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- #Stronghold warlords economic campaign code#
- #Stronghold warlords economic campaign plus#
- #Stronghold warlords economic campaign series#
- #Stronghold warlords economic campaign free#
The rest of the game is basically trebuchets raining death from afar, while the only actions the AI takes is instantly rebuilding the destroyed structures, a “strategy” that in around 10 minutes leaves it with no resources, no army and a free coupon for my victory. To my great surprise, my enemy keeps using the same strategy of the last 15 minutes: produce 10-15 horse archers and send them my way. Anyway, my trebuchets start raining down boulders on the AI’s houses and wood camps, destroying them all. Trebuchets, like in the previous Strongholds, have a crazy long range, but cannot move, which makes them vulnerable to attacks by the enemy army. The moment I deployed trebuchets is the moment I won the game, without even realizing it. This is until I started producing trebuchets. This is the point when the AI stops playing, basically: I have control over the only choke point that allows the AI soldiers to leave its fortress, so I just spam archers to keep control over the warlord tower. The early to mid game proceeds normally, with resource gathering and some skirmishes caused by the AI attacking with a fixed amount of horse archers every time.
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The AI starts the game very aggressively, trying to capture said tower, but during the fight my soldiers attack: the result is that the AI attackers are wiped away and I get the warlord under my control. Storytime: I start a game and find myself against Genghis Khan, the only thing standing between me and him is a lonely Warlord tower, the only one on the map.
#Stronghold warlords economic campaign code#
Maybe its code is not the same, but it suffers from the same problems.
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Stronghold: Warlords has probably the same AI that could be found in Stronghold: Legends 11 years ago. Stronghold titles are definitely not known for the incredible strategy of their respective AIs, thus I really was hoping to see some improvements on this aspect in Warlords. They also require attentions that shouldn’t be needed: if an attack leaves their castle walls damaged, you will have to emanate an edict telling the warlord to repair them, something that the AI could’ve done automatically after the attack. This is because our control over them is limited to the pressing of one of five buttons (the edicts) every few minutes, making the incredibly passive throughout a match. While the mechanic seems great and is useful in longer games, warlords have one big problem: they get boring after a few hours. The same is for upgrading the warlord: new levels allow us to use new edicts or to empower the defences in that warlord’s territory: the latter is particularly useful because warlords are normally very easy targets, so making them build small fortresses can be beneficial. Edicts are rather basic and are usually of commercial nature: you can request gold, wood, diplomatic points and other resources from your warlords, provided that you can afford the initial cost of the edict. Warlords stands in towers, that can however be strengthened for better protection once captured.ĭuring the game, by either controlling warlords or creating embassies, we can earn diplomatic points, which can then be spent to gain control of other warlords, emanate edicts or upgrading warlords that we already control. Controlling a tower, something that can be done either military (by defeating the warlord, that will then join our faction) or diplomatically (by using a special currency), annexes the warlord’s territory to our faction’s, without however leaving us the possibility of placing buildings on it.
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These towers are protected by a warlord: a special unit that, similarly to the one of our faction, can kill many soldiers in battle before falling itself. Warlords are marketed as the big new addition of this new title: what they are is basically lonely towers scattered around the map that, once controlled, allow the player to use some special actions called edicts to gain some bonuses. Building impenetrable fortresses is still a very entertaining aspect of the title. Campaign missions will also be replayable (and replayed) thanks to the high difficulty of some of them, similarly, again, to the previous titles of the Stronghold series.
#Stronghold warlords economic campaign plus#
The campaigns follow four different lords, plus one campaign defined as “economic”, since it more based on production than the actual war. The game has boasts five different campaign, allowing players to have hours upon hours of singleplayer content.
#Stronghold warlords economic campaign series#
The possibility of placing walls, towers and anti-siege equipment is the focus of the Stronghold series and this title is no less than its predecessors: manning the wall with archers, crossbowmen and other soldiers is as fun as it was a decade ago. Before talking about the weak points of the game, let’s talk about the few positives: the game is based on a solid formula and, similarly to the previous titles, creating impenetrable fortresses is still really fun.
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