3aee. Oil Smelter

Cost: 10 Iron, 100 Gold
Requirements: None

These are useful, kind of.  They need to have at least two engineers manning
it, and it also needs to be refilled with pitch, so I suggest having a good
stock of pitch.  The engineers manning it will have pots full of oil, and then
they can dump it, creating a flaming inferno.  Put the engineers on top of
walls and dump the oil on attackers.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3b. Industry Buildings

These buildings are necessary to run an economy.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3ba. Stockpile

Cost: Free
Requirements: Must be adjacent to each other

You store you goods here.  You get a free one when you start.  Once it fills,
make new ones by it.


3bb. Woodcutters' Hut

Cost: 3 Wood
Requirements: None

If you don't have one of these, you're doomed to a life of failure and defeat
in Stronghold: Crusader.


3bc. Quarry

Cost: 20 Wood
Requirements: Must have an ox tether nearby or it cannot function, also must be
              on stone

Another very important building.  You will not have very many walls without it.


3bd. Ox Tether

Cost: 5 Wood
Requirements: Must be by a quarry or will not function.

If you have no quarry by it, you got a guy next to an ox standing, for
eternity...


3be. Iron Mine

Cost: 20 Wood (see why wood is important?)
Requirements: Must be on iron ore

If you want decent soldiers, I would get one of these.


3bf. Pitch Rig

Cost: 20 Wood
Requirements: (quote from your helper on the game) "Pitch rig must be built on
              oil in the marsh."

I always thought it was wierd how he said that.  Anyway, he's right.  Oil looks
like a bubbly section on a marsh.  There are no weeds on oil.


3bg. Market

Cost: 5 Wood
Requirements: None

If your low on resources and high on gold, this is your key out.  You can by
a lot of resources if you have enough gold.  This can ease your way out on a
time of low food.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3c. Farm Buildings

Farms produce food, or at least build a factor for food, or ale.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3ca. Hunters' Post

Cost: 5 Wood
Requirements: None

These are only available in custom scenarios and castle builder.  It comes with
a free dog!


3cb. Apple Farm

Cost: 10 Wood
Requirements: Must be on grass

These are the fasteset producing farms.  Build a few of these.


3cc. Dairy Farm

Cost: 5 Wood
Requirements: Must be on grass

These are needed if you want to have leather armor.  The tanner will come by
every now and then, take a cow, and slaughter it.


3cd. Wheat Farm

Cost: 15 Wood
Requirements: Must be on grass

I suggest building these.  It gives you wheat, which will be transfered into
flour at the mills, which bakers can make for bread, the fastest producing
food of them all.


3ce. Hops Farm

Cost: 15 Wood
Requirements: Must be on grass

Hops farms produce hops (which take a while to grow) which the brewers will
make into ale, which the inkeepers will use to gain popularity.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3d. Town Buildings

Here are the buildings associated with the welfare of the people.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3da. Hovel

Cost: 6 Wood
Requirements: None

If the green bar stops above the fire in front of the keep, you need more
hovels to get more people.  They are houses, basically.


3db. Chapel

Cost: 250 Gold
Requirements: None

This is the cheapest way to get religion.  I recommend these.


3dc. Church

Cost: 500 Gold
Requirements: None

This is a bigger and more efficient chapel.


3dd. Cathedral

Cost: 1000 Gold
Requirements: None

This is the ultimate church.  They gain two religion and can produce monks,
which are very affordable and excellent in groups.


3de. Apothecary

Cost: 20 Wood, 150 Gold
Requirements: None

This building is the only one I have no idea what it does.  I know it heals
diseases somehow, but what it effects is beyond me.  If you know what it does,
please e-mail and I will put you in the Thanks section.


3df. Well

Cost: 30 Gold
Requirements: None

This guy that come with this will go and put out fires in you or your ally's
towns.


3dg. Water Pot

Cost: 60 Gold
Requirements: None

A bigger well with three guys with it.  More efficient.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3dh. Bad Things

These things bring down Fear Factor, but increase work speed.  They are:

1) Gallows

Cost: 50 Gold
Requirements: None

You know what a gallows is.


2) Cesspit

Cost: 40 Gold
Requirements: None

A big stinky hole.  EWWWWWWWWWWWWWWWWWW!!!!!!


3) Stocks

Cost: 45 Gold
Requirements: None

A place where they put people and starve them for a few days.


4) Head On Spikes

Cost: Free
Requirements: Must be on wall

These work as bad flags.


5) Burning Stake

Cost: 45 Gold
Requirements: None

Watch the cruelest form of execution at it's best!  Burn the bad ones to death!


6) Dungeon

Cost: 40 Gold
Requirements: None

You should know what a dungeon is.


7) Stretching Rack

Cost: 45 Gold
Requirements: None

People are stretched until they rip in half.


8) Gibbet

Cost: 50 Gold
Requirements: None

A person will stay in a cage until they starve.


9) Choppers Block

Cost: 45 Gold
Requirements: None

The most popular form of execution, the beheading!


10) Dunking Stool

Cost: 40 Gold
Requirements: None

People sit on a stool and are drowned.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3di. Good Things

These things increase populatarity, but slow work speed.

1) Maypole

Cost: 25 Gold
Requirements: None

Watch the children run in mindless circles around a pole.


2) Dancing Bear

Cost: 20 Gold
Requirements: None

Watch a stupid bear dance around.


3) Communal Gardens A

Cost: 30 Gold
Requirements: None

Pretty flowers.  Yipee.


4) Communal Gardens B

Cost: 30 Gold
Requirements: None

More pretty flowers.  Yipee.


5) Town Gardens

Cost: 30 Gold
Requirements: None

Bigger flower bed.  Yipee.


6) Statue

Cost: 30 Gold
Requirements: None

These statues come in three different types of crosses, a priest, and a
soldier.

8) Shrine

Cost: 30 Gold
Requirements: None

Shrines are like statues, but are either a pool of water or something else that
I can't tell what it is.

9) Flags

Cost: Free
Requirements: Must be on wall

Flags come in four varieties.  Spice up your town with them.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3e. Weapons Buildings

You need these buildings to produce crusaders.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3ea. Fletchers' Workshop

Cost: 20 Wood, 100 Gold
Requirements: Needs wood to function

These produce bows, used by archers, and crossbows, used by crossbowmen.  To
change from making bows to crossbows, select the building, and click on the
crossbow at the bottom of the screen.


3eb. Poleturners' Workshop

Cost: 10 Wood, 100 Gold
Requirements: Needs wood to function

These make spears, used for spearmen, and pikes, which are used for pikemen.
Switch by clicking on the weapon on the bottom of the screen.


3ec. Blacksmiths' Workshop

Cost: 20 Wood, 200 Gold
Requirements: Needs iron to function

These are necessary to make good troops.  Creates swords, used by footmen and
knights, and maces, used by macemen.


3ed. Tanners' Workshop

Cost: 10 Wood, 100 Gold
Requirements: Need a dairy farm in the kingdom to function

These make leather armor.  Used by macemen and crossbowmen.


3ee. Armorers' Workshop

Cost: 20 Wood, 100 Gold
Requirements: Needs iron to function.

Make armor, used by pikemen, swordsmen, and knights.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3f. Food Proccesing Buildings

These are fast ways to make food and the only way to make ale.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3fa. Granary

Cost: 5 Wood
Requirements: Must be adjacent to each other

This is a need.  There is no way to win a normal game if you don't have one of
these.


3fb. Bakery

Cost: 10 Wood
Requirements: Needs flour to function

These are the best buildings that produce food.  They produce food the fastest.


3fc. Brewery

Cost: 10 Wood
Requirements: Needs hops to function

These make ale.  This is a good way to increase popularity.


3fd. Mill

Cost: 20 Wood
Requirements: Needs wheat to function

These three boys make flour.  The flour is used to make bread.


3fe. Inn

Cost: 20 Wood, 100 Gold
Requirements: Needs ale to function

This is a good way to gain popularity.  You will have drunkards, though.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3g. Keeps

Keeps are needed in the game.  They require you to build them.  They are all
free.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

3ga. Stone Keep

Stone keeps are your basic keeps, and you will have them in all normal games.


3gb. Manor House

These are the lowest keeps, and are only build on castle builder and custom
scenario.


3gc. Stronghold

These are the biggest and best.  Again, they can only be built on castle
builder and custom scenario.

===============================================================================

4. Popularity

This section is short and sweet.  Just explaining popularity.  Popularity is
the number on the book the guy in the lower right hand corner is holding.  If
its above fifty, then you are getting people to come to your castle.  Below,
and they are leaving.  You can check your actual population level by click-
ing on the book and selecting "Popularity".

How do you gain popularity?  Several ways.  Increase rations on food is one.
But be careful, if you run out of food, it will take a major hit on your
population.  Another way is lower taxes.  If they're too low, you might lose
money.  Especially if your 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 succesful 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.

===============================================================================

5. Strategies

There are several strategies to the game.  Here are some.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

1) Defense

Defense is the most important part of any battle.  If you have the proper
defense, then you can focus on attacks.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Defense Strategy 1:
First of all, you need to have your city properly fortified.  This is how I do
it.  Keep your keep small, not as small as Saladin's, but smaller than Calif's.
I recommend using the stone you start out with to start building a normal sized
wall.  Build quarries and ox tethers to keep stone coming up.  Use the stone
you get to double wall your city.  Then, relying on your quarries, build
crenulated walls around your city.  Crenulated walls have to be adjacent to
other walls.  Then, save up your stone for a while, and build four round towers
on the corners, build braziers on them, and load them up with archers.  Some-
time in the process, build moats.  Moats do not appear right away, they simply
are blue highlights on the land.  They disappear if you are not on the moat
digging tool or on a soldier who can dig moats.  Take a soldier who can dig
moats (preferably a group) and tell them to dig it.  Just click on the blue
highlights and a shovel will appear.  Note: Always have braziers.  When you
get far enough, your archers will be replaced with crossbowman, so you don't
need your braziers.  Braziers add a lot of damage to the archers.  Note:
If you have walls, use some common sense and build gates.  If you have moats,
build drawbridges on the gates.  Remember, a wall-less city is not a happy
city.

Defense Strategy 2:
Always build your city close to allies.  Whenever you are attacked, the enemy's
troops always rally a distance away from your city.  Where they rally is
usually in range of your ally's soldiers.  Ta-da, you just got saved by an
attack.

Defense Strategy 3:
Keep a group of footmen in front of your city.  Knights would help too.  If you
have a good number of knights, you can meet the enemy head on before you are
attacked and kill a lot of their men.

Defense Strategy 4:
Try to keep an open path from you to your enemies, meaning don't build very
many farms or other buildings where their troops will come through.  Dairy
farms especially, because the enemy will nine times out of ten slaughter your
cows.

Defense Strategy 5:
If you have enough room, build ballistae in your towers, and mangonels if you
are close to an enemy.  These will destroy attackers.  The mangonels will
destroy your wall.  Remember to use siege engineers.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

2) Attack Strategies

Lets face it, you will never end a game if you don't attack.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Attack Strategy 1:
Destroy the weak first.  You can get these nuisances out of the way easily.
The Rat especially.  He will send in spearmen, which are a real nuisance.
The Sultan should be destroyed easily, too.  Once you destroy them, their ruins
make good places for rallying troops to destroy a harder enemy.

Attack Strategy 2:
Survey your enemy's land.  If there are ranged units in the towers, then send
in archers (preferably horse archers).  For enemies like the Rat, just send in
some swordsmen.  If you see braziers (most likely in the Calif's and Wolf's)
bring in knights to knock down the towers fast.  Also use catupalts to destroy
their wall before you send in the foot soldiers.

Attack Strategy 3:
Watch out for fire.  The Caliph is a pyromaniac.  He has engineers with oil in
his towers.  You get up, boom, hot oil on your heads.  Not fun.  Use ballistae
for him.  Archers would be smart, too.  It will take several tries to over-
throw him.

Attack Strategy 5:
The crusaders will be more efficiant then the Arabics.  Use the crusaders
first.  If you are low on weapons, 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.

===============================================================================

6. Tips

I have some tips for you.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Tip 1:
Apple farms are the best when you start.  They produce the food quickest.  When
you advance further, build wheat farms, then mills, then bakeries.  Bakeries
make the food fastest, but the chain is longer.

Tip 2:
Flags help.  In good things, flags are free.  Build them on walls, on the keep,
on the towers.  It is a fast and free way to gain popularity.

Tip 3:
Keep food in good stock.  Don't always be on double rations.  On the right,
when you click on the granary, there should be a green thing that looks like
somethings loading.  Every time the green bar hits the top, you lose a unit
of food.  The bar goes faster depending on your civilian popularity.  Below
that it will say how many days supply you have.  Each day = one minute.

Tip 4:
Have strong allies.  My allies are usually Richard the Lionheart and Saladin.
Another wise desicion would be Caliph, but he's just not the nicest person
and is fun to destroy.

Tip 5:
Start out your games by doing this: build two granaries next to each other.
Then build two armories next to each other.  You can expand these once your
later in the game.

===============================================================================

7. Lords

Scale: Easy, Average, Hard, Grueling
Here are the lords:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

1. The Rat

Affiliation: Crusader
Variations: Duc de Puce, The Stoat, The Weasel, The Ferret, Duc Camembert, Duc
            Souris, Duc Morceaux
Difficulty to Destroy: Easy
Ally or Enemy: Enemy
His Strategy: Maze of Walls

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)

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)

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

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

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

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

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

The Lionheart has a reasonable grasp on the regions economy..for a soldier.
But it is in the field of battle where he is in his element.  Brave and fear-
less, his ability to siege a castle is second to none.

===============================================================================

8. Extras

Here are a few things that you might want to know.

Taunts:

F1: Oaf!!
F2: Varlet.
F3: Fool.
F4: Knave.
F5: Peasant.
F6: Help, help.
F7: I win, you lose.
F8: I'll string you up.
F9: You damn fool
F10: Mwahaha(snort)haha
Ctrl F1: Jack o napes!
Ctrl F2: Buffoon!
Ctrl F3: Straw pole!
Ctrl F4: Slubberdagollian
Ctrl F5: Dastard!
Ctrl F6: Dolt.
Ctrl F7: Lollard.
Ctrl F8: Dotard.
Ctrl F9: Weasel Turd.
Ctrl F10: Popin jay.

I don't think there are any cheat codes for this game.  The cheats you might
see are for the original game: Stronghold.

Fun:

Bored with the game?  Frustrated with it?  Try this: Go to Custom Scenarios,
then create so many lions until the top says People Available to Place:.  Then
build hundreds of horse archers.

===============================================================================

9. Copyright

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

Sites this guide should be found: GameFAQs.com, Cheatcc.com, Neoseeker.com,
dlh.net (if I left you out, I will update the guide soon and put you in).

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

===============================================================================

10. Contact

My e-mail address is strider42@alltel.net.  Please follow the guidelines before
e-mailing me.

1. NO SPAM at all!!!
2. Use proper grammar as best you can, no U instead of you, r instead of are,
   etc. and use your best spelling.
3. Don't point out tiny mistakes, only point them out if they can't be under-
   stood or will effect the guide.
4. Do not give my e-mail address to anyone else.
5. Don't send me messages that don't have to go with the guide.
6. Make suggestions if you want.
7. Don't use profanity or any other bad words.
8. Feel free to ask me questions if they aren't stated in the guide.

===============================================================================

11. Version History and Plans

Version History:

0.1: Started guide, finished table of contents

0.3: Started Units section

0.7: Finished Units section

1.0: Finished Guide

1.1: Added Extras Section

1.2: Finished Extras, Added Buildings section

1.3: Put in more strategies, added to Extras section, put in more tips, put the
     "Strategy" part on the Lords section

1.8: Finished Buildings Section

If you want something that is in the plans section, wait a few days.  I am a
fast typer and work on my guide for a long time every day.

Plans:

1. Quests guide.  Should be done by: August 2005   Progress: 0%

===============================================================================

12. Thanks

Thanks to GameFaqs for posting my guide and making it popular.

Thanks to Cheat Code Central, Neoseeker, an dlh.net for allowing my guide to be
on their sites.

Thanks to you for reading my guide.

===============================================================================

THE END

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