Stronghold 2 .:. Passage of game

Updated: 22.02.2006, views: 6601
 

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Milord! Something those children with the stairs too closely were selected to our wall. You will not order to go down on them logs? Yes, milord! You are completely right! It is better to wait for the already almost approached force of kopeyshchikov. Certainly, today we again will prove to be at the height. Although... It is necessary to execute the pair of these pilferer- peasants, and that entirely they were dissolved. And to let out young falcon, otherwise rats will eat all our reserves of grain. Features, this fortress sometimes svedet me from the mind - here in all you will not remember!

As if entrance

In its time Stronghold it became revelation. Well as - it occurs, into the Middle Ages the knights not only struggled with each other crowd against the crowd among the clean field. They zh even and locks stormed! Aha, in each respecting itself feudal lord was the remarkable fortress, for the seizure by which it was necessary seriously to be taken some pains. True, in the game lyapov was sufficient, and the horde of infantrymen, deftly working by swords, could level to the ground to the base it would seem unapproachable wall. Nevertheless game opened eyes not only to players, but also to developers. And they very soon followed the attempt to create their fortress. However, something constantly interfered, and the following decent fortress clearly had to become fortress from Stronghold 2.

However, most surprising became the fact that to us as a result they arrived Settlers. Not those, which Heritage of Kings, pozoryashchiye this proud name. But those that they must rightfully obtain number in the turn of settlers. Only very severe and preferring to stay after the fortress walls. In the world Stronghold there is no place for the lighthearted merriment of peace Settlers. Humor here is its, is special, as a rule - black. They wanted to obtain more than siege instruments - if you please. Only into the makeweight will go learned to foul (here it is not possible to select another word) peasants, whose manure must be constantly removed into avoiding of epidemic. It is more than walls and towers? If you please! But at the same time already accept criminality with the possibility to use up criminals azh 10 by methods. By the way, the summit level of criminality exactly in the guild of sanitation workers. Something very deep exists in this idea...

As a result the assault and the defense of fortresses exactly do not appear by the most interesting processes in the game. Most interesting - this to create its lock, to make it better than in all. And we are included in this leisurely deystvo, scrutinizing their people, which run along the nonexistent paths. Because they conduct from the storage and vice versa, for free that their no one drew. Here such Settlers. Or nevertheless Stronghold? Well yes, pipe again calls for the walls. And who did only bring these catapults?

Principles

What such Stronghold previous? This is strategy in style Age of Empires with a certain incline to the side of creation, defense and attack of locks. However, present game is not at all similar on its predecessor. It first of all became the simulator of the life of medieval castle. Appeared many resources (part from which completely passage); however, to now obtain them necessarily. However, nevertheless about the principles of game.

Phenomenon the first - honor (Honor). This is the strange resource, which is used to the acquisition of the separately moved soldiers. By them, you do see, it is small armors and sword - the even great honor of Mr. give by them. Then why it is expended? Mr. from the hire of army does become dishonorable? Especially this is interesting in connection with the fact that the simplest method to increase the reserve of the honor - to feed receive peasants. Where better honor is obtained on the feasts, that is somewhat more understandable. It is better to not at all suffer with this mysterious resource and to stop at what the honor is necessary to any feudal lord.

The mood of peasantry - thing where being more extended, but nevertheless nevertheless encountered is rare. Where its treatment is more interesting. With 100 units of mood the peasants do not issue repeated standard of production, similar To stakhanovu. They simply work. But it is worthwhile only to begin for mood to fall - and you will not see new peasants. But then they will begin to depart old. From what the mood will fall still more, since they depart first of all from the works, which raise mood. Here is such vicious circle.

The concept of estates (estates) somehow earlier nowhere and was encountered. At least in that form, in which it is encountered in the game. There is the central estate, in which in the tower lives the lord- ruler. In it and only in it it is possible to assemble defensive installations, troops, to regulate taxes and to follow the mood. In all rest it is possible only two things - to build something due to the central treasury and to select something of the reserves. Taxes there are not regulated - estate stably pays a certain sum even when in the "center" taxes are established into minus. Mood in local inhabitants is stable. Moreover, these estates to the certain degree are autonomous. And, after clicking to the flag in the neutral estate and after paying 100 honors for its connection to your possessions, you after a certain time will reveal that the people independently planted the pair of apple-tree gardens and does not intend to die from the hunger. Of course the activity of local residents must be by the passing track of creating the necessary extractive enterprises. But nevertheless...

I, finally, criminality. Not that so that this would be terrible problem. All problems are decided. But as soon as it will arise - it is necessary to create the powerful judicial- punitive apparatus, which will be occupied by capture and punishment of criminals. First so that the criminals would strongly harm by their protivopravnymi actions (stolen by them usually unnoticeably against the background of the fixed production), but they they do not work on the isolated with it works (for example, stays manure pit, that it pours out into the additional losses) and with their causing idleness they decrease the mood of the citizens, who with the incomprehension look at the fact that by certain makes possible not to make anything and to take everything which will be wanted. It is necessary to eradicate.

Economy

The economy is based on principles enumerated above. Moreover in essence it depends on mood and estates. Mood is especially important, since with its low value crash can begin for a few minutes. Therefore from time to time cast looks into the booklet in by right the lower angle of screen and you follow the fact so that the mood of population would not depart to minus.

Second principle of the economy - specialization. The fact is that in the estates is extremely small place in order in each to create the complete set of necessary. Certainly, such buildings as the houses of hunter and apple-tree gardens, they must be in each estate - so that the enemy would not find unaware your economy. But, for example, to study the production of bread it is possible in the one- only estate, and to already from there reach him into the rest.

Finally, the last rule of the economy - regular arrangement of buildings. Not you polenites' to group them so that the peasants rapidly would reach the place necessary to them. It will otherwise not be not the least sense in the fact that you have a heap of necessary buildings. Indeed thus far peasant drags his production to the storage and returns conversely - production stands. But storages only four - kitchen, barn, arsenal and, strictly, storage itself. Attentively read chapter about the buildings in order to understand that also where must be arranged for abridging the routes of our nesunov. And do not be troubled to carry the interfering buildings in order to correctly arrange that which is necessary.

This is important: from the storages does not yield to destruction only directly the storage. But importantly not this. Is important that with the destruction of any of these buildings is lost that which was stored in it. In the enemy at the arsenal it can lie on 200 swords also of armors. But one well-aimed shot of to trebyushe will forever leave potential soldiers without the weapon.

Honor without the glory

Honor - its kind the index of the prosperity of ruler. And this is the currency, for which are bought good troops (by itself - besides already uplachennogo gold) and estates are acquired. But so that you would not suffer how to obtain this valuable resource, here to you the list of all "income places". Thus, the basic supplier of honor - this is kitchen. The presence on it of the "moved food" guarantees feasts. The bedroom of lady itself brings honor, and already effect from the dances after feast considerably increases with the presence of cloth. Here can be attributed the guild of the musicians (they strengthen effect from the feast). A good feeding of peasants (not less than by two forms of products) it will also introduce its payment into the "general boiler". Knightly tournaments and statues are very useful in the plan of honor. Of those less extended - church, monastery, law court and the wandering artists. Also honor can go from your title, but this faster so the not realized idea of developers.

Once already we did address about the honor, then why at the same time to not recall about the mood? Let us begin from the fact that only lowers it - and this of rat, manure, criminality. Of course with all this it is necessary to fight, without stinting on resources, dissatisfied peasants will manage to you more expensive. To only increase mood is possible with the aid of the church, hotels, knightly tournament and the wandering artists. If last two buildings can simply to be, then spark plugs and beer are necessary for the church and the hotel. Without these resources you will for nothing spend place under the buildings. Finally, they can both improve the mood and worsen his nourishment of peasants and taxes.

Buildings

The special feature of this game in the fact that the buildings appear immediately. It is must new tower - if you please! Only return resources. I.e., new defense line can be created for some completely tiny time interval. And no builder for this is necessary. Payment is very simple - buildings are not sold, but they are carried. Openly, without the least attempts at the recovery of resources.

And one more - buildings by themselves do not work. To each building is applied the worker, who can leave to look the idea of out-of-town theater or to become criminal. There is no worker - you in vain spent money on building.

This is interesting: to buildings here the ruler of life is not relied. Therefore they die usually rapidly and forever, which almost excludes the possibility of their repairing. Only, on what are noticeable the processes of destruction, this of wall.

Walls and the tower

Considerable lock begins precisely from the walls. And only beyond the walls is located the fact that you will defend. But here you will not manage without the well built lock. It is constructed?

You will focus attention - all walls, tower and other construction, which relate to the defense, can be constructed only on the earth of your lock. Even on the estate most vulnerable to the intrusion of enemy you can only hold troops, which will battle without the support of any towers.

Wooden wall (Wooden Wall). yD. Simple wooden wall. It frequently easily breaks by mechnikami without the aid of any siege machines. However, there is something, which makes it possible to nevertheless use a wooden wall, to it it cannot be gotten in on the stairs, it is possible to only break it. Therefore we place the wooden walls before rock, and let enemy infantry attempt to make anything against our archers.

Platform (Wooden Platform). y0D. Simple stairs, which makes possible for infantry to scramble to the wall and to be ready to the repulsion of attack.

Wooden gates (Wooden Gatehouse). 20D. But must be some entrance, even if your lock is wholly criminally wooden? Here this is it and there is.

Single rock wall (Single Thickness Wall). yK. Single the unit of rock wall. Is an even double pulley (Double Wall) and triple block (Triple Wall), which respectively cost 2 and 3 stones. However, they are constructed not into the width, but into the length; therefore simply use single block and do not drive in head by a similar nonsense.

Stairs (Stairwell). y0K. Cheap method to raise to the walls of soldiers. Especially if you do not intend to construct towers. To be used as tower it not can in the form of the absence in it of normal area above. Moreover only in the beginning of campaign it is not possible to construct usual towers. Later than the stairs they will become senseless luxury.

Survey tower (Lookout Tower). yshchK. Smallest in the sizes tower. On it they can be placed only 4 pointers. However, at first it can become the only method of opposition to enemy catapults - not only it is cheap, but also more- that nothing they will give.

Bastion (Bastion). y0K. This the lowest of the round towers. Against the background of universal tendency "the it is higher, the better" (arrow they fly further, and to fall into strelkov more heavily) it looks like strangely. Nevertheless - there is an application, also, for the bastion. For the siege instruments the principle of height exactly "the lower - the better". Terribly they smear from the height of ballista. Therefore precisely to such towers it is worthwhile to place ballistae.

Square tower (Square Tower). 2yaK. It would seem, why was necessary the tower, on which it is not possible to establish ballista? Entire the fact is that the archers are not inclined to soblyudat' safety engineering. And very frequently occurs the situation, when with the shot of ballista archer flies away following the arrow. So that - either ballista or archers. But meanwhile square tower where better is suitable for archers fact that on it equally closely to any side of tower, in connection with how archers they will shoot always and not it will be "resting" as on the round tower. However, it is possible to establish to it and ballistae with the catapults. Yes even, which is pleasant, place to this tower it is required a little. But also they will destroy it more rapidly.

Round tower (Round Tower). e0K. One additional tower for the ballistae. Is higher than square, yes even pomoshchney - stone to it it departs a little more. Well so costs podorozhe.

Large tower (Great Tower). shch0K. Enormous tower, higher than it there is nothing. And to it furthermore it is possible to establish ballista or catapult. Even they do not sap themselves under it. They do fear, which will collapse to the head? But also place to it it is necessary orderly.

Square tower with the enclosure (Square Tower with Hoarding). 20D, 20K. Like the following tower in our survey, is intended for the best protection of archers. They hide in the enclosures and insolently laugh above the enemy pointers, being invulnerable for them. However, there is nothing good in this tower - enclosures have a habit immediate to be broken. And mechanics reject to make them. So why to pay more?

Round tower with the enclosure (Round Tower with Hoarding). 20D, e0K. All with the analogous previous "monster".

Small gates (Small Gatehouse). yshchK. If there is no stone entirely, then it will descend and this. But from simple wall such gates are differed only in terms of fact that it is possible to pass through this fragment of wall. Here and everything.

Gates (Main Gate). e0K. The outstanding gates, equipped with the upper area, on which it is possible to place strelkov, and those will shoot enemy, who decided herself to pozarit'sya to our good inside the lock.

Large gates (Large Gatehouse). shch0K. From the previous gates they are differed in terms of an even larger value and the presence of the being descended bridge. Only here such burglar to frequently place completely nowhere - territories in the game frequently are tiny, and to push in the somewhere not only piece of fortress wall, but also gates frequently is not obtained. Although admire on the picture.

Passage for the attack (Sally Port). 20K. Surprise for the enemy. You will outside in no way see it. If we activate - wall breaks and through the passage it is possible to attack enemy its army.

We will beat

Some walls it is small. The enemy easily and unconstrainedly will scramble to the empty walls and will take lock in its hands. The inventive thought of developers proposes to us to equip these walls not only with troops (this is already entirely not newly), but also with different defensive installations.

This is interesting: almost all stone buildings of this division can be attached to the wall, which surrounds lock. And not only they will strengthen it, but also will serve as stairs.

Barracks (Barracks). y0K. For which are necessary the barracks? In order to hire army. Here possibilities it is full. The main thing so that there would be the volunteers, denezhki and weapon. But to there already create victorious army it is simpler than the parenoy turnip.

Arsenal (Armory). shchD, shchK. You will see without this building of no good troops. From where by him to undertake, if there is no weapon? But without the arsenal weapon neither to produce nor to purchase - everything is added precisely in it. You do not want to construct arsenal? Battle by peasants with the pitchforks!

Guild of mechanics (Engineer'.s Guild). y0D, y00Z. For you not will be surprise the fact that the mechanics here are produced. And not they some - in the guild of mechanics also produce catapults, ballistae and soldiers with the stairs. In a word - the simplest siege technology, which you will be able to use either in your camp or after rolling it to the camp of enemy.

Camp of mercenaries (Mercenary Post). yshchD. Not all troops can be hired in the barracks. Some they prefer to obtain equipment independently, agreeing only to the fact that they will take money for naym. And do not think that mercenaries - this rabble. Exactly among them are encountered unique in their abilities soldiers.

Siege camp (Siege Camp). shch00Z. Siege camp is good fact that it is possible to arrange directly it on the earth of enemy. I.e., far beyond fresh catapults it is not necessary to walk. But siege equipment can to produce this camp in the complete assortment. Namely - ten designations, beginning from the same fellow with the stairs and concluding trebyushe.

Stables (Stables). y0D, ya00Z. Stables are necessary only in such a case, when you decided to create horse army from the knights. In his protoplastic form the knight is foot and low-mobility. However, it is worthwhile for it to be piled to the horse, as it becomes rapid and fatal. Unfortunately, into some stables simultaneously it can be located only of 4 horses. Therefore either create more than stables or army will be done very slowly.

This is interesting: by the for some reason always first perishes horse. True, if the beaten knight is piled to the second horse, then he nevertheless will die the first. So that horses is necessarily greater than knights. And - the stables, built not on the earth of lock, they do not work.

Brazier (Tower and Wall Brazier). shch0Z. So that you would not expend for nothing many money, whereas to place such things is possible in very small quantities - on one to the tower or on one in a certain section of wall. They are necessary, so that the archers would ignite the arrows before the shot. But already as the burning arrows they ignite enemy siege technology - this necessary to see!

Duct with the stones (Wall Mounted Stone Tipper). 200Z. Sufficiently useless piece. It is intended in order to fall down stones on those, who will be saved under it (far these stones they will not be rolled). Certainly, it diminishes life very concretely, but enemy is not so dull not in order to be gathered under the ducts by enormous crowds. After use some time is recharged.

Basket with the stones (Rock Baskets for Wall). y00Z. If we people on the walls something study ourselves (well it does not climb no one upward, they broke all stairs), then they will approach this piece, take pebbles into the hands and present those by them, who then improvidently shastayet below. Trifle, but it is pleasant.

Boiler of resin (Oil Smelter). y0Zh, y00Z. They only cook resin in it. One-two mechanics they are occupied by the fact that the fire is supported, and here rest procure pots with hot resin, and places are indicated by it on the wall. But there already mechanics use it on their own understanding. And using - they return after the additive (moreover with resin they go in the place, where them they sent the first time).

Cell with the combat dogs (War Hound Cage). 200Z. Indulgence - is established the trap, of which run out the dogs in proportion to the approximation of enemy. However, he suffers nekhilym "Gluck" - if the suddenly noted enemy had time to die, then on the rest the run out dogs will turn not the least attention. They will be dully stand and anything not to make. But to remove cell will not come out.

Trap (Man Trap). 'D, yZ. It operates to any, who carelessly on it will begin. Careless soldier obtains immediately according to the complete program. Soldiers without the armor can die immediately, and the here strongly armored warriors can pass on all traps on their way, having barely obtained damages. It very well acts directly before the wall, fallen into it nesuny of stairs will die out as class.

Fatal trap (Killing Pit). 20D, 2Z. Its kind antitank mine. It operates not to the individual person, but by the specific weight. Knight on the horse one will be sufficient, and there are here peasants with the stairs necessarily narrower many. It reliably kills any that fallen into it to death.

Fiery trap (Place Pitch Ditch). 1 resin. This is simple the earth, watered by resin. It is compulsorily necessary "to include" - either by fiery logs or with the aid of those shooting by the fire of archers. It is possible to injure well not only enemy light infantry, but also knights by here these traps.

This is interesting: if we take tower, then it is possible to destroy all fiery traps before the walls of lock. For this it is necessary to bring to the tower of archers and to conduct on the earth by cursor. Where fiery trap is hidden - cursor will change image to the bow with the arrows. We shoot and ignite.

Ditch (Place Moat). y00Z. Useless thing in view of the outer limitedness of territories in the game. But if we recall, how much they occupy winch with the being descended bridge - you forever will forget about this nonsense. It is necessary indeed not only towers with the walls to ponastroit', but also something inside these walls to place. But if nevertheless you decide - for these of 100 coins themselves you will obtain ditch to 4 cells.

Rolling logs (Wall Mounted Rolling Logs). 200Z. Terrible weapon. At least fact that it rolls away from the walls up to a certain distance and not only presses all, who carelessly under them fell, but still and he ignites. Enemy troops, which fell into the zone of the rolling of logs on the fiery traps, have extremely few chances to survive. Also logs have a habit to roll out to the sides, why lethal area not straight line, but it is similar to the narrow triangle. By the way, logs do not investigate counter on their and strangers. Who fell - that and they press.

Tower catapult (Tower Mounted Mangonel). y00Z. To catapult it is necessary to order, where to shoot, yes even your walls it by no means is troubled, partially destroying them, if suddenly they fall on the way of its projectiles. Stones fly by fan and it is not too accurate. For all this fortress catapult adapts only if locks stand literally "through the road".

Tower ballista (Tower Mounted Ballista). y00Z. Ballista - piece independent. Has habit to shoot at that purpose, which itself will select. And so to the complete and irrevocable killing of target. To archers stood next to the ballista it should not be - sometimes careless archer it catches by rope, and then it accompanies the arrow of ballista in flight.

Entrance into the tunnel (Tunnel Entranche). 20D, y00Z. But here this already tunnel outside. It is dug under the enemy walls and the towers and as a result of building explodes. If it transports, then it is very successful. Effect is very strong, but usefulness somewhat is reduced due to the fact that it is necessary "to drive home" engineers to the tunnel (in the siege camp they they are not produced).

Stay and the amusement

This category of buildings serves for the amusement of population, glorification of lord- knight. Well and finally it is necessary to people somewhere to live. But not in the burrows, finally?

House (Hovel). 'D. This is house. As soon as you it will build, there will be moved azh 12 people, whom it is here rushed to the nearest bonfire. Which only one is located near the tower of lord. Hence they will enter the different works. Moreover if that appointed as woodcutter forever departs from the bonfire to the work, then soldiers in the course of time are renewed. However, a quantity of people near the bonfire is not infinite, that he does not make it possible to simultaneously armies into hundreds of soldiers. And if a quantity of possible population considerably exceeds the real population (plodders) and heating in bonfire, then part will remain house in the expectation of its turn. Nevertheless are restored recruits rapidly.

Church (Church). shch0K, shch00Z. Church serves for lifting the mood in inhabitants. For its work it requires spark plugs. It works constantly with the presence of this resource. Moreover there is an adjustment according to the "power" of the combustion of spark plugs. The greater - the merrier the people. As it is small by them necessarily for the happiness! But indeed in the previous years (in Stronghold under number 1) to priest it was necessary to go into the people and "by hand" to bless each idler.

Monastery (Monastery). y00K, y000Z. Such local Shao-Lin'. Brother- monks are cheap and do not require armament. True, in order to become monks, by them is required for a while. That it will not make it possible to rapidly create huge army. But nevertheless in the difficult time they can soak. Deficiency - monastery occupies much place.

Guild of musicians (Musician Guild). y0D, y00Z. This is personal house for all possible minstrels, troubadours and other musicians. They come only to the feasts, where they strum from all forces. In this case the inflow of honor from each such feast strongly rises. It is completely useless out of the feasts.

Tournament (Jousting). 200D, shch00Z. It works inconstantly. Then when it works - sharply increases a quantity of honor (for example, when it encounters the pair of knights, we we obtain 20 units of honor). But if people arrives to the platforms - will add even happiness. Unfortunately, people can simply not pridti - it can very specifically go away from the matters. So that either place tournament correctly or do not arrange it generally.

Statue (Statue). 2shch0Z. Each statue very simply and without the excess claims raises honor to 2. The mothers with the breast children frequently love to wander near the statues - we place them in the habitable settlements.

Wandering artists (Traveling Fair). shch0D, 2shch0Z. One additional inconstant amusement. In essence to it people is distracted, looking it from the beginning also to the end. Visualize that sanitation worker, instead of dragging of wheelbarrow with the manure, it is wide the aperture of companies, looks idea. And then you will understand that entertainment institution it is necessary to place further from your working settlements. Let in the "sleeping regions" to the ideas walk woman and the children. However, if to the "concert" zabredet lord, then they will add to you a little honor.

Treasure-house (Treasury). y0K. The taxes are not collected generally without the treasure-house. Therefore it is in no way compulsory to construct it, if in your peasants of problem with the mood. Nevertheless if there is one estate, then money be - each estate will bring income on 50 coins even when in this estate there is nothing, besides storage.

Bedroom of lady (Bedchamber). 2shchK. From one knight it is small honor. But here if we bring for it the lady, who will live in the separate house and gladden knight by already very fact of the presence, that honor will trample by door posts. But already if we to lady isolate cloth, then it will sew dresses to itself and shine on the balls, bringing to Mr. still more than honor. It is possible even to ponablyudat' after the vital process of the medieval of lady, but the most intimate processes nevertheless will be hidden from you behind the heavy canopy.

Our obshchepit

And gentlemen, and peasants very actively eat. When something there is in them - the mood very strongly falls in them. And this can be repaired only by fresh portion of food. So make so that no one would be sad because something there is.

Barn (Granary). First and most main free building. Specifically, all possible peasants here drag their output. Output - in the sense food. Hence it disappears in the process of nourishment. Moreover not only the aforesaid peasants, but also persons by rank are higher - knights and nobilities. True, nobility prefers to diversify its meal and by other dishes, but by this they are occupied in the adjacent accomodation. Here it is possible to vary the size of the "dose", assumed on one worker. And the greater it is - the happier will be the people. I do not recommend to attempt to exhaust people by hunger, since precisely with the aid of the substantial feeding it is possible to attain stably good mood.

Kitchen (Lord'.s Kitchen). y0K. Certainly, the knight- owner of lock completely can satiate himself, also, with the aid of the loaf of bread and pair of apples, but perhaps it is possible to arrange decent feast with this scant assortment? However, if you have at least one of the objects of collection (geese, the blackheads, fault, vegetables, pork), then to your knight all this will prepare on the kitchen and tyuey podadut.

House of hunter (Hunter'.s Post). shchD. The easiest method to feed peasants. The houses of hunters are compact, and hunters themselves in a quantity of 5 people already obtain an enormous quantity of meat. Especially as not into what forest they walk - to them arrives flying the pigeon flock (well, or it passes the flock of deer), which has a habit to renew after complete destruction. Hunters even they themselves do not bear output - this the dogs make for them. But if hunter kills deer, then it itself honestly drags it into the house to the working-out, and then bears entire meat into the barn.

This is important: hunters only hunt and they will help in no way, if it is suddenly into your village come unexpectedly wolves. For the destruction it is Volkov they are necessary people of poser'ezney - at least archers.

Apple-tree garden (Apple Farm). shchD. You will place around the barn by the ring of 8 gardens - and apples to your settling will be sufficient. But that, with what speed they will be reached, makes it possible to forget about the fact that in your settling the hunger can happen.

Dairy farm (Dairy Farm). y0D. In spite of name, is produced here nevertheless cheese apparently, milk badly is stored. Then cheese they eat after I have pity soul. It is useful for those that cows from it it will carry off kozhevennik. But you did think, from where it is beret the skin to the armor? Like garden with the house of hunter, farm must be placed more closely to the barn.

Grain land (Wheat Farm). yshchD. This building - only, which it does not be worthwhile to raise nearer to the barn. It it is necessary to construct nearer to the storage. Grain - intermediate resource; therefore into its food they will use only after it will become bread.

Mill (Mill). 20D. Mill must be constructed next to the storage. Then more than one and is not required - grain will be delivered to it from the storage and depart there in the form of flour.

Bakery (Bakery). y0D. But here bakery makes bread, and it it is necessary to arrange more closely to the barn. Moreover on average sizes lock with the village will be vapors sufficiently pour on, one mill, but here bakeries it is must to 4-5.

Vegetable-garden (Vegetable Garden). 20D. When gentlemen want to feast, then they select for this five refined dishes, ingredients to which peasants rear including on the vegetable-garden. Well as to manage on the holiday table without the verdure? Any kapustki, morkovki or, if worst comes to worst, bow? End products from the vegetable-garden and other similar plantations are delivered only to the master kitchen. Especially this has a value, if you decide to rear the part of the "moved food" in other estate.

Pond with the blackheads (Eel Pond). y0D, y00Z. Most intricate piece among all. In this to pond are conducted not only the blackheads, but also geese. Which considerably complicates the task of honest toiler, who works on the shore of pond. Since deliver only something one into the lock it can. I.e., for the equivalent productivity to one vegetable-garden or hogfarm must be made level 2 ponds. Even then comparison will be not entirely correct, because geese is obtained somewhat less than blackheads.

Hogfarm (Pig Farm). 20D. Smallest among the analogous construction. Here only one resource - pig. Which more lately are converted into the pork.

Vineyard (Vineyard). 20D. Here, as it is possible to surmise from the name, they rear grapes. Naturally, gentlemen not will be these berries, but they will wait, until of them make fault. So that let us carry grapes to the storage.

Distillery (Vinther'.s Workshop). y0D. Then to gentlemen completely wine was sufficient, in order to be merry and contented. We reach here grapes - and it is obtained in exchange for the barrel of wine. Process is extremely unhurried, so that attend to by building the sufficiency of distilleries, if you want so that in your lord would be the sufficiency of wine.

Field of hop (Hops Farm). yshchD. Beer begins by no means from the malt. And even not from the barley. Hop - here without which will not come out beer. So that it is first necessary to obtain sufficiently hop. Naturally, they deliver it to the storage.

Pivovarnya (Brewery). y0D. It is brewed, as distilleries, must be more than the farms of hop - otherwise hop will be accumulated, and after the beer they will stand turns. But also that and, etc. - pieces are necessary. Peasants invariably remain contented.

Hotel (Inn). y00D. To simple people it is a little necessary for the happiness - to kruzhechku of beer. But it is better than 2 or 3. But this already as Mr. will allow. The greater the beer - the higher the mood. Naturally, depends this not on a quantity of beer in your basements, but on that, how far they will move to the right the slider of the flood of beer in the hotel.

To obtain and to rework

These buildings have nothing in common with the food. Their production almost entire is reduced to the military destination. But perhaps the sense of this game - not the victory above any arrogant neighborly lord? You will memorize only one - these buildings must be either not far from the storage or next to the arsenal. This already regarding production they produce, serviceman or civil.

Storage (Stockpile). But here also the second free building. And it also cannot be built in two copies; therefore it is necessary to be twisted out with the regular arrangement of buildings. With the storage there is one problem - number of packages on it is limited. Therefore if candles suddenly in you ended and their place was occupied by pots with resin, then your church will finish its work until you surmise to free place for the spark plugs - if we nowhere produce, then no one will anywhere nothing carry. In connection with this it is necessary to follow the fact so that on slade not there would be overcrowding by any goods, and to in proper time sell surpluses. This is one of 2 buildings of the games, which cannot be destroyed. The second - tower of ruler.

Sawmill (Saw Pit). ed. Believe to me, upraviteli of locks - tree will be in the price always. At least 3-4 sawmills hardly will manage the scale building. Then as is beautiful this realized - in the scaffolding the tree is chopped, it is delivered to the sawmill, is sawn, and already boards convey to the storage. Trees are chopped in no way frequently, but the small flock of lumberjacks is completely capable of cleaning the forest of average sizes. Forest they can chop even in the strange territory.

Stone quarries (Stone Quarry). 20D. To that, in order to build walls and towers of lock, is necessary stone. Stone can be obtained only in the stone quarries. Here and stroyte several such houses so as to always have a reserve of this strategic means.

Iron mines (Iron Mine). 20D. The weapon makes from iron. But this threw it is not furthermore dragged along everywhere. So that stroyte iron mines, and your iron factories will begin to work.

Harness of oxen (Ox Tether). shchD. To obtain iron and stone - the only poldela. It is necessary to still and deliver this valuable load to the storage. For this there are oxen. And it is necessary them the greater, the further the distance from the mines to the storage. If mine not far, then one harness will be sufficient to the mine. But if to drag is necessary fairly - it can not be sufficient three.

Sheep ranch (Sheep Farm). 20D. To make a dress for the lady - long process. And it begins precisely on the sheep ranch. For the beginning they here cut sheep and their fur it leaves for the storage.

Workshop of halberds (Poleturner'.s Workshop). y0D, y00Z. Here halberds and spears are made from the tree. It is for some reason considered that the metal to the points and the blades is not necessary. Well so we not against.

Workshop of archer (Fletcher'.s Workshop). 20D, y00Z. Only it is necessary to the bows and the arbalests, that tree. Very useful workshop, since bows are necessary always.

Smithy (Blacksmith'.s Workshop). 20D, 200Z. In the smithy from iron are forged the swords and bulavy. Already that you will select. Although is necessary that and, etc.

Kozhevennik (Tanner'.s Workshop). y0D, y00Z. Much whether is must for the happiness to kozhevenniku? Yes entirely barely - cow from the dairy farm. From it it strips skin - and here you have new leather armor. But if not it is dairy farms - do not hope for the fact that you have leather armor. But at the same time also all troops, which dress into it.

Workshop of armors (Armorer'.s Workshop). 20D, y00Z. Yes, to the armors is also necessary iron. But with the armors you have the strongest soldiers - knights. Armors produce slower than armament; therefore to 2 smithies it is necessary of 3 workshop armors (this if in you not there is all possible alebardshchikov).

Tar-works (Pitch Rig). 20D. Resin is necessary only for one - for the defense of lock. But so simply it nowhere is dragged along. Resin they obtain on the swamps (which there is far from in each estate), and platform itself is placed in the water.

Carters (Carter Post). y0D. The charms of specialization lead to the fact that some estates must share by the accumulated good with others. Resource- that not into one boiler they are added, but they lie by dead load on the storage of each estate. Intelligible matter, that apples to more simply rear in each estate, but not to drag them after to tridevyat' the earth. But is here, for example, with the stone everything precisely the opposite - if there are no rock obstructions, then in the estate you will not obtain stone. Therefore are placed in the estates such here services of delivery, after which you decide, delivery single or constant will be and how many units of concrete resource you want to transport into another place.

This is important: carters will not go to the storage after the load, they it take directly in their saraychike. Therefore place the house of carters closer to the boundary of estate in order to accelerate the process of delivery - they completely honestly will go into both sides.

Beehive (Bee Hive). shchD. Candles are done from wax. There is no wax - there are no candles. Moreover here game makes sharp fint with ears - it occurs that the honey is completely necessary no one, demand enjoys only wax. So I attempt to present to itself the medieval bee keeper, who picks out from it is beehive honeycombs with the howls: "well on that this sticky filth, to me is necessary wax!" For is beehive the worker it is not necessary, wax of them will take away the worker of candle factory.

Candle factory (Chandler'.s Workshop). y0D. Is gathered wax and they make from it spark plugs. However, the strange matter, candles go only into the church. So that - either people is familiar with the electricity or to gorge after sunset - sign of bad taste.

Weaving workshop (Weaver'.s Workshop). y0D. Sheep fur exists? Excellently, here to you they will make much outstanding material. Which will go exclusively to the dresses for the lady. Takeing into account that the fact that she after each ball sews to itself new dresses, people, apparently, it dresses into the fact that remains after sequential ball. But you did think that into the fairy tale burn?

Market (Market). Market - piece completely free. But it it is sufficient in the one- only copy. There are no large speculations at sale here, prices are stable. Therefore if already something is sold, then always it is possible to purchase, and selling on the market its production, it is possible to be confident that the prices will not fall to zero. This is a little strange against the background of other strategies, where, after purchasing something more than one time, you will raise prices to the height of summits (respectively, entire vapor of sales it will lead to a landslide drop in the prices of the produced by you product), but it makes it possible to successfully solve problems with the tree usual in this game.

To execute it cannot be shown mercy

Burn strange buildings in this list - some are used frequently, but they are not great by the number. Then others there are in the assortment, but it does not be worthwhile to establish everything. Here such it - the judicial- operating economy.

Drugstore (Apothecary). 20D, 200Z. Doctor, who sits here, the first-rate person during plague or siege of lock with the throwing by his dead cows. It will heal at the same time and your lord, if that suffers during the battle. After the treatment of soldiers local doctor is not noted.

Well (Well). 20D. Buildings in the limits of your lock frequently have a habit to burn. Moreover fire is moved from one building to another, forcing to blaze entire blocks. It is here so that such it would not happen, and serves well. Young fellow with it drags pail, dashingly pouring fires in the embryo itself. The main thing - not to be stingy to the wells and not to think that one well in the center of fortress will save you in the case of fire.

Reservoir (Water Post). '0D. Reservoir is necessary for the accelerated use during the fires. The reservoir is filled in the time free from them, but then water of it is collected more rapid than from the well, which makes it possible to rapidly pour fires.

Manure pit (Gong Pit). 20D. It is worthwhile to appear on your streets for cattle, as the heaps of the manure (however, to me it had the occasion to note them, also, before cattle appeared at the streets, they were Vandals and in those times) here will appear. These heaps themselves healthily make nervous citizens, decreasing their mood, and already if they begin to stink - generally await epidemics. What is pleasant - manure is visible with the naked eye; therefore always it is possible to build one additional manure pit in the places of those separately dirtied.

This is important: on no account feel sorry tree about the manure pits! Apparently, precisely this difficult work pushes the majority of sanitation workers in numbers of criminal communities. But to once reveal that all three your sanitation workers proved to be criminal mill handles, while the city sinks in the heaps of manure, good is small.

Sokol'nichiy (Falkoner'.s Post). 20D. To the city sometimes run into the flocks of the rats of rat somewhat more unpleasant than the manure fact that it is difficult to note them. However, the mood of citizens also sharply falls from their presence (although i have suspicions, that the rats decrease the subsistence levels, to otsledit' this under the conditions of the fixed agriculture impossibly - in all completely it is sufficient). And here to the aid come sokol'nich'i with their falcons. A radius of displacement in them somewhat less than in sanitation workers; therefore also it cannot be be stingy with them. Especially as they do not greatly be inferior to sanitation workers in the plan of criminal talents.

Post of strazhnika (Guard Post). 20D. Specifically, from this small building the law-enforcement system of lock begins. Strazhnik sits in its closet and is examined along the sides. Do not think that if you plant it next to the "center of criminality", then wrecker will be here gripped. As a rule, criminal somewhere goes for a walk and only sometimes he converts to the state of "stealing", when it is stolen on the halfbent feet. If at this moment of strazhnik it notes criminal, then here it will run up to it, it will grip for shkirku and will forward into the prison. Otherwise - in no way! So that in order not to await the eradication of criminality for years - place more it is point-duty strazhnika. More rapidly they will examine.

Law court (Courthouse). 2shchK. Law court consists of 2 parts - prison and strictly vessels. In the first part the criminals caught on the spot of crime are placed. In the second judge sentences, however, that will obtain into the punishment the inhabitant of jail. Thing completely necessary, if you intend not only to catch criminals, but also still and anything to make with them.

Guild of hangmen (Torturer'.s Guild). y0D, y00Z. Criminal to little catch, him still must be punished. By this is occupied the guild of hangmen. Two shoulder affairs of masters are always prepared to pridti for aid to justice. True, works usually only one. However, the second very actively handles sunflower - the symbol of guild.

Gallows (Gallows). y0D, e00Z. Despite the fact that to us is proposed azh 10 methods of the eradication of criminality, they nevertheless are divided into the radical and not very. To the radical methods of the eradication of criminality can be attributed hanging, burning on the bonfire and execution through otrubaniye of head. With these methods the criminal assuredly will not return to his protivopravnoy activity. With all remaining methods of criminal they torment a certain time, after which they release to the freedom (allegedly - with the clean conscience). However, do not be flattered - usually when the radical methods of cleaning conscience are present, judge is limited only by them. At least 4 it did not see so that with the selection between the gallows and the seat in the bag judge would sometimes select bag. Here is it - medieval humanity! However, gallows by no means most advantageous method to prishchuchit' criminal, and makes sense to construct it, only when you have already very many money.

Place of burning (Burning Post). 200D. To burn criminals is also disadvantageous - tree does not always be sufficient. So that to find azh 200 logs only in order to use up unhappy likhodeyev, discharge! Moreover this is the slowest method of deliverance from the criminals - thus far hangman will not see to the end the combustion of "client", he will not go to work with the following.

Executioner s block (Executioner'.s Block). y0D, 2shch0Z. You want the severe and final solutions - to your services executioner s block. A little place, the rapid care of clients, yes even costs cheaper than all radical means.

Laughing-stock (Gibbet). y0D, 20Z. As a whole this method is similar to the boot-trees, which will be only further. However, criminals it convinces where more effective - boot-trees stand them you will not low and so simply examine, but here the bag of laughing-stock will hang highly, and to criminals it is for some reason unpleasant, when on them they show by finger.

Rack (Stretching Rack). y0D, y20Z. To extend criminal with the aid of the blocks - fastest method to convince him of the injustice before the law. That is why rack stands so expensively.

Boot-trees (Stocks). y0D, shchZ. Boot-trees are unpleasant, but are not so agonizing as remaining methods the "healings" of criminal inclinations. Therefore reconvinced criminals must be considerably longer than by all other methods. Then they stand inexpensively.

Flogging (Flogging Post). y0D, 80Z. To Nun, it is not necessary to recall childhood! Belt - this where is weaker than whip. Here criminals so think. More rapid to the righteous life they return only under the action of marking.

Wheel (Torture Wheel). y0D, shch0Z. If we criminal tighten the wheel and to begin him to revolve, then face with the weak vestibular apparatus does not maintain. It becomes them extremely badly, and they are ready to rather return to righteous life.

Mask (Humiliation Mask). y0D, y0Z. It does ask itself, as must react the criminal, to whom they did fasten the mask of monkey and did plant on the chain? It is correct, they agree to sit somewhat. For them they will not thus far devise anything of poeffektivney.

Bench of marking (Branding Chair). y0D, yshch0Z. Apparently, they are not here limited to one mark. Therefore this is the most rapid method to reconvince criminal to be occupied by its trade of all nonradical.

Army of our town

Army is similar to buildings - it is created immediately and it leaves to the "home port". I.e., usual army goes to the barracks, and mercenaries run to the camp of mercenaries. But! Very process of mobilization occurs, where recruit free from the field works proved to be. - it means in bonfire, new soldier will appear in the bonfire. If you took away into the army of all free peasants and you here call new - new soldiers will appear not far from the cabins, from where they march to the bonfire. This is important when troops are necessary rapidly.

Tsars of the walls

Usual soldiers stand inexpensively, but they require all possible armors and weapon. This is usual army, intended for the protection of its walls and assault of strangers. But search for no originals with the sly skills among them - such are conducted only among the mercenaries.

Armed peasant (Armed Peasant). shchZ. Pitchforks give to usual peasant and it to the war is sent. In my view - sheer waste of money. They even with the wolves plainly cannot fight. The only advantage of this mega-soldier over rest - for it are not necessary armors and weapon, to the peasant necessary only the money. Apparently, this single-time ritual benefit to its burial.

Kopeyshchik (Spearman). 8Z. It is vulnerable not a bit not less than the peasant, good armors to it are not assumed, by virtue of which for kopeyshchika the entry into the trap is equivalent to fatal sentence. However, it is bright and is armed with spear, which gives to it chance to inflict small loss to enemy before soldier himself will leave this peace.

Archer (Archer). y2Z, 2Ch. Basic defensive army - coma to still stand on the towers? Yes even in the attack archers it is far from last people. Armor is not assumed to them according to the manning table; therefore archers do not love the trap and enemy soldiers, to which it will have luck to reach the crowd of the archers (but archers better to use precisely in groups). They need the bows, which must be made or acquired.

Arbaletchik (Crossbowman). 20Z, 2Ch. Enemy armor excellently is penetrated. But! They shoot slowly and very not far. One additional strange feature of arbaletchikov - arbalest in them is not originally charged. And to charge it they begin only if they will see purpose. Because of this application of arbaletchikov in the field it is inexpedient, since more- less bright enemy will have time to enter with arbaletchikami into the contact, so without having given to them to shoot. We war by them only in the defense from the towers, where they reach completely decent distance. On the towers arbaletchikov have not bad chances to survive, because to each arbaletchiku is assumed leather armor.

Soldier with the the bulavoy (Maceman). 20Z, Р—. Main characteristic - rapid reserve force. They are armed bulavoy and they are dressed in the leather armor. In the defense they stand in the reserve and they rush into the point of possible breakthrough. In the attack, in addition they stand in the reserve and they be sent there, where the enemy inconsiderately left hole. Due to the high speed they manage either to burst open or to plug breakthrough. But independent value they do not have - thus far fellows with bulavami rush to the breakthrough, it is necessary to conduct there more powerful soldiers in order to develop their success.

Alebardshchik (Pikeman). 20Z, 2Ch. Ideal soldiers for the defense. In the archers with them will be explicit problems - metallic armor simply you will not open. Arbaletchiki, most likely, they themselves so will not reach the walls. By their halberds they very rapidly repulse enemy stairs and carry the bursting open herself enemy from the walls. Is bad the fact that they either already there is on the walls, or you no longer will have time to drive on them - walk alebardshchiki extremely slowly. By the way, they are noted in the throwing of stones to head of enemy.

Mechnik (Swordsman). ya0Z, 8Ch. Mechnik - inexpensive and worsened version of knight. However, in the attack it is nevertheless better than alebardshchika. Therefore, until there are no knights, mechniki will approach for this purpose. In the defense it is not unambiguously necessary - repulse the stairs of worse than alebardshchikov, yes even stones to throw do not know how.

Knight (Knight). y00Z, 2shchCh. However it is strange - they are moved more rapid than mechnikov. This is what training means! Exclusively attacking force. Correct general not will use knights otherwise as in the horse system. In this case they are moved they very rapidly and destroy any enemy, who fell herself under their hot hand. In the defense their use borders on the stupidity.

They work for the money

Besides commonplace infantry from the lock in all her forms there are the soldier- uniqa, called by mercenaries. They imply all their armament, and the application of each soldier requires special tactics or reasons. But usually they cost the money spent on them. By the way, with the method on the work of mercenaries all the same your peasants are expended. So that, even had you million, to hire immediately large army will not come out.

Robber (Outlaw). '0Z. This fellow is truly encountered practically exclusively in the numbers of robbers. His special feature in the fact that knows how from the small distance to strongly throw spear. The unarmored soldiers it kills immediately, weaklyed-armor strongly mutilates (sil'nobronirovannye they look at this deystvo with the explicit incomprehension on the persons). This focus makes one time, after which it begins to battle in the close battle, where no longer it is not too dangerous because of the absence of armor. To buy them it does not be worthwhile, but to here fear their thrust of spear is necessary.

Light cavalry (Light Cavalry). ya0Z, 2Ch. Very rapid cavalry, necessary for the destruction of the separately going too far themselves enemy archers. To them nothing it shines against the armored forces of enemy. In a word - the force of limited application, usually for the attacks in the defense. Horses are not necessary to them, they come with their.

Toporometatel' (Axe Thrower). y00Z. Very effective replacement of archers. The range of "fire" axes is less than in archers, but strongly higher than arbaletchikov. Then the speed of the throwing of axes is much higher than in remaining strelkov. The archers on the earth do not have any chances against the the toporometateley on the wall. Deficiency the same as in archers, badly penetrates armor. So that if were brought excess denezhki, then you will purchase for the defense of toporometateley. In the attack they, as you understand, where are less suitable because of the smaller distance.

Pikt- boatman (Piktish Boat Warrior). ya0Z. They use collapsible boat; therefore their basic purpose - to break through into the rear of the enemy the sea and to demolish economy, to what extent will allow happy-go-lucky enemy. Armor it does not bear (to swimmer it unnecessarily); therefore in combat nothing of special it represents nor dies from the first impacts. But it is not intended for the war.

Killer (Assasin). This secret soldier which to find him is possible only in mul'tipleyere. There it knows how to hide from the enemy look on the average and large distances, it is possible to climb over the walls and finally it knows how to open gates for your attacking troops. The main thing so that near the winch not there would be crowds of enemy archers.

Horse archer (Horse Archer). 80Z, 2Ch. The archer, who although shoots nearer than usual foot, but knows how to shoot on the move. Furthermore - to fly and to fire enemy light infantry, the same archers. Into the hand-to-hand fighting not to enter.

Berserk (Berserker). 80Z. Completely terrible soldier in the close battle, where terrible impacts are delivered. It kills light infantry of enemy on the spot. But it in no way bears armor, due to what it is made by the light of outputs for the archers of enemy. In connection with this it is possible to use only if battle has already been tied and there is the possibility to toss one additional force into the universal dump.

Pilferer (Thief). y0Z, shch0Ch. The invisible, similar to the killer. However, it does not consider it necessary to war, preferring to be scolded to the enemy treasure-house. After this, it is arranged by a number and methodically robs enemy.

Monk (Monk). 2shchZ. The not bad soldier, destination of whom will be otpikhivaniye of stairs from the walls - it rapidly manages this task.

Combat monk (Warrior Monk). yZ. Impact due to the panel holds rather well. Yes even it battles well. On the military characteristics it is possible to compare with the soldier with the the bulavoy. Due to what so small a price, to me it is completely incomprehensible.

We storm everything!

For the military establishments the peasants nevertheless are withdrawn from the revolution (something by them in bonfire to be cooled). They ordered trebyushe - and several potential workers disappeared from the bonfire. Exception - mechanics, which is produced only in the guild of mechanics and stamps to it under its own power from all of the same bonfire. Yes even soldier with the stairs reaches under its own power, if he is created in the guild of mechanics.

Mechanics (Engineer). e0Z. Jack-of-all-trades - overhauls buildings and walls, he pours on enemy by resin, digs underground motions. It is extremely independent and by the repairing of walls is occupied itself (to direct it toward this matter cannot); however, makes this extremely ineffectively. It is especially useful in a matter of watering enemy by resin. For this one or two mechanics they remain in the boiler with resin and heat it, and rest obtain tubs with resin near the boiler, after which they must be sent to the walls. Further mechanics will they themselves walk after resin and pour on by it the gaping themselves enemies.

Soldier with stairs (Ladderman). yaZ. By itself this soldier is inoffensive. He will be able to kill no one. He only puts stairs to the wall of lock and here he runs after the following. But others will climb on its stairs, and frequently it is no longer possible to rescue from this interminable flow. Therefore destroyed them must be severely and mercilessly.

This is interesting: if log gives a ride according to the soldier with the stairs, then it will lose and will break into a run stairs after the new into the siege camp.

To trebyushe (Trebuchet). 200Z. This combat vehicle has a special feature - it is let out in the folded configuration. And, after arriving in the place, it is spread and more it is not added conversely. Moreover there is no command to decompose for to trebyushe. It simply is spread there, where it will arrive. Therefore very thoroughly select place, where it to send. It fills up large stones up to the great distance, large loss is inflicted with the entries. As the addition it can throw into the city of the enemy of dead cows and infect peasants by plague. But acts infection only on the peasants, so that benefit from the cows is very relative. Especially when in the city all order with the doctors.

This is bag: if we place trebyushe in the regime of the throwing of dead cows, then cannot be stopped it will be. Cows will fly into the city infinitely.

Fiery ballista (Fire Ballista). yshch0Z. The independent machine, which very far starts fire arrows. Accuracy is high. Against the walls it is useless, to use only against those, who on the walls. It shoots sufficiently rarely; therefore it is necessary that you have several such machines, them they will otherwise shoot on one.

Catapult (Catapult). 200Z. Entire advantage of catapult relatively to trebyushe in the fact that the catapult can be moved from the place to the place. But it shoots not far and by some- only stone. Accuracy is left much to be desired; therefore into the people on the walls to shoot uselessly - to only demolish walls themselves. Loss from the stones is sufficiently strong, but if in enemy many strelkov with the cigarette lighters, then only entire group of catapults can make something - already painfully rapidly they burn.

Small siege tower (Siege Tower Small). yshch0Z. Generally piece is beautiful. But to this all its application is limited - already painfully effectively work cigarette lighters. So that to destroy the siege tower of more easily light (that it in no way corresponds to reality). But, if suddenly it was possible to drive on it to the wall, it fills up soldiers to the wall by entire parties.

Large siege tower (Siege Tower Large). 2shch0Z. The same focus, only this siege tower has on top an area, on which it is possible to plant its archers. Accordingly, the firing distance will increase. However, hardly precipitated will suffer this free-burning object in themselves under the nose.

Ram (Battering Ram). yshch0Z. But here is the ram not of podkachal. Is used it only against winch, but already if it was possible it to bring to the winches, then it will carry them very rapidly. Matter after the small - to nevertheless drag ram to winch.

Mobile shed (Cat). y00Z. If enemy disposed harmful ditches, then in a difficult matter of their overcoming can soak only this shed. Under its cover the diggers can approach the wall and bury ditch. To his deficiencies can be attributed strong combustibility. Once - and diggers already nothing protects.

Mobile panel (Mantlet). y0Z. Not only the people on the walls have how to be protected. Those, who under the walls, can use mobile panels and suffer where smaller losses. Unfortunately, panels themselves also excellently burn.

Fiery vehicle (Burning Cart). y00Z. Remarkable means both with the siege and with the defense. In the usual state this is simple vehicle. For the use it must be activated (i.e., to set fire). After this, it, if it are destroyed, spills around itself the large field of burning oil. The same will happen, if it reaches point of destination. And burning oil, in addition will spill, if you send vehicle there, where she will not be able to reach. For example, to the building for the wall of lock. The latter can be used as the controlled trap for the enemy troops. However, enemy adores to hunt these vehicles and frequently he suffers from this - indeed after the destruction of vehicle all chopped it it rounds by burning oil. These vehicles against those precipitating very well act, when several vehicles leave to the camp of enemy. There troops will fry, and siege camp most likely sgorit. To use vehicles better on several pieces. Contra-evidence to the application - presence in the enemy of ballistae. Ballistae shoot vehicles very rapidly, and you had extremely few chances something to make with them.

Under the walls and on the walls

Actually entire war into Stronghold 2 is reduced either to the assault of lock or to its defense. However, siege either concludes with success or that precipitating exhausts its possibilities and departs in order not to be completely broken with the attack of those precipitated from the fortress. The collision of troops in the clean field - event rare at least because with the large number of troops begins inevitable braking of computer and osmyslenno to govern troops becomes very complicatedly. But dump - is lottery. Therefore let us examine precisely the cases of defense and siege of lock.

Although it is compulsorily necessary to mention war against the economy of enemy. Never it is worthwhile immediately to attack enemy - first study the fact that take away in it all nearest regions, which supplied to it foodstuffs and other resources. It would be possible to say that the seizure of estates with iron and stone will lead to the crash of the economy of enemy. But, unfortunately, this not thus. It is in no way compulsory to create to very swords and armor - very frequently (and much more rapid) it is possible to purchase them on the market. It suffices to exchange unnecessary resources for the money and then these money themselves to spend on the fact that is more necessary. However, the less in the enemy of unnecessary resources, the less it will be able to purchase. So that also to underestimate the role of seizure estates does not stand. We force there fiery vehicle, burning unnecessary buildings, after which it is applied to the flag friendly forces - now derive revenues hence there will be we.

Who to us with the sword?

Let us begin from the equipment of lock. Walls must be as the minimum three-layered. Any enemy catapult will otherwise open them. Heavy nucleus frequently exactly breaks through 2 layers, and the third remains unharmed. I.e., enemy will not break to us rapidly. It will be very well, if in front of the initial towers (and stairs) it is stand at least one layer of wall - then more heavily to destroy tower. Very well, if one layer of wooden stands before the rock wall - to it it cannot be take away with the aid of the stairs; therefore enemy will have to first destroy wooden wall or to use the siege towers, which, as to us already known, excellently they burn. Mean technology with the rare stairs and the layer of wall behind the towers greatly slows down the breakthroughs of enemy. Then appears the situation, when enemy, after breaking tower, cannot traverse it into the court. But several stairs completely it is possible to defend until troops fall back to necessary positions. Certainly, there is the version, when enemy drags access ladders to the wall and goes down them into the court, but to this it is also necessary period. Compulsorily place several towers. They considerably increase the range of fire of archers and arbaletchikov, which decreases the chances of enemy to reach your positions although how much- that by whole.

Protective devices are required to the use. The places of the probable attacks of enemy should be partitioned by traps, also, in these directions arranged the rolling logs. They indeed not only mutilate enemy, but also impede him. Are also required to the installation on the walls baskets with the stones and on the towers - brazier. The effectiveness of archers with the presence of braziers immediately grows many times. Do not forget about the mechanics. They wall will make, and they will pour on enemy by resin.

On several round towers you will install ballistae, and even on several you will arrange the forces of archers. Although the archers can be placed simply on the walls. On the walls also place certain quantity of infantry, special attention to alebardshchikam. It compulsorily will be required in order to repulse the stairs of those storming. And it would be acquire rather well by the force of reserve from the soldiers with bulavami in order to stop up breakthroughs.

In cases when you play missions to the defense of lock, you will study in the pause entire lock. As a rule, in the lock there are several defense lines and somewhere are located the reserves, which you will be able to use at the necessary moment. These defense lines must be known, since usually the first line enemy breaks through, after which along the shortest route he is fixed to the tower of the ruler of lock. In the beginning of siege you will determine, however, from where enemy will go into the attack, and there group friendly forces, checking this shortest route. Consider that the computer understands this literally and frequently persistently it climbs through the walls, although next there are gates. Also on this route it is possible to add defensive "podlyanok", the good of money to us they issue always. Here on them let us build the rolling logs and anything still.

To enter inward

To be defended simply. But here if for us one must storm... Here everything solves that however, the fact that we have. The simplest version - there is nothing. I.e. - there is no siege technology, some soldiers with the stairs. Here everything is simple - we create the crowd of pieces into 50-60 archers and we climb under the wall. This quantity can create the preponderance, which will rapidly destroy on the walls entire living. Then will remain only some time this most living to the walls not to release and, having rapidly driven on to the wall of stairs, to bring there friendly forces. And - to always more simply storm from the arm of angle (if it there is). Even if this is tower. In this case in enemy it is less than the possibilities to fire you, it is possible to approach the angle nearer, before standing on the arm of angles they will begin you to fire.

If there is technology - begin to destroy some section to trebyushe. If there are only catapults - the matter is worse, since catapults are necessary about ten, so that although someone would reach the wall and the beginnings to shoot it. In parallel it is possible to send the pair of rams to the winches. If one passes, then no catapults no longer will be required - we will enter into the court by march columns. Simultaneously let us begin to operate ballista. Especially they help, if enemy was sorry means to the towers - ballista from under the wall shoots further than pointers from the wall. But here tower already gives the pointer of more than chances to the gain of duel.

It will be difficult, if the enemy has ditch. Then it is necessary to destroy strelkov on the part of the wall and rapidly to bring to the wall of the diggers, who will bury ditch. Possibly, it is necessary to repeat attack, when forces after the falling asleep of ditch are restored.

Do not forget about your mechanics. The underground motion, carry ouied under the wall, makes in it breach, which makes it possible to with impunity break into the camp of enemy.

With the attention relate to your siege camp. Try not to locate it hereabout from the lock of enemy. Some successfully set rolling logs - and you greater do not have siege camp. The same relates to the arrangement of siege machines. Generally attentively relate to the rolling logs from the side of enemy - so it is easy to tear away any your undertaking by them.

The version of economic blockade sometimes is passed. Especially good it works, if the lock of enemy is located in the limits of the firing distance to trebyushe from your territory. Then we establish the row of these apparatuses, we dig before them fatal traps in 2 lines and we set on the protection of our siege machines the group of the archers of men into 30-40. Almost no one will burst open through this number of traps, but already who will burst open - will be obtained his from the archers. After this, to trebyushe begins to methodically resound the buildings of enemy, special attention giving to the storages and the entertainment institutions. As we know, the destroyed storage loses entire its contents. The destroyed barn will lead to the sharp decline of mood, while the destroyed arsenal soon will not restore the reserves of armament. After a certain time the enemy not had fresh people, and a quantity of defenders of lock will only decrease. There we them will take by the practically naked hands

To construct and to destroy

Thus, the creators of game again was partial toward us by two campaigns. In one it is necessary much to follow the economy and a little to war (but that why to produce weapon?). In another - much to war and average to follow the economy. We begin.

We constructed, constructed...

To create its lock is simple. Especially at first, when the rules of building are simple, places are much, and limitations it is small. Then then! Nevertheless campaign for the "peaceful" builder is one scenario, divided by 12 chapters. In the course of this scenario for you one must pokochevat' on different estates of that originally given out to us map. Actually this mission - instruction to the military campaign. Well that, forward?

1. Plain beginning. It is necessary altogether to only gather 30 baskets of apples and to restore lighthouse. With the first it is simple - it is constructed apple gardens around your barn. Pieces 3-4 will be sufficient. Not more complex with the lighthouse. For its restoration the tree is necessary. So that several (2-3) sawmills are constructed, and they will bring to us the sufficiency of tree. Although to begin necessary exactly from the sawmills - tree and for the gardens will be required.

2. Your knight somehow rapidly finished with the season of tournaments and returned to the lock. Quite strange - he wants to eat. And to feed to peasants completely it does not similarly desire - it wants pork and vegetables. This strange serfs can without ceremony eat the game (read - all possible show blue) and have a snack by its apples. Fulfill the desire of knight and stroyte on the pair of pigsties and vegetable-gardens. In this quantity they will rapidly accumulate the necessary for you 10 hams and 10 baskets of vegetables. Compulsorily postroyte kitchen for the lord - otherwise gather supplies will be nowhere. However, honor will be collected itself - it suffices to feed peasants and with apples and by meat. Well, and part your lord will toss up.

3. Time came to obtain the second estate and present lock. For the present this lock must be restored. In this mission they will learn you to fire-prevention safety, haul of resources from estate to estate and to output of stone. Thus, let us begin from the fires. Very soon to you they will arrange cauterizations with the destruction of many buildings. Clearly in our villages filthy terrorist was brought - otherwise it is not possible to explain that, as our houses hotly blaze. If in you it is sufficient tree, then postroyte on the well to every 5-6 houses, otherwise for this mission you will get tired to observe that, as your houses burn. By track stroyte stone quarry and near it place the stand of bulls. Specifically, for them one must drag over the obtained stone to the storage. It is possible even pair of such stands - the matters will go more rapidly. Further stroyte the station of transportation closer to the boundary and send to the storage near the ruins of lock stone. In all it is necessary to send 80 rock blocks - but lock they will finally make. By the way, immense fire at the end of its repairing immediately awaits us. Not bespokoytes', so it is must.

4. But here also the first war shooting. Our of neighbor, sir William, left for a crusade, after leaving one of its estates to our care. In this time there bred the wolves, that terribly interfere with living to local peasants, for which gray creatures it is necessary to smash. Thus, we in the new territory, where it is necessary to build increasingly from zero. Create apple-tree gardens and cabins of hunters closer to the barn, and 2-3 sawmills near the forest. It is assumed that we will build several houses of the producers of bows and we will make bows by hand. However, mission can be perceptibly reduced. It suffices to visit for the market and to purchase a quantity of bows necessary to us. After which to build the necessary military buildings and, after arming archers, to leave to beat it is Volkov. Insolent wolves had time to be taken away into the most distant possessions of sir William, so that it is necessary to go to the end. Besides it is Volkov to us they will attempt to vex local robbers. However, this is it doesn't matter - you will arrange tens of your soldiers on the roof of our tower, and they will easily shoot through the far end of the bridge. By the way is adjacent with you estate no one's, and it is possible to acquire it, after paying only of 100 honors. For this the local residents will supply resin to your storages. Problem here only one - robbers climb not only to your lock, they ruin everything which will fall by them under the hand. Including this unhappy estate. Therefore it is desirable to create men of 40 archers and to place them on the path, along which the robbers leave from their camp. To destroy it you thus far nevertheless will not be able.

5. Sir William consented to return to his possessions. However, the crew arrived together with it here gorged (another word you will not select) all supplies it risks to die of the hunger. Therefore to this Idler it is necessary to send several convoys with the supplies. If we wisely built in our distant possession several houses generating food, then on this mission we had sufficient foodstuffs. Then to send 2-3 convoys on 50 apples or meat to William does not compose labor. But more to it and it is not must - remained to be held only 24 months.

6. But here our estate visited rat yes and inhabitants they forgot about the accuracy, after dirtying entire locality by the withdrawals of its vital activity. And it is again necessary to be held 24 months, in this case after cleaning its native places both of the rats and of the manure. Ustroyte to itself how wide as possible survey and establish the appropriate houses, where the red masks of poor mood appear - the crowds of rats precisely there and dart about or they lie the heap of manure.

7. The time of lime of robbers here and came. For this sir William did not stint on five mechnikov. Just they will break enemy camp. Well and from our side we will add the force of the archers of men into 50-60. For the beginning let us shoot enemy archers and arbaletchikov on the walls, and let us then study those, who inside. However, Mechniki will dismantle enemy settling.

8. But they here us temporarily moved to govern sir William's lock. And main task here - to obtain 500 points of honor in the limited time. Nevertheless time completely is sufficient. However, what it is necessary to make? First - to lay the walls of the lock (they are here are in no way necessary they stand in the very bin spaces) and rapidly to build all the production of food. Here to you and the first source of honor - peasants, who eat all forms of products, they constantly bring several glasses of honor. Further to create as much as possible it is specific the "moved nourishment" for the knight. Indeed the richer the table - the greater the inflow of glasses of honor after feast. Well, and last point - to create bedroom for the lady and to purchase cloths. If it sews on is sufficiently clothing, then after feast take place the dances, from which honor it will be still more than from the feast. One additional very useful matter - to build the wall along the road, which goes between the estate of William and the estate of sir Gray. Then it will prove useful.

9. And here are we again in the native estate. Certain sir Edwin is prepared for the war and swords are forged by bundles. We must prepare the sufficiency of swords (namely - 100) first. Very soon they will joke above us, after presenting to Edwin the pieces of 20 swords, but this it will be his single breakthrough, second such it will not foresee. But we thus far adjust production. Sir William will grant metal to us. In his estate it is possible to construct, so that is best to create one additional mine and to place on a constant delivery on 20 units of iron. In their possessions stroyte 4-5 smithies, and let they be occupied by the production of swords. At this time you produce archers and send them to the wall, which you built in William's possessions. There lead your five mechnikov.

10. Sir Edwin was decided - it terribly please themselves sir Gray earth, and it decided to take away them to itself. Nevertheless it is ready to be slain, also, with your troops, if those suddenly arise on its road. But in your earth it will create camp for the assault, where it will make a heap of siege equipment. However, still, before it will there reach, it must seriously pull your archers from the walls. Especially as its these walls themselves do not interest and your archers will almost with impunity shoot its troops, which pass by. Your mechnikov you start to the walls, where they had to repulse stairs they will beat those, who nevertheless will burst open into the lock. If everything are made correctly, then Gray only several very sick warriors, whom it will easily beat, will reach. It will be very well in the last mission, if in this mission you purchase 80-100 baskets of grapes.

11. Edwin is planted under the lock; however, in the time of his administration he had time to considerably ruin his own lock. And to you in 40 months it is necessary to collect 100 points of the honor (most probably - it already sufficiently) and to accumulate 80 settlers. Problem in the fact that you almost anything do not have any, and the morale of citizens is such, that they any minute now will begin to scatter. Therefore the first task - of raising the morals of inhabitants. First of all we decrease taxes - the morals falls very strongly from them, and money bring other our estates to us. The second, that it is necessary to make, to purchase to people of food (for which is necessary the market) and to appoint it dual ration. That that there is (only of 50 coins) to us it will be sufficient in all to tens of apples, but this sufficiently in order to be held before the first received payments. Further, when money appear, we buy other foods in order to more rapidly raise the mood of people. It is also acquired tree - we should construct cesspools and sokolyatni in order to remove the heaps of manure and to destroy rats since and that and, etc. extremely spoils the mood of people. After this, it is possible to study the problems of criminality. You carry all walls of lock, which are necessary to it as to dog the fifth foot. This will allow you to place prison, law court, executioner s block by a number (as the cheapest and effective tool), after which set several booths of guards in the different places. Very soon all criminals will be caught and devoted to law court. When people begins actively to arrive into your possessions - stroyte a little more productions. The fact is that the number of packages in bonfire people will limitedly and arrive to you only if this place itself still exists. Here and grant this place to them, after creating new work sites.

12. Last and most complex mission. To you only 5 months to that are given, in order to obtain 500 points of honor and on 70 units of each form of the "moved nourishment". But that our lords decided to roll large junket, but here there are no reserves for it. You will immediately forbid to them to eat any of these reserves - otherwise never you will win this mission. But further we begin to recut your possessions. In each of their estates stroyte the kitchen (precisely there it is gathered lordly food), after which specialize each of the estates in one or other form or another of food. Thus, coastal estate noticeably rears the pigs (there it is possible to build 8-10 pigsties), in your lock we carry all military buildings we make the there wine-making center (plus still several buildings, what they will get in). In the swampy estate noticeably are placed 10-12 ponds for breeding of geese and fish finally, the estate, in which there were the robbers, furthermore which supplies bread our lock, still and excellently it is built by vegetable-gardens. All this must be constructed from the beginning itself - a little delay, and to you several instants will not be sufficient, in order to win. However, honor we will obtain not by feasts, but by knightly tournaments - only one ristalishche it will bring to you sufficiently honor. Thus will end peaceful campaign.

Present locks

1. The Search For the King


Very simple and rapid mission - it is necessary altogether to only reach the boat and to smash its guarding pikinerov. 2 knights easily will manage them, after which you bring them more closely to the boat, and they will swim away.

2. First Command

The first village - it is necessary to gather tree and stone to the restoration of bridge in order to be connected with the monastery. It is necessary on 20 logs and 20 stones. It is constructed the stone quarry (tree will at first be sufficient only to one), three sawmills and house for the peasants, after which let us accumulate resources.

After the restoration of bridge from the monastery on other shore the delegation of the monks, who will train your peasants of the technology of the production of cloth and to hunting, will arrive. Now stroyte several houses of hunters so that they would ensure you with the food, and for the cloth - 3-4 sheep ranches and 2-3 weaving workshops. We gather 15 cloths, which must be transmitted to sir William for his trade with The the flandriyey.

Last part of the task - not to allow the intrusion of enemy in the specific time. Bandits invade to us strictly across the bridge, which we recently made. It is constructed before the bridge wooden walls and we place on them our kopeyshchikov and baskets with the stones. And let kopeyshchiki throw stones from the walls. However, bears and completely to us will not go, after seeing walls. When time leaves, move to the territory, from where bandits come, and destroy those, who did not consent to arrive itself.

3. Edwin'.s Rescue

troops we have in no way many, then there are allies. Enemy behaves sufficiently passively; therefore not we will destroy him completely - it will not come out. It is moved friendly forces to the left flank, to the violet. Violet will climb to break wooden wall, and we them in this will help. But only by kopeyshchikami and by peasants - archers to us are necessary for other. Do not touch those archers, who cost in the sections of wall unnecessary to us, simply pass to the rock wall and storm it from the stairs, seizing the three towers nearest to you. To these towers you immediately start archers, and they will shoot those, who wander on the court. Then 1-2 by archers you approach the tower of the ruler of lock and entice its inhabitants by well-aimed shots. But already remaining archers from the tower will very rapidly shoot them. Then tower passes into the authority of Edwin, and he will go down to you.

4. The Bull In the Borderlands

there are here many tasks. And there will first be the rescuing of monks with their holy relic. Monks hid on the scrap of land on the north of map. And these monks themselves insolently gnaw flocks it is Volkov. The same wolves will nip people in the adjacent with you estate (if you here purchase him for the honor). So that arsenal is quickly constructed, barracks we create the crowd of the archers, who will free unhappy monks from the wolf misfortune. By the way, the rescuing of relic will give to us the heap of technologies. For example, we will be able more valuably to feed our people. But before to proceed with aid to monks, it is necessary to establish wall near the camp of robbers, otherwise those will frequently come to us in guests. The wall (better rock) it is placed to the south from the camp, winch they are located in its very southern part. There is located lift to the wall. Then, after arranging archers in the northern part of the wall, we force enemy troops to go along the wall and to then along the wall return conversely. But to the wall bandits react always and will not go to attack your lock, until they take it. However, do not longer touch bandits (thus far you will not accumulate a sufficient army) - bandits will very actively counteract the armies of dark-blue, which will come to us in guests.

Further, as usual, we build our lock, we create sufficiently large army and we proceed with aid to sir Gray. Purchase estates, this it will allow you more valuably to be developed. It will give the guild of mechanics and siege camp to us. And then will remain last task - to take the lock of "bull". Shoot walls by catapults and be dug in into the lock.

5. Return to the Monastery

And we again return to that monastery, which thus helped us in the second mission. It is first necessary to obtain place for the life. For this it is necessary to take the camp of enemy. We first destroy the ballistae, which stand before the walls. Then by the best tactics they will be of "race" knight around the crowd of archers from the flock of berserkov. They do not for some reason touch archers, which will allow us to smash enemy without the excess losses. Then carefully we approach walls and shoot by toporometateley. From the wooden walls they throw axes only nearer than archers how we will use. We further shoot by the catapults of ballista after the wall and we break through narrow passage in the wall somewhere from the angle. We pass as archers and we repeat procedure with the following wall. Near the lock is located Olaf, which to us must be killed. True, to kill it will not come out, it will run away. Then let us free sir William, who will toss up to us the following task - to build monastery.

However, first it is necessary to rapidly seal walls and to plant archers on them - enemy will begin to storm now already your camp. After this, the enemy will constantly send the new forces, which will attack your fortress. Further we must collect a little more stone and build rock wall on the boundary of our territory. On this wall to build many rolling logs, and they will destroy the camp of enemy earlier than those will make something harmful. But necessary a little waiting, before destroying siege camp, albeit first anything they will produce, and you only then roll on them logs. Otherwise enemy will here build new camp.

One additional force of enemy already passed bridge and was fastened on other shore. It is necessary to destroy by its several waves of archers - enemy was located successfully, and for us he is necessary to go on the narrow gorge, and they stand by crowd. After the destruction of this force to us will come the monks and carry off stone to the repair of monastery.

6. Olaf Grimtoth, Your Time Has Come

Here and it arrived time to finish Olafa. We first "stop up" bridge by deaf rock wall and one additional wall it is constructed along the eastern boundary estate, opposite the possession Of olafa. We accumulate troops and then we seize its camp. As soon as it will be collected sufficiently honor - you will purchase estate in the southwestern grivation. For some reason precisely its no one desires to touch. But we further slowly "wring out" estates in Edwin, who did not for some reason estimate our aid. Its- that lock it is necessary to attack large forces. Moreover try on to destroy it - it still will prove useful to you. I think that problems with the seizure of 6 estates you not had. On this mission there will be serious problems with the criminals. Will give wells, but 4 I do not remember so that something would burn.

After the seizure of the lock of Edwin to you the enemy troops will constantly go from the southwestern grivation. And live you will be exactly in the lock of Edwin - control of your lock will switch over to William. You will switch to itself all villages and live in essence due to them. Since in Edwin it is necessary to lay old walls and to build new near the swamps so that there would be although some place for the construction of economic buildings. In the court of lock stroyte only military buildings and a little "food", trying to buy the large part of the things (but money in you it will remain much) and to reach them from other estates. After the visit of the sequential party of knights restore control over the seized estates - in this you will seriously help alebardisty. Wait for the last party of aggressors (there will there be where more than troops) and repel their attack - the mission will end after this.

7. Defense of the Abbey

But here here for you it is necessary to be determined, to whose side to you to arise subsequently - they will be on three missions for "good" and "poor". This mission begins minikampaniyu for "good".

It is here necessary to protect abbey. Therefore you will be able to acquire to yourselves to help of monks. And it is necessary, because it will be not very with the armament in you. In this small territory it will complicatedly arrange entire necessary; therefore it is necessary law court and the guild of hangmen to arrange out of the urban walls, east of lock. There enemy barely goes. In the remaining time we try to create a little more archers and to build towers so that our archers could shoot enemy from the larger distance - enemy will chase the crowds of the archers of men on 50. It is possible also to place on the walls of robbers - they help rather well in these cases. Before the lock locate all possible traps - by some archers the enemy not to manage. Especially as it is not possible to construct the new rolling logs. And we try to be held the necessary time.

8. Hawks Nest

For the beginning it is necessary to save sir William, whose lock attacks enemy. And made this must be in 48 months. Only before this it is necessary to build tower from the side of the lock Of monparnas and to place on it catapult - enemy insolently shoots our economic buildings. Here this tower itself will destroy the excess towers of enemy.

If we send all friendly forces immediately, then they can approach William even prior to the beginning of battle. It will remain only a little soak to it and news under the escort to its lock. In 48 months you completely will be able to be governed with this difficult matter.

By the following task will task take 3 locks of your enemies - Monparnasa, Kh'yugo of Blanc and Shapvika. The latter it is necessary to leave finally, good in it the wooden fortress, which almost does not have defenders. However, for remaining fortress rock, and it is necessary to storm them according to the complete program. But there are there too many troops, which makes it possible to take locks sufficiently easily. Before the taking of last lock it is constructed wall on the boundary of lock Blanc's Kh'yugo. Immediately after you will carry out the previous part of the mission, will finish building bridge to the lock on the island and the entire crowd of enemy from there will leave. If you hang logs to the walls, then the walls will reach few. The part of the logs you will compulsorily preserve for one additional crowd of enemy, which will leave from the south. When everything storming your wall there will be perebity - start for the enemy fortress. It suffices to place trebyushe and to shoot its walls, after which to destroy those, who remained inside.

9. Lord Barclay'.s Castle

Last mission for "good". Here only war, without some building. You attack from three sides - sir William and king command other two armies. Sir William rapidly will be straightened with his wooden wall and will study the mine clearing of traps in the court. Of course by the bodies of its soldiers. King from other side will a certain time attack, but then hostile Army will attack to it from the rear, and king "will freeze" the assault of walls.

You in the beginning of mission from the uzen'kogo rock rapidly shoot catapults and ballistae on the towers of enemy, after which you derive to the same rock (to the edge itself) one trebyushe. It let beats on everything, to what it will be able to suffice. Further check, how far archers on the walls shoot, and beyond the limit of the range of their fire place your second to trebyushe. It must spread the wall before itself and the following wall. Further we go in the court and from the catapults destroy the towers of enemy, and we also break through the wall, through which to us to the aid will arrive the king. There remains only to shoot the remained towers of enemy from the catapults and slowly to be scolded into the internal court of fortress, after which to storm the lock Of barkli. Extremely many traps, but nothing cannot be done with them on this mission the enemy has.

10. Siege of the Abbey

But here also the beginning of the "poor" branch of campaign. And now we should storm the abbey, which we guarded in 7 missions.

From the very beginning it is moved friendly forces opposite the winch of enemy fortress - they will otherwise us roll by logs. We immediately send the force of kopeyshchikov to the wall near winch, to free from the logs. They must on their way clear mines from fiery traps and it is compulsory to reach the wall, after cleaning traps from space directly before it.

Next to you it will be mastered by the camp Of barkli. Theoretically it must soak to us with the siege machines. But the force of the knightly cavalry from the lock attacks it, and after coming out against this cavalry, it is possible to remain without the army. Therefore we enter more simply - we make rapid jerk on the recently cleared space and, after establishing stairs, we seize the short piece of wall. To be defended there almost to no one, so that losses must be small. However, further we shoot winch (which are higher than the walls) archers on the walls.

After a certain time the cavalry will finish from Barkli and will return to the lock. But gate- that our. It is necessary for knights to descend from the horses and on one to climb to storm gates. They are destroyed very easily on to one knights. We further clean enemy from walls and storm the tower of ruler. This will be already simple.

11. Treachery

We begin from the fact that it is constructed wall on the eastern boundary of our possessions, and we destroy remaining walls - they only occupy the space, which so it is necessary to our economy. We equip walls with the complete program - enemy will go by enormous crowds. We further conduct troops to destroy the camp of robbers on the north. They extremely are interfered, napadaya to our peasants in the adjacent estate (but in this estate it is possible to obtain iron). After creating defense, study the adjusting of economy. However, further everything will be more simply - it suffices slowly to select in the enemy of his estate up to that, which will mark the beginning of large battle - at William the king will arrive to the aid, yes even us will not be shared unfairly by reinforcement. We more lately destroy the walls of William's lock from to trebyushe and shoot all, who after them. Well and, it goes without saying, we seize lock and kill William.

12. To Capture A King

Well here and quite last mission. Who will kill king - itself will become king. But the aspirants of wholes three - you, falcon and Barkli. Therefore to act is necessary very rapidly. First we shoot the nearest tower by catapults. It is possible to still add to archers next on the wall, and that in them also is vile habit to shoot at our siege technology. We try not to strongly break walls near the tower, since this will give unnecessary speed advantage to rivals. We further shoot the following tower and the gates of fortress and enter inward. In this time the falcon already took two walls and it is located before the latter. It is very important to approach by mechnikami the winches of last wall, before to it with the ram it will drive up Barkli. We enter after it and run to the tower of king. But not on the straight line, but bypassing the begun dump from mechnikov of king, Barkli and falcon. If everything are made correctly, then to the king first will have time precisely our mechniki.


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