STRONGHOLD: CRUSADER UNIT GUIDE By [bullet sword] Contents 1.Intro 2.Unit Production 3.European Units 4.Arabian Units 5.Engineers and Their Siege Machine Skills 6.Digging Moats 7.The tunnels 8.Laddermen 9.The Lord 10.Custom Crusader Play 11.Hints/tips and other stuff 12.Frequently Asked Questions 13.Thanks Intro. Hello. This is simply a good strategy game. Also a very complicated one. This unit guide should help you out if you don't understand it. 2. Unit production For European units, you must have barracks, armory, and weapons in the armory. In order to get weapons into the armory, you must build weapon producing buildings. -Fletcher's workshop=bows and crossbows-needs wood- crossbows take more time to produce. Pole-turner's workshop=spears and pikes-needs wood Blacksmith's workshop= swords and maces-needs iron Armorer's workshop=metal armor-needs iron Tanner's workshop=leather armor-needs a cow from a dairy farm. (cows will respawn) Barracks need 15 stone to build. Clicking on it brings up your selection of units. The available peasants thing tells you how much units you can make. Peasants will respawn. Stables. If you want to make knights, you must have at least one of these. More stables mean more knights. Requires 400 gold. Mercenary Post To get Arabian units, you must have one of these. They require 10 wood. Mercenaries are a lot more expensive, but some of them have unique abilities. They also come with their own weapons. Monks-10 gold-needs a cathedral to build. Attack: 7.5/10 Defense: 5/10 Speed: 5.5/10 Cannot dig moats 3. European Units Archer Requires one bow from armory Cost: 12 Gold Power: 4/10 Flaming arrow:4.6/10 Defense: 4.5/10 Speed: 9/10 Can dig moats. Info: Even though they are weak, they can burn pitch. If pitch gets burned, a massive fire will start. A good trap. To shoo a flaming arrow into pitch, make a tower/gatehouse/wall/etc and place a brazier there. Move the archer there. When it attacks, a flaming arrow will shoot. Select the archer that can shoot a flaming arrow and place the cursor over the pitch and if the cursor is red, click. NOTE: The enemy can't see your traps(killing pits and pitch only), so they won't know where it is. WARNING: This works against your own troops, buildings, and citizens. Be careful. Fires spread when they're in range of a building. Spearman Requires one spear from armory Cost: 8 Gold Power: 5/10 Defense: 5/10 Speed: 6/10 Can dig moats Info: They are extremely cheap, but weak. They are deadly when attacking in large groups. Maceman Requires one mace and leather armor from armory. Cost:20 Gold Power:7.5/10 Defense:7/10 Speed: 8.5/10 Can dig moats Info: These are fast powerhouses. Very useful. Their attack speed can dominate walls faster than most units. Crossbowman Requires one crossbow and leather armor from armory. Cost: 20 Gold Power:7/10 Defense:7.5/10 Speed:5.5/10 Cannot dig moats Info: Their power is made for piercing armor making them useful for swordsman and pikeman. They take more time to reload so use archers for backup. Their speed is slow so traveling far distances my be a problem. They also have a shorter range than archers. Pikeman Requires one pike and metal armor from armory. Cost:20 gold Power:7.6/10 Defense:7.7/10 Speed:6/10 Can dig moats Info: They are pretty slow, but pack a punch when attacking in small groups. Swordsman Requires on sword and one metal armor from armory. Cost:40 Gold Power: 9.4/10 Defense: 9.4/10 Speed:4/10 Cannot dig moats Info: Extreme powerhouses. They are extremely slow, but that doesn't stop you from beating your opponents. With power and defense, they're pretty darn good. Knights Requires one sword and one metal armor from armory. Also needs one horse from your stables. Cost: 40 Gold Power:9.4/10 Defense: 9/10 Speed: 9.5/10 Cannot dig moats Info: Practically swordsmen with really good speed. 4. The Arabian Units Arabian Archer Cost: 75 gold Power: 4.5/10 Flaming arrow: 4.6/10 Defense:4.5/10 Speed:9/10 Cannot dig moats Info: The same as the European ones but more expensive Slave Cost: 5 Gold Power: 1/10 Defense: 2/10 Speed: 9/10 Can dig moats Info: This unit is so weak, it loses to an enemy woodcutter. Seriously! The only good thing is that the slave is cheap and set stuff on fire. Slinger Cost:12 gold Power: 3.6/10 Defense: 2/10 Speed: 9/10 Cannot dig moats Info: They are fast and they sling stones. They have shorter range than archers, but they sling fast. All of this for the price of one European archer. Horse Archer Cost:80 Gold Power: 5/10 Defense: 5.5/10 Speed: 9.5/10 Cannot dig moats Info: WOW! Did you know that they can shoot and move at the same time?! They are freakishly useful. They just cost a lot. Arabian Swordsman Cost: 80 Gold Power: 8.8/10 Defense: 8.8/10 Speed: 4/10 Cannot dig moats Info: For 2x the price of two European swordsman, you get a weaker one. Assassin Cost: 60 Gold Power: 7.6/10 Defense: 7.3/10 Speed: 6.7/10 Cannot dig moats Info: These guys are cool! Their special ability to climb walls is awesome. They're even hard to see for the enemy. So you know when the enemy saw your assassin, a "!" symbol will be on top of his life bar. Fire Thrower Cost:100 Gold Power: 8.4/10 Defense: 6/10 Speed: 6/10 Cannot dig moats Info: These dudes can throw fire balls a very short distance. They can start a big fire too. Engineers and Their Siege Machine Skills In order to make engineers, you must build an engineers guild. It can produce engineers and laddermen. Engineers cost 30 gold and can build the following: -Catapults-150 gold-can fling stone rocks and dead cows. NOTE: Catapults need stone ammo. It starts out with 20. To keep track of this, look at the "attack here" button. The number tells you how much ammo you have. To get more, there's a button next to "attack here" called "20 rocks for 10 stone". Click on it for more ammo. To launch a cow, you need a dairy farm. It spreads plague to your enemies. Of course, it works against you and smart enemies will do this to you too.-requires 2 engineers Trebuchets-50gold-same thing as the catapult, but it can't move, can fire over walls better, and it's accuracy is lower- requires 3 engineers Siege tower-150 Gold-these are like giant ladders which any unmounted unit can climb.-requires 4 engineers Portable shield-5 gold- use them as a shield. Make them, then ditch it. Make a wall of them so your army can have some protection.-needs one engineer Arabic fire ballista-150 gold- this ballista can move and it packs a powerful punch. It can also set buildings on fire.-requires 2 engineers Ballista(on tower)-50 gold-this can be built on square/round towers only. To build it, click the pick axe button on the castle buildings menu and click on it. Then place it on a tower.-requires 2 engineers Mogonel-50 gold- use the same steps for building the normal ballista. This can shoot multiple rocks at a time. Luckily, it doesn't need any stone.-requires 2 engineers Engineers also dig moats. One more thing: Use an oil smelter to make them use oil to burn enemies. You need pitch though. 6. Digging Moats For the units that can dig moats, here's how you do them: -first, you click the gatehouse icon under castle buildings. -Then there's a shovel icon that appears on the right. Click it. -A blue box will be your cursor. Click the area you want to dig your moat. That area will turn blue. -when you select your unit, the blue spot appears. If it's a unit that can dig moats, a shovel icon will appear if you place you cursor over the blue spot. -the unit will start digging. Now you have it! Place a drawbridge on your gatehouse. Your done with that. 7. The Tunnels Build a tunneler's guild to produce tunnelers. When you select one, click the shovel icon. Your cursor should be a little white. Keep moving it until a tunnel appears and click. Your tunneler will begin a tunnel. NOTE: you can't make tunnels that go under water or else it caves in and destroys it. 8. Laddermen Use these men to put ladders on enemy walls. They are fast but are very defenseless. Certain units can climb ladders. NOTE: If you click on the house icon on the buildings selection, you see some selections. Choose the selection with the flower picture. You will see some "nice things" you can build. If you build these, you gain popularity and your troops get attack bonuses for the amount of good things. The bad thing is that your workers don't work as hard and take a break for a little bit, and then resume working. If you click the noose selection, you bring up bad things. They reduce both popularity and attack power. The good thing is that your workers work harder. 9. The Lord Attack: 10/10 Defense: 10/10 Speed: 5.5/10 Can't dig moats or climb ladders Info: this is the lord. This is (whoever you name yourself). If he dies, you fail because the lord is YOU! 10. Custom Crusader Play When you play a custom game, there are 16 AI opponents to battle. There are 3 modes: -Normal(few troops and money to begin with) -Crusader(Start out with many troops but less gold) -Deathmatch(Lots of gold to begin with but with less troops) You can also set advantages for yourself or the computer. There are many, many maps to choose from. 2-8 player maps. The list of AI opponents are listed below. There are 16 in all. The Rat Fictional European Character Info: Only uses archers and spearman. Never digs or use laddermen. He is the easiest opponent you can play against. His Castle fortifications are easy to get through. The Pig Fictional European Character Info: He loves maceman and crossbowman. He will also focus on producing cheese than most other food types. His castle fortifications are not too hard, but will require great strength to pass his walls. The Snake Fictional European Character Info: The Snake is not too hard. He is a little weak and will usually make archers, spearman, and some catapults. The Wolf Fictional European Character Info: Powerful and smart. He will place a lot of traps in his area. Building siege weapons and using mercenaries is something to watch our for. When you take a look at his towers, there might be a siege weapon mounted on it. Launching cows to spread plague is also some of his skills. Saladin Real Arabian Lord Info: Very wise. He knows how to run the desert economy and strikes with great power. A worthy ally The Caliph Fictional Arabian Character Info: He likes lookout towers and uses pitch traps around his castle. The Caliph also likes fire throwers. Sultan Fictional Arabian Character Info: Pretty weak but he likes to attack with Arab Swordsman. He is nice to his people by using the "good things". Richard Lionheart Real European Lord Info: He is Saladin's rival and he runs his economy well. His attacks are very devastating and his siege machines can be a big problem to his foes. King Phillip Real European Lord Info: According to the messages he sends to you, he seems to be lazy. When you watch him in action, he's something different. He makes various towers and layers of walls making a good defense. Of course, he's not the only one who uses this technique. Emperor Frederick Real European Lord Info: He likes using his siege machines. Especially catapults and trebuchets. The emperor also likes using his knights against you. Wazir Fictional Arabian Character Info: He likes making "bad stuff" so his troops should have low attack. He likes using fire ballistas and horse archers. His castle fortifications are pretty tough to get through. If you have him as an ally, he will rarely send you goods or defend you. He almost works alone and he will ask you for goods and not return the favor. Nizar Fictional Arabian Character Info: Assassins, assassins, assassins. He loves them. He looks like a mean guy but he uses "good things" to cheer people up and for attack bonuses. He likes digging moats so he can make his own "island". He will build most of his buildings close together. If a fire broke out, he would be in big trouble. Marshal Fictional European Character Info: The Marshal loves his knights and swordsman. He likes building his walls ON his castle. Siege weapons seem to add some power to his attacks. Catapults. Deal with them. He likes them too. Emir Fictional Arabian Character Info: The Emir is kind and friendly. He likes using Arab swordsman. For some reason, he wastes his building space by making an armory and barracks. He never uses them. The Abbot Fictional European Character Info: He loves using monks. Sometimes he covers his ENTIRE area with them. They're very cheap. The only other unit he uses are mounted ballista's and archers with braziers. He uses no traps. When you get to his castle, try to destroy his cathedrals to stop his production of monks. Sheriff Fictional European Character Info: He rarely attacks you in small skirmishes or attacks. His defense is VERY good. A couple of catapults and archers will make breaching his castle easier. 11. Hints/Tips and Other Stuff Hints/tips -Always make your defenses first. -Build a granary once you start. -Start food, wood, stone, and iron (do this last) production as soon as possible. -Keep making walls around your area until you hear "The keep is enclosed". -Make your market as soon as possible so you can trade goods. -Make a lot of long-range units when planning an assault. -Some AI lords have different attack power. 11. FAQ(Frequently asked questions) How do I get stone to the stockpile? Build an ox tether near the quarry. Can I buy weapons? Yes. Build a marketplace. How does Saladin's lord look different? The AI opponents are either European or Arabian. That tells you how they're going to look different. Can I be an Arabian lord? Go to the door key symbol at the main menu. Then select "set up identity". You get to rename yourself, change your lord, and change your portrait. When you change your portrait, you can only get sword symbols and shield symbols. How do you get more chickens on crusader trail? You must beat a level that you chickened out on. 13. thanks Firefly Studios/Gathering for making this a really good game. Gamestop for having this game. Gamefaqs for letting me contribute this. Anyone who reads this. Alright. This is the end of the unit guide. I hope this helps.
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