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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