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    FAQ/Strategy Guide by KingUndrTheMtn

    Version: Final | Updated: 02/17/07 | Search Guide | Bookmark Guide

    STRONGHOLD: CRUSADER
    Final Version
    By KingUndrTheMtn
    Strider3100@windstream.net (see Contact section before emailing me)
    Copyright 2004 by Tim Filla
    
    ===============================================================================
    
    TABLE OF CONTENTS
    
    1. Introduction
    2. Units
      2a. Crusader Units
       2aa. Barracks Units
         2aaa. Archers
         2aab. Spearmen
         2aac. Mace-men
         2aad. Crossbowmen
         2aae. Pikemen
         2aaf. Swordsmen
         2aag. Knights
       2ab. Guild Units
         2aba. Engineers' Guild
           2abaa. Engineers
           2abab. Laddermen
         2abb. Tunnelers' Guild
           2abba. Tunnelers
       2ac. Siege Weapons
         2aca. Portable Shield
         2acb. Battering Ram
         2acc. Catupalt
         2acd. Trebuchet
         2ace. Ballista
         2acf. Siege Tower
       2ad. Misc. Fighters
         2ada. Monks
         2adb. Crusader Lords
      2b. Arabic Units
         2ba. Arabian Bow
         2bb. Slaves
         2bc. Slingers
         2bd. Assassins
         2be. Horse Archers
         2bf. Arabian Swordsmen
         2bg. Fire Throwers
         2bh. Arabic Lords
      2c. Civilians
         2ca. Workers 
           2caa. Woodcutters
           2cab. Quarry Workers
           2cac. Miners
           2cad. Pitchmen
           2cae. Merchants
           2caf. Priests
           2cag. Healers
           2cah. Fire Watchers
           2cai. Bakers
           2caj. Brewers
           2cak. Mill Boys
           2cal. Innkeepers
           2cam. Hunters
           2can. Farmers
             2cana. Apple Farmers
             2canb. Dairy Farmers
             2canc. Wheat Farmers
             2cand. Hops Farmers
           2cao. Weapon Producers
             2caoa. Fletchers
             2caob. Poleturners
             2caoc. Tanners
             2caod. Blacksmiths   
             2caoe. Armorers
         2cb. Misc. Civilians
             2cba. Mother & Infant
             2cbb. Jester
             2cbc. Spirits
             2cbd. Children
             2cbe. Drunkard
             2cbf. Peasant
             2cbg. Lady
      2d. Animals
        2da. Crows
        2db. Seagulls
        2dc. Camels
        3dd. Deer
        3de. Rabbits
        3df. Lions
        3dg. Dogs
    3. Buildings
      3a. Castle Buildings
         3aa. Walls
           3aaa. Wall Stairs
           3aab. Normal Walls
           3aac. Low Walls
           3aad. Crenulated Walls
         3ab. Soldier Producing Buildings
           3aba. Barracks
           3abb. Mercenary Post
           3abc. Armory
         3ac. Gatehouses
           3aca. Small Stone Gatehouse
           3acb. Large Stone Gatehouse
           3acc. Drawbridge
           3acd. Caged War Dogs
           3ace. Pitch Ditch
           3acf. Killing Pits
           3acg. Brazier
           3ach. Moat
         3ad. Towers
           3ada. Lookout Tower
           3adb. Perimeter Turret
           3adc. Defense Turret
           3add. Square Tower
           3ade. Round Tower
         3ae. Military Buildings
           3aea. Guilds
             3aeaa. Engineers' Guild
             3aeab. Tunnelers' Guild
           3aeb. Mangonel
           3aec. Ballista
           3aed. Stable
           3aee. Oil Smelter
      3b. Industry Buildings
        3ba. Stockpile
        3bb. Woodcutters' Hut
        3bc. Quarry
        3bd. Ox Tether
        3be. Iron Mine
        3bf. Pitch Ditch
        3bg. Market
      3c. Farm Buildings
        3ca. Hunter's Post
        3cb. Apple Orchard
        3cc. Dairy Farm
        3cd. Wheat Farm
        3ce. Hops Farm
      3d. Town Buildings
        3da. Hovel 
        3db. Chapel
        3dc. Church 
        3dd. Cathedral
        3de. Apothecary
        3df. Well
        3dg. Water Pot
        3dh. Bad Things
        3di. Good Things
      3e. Weapons Buildings
        3ea. Fletcher's Workshop
        3eb. Poleturner's Workshop
        3ec. Tanners's Workshop
        3ed. Blacksmith's Workshop
        3ee. Amorer's Workshop
      3f. Food Proccessing Buildings
        3fa. Granary
        3fb. Bakery
        3fc. Brewery
        3fd. Mill
        3fe. Inn
      3g. Keeps
        3ga. Stone Keeps
        3gb. Manor
        3bc. Stronghold
    4. Popularity
    5. Strategies
    6. Tips
    7. Lords
    8. Extras
    9. Copyright
    10. Contact
    11. Version History
    12. Thanks
    
    ===============================================================================
    
    1. Introduction
    
    Hello, welcome to my guide on Stronghold: Crusader.  This is a great strategy
    game, and for a good price.  I hope you enjoy the guide and the game.
    
    ===============================================================================
    
    2. Units
    
    This section is fairly long.  Have fun trying to read it all.
    
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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.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    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.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    2c. Civilians
    
    Civilians are what make up the majority of your town (unless you are a warring
    city).  They gather recources, or just walk around doing nothing.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    2ca. Workers
    
    The heart of your economy!  Without these guys, your city goes bye-bye.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    2caa. Woodcutters
    
    Ability: Cuts wood, saws it into boards, and then puts it in your stockpile
    Workplace: Woodcutter's Hut
    Bonus: Can fight back (not very good)
    
    A guy with an axe who makes wood.
    
    
    2cab. Quarry Workers
    
    Ability: Mines stone, cuts it, then gives it to an ox who puts it in the stock-
             pile
    Workplace: Quarry and Ox Tether
    Bonus:  Can fight back
    
    These guys do one of two things: Mine stone and cut it, or put it on oxes and
    lead the oxes to the stockpile.
    
    
    2cac. Miners
    
    Ability: Mines iron ore and makes it into iron blocks
    Workplace: Iron Mine
    Bonus: None
    
    Iron miners are guys who mine iron.  Wow, that was a complex description.
    
    
    2cad. Pitchmen
    
    Ability: Get pitch from a marsh and put it in stockpile.
    Workplace: Pitch Rig
    Bonus: None
    
    These guys get pitch (tar).  They're fun to watch.
    
    
    2cae. Merchants
    
    Ability: None
    Workplace: Market
    Bonus: None
    
    These guys rarely appear.  They only appear in Castle Builder mode for me.    
    They just walk around with the donkey.  That's it.
    
    
    2caf. Priests
    
    Ability: None
    Workplace: Chapel/Church
    Bonus: None
    
    These are more worthless guys.  They walk around and get in the way of 
    buildings.  They're more common tham merchants.
    
    
    2cag. Healers
    
    Ability: None
    Workplace: Apothecary
    Bonus: None
    
    Worthless, again.
    
    
    2cah. Fire Watchers
    
    Ability: Put out fires
    Workplace: Well/Water Pot
    Bonus: None
    
    These guys put out fires if any happen in your town and ally's town.  They will
    sometimes travel a long way to put out fires.
    
    
    2cai. Bakers
    
    Ability: Make bread from flour
    Workplace: Bakery
    Bonus: None
    
    Bakers take sacks of flour and make them into bread.
    
    
    2caj. Brewers
    
    Ability: Make ale from hops
    Workplace: Brewery
    Bonus: None
    
    One of the few women workers in the game.  They take hops and convert it into
    ale.
    
    
    2cak. Mill Boys
    
    Ability: Make wheat into flour
    Workplace: Mill
    Bonus: None
    
    The only children workers.  They take bundles of wheat and very quickly make
    them into sacks of flour.
    
    
    2cal. Innkeepers
    
    Ability: Take barrels of ale to the inn and serve them to people, gaining
             popularity for you
    Workplace: Inn
    Bonus: None
    
    I think its funny how they where bright yellow shirts for the drunkards.  They
    take ale to the inn to be served.
    
    
    2cam. Hunters
    
    Ability: Hunt deer
    Workplace: Hunter's Post
    Bonus: Can fight back (thanks to XmartAngel2k1 for this)
    
    I don't know if these guys fight back, because they are not usually available.
    However, they are an excellent source of food in Castle Builder.
    
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    2can. Farmers
    
    There are four different types of farmers.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    2cana. Apple Farmer
    
    Ability: Grow and pick apples
    Workplace: Apple Orchard
    Bonus: None
    
    Guys who farm apples.  Very obvious.
    
    
    2canb. Dairy Farmer
    
    Ability: Raise cows and get milk and make it into cheese
    Workplace: Dairy Farm
    Ability: Can give their cow to tanners
    
    A guy who raises cows.  Another obvious one.
    
    
    2canc. Wheat Farmer
    
    Ability: Farms wheat and takes it to stockpile
    Workplace: Wheat Farm
    Bonus: None
    
    A wheat farmer.  Come on, its not very easy writing descriptions for farmers.
    
    2cand. Hops Farmer
    
    Ability: Farms hops
    Workplace: Hops farm
    Bonus: None
    
    Another boring one.  A person who grows hops.
    
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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.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    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.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    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.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    2da. Crows
    
    These guys just fly around.  Not as bad a nuisance as the others.
    
    2db. Seagulls
    
    White birds that fly around water.  You know what a seagull is.
    
    2dc. Camels
    
    These are nuisances.  They walk around and lay down.
    
    2dd. Deer
    
    Deer are useful, you can hunt them.
    
    
    2de. Rabbits
    
    Bunnies!  Yay!  Not yay!  These are the most annoying animal of them all.
    Hunters can kill them.  So can lions.
    
    2df. Lions
    
    The problems.  They will slaughter your men.  Very dangerous.  Stay away.  To
    beat them, I suggest horse archers.
    
    2dg. Dogs
    
    Dogs come with hunters' post and mainly follow their master.
    
    ===============================================================================
    
    3. Buildings
    
    That section's finally over!  Wait, this ones longer.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    3a. Castle Buildings
    
    The buildings that go with the castle.
    
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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!
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    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.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    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.
    
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    3ae. Military Buildings
    
    These buildings help when your far advanced and destroyed the easy ones and
    are looking to attack a biggie.
    
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    3aea. Guilds
    
    Place where special units are trained.
    
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    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.
    
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    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.
    
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    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.
    
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    3c. Farm Buildings
    
    Farms produce food, or at least build a factor for food, or ale.
    
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    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.
    
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    3d. Town Buildings
    
    Here are the buildings associated with the welfare of the people.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    3da. Hovel
    
    Cost: 6 Wood
    Requirements: None
    
    If the green bar stops above the fire in front of the keep, you need more 
    hovels to get more people.  They are houses, basically.
    
    
    3db. Chapel
    
    Cost: 250 Gold
    Requirements: None
    
    This is the cheapest way to get religion.  I recommend these.
    
    
    3dc. Church
    
    Cost: 500 Gold
    Requirements: None
    
    This is a bigger and more efficient chapel.
    
    
    3dd. Cathedral
    
    Cost: 1000 Gold
    Requirements: None
    
    This is the ultimate church.  They gain two religion and can produce monks,
    which are very affordable and excellent in groups.
    
    
    3de. Apothecary
    
    Cost: 20 Wood, 150 Gold
    Requirements: None
    
    This building can reduce the cow diseases when cows are launched on you during 
    a siege.  Thanks to XmarAngel2k1 for the answer to this question.
    
    
    3df. Well
    
    Cost: 30 Gold
    Requirements: None
    
    This guy that come with this will go and put out fires in you or your ally's
    towns.
    
    
    3dg. Water Pot
    
    Cost: 60 Gold
    Requirements: None
    
    A bigger well with three guys with it.  More efficient.
    
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    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.
    
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    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.
    
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    3e. Weapons Buildings
    
    You need these buildings to produce crusaders.
    
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    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.
    
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    3f. Food Proccesing Buildings  
    
    These are fast ways to make food and the only way to make ale.
    
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    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.
    
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    3g. Keeps
    
    Keeps are needed in the game.  They require you to build them.  They are all
    free.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    3ga. Stone Keep
    
    Stone keeps are your basic keeps, and you will have them in all normal games.
    
    
    3gb. Manor House
    
    These are the lowest keeps, and are only build on castle builder and custom
    scenario.
    
    
    3gc. Stronghold
    
    These are the biggest and best.  Again, they can only be built on castle 
    builder and custom scenario.
    
    ===============================================================================
    
    4. Popularity
    
    This section is short and sweet.  Just explaining popularity.  Popularity is
    the number on the book the guy in the lower right hand corner is holding.  If
    its above fifty, then you are getting people to come to your castle.  Below,
    and they are leaving.  You can check your actual population level by click-
    ing on the book and selecting "Popularity".
    
    How do you gain popularity?  Several ways.  Increase rations on food is one.
    But be careful, if you run out of food, it will take a major hit on your
    population.  Another way is lower taxes.  If they're too low, you might lose
    money.  Especially if you're on bribe.  That gains a lot of popularity, but
    sucks up your gold.  To change your taxes, click on the keep and move the bar.  
    Another way is to stop crowding.  If you disband an army and don't have the 
    proper amount of hovels to support the army (Hovel = six people living space) 
    then you will lose popularity.  (Soldiers don't use hovels) There is no way to 
    gain on that.  You could increase ale coverage.  There is no way to lose on 
    that.  To increase it, build successful inns by having the proper amount of ale 
    to support the inns.  Another way to increase popularity is to raise your 
    religion.  Again, you can't lose on that. To get religion, simply build 
    churches, chapels, and cathedrals.  And lastly, fear factor.  
    Fear factor (no relation to the show) can go up or down.  To bring it up, go to 
    town buildings and select "Good Things".  There should be a list of all things 
    that would make people happy to see.  Most of them cost gold.  If you go to bad 
    things, there are executing things and other bad stuff.  If you have bad 
    things, your population will go down, but the people will work faster.  
    If you have good things, your population will go up, but your workers will be 
    one break sometimes.
    
    If you are going to lose something that you don't have much have to gain 
    popularity, then you probably shouldn't risk it.
    
    When you're popularity is very high, what I always do is make extortionate
    taxes.  If you are good enough, you will still have lie +4 popularity.   
    
    ===============================================================================
    
    5. Strategies
    
    There are several strategies to the game.  Here are some.
    
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    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.
    
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    2) Attack Strategies
    
    Lets face it, you will never end a game if you don't attack.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Attack Strategy 1:
    Destroy the weak first.  You can get these nuisances out of the way easily.
    The Rat especially.  He will send in spearmen, which are a real nuisance.
    The Sultan should be destroyed easily, too.  Once you destroy them, their ruins
    make good places for rallying troops to destroy a harder enemy.
    
    Attack Strategy 2:
    Survey your enemy's land.  If there are ranged units in the towers, then send
    in archers (preferably horse archers).  For enemies like the Rat, just send in 
    some swordsmen.  If you see braziers (most likely in the Calif's and Wolf's)
    bring in knights to knock down the towers fast.  Also use catupalts to destroy
    their wall before you send in the foot soldiers.
    
    Attack Strategy 3:
    Watch out for fire.  The Caliph is a pyromaniac.  He has engineers with oil in
    his towers.  You get up, boom, hot oil on your heads.  Not fun.  Use ballistae
    for him.  Archers would be smart, too.  It will take several tries to over-
    throw him.
    
    Attack Strategy 5:
    The crusaders will be more efficiant then the Arabics.  Use the crusaders 
    first.  If you are low on weapons and high on funds, the Arabics might be the 
    best way out.
    
    Attack Strategy 6:
    I hate the feeling of destroying an enemy, and nearly killing the lord, but
    my guys die.  There are little archers in their towers.  The answer: macemen.
    They are fast and, in groups, deadly.
    
    Attack Strategy 7:
    Assassins, as good as they sound, are a usual no-no.  They are weak and will
    not be very efficiant, even if they do hit the wall.
    
    Attack Strategy 8: 
    
    Try this map setup:
    
    Hard Enemy (Wolf)       Hard Enemy (Caliph)         Hard Enemy (Pig)
    
    
    
    
    Easy Enemy (Rat)                                    Easy Enemy (Sultan)
    
    
    
    Ally (Saladin)          You                         Ally (Lionheart)
    
    Attack Strategy 9:
    (this will refer to the map above)  Destroy the two easy enemies (I recommend
    they be Sultan and Rat), then build several trebuchets, catupalts, and 
    ballistae in the middle of their ruins.  Then launch all manner of heavy 
    objects on the enemies.
    
    Attack Strategy 10:
    A good way to get ride of some of the Caliph's fire powers is to bring two
    knights into his city, and sacrifice them, so it is safe to bring in your
    troops.
    
    Attack Strategy 11:
    Take an army of 300 - 200 archers with about 100 swordsmen and a few fire 
    ballista and catapults. The archers will pick off any unit that is sent against 
    them, and kill off most of the farm workers basically cutting the castle off 
    from all supplies. When attacking a castle use the ballista to burn down all 
    farms and any buildings inside the castle they can. Then use the catapults to 
    destroy a gatehouse and send the swordsmen in to make short work of the lord.
    
    ===============================================================================
    
    6. Tips
    
    I have some tips for you.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Tip 1:
    Apple farms are the best when you start.  They produce the food quickest.  When
    you advance further, build wheat farms, then mills, then bakeries.  Bakeries
    make the food fastest, but the chain is longer.
    
    Tip 2:
    Flags help.  In good things, flags are free.  Build them on walls, on the keep,
    on the towers.  It is a fast and free way to gain popularity.
    
    Tip 3:
    Keep food in good stock.  Don't always be on double rations.  On the right, 
    when you click on the granary, there should be a green thing that looks like
    somethings loading.  Every time the green bar hits the top, you lose a unit
    of food.  The bar goes faster depending on your civilian popularity.  Below
    that it will say how many days supply you have.  Each day = one minute.
    
    Tip 4:
    Have strong allies.  My allies are usually Richard the Lionheart and Saladin.
    Another wise desicion would be Caliph, but he's just not the nicest person
    and is fun to destroy.
    
    Tip 5:
    Start out your games by doing this: build two granaries next to each other.  
    Then build two armories next to each other.  You can expand these once your
    later in the game.
    
    Tip 6:
    Trebuchets are virtually the only way to kill Saladin, the Wolf, and the Lion-
    heart without losing a lot of troops.
    
    Tip 7:
    If an enemy's city is next to you, have a lot of crossbowman on the wall and it
    will be easy to destroy his archers.
    
    ===============================================================================
    
    7. Lords
    
    Scale: Easy, Average, Hard, Grueling
    Here are the lords:
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    1. The Rat
    
    Affiliation: Crusader
    Variations: Duc de Puce, The Stoat, The Weasel, The Ferret, Duc Camembert, Duc
                Souris, Duc Morceaux
    Difficulty to Destroy: Easy
    Ally or Enemy: Enemy
    His Strategy: Maze of Walls
    To Destroy: A couple of infantry
    
    From Game:
    The Rat combines appalling poor skill of managing a castle with a naive grasp
    on military tactics.  Making him one of the most useless opponents in the game!
    
    
    2. The Snake
    
    Affiliation: Crusader
    Variations: Duc Beaugard, Earl Doubletongue, Duke Vipertooth, Earl Poisonberry,
                Lord Python, Earl Diamondback, Duke Andaconda
    Difficulty to Destroy: Average
    Ally or Enemy: Enemy
    His Strategy: Builds walls to look like an S (Why, I dont' know)
    To Destroy: A good sized army of pikemen and swordsmen
    
    The Snake has the ability to run his estate, but has a stomach for a full-on
    fight.  He likes the hired to do the dirty work for him.
    
    
    3. The Pig
    
    Affiliation: Crusader
    Variations: Duc Truffe, Duke of Pigsbury, The Hog, The Old Boar, Earl of Bacon,
                Baron Von Bloater, Earl of Hogsbottom
    Difficulty to Destroy: Hard
    Ally or Enemy: Enemy
    His Strategy: Leather Armor Units (Macemen, Crossbowman)
    To Destroy: Bring in catupalts to destroy his towers and ballistae to destroy
                the crossbowmen
    
    The Pig, whilst not being one of the region's best economics, likes a fight.
    His greed for (other people's) gold will soon have him "trying it on" with the
    smallest of siege forces.
    
    
    4. The Wolf
    
    Affiliation: Crusader
    Variations: Duc Volpe, Lord Fairfang, Lord Lupus, Earl Redclaw, Lord Crackbone,
                Lord Howlingtop, Lord Greyback
    Difficulty to Destroy: Grueling
    Ally or Enemy: Enemy
    His Strategy: Braziers and Fear
    To Destroy: Bring in tons of catupalts and tough out the arrow fire with
                hundreds of footmen
    
    The Wolf holds his castle in an iron grip, but his passion for warfare makes
    him one of the most feared opponents.  Deliberate and cunning, he will use 
    every military tactic at his disposal to win the day.
    
    
    5. Saladin
    
    Affiliation: Arabian
    Variations: The Wise, The Just, The Kind, The Fair, The Magnificent, The Honor-
                able, The Noble 
    Difficulty to Destroy: Grueling
    Ally or Enemy: Ally
    His Strategy: Arabic Units and Economy
    To Destroy: Bring in a lot of archers and catupalts, then a ton of footmen
    
    More than any other lord, Saladin knows how to run the desert economy.  He will
    be in no rush to lead his forces on the field, but when he does, it will be
    from a position of power.
    
    
    6. Caliph
    
    Affiliation: Arabian
    Variations: The Scorpion, The Jackal, The Camel, The Vulture, The Crab, The
                Hyena, The Desert Rat
    Difficulty to Destroy: Grueling
    Ally or Enemy: Either
    His Strategy: Fire
    To Destroy: Either wait until others have beat down hard on his city or bring
                in several catupalts and archers, then send in good swordsmen
    
    Cruel and vindictive, the Caliph is skilled at bringing misery to his people
    and yours.  If he can get his act together, his underhand military tactics can
    be a constant thorn in your side.
    
    
    7. The Sultan
    
    Affiliation: Arabian
    Variations: Abdul, Ahmed, Mastapha, Hashim, Karim, Malik, Shaheed  
    Difficulty to Destroy: Easy
    Ally or Enemy: Enemy
    His Strategy: Slingers and Arabian Swordsmen
    To Destroy: Send in knights, destroy good portion of troops, send in about 
                fifty swordsmen afterwards
    
    The Sultan is more...say...a poet than a warrior, preferring feasting of the
    humdrum matters than running his own castle.  Let's say he's not the sharpest
    sword in the desert.  His people will fight well to defend him, though.
    
    8. The Lionheart
    
    Affiliation: Crusader
    Variations: Richard, Richard II, Richard III, Richard IV, Richard V, Richard 
                VI, Richard VII
    Difficulty to Destroy: Hard
    Ally or Enemy: Ally
    His Strategy: Siege Weapons
    To Destroy: Similar to the pig, just bring in more infantry
    
    The Lionheart has a reasonable grasp on the regions economy..for a soldier.  
    But it is in the field of battle where he is in his element.  Brave and fear-
    less, his ability to siege a castle is second to none.
    
    ===============================================================================
    
    8. Extras
    
    Here are a few things that you might want to know.
    
    Taunts:
    
    F1: Oaf!!
    F2: Varlet.
    F3: Fool.
    F4: Knave.
    F5: Peasant.
    F6: Help, help.
    F7: I win, you lose.
    F8: I'll string you up.
    F9: You damn fool
    F10: Mwahaha(snort)haha
    Ctrl F1: Jack o napes!
    Ctrl F2: Buffoon!
    Ctrl F3: Straw pole!
    Ctrl F4: Slubberdagollian
    Ctrl F5: Dastard!
    Ctrl F6: Dolt.
    Ctrl F7: Lollard.
    Ctrl F8: Dotard.
    Ctrl F9: Weasel Turd.
    Ctrl F10: Popin jay.
    
    I don't think there are any cheat codes for this game.  The cheats you might
    see are for the original game: Stronghold.
    
    Fun:
    
    Bored with the game?  Frustrated with it?  Try this: Go to Custom Scenarios,
    then create so many lions until the top says People Available to Place:.  Then
    build hundreds of horse archers.  Try to overthrow the thousands of lions.
    
    ===============================================================================
    
    9. Copyright
    
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    
    Sites this guide should be found: GameFAQs.com, Cheatcc.com, Neoseeker.com, 
    dlh.net, cheatchannel.com, cheatbook.com
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    
    ===============================================================================
    
    10. Contact
    
    My e-mail address is strider3100@windstream.net.  Please read ALL the guide-
    lines before e-mailing me.  If you don't recieve an email back from me, reread 
    the guidelines...
    
    1. NO SPAM at all!!!
    2. Use the best grammar you can, no U instead of you, r instead of 
       are, etc. and use your best spelling.
    3. Don't point out tiny mistakes, only point them out if they can't be under-
       stood or will effect the guide.
    4. Do not give my e-mail address to anyone else.
    5. Don't send me messages that don't have to go with the guide.
    7. Don't use profanity or any other bad words.
    8. Feel free to ask me questions if they aren't stated in the guide.
    9. Starting January 7th, 2005, I will delete any emails if they don't have S 
       Crus in the subject line, so you will have to have read this section.
    
    ===============================================================================
    
    11. Version History
    
    Version History:
    
    0.1: Started guide, finished table of contents.
    
    0.3: Started Units section.
    
    0.7: Finished Units section.
    
    1.0: Finished Guide (posted for first time)
    
    1.1: Added Extras Section
    
    1.2: Finished Extras, Added Buildings section
    
    1.3: Put in more strategies, added to Extras section, put in more tips, put 
         the "Strategy" part on the Lords section
    
    1.8: Finished Buildings Section
    
    2.0: Added the "To Destroy" section to the Lords, added more tips and
         strategies
    
    Final: What you see here!
    
    ===============================================================================
    
    12. Thanks
    
    Thanks to GameFaqs for posting my guide and making it popular.
    
    Thanks to Cheat Code Central, Neoseeker, dlh.net, CheatChannel, Cheatbook
    for allowing my guide to be on their sites.
    
    Thanks to XmartAngel2k1 for telling me what Apothecaries do and for telling me
    hunters can fight back.
    
    Thanks to Ady Ichim for Tips 5, 6, and 7 and for Attack Strategy 10.
    
    Thanks to Dan Yep for Attack Strategy 11.
    
    And thanks to you for reading my guide.
    
    ===============================================================================
    
    THE END
    
     
    

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