STRONGHOLD RESOURCES and FAQ

=============================================================================
Current Version: 1.2
Last Revision: 19th March 2009
Status: Complete. Will update as necessary!
By camelotcrusade. Copyrighted material 2009, 1993.
=============================================================================

* The source materials for this document came from the original game itself, as
  well as from a 1995 re-release of the game on CD-ROM.  This version included 
  help documents only accessible via a DOS prompt and with the  doxReader  
  program on the CD.  I first converted these to .txt documents and then began 
  cleaning them up for use here.

* Evidently the doxReader texts were created with a scanning program used to 
  convert printed text into digital text.  However, nobody bothered to check 
  the spelling from the scanner and some of it was atrocious.

* I have added comments and clarifications where beneficial to the addendum text
  and I additionally deleted a large block of text that apparently described 
  another game but was somehow added to the addendum by SSI.  From there it just
  grew and grew... see the version notes at the end for details.

* I have chosen not to reformat and correct the text-based manual at this time.
  Itís really in a sorry state.  I find it easier to use the PDF manual from
  replacementdocs.com. If I get requests to reformat it (or even better, an
  offer to help me if I send the crazy .txt) then I may consider it.

=============================================================================
BULLETIN: I've added a link to DOWNLOAD the game for free, per SSI
          See section 5.1 for details.  (3/19/2009)
=============================================================================

This resource contains the following sections:
1.1 STRONGHOLD BUILDINGS 
1.2 PLAYER BUILDING DATA
1.3 ENEMY BUILDING DATA
1.4 FACTION COMPARISONS
2.1 STRONGHOLD MANUAL ADDENDUM
2.2 ADDITIONAL GAME NOTES ON CONTROLS AND SETTINGS
3.1 RULEBOOK ERRATA & CORRECTIONS
4.1 STRONGHOLD COPY PROTECTION CODE WORD SHEET
5.1 RUNNING, BUYING, AND FINDING THE GAME
6.1 TIPS AND TRICKS FROM THE AUTHOR
7.1 COPYRIGHT INFORMATION
8.1 VERSION NOTES

This document has been a labor of loveÖ unfortunately this game is old, hardly
anyone plays it anymore. Though I wish it would be revised and updated for
the modern PC Iím not sure that will ever happen. It would be a great GBA game
if you ask me.  Anyway, if you do read this FAQ and enjoy playing STRONGHOLD, 
Iíd love to hear from you (camelotcrusade @ fuse.net) Cheers, and happy gaming.

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1.1 STRONGHOLD BUILDINGS
============================================================================= 
A complete list of Stronghold buildings follows in section 1.2 and 1.3.  Each
building has several categories of data:

BUILDER
Which classes can build this structure.  Some may be built only by specific
character classes, some only by the baron, others by anyone, and finally some
require specific ranks awarded by the game.

INCOME
How much money this building produces each turn.  A negative number indicates 
how much the building costs to maintain per turn.

COST
The amount of money required to construct this building.

POPULATION CAPACITY
The number of people this building can house.

FOOD PRODUCTION
How much food this building creates each turn.  Spring and summer productions
shown.  Production rises 125% in the fall and decreases to 25% in the winter.
Other factors: near water=200%; green ground=150%; tan ground(hills)=75%; brown
ground(high mountains)=37%, halfling =150% income *and* production.

FOOD STORAGE
How much food the building stores.

DURABILITY
How long a building lasts while under attack or abandoned.

=============================================================================
1.2 PLAYER BUILDING DATA
============================================================================= 
Numbers and words separated by slash (/) symbols denote upgrades.  For example,
under the heading for Farm are the words Plot/Farm/Plantation.  When you first
build it, it will be a Plot, and the first set of numbers in each column
applies.  After the first upgrade, it becomes a Farm and you refer to the second
set of numbers.  If only one number appears in any category, that number remains
constant through all the upgrade levels.

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ARENA
builder: BARON (at DUKE level)
income: - 25
cost: 5000
population capacity: 0
food production: 0
food storage: 0
durability: 65
Increases training STRONGHOLD-wide.  Available at promotion level Duke. Training
boost starts at 40%, and increases 4% for every promotion thereafter. Can only 
build one arena, and can only be built by the Duke.

ARMORY
Leatherworks/Shieldsmith/Armory
builder: DWARF or FIGHTER  
income: -10/-20/-30
cost: 400/1700/5000
population capacity: 0
food production: 0
food storage: 0
durability: 20/40/60
Provides armor based on the level of the armory.  Level 1 will provide armor to 
units without armor (except for mages). Level 2 and 3 generate superior armor
types.  Distributes to one unit per turn. Multiple armories distribute faster.

BAKERY
Bread Shop/Bakehouse/Bakery
builder: HALFLING
income: 4/8/16
cost: 800/150/2800
population capacity: 0
food production (base): 4/8/16 
seasonally: spring (1/2/4), summer (2/4/8), fall (4/8/16),winter (5/10/20)
food storage: 0
durability: 20/40/60
Generates income and produces food.  Food rate is 25% of normal in spring, 50%
in summer, 100% in fall, and 125% in winter.

BAZAAR
Trading Post/Trade Faire/Bazaar
builder: ANYONE 
income: variable
cost: 400/800/1600
population capacity: 0
food production: +/-: 5/15/40
food storage: 0
durability: 10/14/22
Bazaar: Buys or sells 5-15-40 food during a food shortage or surplus at rate of
one gold piece per food unit.  Won't buy food unless food stores are empty. 
Available at promotion level Count.
       
BRIDGE
builder: ANYONE 
income: -5
cost: 200
population capacity: 0
food production: 0
food storage: 0
durability: 60
Bridges allow passage of all units, even enemy units, over water into an 
adjacent block. Bridges must be built over water.

BUILDER'S HALL 
builder: ANYONE 
income: -5
cost: 1000
population capacity: 0
food production: 0
food storage: 0
durability:  50
Builder's Hall: Repairs all damaged buildings for the owner once per year,
starting with spring. Two halls allow two repairs a year, etc., up to four halls
repairing four times a year.

CLERIC HOUSE
Chamber/Refuge/Retreat
builder: CLERIC
income: 0
cost: 10/200/800
population capacity: 2/10/15
food production: 0
food storage: 30/160/500
durability:  20/60/99

CLERIC KEEP
Keep/Fortress/Castle
builder: CLERIC
income: 0/-9/-18
cost: 0/2000/8000
population capacity: 20/100/250
food production: 5
food storage: 150/800/2500
durability:  30/70/99

DWARF HOUSE
Home/Hall/Mansion
builder: DWARF 
income: 0
cost: 10/200/800
population capacity: 2/7/18
food production: 0
food storage: 20/100/350
durability: 30/60/99  

DWARF KEEP
Keep/Fortress/Castle
builder: DWARF 
income: 0/-10/-20
cost: 0/2000/8000
population capacity: 20/70/180
food production: 5
food storage: 100/500/1750
durability: 30/70/99 

ELF GARDEN
Nursery/Flower Garden/Elf Garden
builder: ELF 
income: -8/-16/-24
cost: 1000/5000/10000
population capacity: 0
food production: 0
food storage: 0
durability: 10/20/30
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the STRONGHOLD, then 
cycles through other units in order of appearance.  Multiple training halls
train units faster.

ELF HOUSE
House/Cottage/Home
builder: ELF 
income: 0
cost: 10/250/900
population capacity: 2/7/15
food production: 0
food storage: 10/120/400
durability:  10/40/80

ELF KEEP
Keep/Fortress/Castle
builder: ELF 
income: 0/-8/-18
cost: 0/2500/9000
population capacity: 10/70/150
food production: 5
food storage: 75/500/1500
durability: 20/40/60 

ELF TREE
Elf Tree/Elf Grove/Elf Forest
builder: ELF 
income: 2/6/18 
cost: 30/600/4000
population capacity: 0/2/10
food production: 10/20/40
food storage: 0/10/100
durability: N/A 
Elf trees do provide extra population and food storage but the in-game
feedback (clicking information) does not indicate this. However, if
you check your values for this at the STRONGHOLD or keep and then
chop down the tree, you will see a decrease of the above amount.

FARM
Plot/Farm/Plantation
builder: ANYONE
income: variable
cost: 10/500/3000
population capacity: 0
food production: variable
food storage: 0
durability: 10/20/30 
Production rises to 125% in the fall and decreases to 25% in the winter.  
Other factors: near water=200%; green ground=150%; tan ground(hills)=75%; 
brown ground(high mountains)=37%;halfling=150% to income and food production

FIGHTER HOUSE
Residence/House/Mansion
builder: FIGHTER
income: 0
cost: 10/100/500
population capacity: 2/8/20
food production: 0
food storage: 18/80/220
durability: 20/50/80 

FIGHTER KEEP
Keep/Fortress/Castle
builder: FIGHTER 
income: 0/-10/-20
cost: 0/1000/5000
population capacity: 20/80/200
food production: 5
food storage: 90/400/1100
durability: 30/60/90 

FLETCHER
Arrowmaker/Arrowsmith/Fletcher's Shop
builder: ELF
income: -10/-20/-30
cost: 600/2500/6500 
population capacity: 0
food production: 0
food storage: 0
durability: 15/30/50 
First level repairs broken bows, first upgrade makes +1 bows, second upgrade
makes +2.  Bows are distributed to one unit per turn.  Multiple flecheries
distribute faster.

FORESTER'S CAMP
builder: ANYONE
income: -4
cost: 100
population capacity: 5
food production: 0
food storage: 50
durability: 15 
Units claim trees automatically after a camp is built, moving into new blocks to
claim trees similar to how units set to auto-build will build houses
automatically.

FORGE
Metalworks/Swordmaker's Shop/Forge
builder: ANYONE (except MAGE or ELF) 
income: -10/-20/-30
cost: 500/2000/6000
population capacity: 0
food production: 0
food storage: 0
durability: 20/40/60 
First level repairs broken weapons, first upgrade makes +1 weapons, second
upgrade makes +2.  Weapons are distributed to one unit per turn. Multiple Forges
distribute faster.

GAMING HALL
Dice Den/Card Parlor/Gaming Hall
builder: THIEF
income: 5/10/20
cost: 400/700/1300
population capacity: 0
food production: 0
food storage: 0
durability: 10/15/30 
Generates income and increases income for inns at the expense of other party
members at the rate of 3% per upgrade, up to a maximum of 50% of the
STRONGHOLD's total income.  So, if the total Stronghold income is 300, a Dice
Den skims 9 gp from that total if the leader has an inn.  Each Hall requires its
own inn to skim gold.

GATE
Gate/Sturdy Gate/Manned Gate
builder: ANYONE 
income: -8/-10/-12
cost: 200/300/450
population capacity: 0/0/4
food production: 0
food storage: 0
durability: 10/40/80 
Gates allow passage of friendly units only.  N/S gates allow E/W passage and
vice versa.

GLASSWORKS
builder: THIEF 
income: -8
cost: 1500
population capacity: 0
food production: 0
food storage: 0
view range: +5
durability: 40 
Requires a level 3 (or higher) thief to build.  Increases the view range of
towers by 5 blocks.  Also distributes mirrors (to one unit per turn) for
protection in combat against medusae.

GRANARY
Storage Shed/Storehouse/Granary
builder: ANYONE
income: -10/-25/-40
cost: 100/600/5000
population capacity: 0
food production: 0
food storage: 500/3000/10000
durability: 10/30/60 
Increases total food storage.  Automatically distributes food to a starving
leader when food production is below total population.   

GUARD HOUSE
Guard House/Drill Hall/Training Hall
builder: FIGHTER or DWARF
income: -5/-15/-30
cost: 500/1000/4000
population capacity: 0
food production: 0
food storage: 0
durability: 25/50/75 
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the STRONGHOLD, then
cycles through other units in order of appearance.  Multiple training halls
train units faster.

HALFLING HOUSE
Lodge/Adobe/Dwelling
builder: HALFLING
income: 0
cost: 10/100/400
population capacity: 2/6/13
food production: 0
food storage: 50/180/520
durability: 30/60/90 

HALFLING KEEP
Keep/Fortress/Castle
builder: HALFLING
income: 0/-10/-15
cost: 0/1000/4000
population capacity: 20/60/130
food production: 5
food storage: 250/900/2600
durability: 30/70/99 

INN
Guest House/Tavern/Inn
builder: ANYONE
income: 15/35/75
cost: 2000/4000/8000
population capacity: 15/35/75
food production: 0
food storage: 0
durability: 30/50/70

JEWELER
Trinketer/Ringmaker/Jeweler
builder: MAGE
income: -10/-20/-30
cost: 750/3000/7000
population capacity: 0
food production: 0
food storage: 0
durability: 25/50/70
Makes rings of protection, +1, +2, and +3.  Only makes rings for mages.

MAGE HOUSE
Room/Cottage/Manor 
builder: MAGE
income: 0
cost: 10/300/1000
population capacity: 2/5/15
food production: 0
food storage: 15/100/300
durability: 10/40/80

MAGE KEEP
Keep/Fortress/Castle
builder: MAGE
income: 0/-8/-16
cost: 0/3000/10000
population capacity: 10/70/150
food production: 5
food storage: 50/600/2000
durability: 20/40/60

MAGIC MILL
Apothecary/Alchemist's Lab/Magic Mill
builder: MAGE
income: 4/8/16
cost: 800/1500/2900
population capacity: 0
food production: 0
food storage: 0
durability: 20/40/60
Generates income.  Creates a random chance that a Forge, Fletcher, Jeweler or
Armory will make a more magical product (+3 instead of +2 weapons, for example).
Each upgrade adds a 3% chance of this happening.  Note that rings of protection
never go above +3.

MAIN CASTLE
Main Castle/Fortified Castle/Stronghold
builder: BARON
income: 0/-20/-40
cost: 0/7000/15000
population capacity: 25/100/250
food production: 5
food storage: 375/1500/4500
durability: 30/70/99

MARKETPLACE
builder: ANYONE
income: 5
cost: 100
population capacity: 0
food production: 0
food storage: 0
durability: 1
Each market gives 10% access to the common fund.  Also improves farm income and
food production.  Fund access caps at 10 markets per leader, though markets may
still be built for income and the food production boost.

MASON'S HALL
Brick Kiln/Stonemasonry/Mason's Hall
builder: DWARF
income: -5/-10/-15
cost: 500/750/1000
population capacity: 0
food production: 0
food storage: 0
durability: 60/75/90
Increases the building construction speed, +10%, +20%, and 30%.  Works on three 
buildings at a time.

MINES 
Iron/Gold/Gem (Note: not upgrades)
builder: ANYONE
income: 50/125/250
cost: 0
population capacity: 0
food production: 0
food storage: 0
durability: 10/20/20

OUTPOST
builder: ANYONE
income: -20
cost: 3000
population capacity: 10
food production: 0
food storage: 300
durability: 50
Generates new units at the outpost location, as if it were STRONGHOLD belonging
to same owner as leader who built the outpost.  Not available until Baron
reaches Marquis; can build one per level thereafter.

PUBLIC BATH
Steam Bath/Bath House/Public Bath
builder: CLERIC 
income: -7/-14/-21
cost: 700/1400/2800
population capacity: 0
food production: 0
food storage: 0
durability: 10/20/30
Increases maximum unit size.  Increase is by 1,2, or 3, according to upgrade
level of the bath.  Each Bath affects 5 units at a time.

SCRIBERY
Clerk's Office/Transcriber's shop/Scribery
builder: CLERIC
income: 6/12/24
cost: 500/900/1700
population capacity: 0
food production: 0
food storage: 0
durability: 20/25/30

SOCIAL HALL
S. Club/Hall of Fellowship/Social Hall
builder: HALFLING
income: -10/-17/-24
cost: 750/3500/6000
population capacity: 0
food production: 0
food storage: 0
durability: 30/60/99
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the STRONGHOLD, then
cycles through other units in order of appearance.  Multiple training halls
train units faster.

TEMPLE
Shrine/Church/Temple
builder: CLERIC
income: -5/-15/-25
cost: 500/4000/8000
population capacity: 0
food production: 0
food storage: 0
durability: 20/40/80
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the STRONGHOLD, then
cycles through other units in order of appearance.  Multiple training halls
train units faster.

THIEF HOUSE
Hut/Shack/House
builder: THIEF
income: 0
cost: 10/60/200
population capacity: 2/8/20
food production: 0
food storage: 12/56/160
durability: 10/20/40

THIEF KEEP
Keep/Fortress/Castle
builder: THIEF
income: 0/-5/-10
cost: 0/600/2000
population capacity: 20/80/200
food production: 5
food storage: 60/280/800
durability: 10/20/30

THIEVES' GUILD
Den/Black Market/Guild
builder: THIEF
income: -4/-10/-22
cost: 350/3000/6000
population capacity: 0
food production: 0
food storage: 0
durability: 10/20/30
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the STRONGHOLD, then
cycles through other units in order of appearance.  Multiple training halls
train units faster.

TOWER
Small Tower/Tower/Large Tower
builder: ANYONE
income: -10/-15/-20
cost: 500/2000/5000
population capacity: 0
food production: 0
food storage: 0
durability: 30/65/99
Allows units to see surrounding countryside.  View ranges are 15 block at first
upgrade, then 30 and 45 with the upgrades. View ranges increase at higher
elevations.

TOYMAKER
Woodcarver/Puppetmaker/Toymaker
builder: ELF
income: 6/12/24
cost: 500/900/1700
population capacity: 0
food production: 0
food storage: 0
durability: 20/40/60

TREE
Tree/Grove/Forest
(Note: built or claimed by non-elves)
builder: ANYONE
income: 1/5/20
cost: 30/400/2000
population capacity: 0
food production: 5/10/30
food storage: 0
durability: N/A

UNIVERSITY
School/Collage/University
builder: MAGE
income: -15/-22/-36
cost: 1000/5000/10000
population capacity: 0
food production: 0
food storage: 0
durability: 30/75/99
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the STRONGHOLD, then 
cycles through other units in order of appearance.  Multiple training halls
train units faster.

VAULT
Money-dealer's Shop/Bank/Vault
builder: ANYONE
income: -2/-8/-24
cost: 500/2000/8000
population capacity: 0
food production: 0
gold storage: 2000/10000/50000
durability: 10/50/90
Increases maximum gold storage.  Income is lost when maximum gold storage is
full; no more gold can be stored.

WALLS
Wall/Sturdy Wall/Manned Wall
builder: anyone
income: -1/-5/-9
cost: 20/50/200
population capacity: 0/0/3
food production: 0
food storage: 0
durability: 10/40/80
Walls block passage of non-flying monsters.  N/S walls may be built over water. 
E/W walls will place units defending the wall vulnerable to attack.  N/S walls
will place the defending unit on one side of the wall and the enemy on the other
when viewing combat, so ranged attacks will be needed to defeat the enemy. 
Auto-combat will resolve normally regardless of whether or not a defending unit
can attack at range.

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1.3 ENEMY BUILDING DATA
Enemy buildings can be claimed by player units occupying an enemy block that
contains no combatants.  To do this, simply select the enemy building and change
the owner to the player.  Enemies can build farms and housing but frequently
they are not intelligent enough to stay there and tend them.  Enemy STRONGHOLDs
cannot be claimed.

ENEMY HOUSE
Hut/Shack/House
builder: HUMANS or HUMANOIDS
income: 0
cost: 10/60/200
population capacity: 2/8/20
food production: 0
food storage: 12/56/160
durability: 10/20/40
All enemy houses use the above template, though they may display different
graphics normally not accessible to human players.  For example, trolls build
mud huts, minotaurs make straw huts, and goblins create wooden shacks.

ENEMY FARM
Plot/Farm/Plantation
builder: ANYONE
income: variable
cost: 10/500/3000
population capacity: 0
food production: variable
food storage: 0
durability: 10/20/30 
Enemy farms are identical to player farms.

=============================================================================
1.4 FACTION COMPARISONS
=============================================================================
While playing the game I could tell that each faction came with some penalties
and benefits in terms of housing, but I wasn't sure how great the gaps were.
So, I created the table below to analyze the differences in housings.

Here's the data for an organized look at what's going on:

-----------------------------------------------------------------------------
CLERIC	   BUILD	   CAPACITY	STORAGE		DURABILITY
  HOUSE	   10/200/800	   2/10/15	30/160/500	20/60/99
  KEEP	   0/2000/8000	   20/100/250	150/800/2500	30/70/99
   MAINT.  0/-9/-18

DWARF	   BUILD	   CAPACITY	STORAGE		DURABILITY
  HOUSE	   10/200/800	   2/7/18	20/100/350	30/60/99
  KEEP	   0/2000/8000	   20/70/180	100/500/1750	30/70/99
   MAINT.  0/-10/-20

ELF	   BUILD	   CAPACITY	STORAGE		DURABILITY
  HOUSE	   10/250/900	   2/7/15	10/120/400	10/40/80
  KEEP	   0/2500/9000	   10/70/150	75/500/1500	20/40/60
   MAINT.  0/-8/-18

FIGHTER	   BUILD	   CAPACITY	STORAGE		DURABILITY
  HOUSE	   10/100/500	   2/8/20	18/80/220	20/50/80
  KEEP	   0/1000/5000	   20/80/200	800/400/1100	30/60/90
   MAINT.  0/-10/-20

HALFLING   BUILD	   CAPACITY	STORAGE		DURABILITY
  HOUSE	   10/100/400	   2/6/13	50/180/520	30/60/90
  KEEP	   0/1000/4000	   20/60/130	250/900/2600	30/70/99
   MAINT.  0/-10/-15

MAGE	   BUILD	   CAPACITY	STORAGE		DURABILITY
  HOUSE	   10/300/1000	   2/5/15	15/100/300	10/40/80
  KEEP	   0/3000/10000	   10/70/150	50/600/2000	20/40/60
   MAINT.  0/-8/-16

THIEF*	   BUILD	   CAPACITY	STORAGE		DURABILITY
  HOUSE	   10/60/200	   2/8/20	12/56/160	10/20/40
  KEEP	   0/600/2000	   20/80/200	60/280/800	10/20/30
   MAINT.  0/-5/-10

*CLAIMED ENEMY HOUSES USE THE THIEF TEMPLATE.
-----------------------------------------------------------------------------

Now, I'm not a math wizard so I haven't made any formulas to determine any
kind of overall best ranking (and if you do it, please share and I'll add it.)
Still, I'm competent enough to do a ranking by sight in these categories: 

BEST & WORST RANKINGS: HOUSING
Most expensive:  MAGE	          Least expensive:   THIEF
Most capacity:   FIGHTER, THIEF   Least capacity:    HALFLING
Most storage:    HALFLING         Least storage:     THIEF
Most durability: CLERIC, DWARF    Least durability:  THIEF

BEST & WORST RANKINGS: KEEPS
Most expensive:   MAGE	          Least expensive:   THIEF
Most capacity:    CLERIC	  Least capacity:    HALFLING
Most storage:     HALFLING        Least storage:     THIEF
Most durability:  CL.,DW.,HF.     Least durability:  THIEF
Most maintenance: DWARF		  Least Maintenance: THIEF

I can also see that this data implies you could build more strategically.
If you don't care about houses that match the decor, you can maximize your
your housing funds by building the best houses possible for your needs. 
Then, just trade them to other faction players.  For example, if you need
more housing for units, you can get 200 more for a total of 270 gold if you
make upgraded THIEF houses, or for 610 gold get 200 more from a FIGHTER.
Of course, you can always fork out 1400 gold for 15 stylish mage houses... 

It's also worth noting that for 510 gold you get 520 storage AND 13 housing
out of a halfling abode, that's nearly as much storage as a level 1 granary.
I've noticed that every 4 space bars equals a an income/cost infusion, so
that's 41 turns for the additional 410 gp spent on the halfling house to pay
for itself vs. the 10 gold ad infinitum you pay for a level 1 granary. So a 
halfling player might upgrade houses before building more granaries if it
would cover his storage needs.

Finally, the decision about who you want to move into the main STRONGHOLD has
more of an impact than you might think.  Here is what it offers:

STRONGHOLD   BUILD	   CAPACITY	STORAGE		DURABILITY
  KEEP	     0/7000/15000  25/100/250	375/1500/4500	30/70/99
   MAINT.    0/-20/-40

If a THIEF builds it, he will get a lot more storage and durability, but he
has to pay a lot more more gold and only gets a small boost to housing as
compared to say, a MAGE, who conversely plays a smaller amount more to 
receive a lot more gain.  Either way though whoever owns it will need to be
wealthy to keep the upgrades rolling in.  There is an early game advantage
to having a player like an ELF or MAGE own it, as the STRONGHOLD is better
than either of them having TWO level one keeps of their own type.


OTHER WAYS TO GET HOUSING, FOOD STORAGE, or FOOD PRODUCTION.
-----------------------------------------------------------------------------
You might be surprised to learn some of the other buildings can generate 
housing, storage, and food.  Some of the buildings don't give you this
information directly, but you can verify it by noting the difference if you
build one, check the leader data, and then salvage it.

The following buildings provide housing in addition to houses and keeps:
ELF TREE (0/2/10), FORESTER'S CAMP (5), GATE (0/0/4),INN (15/35/75),
OUTPOST (10), WALL (0/0/3)

The following buildings provide food Storage in addition to houses and keeps:
ELF TREE (10/20/40), FORESTER'S CAMP (50), OUTPOST (10).

Only the BAKERY and BAZAAR provide food aside from farms and trees. Each has
its own special rules so refer to the building section (1.2) for details.


=============================================================================
2.1 STRONGHOLD MANUAL ADDENDUM
=============================================================================
For complete and specific "how to play" information, please refer to the manual.
Any notes regarding changes to the game after the rule book was printed, or any
rules errata can be found in the errata sections that follow.

COPY PROTECTION
For Stronghold you must count section headings when you count words. If you do
not possess a manual, see the STRONGHOLD COPY PROTECTION CODE SHEET section of
this FAQ.

=============================================================================
2.2 ADDITIONAL GAME NOTES ON CONTROLS AND SETTINGS
=============================================================================

CONTROLS
-----------------------------------------------------------------------------
MOUSE CONTROL
Left-click the mouse to perform actions.  Right-click to automatically exit out
of any menu or indicate you are DONE with a menu.

KEYBOARD SHORTCUTS
Note these are shortcut keys only.  A mouse is required to play STRONGHOLD.
	G	Show compass
	O	Create a leader (before all 5 are created), or view a leader
                when on screen with his keep
	V	Toggle view between postcard and overhead
	B/L	Set pyramid to 100% build
	T	Set pyramid to 100% train
	R	Set pyramid to 100% recruit
	C	Center pyramid
	</-	Decrease magnet by one
	>/+	Increase magnet by one
	Enter	Cycles through available pyramids
	Tab	Selects a pyramid
	ESC	View options screen
	F5-F8	Selects first, second, third, or fourth visible building
	1Ė5	Selects one of the five leaders listed on right side of screen
	P	Pause on/off

WHILE VIEWING A UNIT
	H	Homes the unit
	R	Readies the unit
	U	Unassigns the unit

OTHER KEYBOARD COMMANDS

	Arrow Keys	Move around map
	Control-S	Sound effects on/off
	Control-M	Music on/off
	Spacebar	Passes time (even while paused)

SETTING MULTIPLE PYRAMIDS SIMULTANEOUSLY
Occasionally, you will want to set several of a leader's pyramids to the same
position at once. To do this, follow these steps:

1. Make sure the overhead view is in the large window.
2. Click on the small leader pyramid you want to set.
3. Adjust the large pyramid to the position that you want.
4. Click on the small leader pyramid again.
5. Enclose the units whose pyramids you want to set. To do this:
   a. Click on a point above and to the left of the units. 
   b. Move the mouse to create a rectangle around the units.
   c. When you have enclosed the units you want, click again.
6. All pyramids of the leader you selected will be set to the same position
   within the rectangle

GAME SETTINGS
-----------------------------------------------------------------------------
STARTING VALUES
The Peaceful, Aggressive, and Hostile worlds have different starting values for
initial gold, gold storage, and auto-build status.  They also have different
morale requirements for promotions.  These values are:

       	        Gold   Gold Storage  Auto-Build    Morale % to Promote
Peaceful	500	 4000  	     ON   	   55, 57, 59, 61, 63, 64, 65, 66, 67
Aggressive	300	 3000        OFF  	   55, 57, 59, 61, 63, 65, 67, 69, 71
Hostile 	100	 2000  	     OFF  	   55, 58, 61, 64, 67, 70, 73, 76, 79

PREGENERATED CITY
Stronghold comes with a pre-generated city-in-progress in case you want a quick
start for the game, or if you are a beginner and want a head start towards a
successful city.  To load the pre-generated city, press the button labeled First
City after choosing the New Game option in the opening menu.
    
=============================================================================
3.1 RULEBOOK ERRATA & CORRECTIONS
=============================================================================

* Buildings are not damaged by combat in their block.  Buildings are only
  damaged by being abandoned or by having monsters and no friendly units in
  their block.
     
* There is a limit to the total number of units (friendly and enemy) in the
  world.  If you can't generate new units, kill some monsters to free up unit
  slots. WARNING: DO NOT exceed 30 monsters total in a custom world.
   
* Mouse Movement:  The mouse is active throughout the game, and may be used for
  all input except to answer the copy protection question or to enter an 
  amount of money.

=============================================================================
4.1 STRONGHOLD COPY PROTECTION CODE WORD SHEET
=============================================================================
When "Stronghold" presents you with a "Page"/"Line" combination simply find that
combination in the first two columns of this code word sheet and type the word
from Column 3.  This should only occur when choosing ďNew Game.Ē

Page	Line	Word
-----------------------------------------------------------------------------
2	1	choose
2	2	after
3	1	movement
4	3	dots
5	1	hit
6	1	longbow
6	2	spells
8	1	constructing
9	2	squares
10	1	swamps
11	2	would
12	2	repair
13	1	controlling
14	1	setting
15	1	sage
16	1	when
16	1	button
17	1	home
18	1	needed
19	2	screen
20	2	gold
21	1	spellcasting
22	1	opponents
26	1	expense
27	1	plan

=============================================================================
5.1 RUNNING, BUYING, AND FINDING THE GAME
=============================================================================

BUYING/FINDING THE GAME
-----------------------------------------------------------------------------
  I got my second copy off of Amazon marketplace and the original at a now
  defunct-chain called Babbages in 1993. These days you can Google for it
  as Stronghold 1993 to find it... watch out for other games bearing the same
  name, like the one from Firefly studios (which was good, but it's not similar
  to this game at all).

  UPDATE: Joel Billings, one of the original SSI employees, sent me this link
  for what appears to be a FREE download. It's hosted on The Underdogs site.

  http://www.the-underdogs.info/game.php?gameid=1079  (as of 12/04/2006)

  Update (3/19/2009) - Not surprisingly, a few years later this link is gone.
  However, a google search on download stronghold 1993 did return several
  options.  A few that worked for me were:
  
  http://www.classicpcgames.com/games/download/stronghold-(1993)/889/
  http://www.classic-pc-games.com/pc/strategy/stronghold.html
  
  
  The zip file contains everything you need: just put it in C:\Strong, get that 
  DOSBox utility, and you should be ready to roll.  I believe the site will 
  also include the manual, but be forewarned it's the OCR scan job I 
  mentioned at the beinnig of the FAQ and thus it's not formatted well.
  If it's anything like the building card it's probably full of mistakes, too.

  In addition to underdogs you can find references to this game on Mobygames, 
  GameSpot, and Wikipedia.  Mobygames has some nice screenshots.

RUNNING THE GAME 
-----------------------------------------------------------------------------
  To run the game on Windows XP you will need a DOS emulator (or an old PC).
  I used DOSBox, a great community utility to allow you to run old DOS games
  in windows. My game works great with DOS box even though my specs blow it
  away - no MoSlo or other speed reducer needed.  For your amusement, the
  specs are: 486 PC, 2MB RAM and about 8 MB of Disc Space (if you like to make
  a lot of different savegames).

  DOSBox is a free download here http://www.dosbox.com/, or you can
  google it by name.  I am using version 0.72, the most current release as of
  3/19/5009.  For the configuration I used, see the DoxBox section below.

PLAYING THE GAME WITH DOSBOX V. 0.72
-----------------------------------------------------------------------------
  Install DOSBox.  

  Then, create a directory called C:\DOSGAMES and install the STRONGHOLD game
  beneath that; C:\DOSGAMES\STRONG\.
  
  Then, copy the text below into your dosbox.conf file in your DOSBox
  game directory (C:\Program Files\DOSBox-0.72), though don't replace the
  entire file, just make sure the entries under the headings below are the
  same inside your dosobx.conf file.  You can open the config file in your
  notepad application.  Then, to start your game open up DOSBox and type 
  CD STRONG to get into the directory and then STRONG to run the executable.
  Right-click to skip the demo and get into the game.

SETUP OF MY DOSBOX.CONF FILE
  I was going to paste it here but it contains text strings too long unbroken
  for GAMEFAQs to allow. So instead here are the sections that I changed. 
  Hopefully I didn't forget anything... I don't think I changed very much.

  -----------------------------------------------------------------------------
[sdl]
  fullscreen=false
  fulldouble=false
  fullresolution=original
  windowresolution=640x480
  output=overlay
  autolock=true
  sensitivity=100
  waitonerror=true
  priority=higher,normal
  mapperfile=mapper.txt
  usescancodes=true

[render]
  frameskip=0
  aspect=false
  scaler=advinterp3x

[cpu]
  core=normal
  cycles=3000
  cycleup=500
  cycledown=20

[autoexec]
  mount c c:\DOSGAMES
  c:  
  -----------------------------------------------------------------------------

  These changes will enable the directory setup I mentioned above to work, and
  also create a good place to run additional DOS Games (e.g., C:\DOSGAMES).  The
  640x480 resolution is tough to change; just think of it like a Gameboy screen
  on your Windows desktop. Also, as the game wears on I find myself changing the
  cycles higher and higher by using ctrl+F12.  I run it as high at 7000+ when
  gameworld is full of visible monsters and units.

=============================================================================
6.1 TIPS AND TRICKS FROM THE AUTHOR
=============================================================================
I have been playing Stronghold for years now then recently got back into it.
Here are some tips and observations 
I havenít seen anywhere else that may help you enjoy the game a little bit more.

HELP BUTTON
-----------------------------------------------------------------------------
The HELP button in the unit and leader screens brings up a menu of help topics.
If you are struck, try reading through these suggestions

ECONOMY TIPS
-----------------------------------------------------------------------------
* Always save it before excavating a rock.  If you can stand saving and loading,
  an early gold or gem mine will really help you get off to a strong start.

* Use early mine money to build sustainable income, like upgraded farms and 
  especially the money makers from each faction (e.g., dice dens, magic mills,
  scribery, etc.) instead of using it to build fancy things you canít afford
  (like universities).

* Claimed trees salvage for 11 gold, while trees that havenít been claimed sell
  for only 3 gold.  So, if you can spare the time claim trees you donít want,
  *then* chop them down.

* Pre-generated world #3 has a *ton* of juicy rocks waiting to be harvested and
  a nice flat plain to start your empire.

* To prepare for winter, make sure you arenít building things with upkeep costs
  that will outpace your non-farm income. Farm income is only 25% of normal (and
  for trees even worse I think) in winter.  So, try to match any expenses you
  incur with equal or more revenue.  So, if a granary costs 6 gold, a level 1
  scribery will cover that cost.  Since the game doesnít have a good balance 
  sheet of costs and expenses, keeping track of this is up to you 
  (at least in the beginning, when you actually might go bankrupt in the 
  winter).  This is trickier for dwarves and fighters, as they have no revenue
  building structure.  You might have another faction build them a few, or just
  build lots of markets until inns are available.

* Walls are really expensive to upkeep, so try only to build N/S walls if 
  possible.  They are easier to defend   (see below) plus you only need one N/S
  wall (usually on the far right or far left of a block) per block to defend
  it instead of 4 E/W walls.  And, unless youíre dripping in money, upgrading 
  them isnít necessary (since youíre not planning on dying and having durability
  matter here).

COMBAT TIPS
-----------------------------------------------------------------------------
* Most enemies will ignore you until you destroy one of their units first.
  After that, they will periodically attack you.  

* When enemies attack you can normally figure out where they will strike, though
  itís not always at the same place. Bolster your borders with a few units on 
  guard duty.

* Destroying an enemy STRONGHOLD without killing any wandering units belonging
  to that STRONGHOLD will cause them to make a beeline for your empire and 
  attack it en masse.  

* Giant ants in particular will go insane, and there are normally A LOT more
  ants per stack than most creatures have.  Be careful before you unleash a
  plague of ants.  :)

* Directly viewing combat and using auto-combat both have their uses.  

* Auto-combat will make some units lose that would normally easily defeat a
  creature, and it will also sometimes pick off weaker units in a large army
  when it normally wouldnít happen (e.g., that level 1 mage   hanging out with 4
  level 6 fighters.)  However, auto-combat will also resolve combat in 
  situations where youíre plum out of luck, such as a body of water between and
  the monster in regular view.

* Regular view is generally better.  As a bit of a cheat, if you toggle to and
  from the active combat block  t will reset the positions of your characters
  vs. the monsters each time you do it.  So, fast attackers like a thief can
  feasibly stab a dragon to death by you tabbing on and off so quickly it can 
  get in a strike and then reset   its position before you give the dragon a
  minute to attack back.

* If the victory bar isnít cleared and all you see are your units on a screen,
  try toggling back and forth.  Oftentimes there isnít enough room to draw all
  the enemies and all your units on the screen, particularly when cleaning out
  an enemy STRONGHOLD.  Tab back and forth until the enemy numbers are reduced
  to a just a few and youíll be able to win.

* Humans and humanoid units are vulnerable to more spells than non-human units.
  Especially low level ones, like goblins and kobolds.  This means low-level
  mages and elves can wreak havoc and be generally more useful when fighting
  these creatures, as they can use sleep, charm, and magical missile.

* Some enemies attack very quickly and your slower units wonít even have a
  chance to recover.  Be careful if you one-on-one with dwarves vs. scorpions,
  for example.  My stack of level 6 dwarves got annihilated as I watched since 
  they swung their hammers too slowly to connect Ė and the scorpion attack so
  quickly the dwarf was in a perpetual spin of recoil.  To solve this problem,
  bring a mix of units, or use auto-combat. 

* If youíre watching a fight over a N/S wall, make sure one of the units there
  can shoot or cast damage spells.

* Remember, this is FIRST EDITION D&D Rules.  That means clerics donít get any
  spells until SECOND LEVEL.  So, unless they are at least level 2, they canít
  cast healing spells.  I recommend training them to at least level 2 before
  adding them to any army youíre gathering. 

=============================================================================
7.1 COPYRIGHT INFORMATION
=============================================================================
Original Building Card and Addendum created by © SSI Strategic Simulations, Inc.
Dungeons & Dragons is a trademark owned by and used under license from TSR, Inc.
Lake Geneva, WI, USA.  All TSR characters, character names, and the distinctive
likenesses thereof are trademarks owned by and used under license form TSR, Inc.
© 1993 TSR, Inc.  All rights reserved. © 1993 Strategic Simulations, Inc.  All
rights Reserved.

=============================================================================
8.1 VERSION NOTES
=============================================================================
Current Version: 1.2
Last Revision: 19th December 2009
Status: Complete. Will update as necessary!
By camelotcrusade. Copyrighted material 2009, 1993.


VERSION 1.2
   *Updated DOSBox instructions for v. 0.72 from v. 0.65
   *Added additional DosBox config settings
   *Fixed some minor spelling mistakes

-----------------------------------------------------------------------------
VERSION 1.1
   *Added 1.4 FACTION COMPARISONS
   *Added 2.2 ADDITIONAL GAME NOTES ON CONTROLS AND SETTINGS'
   *Added 5.1 RUNNING, BUYING, AND FINDING THE GAME
   *Added a FREE Link to download the game; apparently it's now public domain
   *Fixed an error with the elf tree and farm entry on the building list.
   *Fixed some minor spelling mistakes and spacing issues
   *Added separators for easier reading
-----------------------------------------------------------------------------
VERSION 1.0
   *CREATED AND SUBMITTED BY CAMELOTCRUSADE
   * I updated the building card and fixed errors.
   * I added the information for enemy buildings to the building card
   * I added some tips and tricks of my own to the end of this FAQ
   
   *This is my first ever FAQ. Feedback and comments are welcome.  
    (camelotcrusade @ fuse.net)


=============================================================================
THANKS
=============================================================================
A big thanks to SSI for making such a cool game, and to you for reading about
STRONGHOLD with interest... even after so many long years.  :)