Instructions for the passage of the game crusaders. Secrets and tips for passing the game. Watch video walkthrough of Stronghold Crusader missions

7.5 from the editors

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23.09.2015

Stronghold: Crusader

  • Publisher: Take-Two Interactive
  • Publisher in Russia: 1C
  • Developer: Firefly Studios
  • Website: Other website
  • Game engine: -
  • Genre: Strategy
  • Game Mode: Single Player, Multiplayer
  • Distribution: 1 CD

System requirements:

  • Windows 98/ME/2000/XP
  • Pentium II 300 MHz
  • 4 MB
  • compatible with DirectX 7.0 or later
  • 850 MB

About the game

Stronghold: Crusader is a wonderful real-time strategy in which the player was asked to take control of a medieval castle, develop it, increase the population, create an army and arrange a good defense so that bad enemies could not capture the built fortress.

The time period fell right on the IX-XIII centuries, and the wastelands of the Sahara, the lands of Arabia, the Kingdom of Jerusalem were chosen as the places of battles. The main opposing sides are the European and Arab peoples, whose hatred for each other was strong and unbridled, blood flowed like a river, an endless struggle for land, power and wealth flowed. Based on the real story, we can say that a fraction of the real battles in the game are recreated with accuracy and veracity, but in general - almost every map and character - is the imagination of the developers.

It is worth noting that in this strategy we cannot directly control ordinary peasants, we can only build their robots for them, where they will work without our intervention, be it a bakery, an apple orchard, a brewery, and more. But this is by no means a minus of the game, on the contrary, a plus, since in the midst of the game you will have so many workers that it will become almost impossible to choose the person you need there, a real anthill. Thus, we are only allowed to control military units directly.
This game has so many features that it takes a very long time to write about them, in general, try it.

Game Features:

  • 4 historical campaigns - a unique chance to try yourself as Richard the Lionheart or the great Sultan Saladin
  • "Path of the Crusader" 50 story-related missions
  • Over 25 types of warriors
  • Built-in editor - the ability to create new maps and scenarios
  • Multiplayer game by local network or via the Internet, designed for 8 players.
  • The siege and invasion modes were removed from the game, they were replaced with scenarios

Game modes

Although there are no more types of games, now you can play as much as your heart desires, and all thanks to the new section of the game - multiplayer with bots. Here you can play with eight different bots on any map and on any conditions. You can arrange "meat" on the map with an abundance of resources against a couple of Richards, or you can fight in the desert with three Saladins. And the most interesting option- in alliance with the Boar, Richard and, for example, with the Caliph, against the Wolf, Saladin, the Sultan and the Serpent on the War of the North and South map.

Another one has appeared new mode- Historical battles. It is a collection of interconnected scripts, sorted into - sense and order - in five folders that briefly describe what happened during the Crusades. This mode indirectly resembles the addition to the first part of the Stronghold Excalibur Pack, namely, realistic events and castles.

Historical campaigns:

  • To arms
  • Saladin's conquests
  • Royal Crusade
  • Crusader Wars

"Way of the Crusader" it consists of 50 cards with no specific plot, despite the title "50 story-related missions".

Individual cards this is a classic duel mode against a computer opponent. The game can take place on one of the independent maps, as well as maps created by the player. The player can set the number of computer opponents (from 1 to 7), alliances, as well as the initial conditions of the duel.

free building the player is encouraged to build a village, castle, etc. on the terrain without any restrictions. An event editor is also available, called by the F1 key

Map editor this mode allows you to create your own map - for multiplayer games, games with computer opponents, free building and a separate mission.

Economy

Castle building - the main part of the rifle troops in the defense is located on the towers. They vary in size, price and strength. Throwing weapons can be placed on especially large towers. In addition, the castle has buildings for hiring troops - barracks and a mercenary camp. In the guilds of engineers and sappers, you can hire additional units.

Mining- they are all stored in warehouses that need to be expanded from time to time. Available in the game: stone, iron, oil and wood.

Agriculture- Agriculture is necessary in order to feed the population of the city. Available: apples, meat, cheese, bread and hops. Apples, cheese and meat are produced directly on the farms, while bread and ale go through a long production chain. Bread is the most effective way organize food supplies to the castle.

city ​​buildings- they provide the vital activity of the city. The main buildings in the city are: houses (to provide housing for the population), churches, wells (to extinguish fires) and pharmacies.

Weapon workshops- in the workshops produce weapons for the army. Different types of troops require their own types of weapons, which are produced in the workshops. Most workshops require wood or iron to work, and the leather workshop requires the skins of cows from dairy farms.

Mods and addons

Supplement for Stronghold Crusader. Compared with original game added:

  • Additional campaign consisting of 30 missions

The only addon for the game released by the developer. It can be run as a mod and installed on the standard Stronghold Crusader game of any version. Compared to the original game version 1.1 added:

  • 8 additional AI opponents
  • Additional campaign of 30 missions
  • Magic
  • Infinite Troops
  • New cards

In addition, several fan-made add-ons and mods were released for the game.

  • If you press F1 - F10 and Ctrl + F1 - F10, you can hear various insults. They were also provided in the English version.
  • Some of the sounds from the game are also found in Ridley Scott's Kingdom of Heaven.
  • If you enter the game on December 25 and start the game with computer opponents, then one of them will wish you a Merry Christmas

Flaws

The developers did not bother to fix the bugs of the previous game and transferred them to this one with the engine. Again, archers break a stone wall with a knife, the shadows of trees fall in all directions like on a football field, all buildings except the main one have only two sides, the squads still go sausage, and what is most offensive is a lot of bugs due to the imbalance of the game. Unthinkable armies can be recruited online after a delay, no army can stop a thousand crossbowmen, three hundred catapults will destroy everything in their path, and, most shockingly and most in demand in Stronghold Crusader, a thousandth army can fit in one place! All pseudo-experts use the last bug, they manage to fit several hundred knights into a line of 15 units, and this horde demolishes everything in its path, and no one can stop them.

1. Lyrical introduction.

For a long time (about the 8th century AD), in addition to the army, relatives and coat of arms, the feudal lords and knights had another object of well-deserved pride: a stone castle in which one could sit out from the army of a neighboring feudal lord, or go out with a detachment of archers and swordsmen and storm the neighbor's castle. This tradition lives on to this day in the Stronghold games. Before sharpening crossbows and forging swords, it is necessary to rebuild the citadel, the citadel (a small courtyard, the penultimate line of defense) and the fortress itself.

Building fortresses is a great art, because your destiny depends on it (in the game, of course). In addition, it's nice to know that you have your own super castle that hordes of enemies cannot take. It just so happened that you can attack in a thousand ways, but rebuild the castle somewhere in just a hundred (we don’t count the difference in two or three small towers). Most of the anti-slashers (the traditional name is porcupines), who lovingly surround their castle with the third wall, have found the formula of their castle for a single card and follow it, occasionally correcting the even line of the walls or adding a couple of braziers to the pillbox.

2. Non-lyrical introduction. This manual is the result of a generalization of both my own experience and mean phrases from Internet forums and home-made translations from German fan sites. The purpose of this manual is to present in an accessible form the processes of building a castle and plans for organizing defense, including some bonuses. Most of the tips are for multiplayer and crusades in the Crusader, but will work (with a discount on gameplay) for any map where you need to build a castle. We ask professionals not to grimace, since everyone was once a lamer, and this manual is intended to destroy beginners in the game (it is clear how) and in life (and here the transition to the next stage of development is already meant).

3. Economy. It’s a no brainer that attacking without having a strong economy behind you is possible only when

1) Special mission - take the enemy's castle by storm, or hold out for n time

2) Rush

3) Nothing to lose

For in order to accumulate weapons and create a powerful army, you need to have a lot of GOLD!!! And the population as well. So you need food and popularity.

Economy is primary, war is secondary. It is impossible to build a castle without a strong economic system. So, what should be kept in mind when building an economic system?

First. Scientific organization of labor - NOT. All distances (from the grain farm to the warehouse, from the mines to the warehouse, from the warehouse to the forge, from the forge to the armory) should be as short as possible! The shorter the better!

Second. When crowded, fires are very dangerous, and that's the point. Suppose the enemy set fire to the quarries and mines caught fire from them. Firefighters (a joke - they are fireproof) put out the quarries, but a spark spread from the burning mines to the quarries, and everything is on fire again. Fortunately, quarries are difficult to burn. Well, next. Against the fire we build vats of water, they are twice as expensive, but three times more effective than wells. Let's move on to the causes of the fire. If you are playing a military mission, I will teach you how to keep slaves from entering your farm. The economy is more difficult, there are fires during the game. But - be afraid of wolves, do not go into the forest.

Third. Food is a very important thing in the household. The only right food is bread, the rule has no exceptions. Hunters in the Crusades are not available, orchards are unproductive, barns with proper production leather armor they produce with a gulkin's nose, hop farmers do not give food. Bread formula: 3:1:8 (farms, mill, bakeries), may vary depending on the distances between the elements. First, if you feel sorry for the tree, you can build two farms, then complete the third. But I recommend you don't sweat it. As Comrade said. Stalin, starting industrialization, "lagging behind are beaten." Surplus food can be sold, but more on that later.

Fourth.

Popularity and respect. Popularity depends on taxes, ale, churches and gingerbread or whips. A wedding, a fair, a plague are episodic events, you don’t have to count on them.

El is awesome! One hop farm, two or three breweries, a couple of taverns - and +4, +6 in your pocket! You can also sell ale on the market, getting normal money and clearing the warehouse.

Churches are good too. Considering that they give +1 and +2 upon construction (this is not counting bonuses from priests), and monks can be hired in the cathedral (but what's the use of them? I use them decoratively - praetorian guards of Lord bp, guarding the roof of the castle and the state treasury ), the buildings of the cult are recommended for construction. Somewhat pricey. However, with our income, we can afford it.

Gingerbread and whips. This is a double-edged sword. If you are a good lord, your troops fight hard, people love you, but work poorly, then there will not be much food. But they can reduce their rations or establish frankly predatory taxes (that's what they are called), buying food with the proceeds. If you are a cruel lord, your troops fight worse, but people work better (but hate you). Nothing! They bring more food - a one and a half ration plus taverns will smooth out even -5. Double ration - you can still collect taxes from them. Churches - generally a buzz! People work hard and pay big taxes. Another thing is that my conscience gnaws at me to torture and torment my people, to whom I am like a father. Maybe on maps like "Last Frontier" I will set everything vacancies buttonholes, but ... good me!

Here you can still make a feint with your ears. Here, you lined the whole yard with racks and loops, people in fear riveted mountains of armor and swords. It's time to go visit your neighbor. We demolish the torture chamber and erect monuments, shrines and all that. Troops shout "Hurrah!" and go to a decisive battle. Porcupines really do not like to attack, but if they attack, you can safely expect an “iron kaput” under the walls - a hundred swordsmen. With a lot of gingerbread - attack bonus +25, 125 knights instead of a hundred - impressive? Or maybe 75 instead of 100, so the executioners have their own problems.

Popularity is the result of all this. Popularity formula: bread, churches and booze. Feel free to use the surplus of popularity - tear terribly taxing or rear up.

Fifth. Mining industry. The beginning of all beginnings. Stone and ore - defense and attack. There should be two or three oxen for every quarry. At the very beginning of the game, however, you should not build several oxen at the quarry: the stone climbers will take turns dragging stones from the site and the pace of delivery will be somewhat different: you will have to wait three times longer, but get 36 stones at once. Then the queue will dissipate, but such a pulsation is unpleasant to endure. Place the mines skillfully, they should take up as little of the surface of the ore as possible, then they can be squeezed in more.

It's a shame, but near the quarries you can build a lot of tethers for oxen, but it won't work that way with the mines - one worker will carry the ingots to the warehouse.

Oil is very much needed in defense, but it is expensive on the market. Get it anyway!

Lumberjacks should not be built very much, otherwise they will cut down all the wood at the root.

In general, at the beginning of the game, a LOT of wood and stone is required to rebuild the castle and the economy. Then the need is sharply reduced, the surplus can be sold. At the beginning of the game, I put 4 lumberjacks and buy wood for 1000-1200 pounds, since at least 10 sawmills can provide me with the starting amount of wood, which will cut down everything to the root - then there will be nothing left for myself. Wood is the only slowly renewable resource. You can mine stone and ore for thousands of years.

Sixth. military industry. Need to explain the need?

Follow the NOT. With equal distances, the ratio of production should be approximately the same.

Forge (swords)-bronnitsa 5:4

Forge (maces)-skin 5:4

Archer (crossbows)-skinner 1:1

Pikodelnya (pikes)-bronnitsa 3:2

Skinner-dairy 1:1

The numbers may change depending on the extraction of resources and the plan of the castle. At first, you can build three or four archers, when there are 50 archers, we transfer all bows, except for one, to crossbows. It is better to build skins in advance. Surplus production can be sold or bought in addition (otherwise it will be 22 crossbows and 17 skins - what to do?). Spearmen are not needed - except to push the ladders, buy a dozen copies in the market or later switch the spear to a pickle.

There is one offensive thing that greatly spoils the game (or vice versa, makes it easier). With a well-established economic system, including the maximum extraction of oil, stone, iron, such trade can be developed on the market that it will be much faster and easier to buy weapons than to rivet yourself. Crossbowmen are a must in any scenario, but crossbows and bows take an incredibly long time to make - as does leather armor. Under some circumstances, it will be easier to purchase crossbows from the market.

Unlike crossbows and bows, all piercing and cutting and iron armor are made quickly enough. I recommend this - decide what you will rivet. If you have seven opponents of the Boar class and above, rivet pikemen and swordsmen as much as possible. Then hire infantrymen - buy everything on the market. If the enemies are simple or you are an advanced rusher (then why are you reading) - build dairy farms, leather workshops, forges for maces.

Seventh. General recommendations: temp. Like in chess, if you don't make a significant move, your opponent does. Guess for whose benefit? Starting two thousand is better spent on wood (however, leave 500 for the military industry) and build a huge estate from the very beginning of the game. You can buy a stone if you have a lot of rushing opponents - Rat, Snake and the like. Because with a well-established economy, there will be a lot of stone, if you don’t want to make your castle out of square towers, you will only have to sell it.

Eighth. Money. Taxes are a bad source. It is only enough to hire an army. For something capital, you need to trade in raw materials - iron, stone, oil, wood, flour and grain. Although it is better to pour oil into boilers and ditches, and make wolf pits out of wood. If the need in the tree falls, it is better to destroy several lumberjacks, leave a couple. There should be enough for the military industry, and the forests will grow at least a little.

Ninth. This is how I start building the castle. This stone square is a detinets, around which the entire extractive industry is located, and inside (although this is not visible because of the walls) there is a food industry. Later in the upper and lower corners I will put a tower, and outside I will add military workshops and enclose them with a second wall and a moat. By itself, the citadel is a good entry-level fortress - when I build towers and ditches to it. This screenshot is an early stage of construction, so that you can clearly imagine the citadel, I did not even have time to build taverns, churches and build a defense industry. Two minutes passed at 20 speed after starting the game

Detinets was built on the Bloody Plains map, but with 3 opponents. In general, this map is one of my favorites, as there are a lot of resources there. Alas, when there are 7 enemies, one must be wary of a rush.

So, you already know how to build an economic system. Shall we move on to the people?

4. Our main wealth is people. If your super castle, which took 2000 stones, is defended by three archers and a lord, then the besiegers will die not from arrows, but from laughter. good defense- non-contact. This is when only arrows interact with the enemy. You can only engage in hand-to-hand combat with engineers who have come forward.

What kind of people are needed for non-contact defense? Shooters of all kinds.

Archers. They are flimsy and do not attack very much, but they are made faster and are cheap. They can also dig a ditch and set fire to oil - here they are indispensable. And they shoot further and faster, so they are needed too.

Arab archers - attack stronger than European ones, but are expensive. They can also set fire to oil.

Crossbowmen are the best shooters in the game, the choice of a professional. Essential when defending against any serious enemy. But, unfortunately, they cannot set fire to oil, as a result, archers are also needed.

Horse archers. They cost five coins more than on foot, they can shoot on the move - this is their main defense. In addition, they have a saber. In defense, they are meaningless, except to drive a herd onto a hillock if there is no stone for a pillbox (see below).

Slingers. Do you need them?

But alas, sometimes you have to engage in hand-to-hand combat.

Spearmen. Useful only for digging a moat and pushing ladders off walls. You can set up one spear workshop, enough for all needs. Hand-to-hand combat is contraindicated for them.

Foot soldiers. These are tough guys in leather jackets who have earned the nickname rockers (or pirates). They are good at grabbing walls and barbicans, as they can climb ladders and move very quickly. In addition, they hit very hard.

Pikemen. It is almost impossible to kill them with bows, and partially with crossbows. Very good at tearing off or burying ditches under a hail of arrows from the walls. In addition, they can take over fire moats, so don't be surprised if the enemy sends about seventy pikemen to you and they dig a moat for you, despite your opposition. In attack, they are not very good, but they defend well, only swordsmen or knights can break through their ranks. Recommended in defense and offensive, as they move relatively quickly.

Swordsmen. Fear and horror. Killing them is no easier than pikemen, and in hand-to-hand combat they are unsurpassed. If they end up on your walls, it will be possible to stop them only with the help of swordsmen. But they are very slow walkers and the mangonel can have a significant effect on them. And if they find themselves in a puddle of oil, then few will have time to get out. It is best to attack with them when the rockers are already on the walls.

Knights. They can't climb walls, but they fight like swordsmen. Good for counterattacks and destroying enemy siege engines. You can also attack a detachment of enemy archers that ran forward.

Monks. There is not much sense from them, but there is something in them. I do not fight them, but use them as wedding generals.

Sappers. Easily killed and useless against ditches. Try to cut him down before he starts digging.

Siege workers. I feel sorry for them, but in war, as in war. They are killed at the expense of "times", but they are cheaper than slaves. It is good to send rockers to walls and pillboxes along them.

Engineers with boilers. This is a terrible weapon. It must be applied skillfully. If rockers run up to the walls of your castle, and all the walls you have in crossbowmen, hold the engineers. And if swordsmen hobble towards you, you can’t do without oil.

Slaves. A dozen archers will be able to kill them, but if they set something on fire to you, then the consequences will be great. In hand-to-hand combat, only spearmen and archers can take down.

Arab swordsmen. Relatively fast, but not as strong. They are good in some ways, but European ones are cooler. A child of compromise, what to take from him ...

Assassins. An irreplaceable thing. They fight great. Good against pillboxes and unmoated walls. A dozen assassins will be able to clear a foothold for the rockers already climbing the ladders (they are very fragile). Beware of them!

Flamethrowers. But this is complete bullshit! Of course, they do not run to the boilers and do not consume expensive oil, but they are expensive and ignite little territory. Good only in magical corridors and the desire to save money. But there is one situation - see below.

5. It is better to arrange the economy so that the enemy does not get to it - in the rear, behind the castle, or surrounded by a low wall. That's all. Now - about the tactics of building defense.

The castle is protected by three elements - earth (stone), water and fire. Let's talk about the earth element.

One of the important things in the game is the dot. What is dot? This is a square or watch tower, standing separately from the castle on the esplanade (a flat, clean area in front of the castle, where enemy infantry is so uncomfortable). The tower is surrounded by one or two rows of walls, a barbican or a staircase is attached, a brigade of crossbowmen and archers is brought up, the barbican is closed, the bottom of the stairs is demolished. All! Now this building can only be taken by assassins (so a ladder is better than a barbican), siege workers or a siege tower. Oil or spearmen help against siege workers, and the siege tower is a one-time thing. The enemy faces a dilemma - to spend the tower on a damn pillbox or go further under a hail of arrows? The dot shells all the space around, but it is pointless to take it, there is no way out of it. Pound him with a ram - why? Given the walls around the pillbox, it will take a very long time, and the crossbowmen will do their dirty work. From the pillbox, you can fire at the enemy who came close to the castle, which is very convenient. Dot is also good for dominating lowland farms. You know, there are maps where some important resource is located only in the center of the map, so pillboxes are useful there so that the enemy does not build their farms or quarries there, or destroy yours. Against slaves, you can build a watchtower with a penny of archers - that's enough. You can't waste your strength.

You ask, why archers on the pillbox? It's just that only archers can set fire to oil, and any real feudal lord will surround his castle with puddles of oil. But about them - see below.

Feint! How to put a lot of people on the tower? Let's take, for example, a sentry (5 people maximum). Select 5 crossbowmen and send them upstairs. While they are wandering towards the tower, select the next 5 crossbowmen, up again, and so on.

Now, about the castle. Each porcupine has his own idea of ​​what an impregnable castle should be like. I will say that the defense should be STAGED, and if the enemy broke through one line of defense, he should immediately stop in front of another.

The enemy has smashed the barbican and is breaking into the courtyard? No problem. The nearest staircase should be as far away as possible, and the path to it is blocked by oil and wolf pits. By the way, stairs should be near the barracks in order to quickly send freshly built troops to the walls. The enemy climbed the walls? Swordsmen to battle! Kill the aliens! There must be no contact between the citadel and the walls: then the enemy will inevitably go down into the courtyard, and there must be oil! A good option is when the citadel is built from high walls, and the rest of the castle from low ones, then it becomes very difficult for the enemy to get through. True, a low wall is easy to break.

About walls: it's normal when two walls are built, then a crenellation. Excellent - three walls, then a cogwheel. Outside, you can attach low walls “in two”, so that the enemy does not fit the siege towers, you can also build a pillbox. But in such shelters it is easier for enemy infantry and assassins to hide - you need to shoot them from the pillbox. With the sluggishness of the enemy, the assassins can climb onto sections of the low wall and stay there. There is no way back guys. Just keep in mind that a cunning enemy can demolish these gouges and only then adjust the draft.

About the towers: the corner towers should protrude two or three squares in order to fire at the enemy who came close to the wall. The barbican and barbican towers are similar.

It is better to put crowds of archers and crossbowmen on the corner towers, and ballistas on the barbican and wall towers. On the barbican - cock a detachment of crossbowmen. It is better to put spearmen and engineers with oil on the walls. Wherever there are archers, there should be braziers. Burning arrows put psychological pressure on the opponent (if he is a man), in addition, he may think that if there are braziers there, then there is oil too, and postpone the attack.

Cars: ballistae are more needed than mangonels. Mangonels in large numbers are good against clumsy but valuable knights. And you can’t load all the towers with mangonels - ballistas are more needed. Two or three, preferably four ballistas - this is the choice of a professional. Enemy trebuchet and catapults are covered by shields, so the solution is a few arrows flying from different directions. A win-win option is a ballista on a pillbox. Only a super-pro will gouge a dot (he knows how dangerous such a thing is) - exclusively with trebuchet, but it will take a long time. Dealt with the walls.

How to counter enemy siege machines? You can build a lot of ballistas, you can prevent engineers from building them. Often the AI ​​sends engineers ahead of the army, where kennels can be built on their way - not even a piece of clothing will remain from the engineers. You can also fire at the engineers from the pillbox or meet them with a detachment of horsemen.

Against siege towers, a moat and ledges on the wall help, against battering rams - ballistae and fire (well, a moat, of course). Against catapults - ballistae, against trebuchet - ballista or other trebuchet. This is where the ballista on the pillbox comes in handy! She fires at the enemy until he rolled his cars to the castle.

Trebuchet is a terrible thing. And who will expose the trebuchet under fire from the pillbox? The enemy will build further away, but then it may not shoot to the castle.

With this sorted out, now the two remaining elements. If your castle is on a plain, it must be moated. It is better to make a ditch on all sides of the castle, and it is recommended to dig with pikemen and archers under the cover of crossbowmen on the walls. If a brigade of slaves runs up to you - crossbowmen will nail them to the ground in the blink of an eye, you can not stop digging. The same goes for small units. And if the enemy noticed that now you are strengthening your defenses with a moat and decides to attack right now, it is better to immediately withdraw everyone from the ditches and drive them to the walls.

If your castle is on a hill, that's great! Your archers shoot harder and farther, and the enemy climbs the slopes of the hill so slowly that few will reach the foot of the walls. It is good to place pillboxes on distant hills. But a moat cannot be used on a hill. This is where fire comes into play. Ditches of oil will help the enemy go into oblivion. Only rich feudal lords can make a solid fill, although this is Arabia, there is a lot of oil here. Porcupines place oil cells in a checkerboard pattern, then with the same oil consumption, you can fill twice the area. Making large fields is undesirable, it is best to apply ribbons along the edges of the ditches (this is on the plain) and against the barbican and towers. Small rectangles create a more flexible defense. The enemy can send ten pikemen to you, oil will catch fire under their feet, burn out. The enemy will think that all the oil has burned out ... and then you will set fire to another oil field.

You can also do a sneaky trick: put another wall parallel to the wall - low, in which there will be one narrow gap. The enemy will not destroy this wall, unless he breaks through a new passage. Well, it's not for me to explain to you that immediately after the passage you need to spill oil, since the enemy can only come from there. You also need to grease around the edges in order to thwart plans to bypass the obstacle. Also, the enemy may come up with the idea to hide behind the wall a detachment of swordsmen from your arrows. Poor... In eight hundred years, archaeologists will dig out sooty armor, because there was oil behind the wall.

There is another hypostasis of oil: oil in pots. Terrible thing. Three engineers for the barbican, two for each tower, and your defenses are getting stronger! I affectionately call these engineers “oily” or “kipelovtsy”. A bucket of boiling water brings death to almost any approaching enemy, and the area over which oil is spilled greatly exceeds the area covered by flamethrowers. Make sure that the engineers can get to the oil boiler as quickly as possible, this is very important. It is better to make their defense passive (three units come up to the wall and start to light up =).

Wolf pits are good to do in narrow spaces and passages. In the narrowness, the enemy runs, huddled together - there are up to ten people per cell - and falls into a pit. The fury of the enemy transcends all limits.

If you are playing against AI, then the so-called magic corridor helps very well - a long passage through the walls. When I was at school, high school students stood in a narrow corridor and shoved at each other all the small things passing there. The game has something similar: in the aisle there are wolf pits, on the walls there are oilers or flamethrowers, well, up to a bunch of archers and crossbowmen. The fact is that then the enemy will not break through the walls, but will trample straight to the castle - this corridor should lead to the courtyard and to the castle. Some people, too, may not endure the temptation and will bring their troops into the passage. Please note that this should be a really difficult corridor. The better the maze - the longer the better.

6. Defense tactics.

To skillfully defend, one must imagine how the enemy attacks. The enemy can attack in two formations.

The first formation is sausage. People are drawn into a long column. Very bad formation. As a rule, it occurs when troops come running from afar or make their way through a gap in the wall. In such a formation, sabotage units of slaves resort. It is easy to shoot such a formation, it is very difficult to attack it.

The second formation is a deployed front, an infantry chain. Occurs after regrouping and does not last long, turning into a sausage at large transitions. This formation is very dangerous in combat, and here's why. If in a sausage only its beginning (5-6 people) enters the battle, then in a deployed front, much more units enter the battle. Of course, a competent lord will make as many obstacles as possible in the way of the enemy that contribute to the formation of a sausage - a cheerful corridor, a wall in front of the castle. But the best thing is to dig two ditches. What do we see? The fact that attacking through a narrow bridge between the ditches is deadly. It is necessary to bury the front ditch and only then go, which is also a fire hazard. If the AI ​​is coming at you, don't worry, it will go straight through the isthmus of fire. A person will guess about the trap, but in order to bury a ditch under a hurricane of arrows (there should be MANY crossbowmen on the walls) when there is such a convenient passage nearby, you need to have a cold heart and reinforced nerves.

Well, the enemy has buried a moat (I understand that few people will even reach the moat, but a professional should always be ready) and will begin to break through. Against siege towers, the remedy is indicated above, against catapults, triple walls and ballistae on towers and pillboxes help. Trebuchet is usually surrounded by a lot of shields, but in order to reach the barbican, it must be located in the area of ​​​​reach of the pillbox. Try to soak the engineers before they enter the tent - the trebuchet is static and building it far away, and then rolling it up - will not work. Rams... It will be very difficult to break through the wall with rams, but the barbicans and towers must be protected. Of course, the enemy can try to manually smash the barbican, but there are butterflies against him. And not every enemy will dare to lose a hundred swordsmen - then how to attack? Assassins are dangerous. It's a pity you can't cut the rope they're climbing. The solution is crossbowmen. Siege workers are destroyed even by archers. You also need to keep spearmen on the walls to repel the stairs. But let's say the enemy broke through the wall.

There must be swordsmen or pikemen on the walls! With good defense, only spearmen (are you afraid of them?), infantrymen (but this is already more difficult, they run and fight well), archers (the enemy is oligophrenic - sends archers to hand-to-hand combat) and assassins will climb the wall with good defense. Pikemen will be able to resist the first pressure while the place of the breakthrough is bombarded with your arrows, and your swordsmen in hand-to-hand combat can only be defeated with a huge number of attackers. This is where narrow walls come in handy: a lot of the enemy will not pass. But narrow walls are easier to break through...

Moreover, at the junction of walls (for example, a citadel with external ones) it is necessary to put a low wall (and no gears, because units easily make their way along it), and only then a high one, otherwise the enemy will be able to break through the walls inside, into the citadel, bypassing the courtyard, which is unacceptable! The enemy must be forced to go down inside - maybe he will not go further up. That's what it means - stepped defense!

The yard should be flooded with oil, and the walls of the citadel should be strewn with crossbowmen. Then the enemy is in a stone bag with a flaming bottom. Of course, the entire infrastructure and industry will burn down, but if you survive, then everything will be rebuilt quickly. And if you do not survive, then all this will automatically collapse at the moment of your death.

Of course, your people should not be in the courtyard: they should all be on the walls and barbicans.

So, the enemy is in the burning courtyard and he needs to attack the barbican again. If he just broke through inside - not along the walls, then that's good, they beat him from above from all sides. He can break into the citadel only by breaking through the wall. The siegemen will not survive for a minute, it is difficult to lead a tower or a ram inside (although this option must be foreseen), assassins at close range will be killed. The enemy can wait until everything burns out, including the cauldron of oil (you can put it in the kid, but then it will take a very long time to get to it) and trample on the walls. This is where flamethrowers come in handy! They are of little use, they are expensive, but at such moments independence from the boiler of oil is very valuable. Indeed, an egg is dear to the day of Christ. If you see that the enemy is about to break through the defenses of the citadel, immediately retreat to the castle! Swordsmen, oil and flamethrowers - upstairs, if there is room - crossbowmen too. But they can sit somewhere on the walls. Usually the enemy is already pissing with boiling water (it's no joke - he put so many people) and rushing straight to the breakthrough, bypassing the walls. Rocker infantry can be blocked on walls with pikemen. They would hold them back while the crossbows rained arrows down on the attackers.

The castle can only be entered from one side. Pour oil! Throw Greek fire! Do not give up! NO PASARAN!!!

THE ENEMY WILL NOT PASS!!!

7. Human factor.

It also happens this way: a porcupine builds terrifying barriers and pillboxes in front of the castle, and an opponent with jokes runs around from the side and climbs into the castle from the rear, where only five archers sour in the watchtower. Surround the castle with a moat from all sides! Anti-tower gouges, if you want to save money or not to bathe, you can build only in front and on the side in the direction of the tower, but the moat should bypass the castle around. If there is no moat (you are on a hill), be prepared for the enemy to attack from the side. Archers and crossbowmen should be on all sides, block approaches from the flanks with strips of oil. Keep the hand-to-hand soldiers on the walls: when the courtyards flare up, only the enemy should be there. The walls can be defended for a long time, since a deployed front on the walls is unlikely. In general, if AI is fighting against you, then it will most likely go into a frontal attack. And be afraid of man everywhere. Do not consider yourself smarter than everyone, even if you are a guru. It is always better to assume that the enemy will strike at the weakest point of the castle - this is how it is usually done. You can make a decoy: the barbican is in front of the castle, and not in the back, like Saladin's. Most players will try to capture the barbican and will not run around the castle (the problem of hitting from the rear is solved), although also few people will break through the barbican - read the instructions for building sausages. Using the above feint, you can build a watchtower behind the castle and drive 30 crossbowmen onto it. Believe me, it will be very unpleasant for the enemy to make a mistake in the number of defenders of one direction or another.

Psychological pressure. You need composure to attack, without it an angry enemy (human, not AI) can go straight into the magical corridor. How to enrage the enemy? One of the easiest ways: place a brazier near each group of archers, also known as a brazier. The burning arrows look very nice. If the enemy armies are not visible due to smoke arrows, then the enemy can easily lose his temper. A smart enemy may not lose, he knows that only the arrows of archers burn, therefore, you can not be afraid of pikemen or swordsmen.

In the castle, you can build a trebuchet and shoot cows at enemy units. Usually, while the enemy digs in a ditch, the rest stand under a hail of arrows. Remember, the enemy does not have two monitors (if he is not AI or does not have an expensive "vic" - a Matrox Parelia video card with output to three monitors), therefore, while people are digging in the ditch and the enemy is looking there, "an elite squad of swordsmen for the last assault "can be noticeably dressed up from the emanations of a cow's carcass. The same is true for you, so keep an eye on the rear. There may be squads of assassins.

In addition to the pillbox, you can set up a small courtyard and place trebuchet in it, which is generally cool. You can destroy the trebuchet only when attacking the pillbox, the walls will protect it from all arrows. Maybe horse archers can knock out half a life from a trebuchet, but you have someone in the pillbox itself, right? A trebuchet located in the pillbox, even if it does not shoot to the enemy’s castle (if it does, then this is a real New Year’s gift), it will be able to throw a couple of cows at the enemy’s suitable troops. You know, foot soldiers and archers run ahead of the whole army, and swordsmen go slow sausage, so while the enemy maneuvers and reorganizes the troops, do not get lost. Dotam usually has a hard time in any case, so you have to die with music, as the punk said, being captured by rappers.

If your pillbox has SERIOUSLY angered the enemy, be prepared for a trebuchet to suddenly appear somewhere near the enemy castle and open a hurricane of fire on the pillbox. Typically, such trebuchet are conceived as antidote and are well protected by shields. This means that your own weapon has been used against you: seeing your own pillbox under shelling is unpleasant, and an antidote trebuchet can only be destroyed with a trebuchet. A duel of two trebuchet... Asia, savages, sir, but there is no other choice. An anti-trebuchet sally that you made can end extremely unexpectedly - go up a few pages and read the instructions for the pillbox (well said, right?).

Once, when I fought on the "Bloody Plains", the closest to me was the castle of Saladin, which erects mangonels on its towers. So those mangonels opened fire on my towers! Destroying a tower from a mangonel is very difficult, but sitting at the computer and watching some scoundrel kill my people and knock 10 life out of the towers was very difficult. Yes, I erected three trebuches and swept the hated tower off the face of the earth (it turned out to be an incredibly long time to destroy the mangonel from the ballista), but Saladin built more and more new towers and mangonels. AI does not succumb to provocations, and sooner or later a person will start to get nervous.

8. Arrange exercises with the computer on the maps Blades of the Plain Alliance, Last Stand, etc. The seven Richards of Lionhearts as opponents will help you hone your skills and swords. For educational purposes, it's good to team up with the Wolf, Richard, Saladin - to see and remember how they make their castles. In addition to the fact that it will be useful to you when storming their castles, you can use some parts when building your own fortress. The wolf builds terrifying castles - the abundance of engineering defenses is amazing. Richard's strongholds are strong in people, and Saladin's are crowded and impassable. Boar and Caliph (they are approximately equal in power) build good castles, you can also learn from them.

Unfortunately, I'm not very good at attacking. Therefore, I will be very glad if someone writes a similar manual for the attack.

Judging by the posts: since 2009, not a single post has been created ... It's a pity, the game deserves attention. I had been planning for a long time, but there was no time: either exams, or training, or whatever, but the situation was saved by a retro competition. As soon as I found out about the competition, I began to catch up.

Since there is already a great overview, I decided to try to write about the main elements in the walkthrough.

So, let's start with combat tactics.

Help in passing.

Help in passing.

The first place in terms of prevalence is occupied by the "quick battle" method. The bottom line is to hire assassins and destroy opponents at the very beginning of the game, until they have time to gain a foothold in their castles.

Help in passing.


Help in passing.

In this case, we only need a barn, a mercenary camp where assassins are directly hired, and I also usually build a couple of houses. Everything! We hire assassins and send them to the enemy's castle. NOTE: if an assassin is discovered, then in fifty cases out of a hundred he stops and stands still (he probably thinks that they will stop shooting him to contemplate and he will disappear) Therefore, do not spare the mouse and click on the enemy commander.

Help in passing.


Help in passing.

Second most common is my favorite "evolve and attack" method. Here you need to build, collect taxes, take care of the satiety of subordinates, and so on and so forth. It takes much more time, but the amount of pleasure received is a certain number of times faster than the first option.

Help in passing.


Help in passing.

The third method "neither this nor that" is used when you get tired of sitting at the computer, laziness or more important business appears. As in the second option, we are developing, recruiting warriors, but as soon as the required number of people is recruited, we go on the attack. Fans of the second option create beautiful armies from mounted swordsmen, crossbowmen, etc.

Here we hire any units, the main thing is to be more efficient and cheaper to hire.

It's the same with buildings. The main thing is that there is food, there are taxes, the production of weapons is established, there is protection for the first time.

Help in passing.


Help in passing.

Let's move on to the second part: the castle.

Each player sees his castle in his own way. Personally, I like a certain systematics of all my buildings.

Help in passing.


Help in passing.

Here, for example: houses and a warehouse have the shape of a regular square, bakeries and breweries are built in two rows and the distance between rows is one cell. Unfortunately, most players are annoyed by annoying neighbors who are constantly building something on your land. Well, if on the deposits of stone or iron, they may ask for less, but they are building up the already expensive fertile land.

Help in passing.


Help in passing.

For the victory of your state, you need wise power and a strong army. Wise power is you. How much wiser. But to recruit an army, you need resources and money. Let's start from the end.

There are several ways to replenish the treasury:

First, produce enough resources and sell them. Iron mining is best suited for this, as it is the most expensive raw material. Of course, you can also trade in weapons, but it will come in handy for you.

Secondly, become a beggar and ask for money from your allies. If they are not present, this option disappears.

And finally, tax increases. Since when taxes are raised, people take offense at you and begin to leave, you need to give the people a carrot. And, again, several ways:

1) Variety of food, but little fertile land.

2) Build entertainment facilities, but people start to be lazy and skip work.

3) Develop religion, but cathedrals take up a lot of space, and to cover all of them you need about five.

4) Give the people beer and vodka ale. People don't stop working, it takes as much space as in religion But it's fun to watch drunks staggering around.

Help in passing.


Help in passing.

If there is money, everything else will be. Raw materials can be bought or mined. You can hire people in a bandit camp, or create weapons, and then a stronger army. Everything is in your hands if you have money.

The third part is occupied by defense.

Since each player has his own idea of ​​​​the castle and each map is different from one another, I will give a couple of tips and talk about the properties of defensive means.

Let's start with the towers.

1) Watchtower.

Allows you to place your archers / crossbowmen in a higher position and fire at long distances. Accommodates five people, but there is a lag that allows you to accommodate at least a hundred people in one tower. Divide people into groups of five people and send one by one to the tower. Each group takes its position on the tower. And voila, all units remain in the tower. Why is this happening? Ask the creators, they did not provide for a Russian person.

Help in passing.


Help in passing.

2) Turret and Defense Turret.

I put them in one section, as they are very rarely used. The difference between the protective and the usual is not significant. Slightly taller, fits more people. In the first part of the game, a ballista or a catapult could be placed on the Defense Tower. Unfortunately, this version does not.

3) Square tower.

Together with the round tower, it takes up a lot of space, including enough space to install a ballista or a catapult and a bunch of people without thinking about game bugs. A good margin of safety, but there is no protection from enemy arrows.

It is desirable to build on hills, but due to the area occupied, this becomes problematic.

Help in passing.


Help in passing.

4) Round tower.

Same stats as the square turret, but slightly higher HP, provides little protection from enemy arrows, and seems to me more in line with the era.

All types of towers, except for the watchtower, on one screen, if you want to read in detail about everything, then do not hesitate to visit

Everyone knows what walls are built for. But most people forget about the battlement wall. As a reminder, a battlement wall can only be built in direct contact with an ordinary wall and protects your troops located on the walls. Also, most players rely on the strength of their army, this is correct of course, but do not forget about the ditches! It will take some time for any enemy army to fill your moat with sand, to reach the walls, to destroy the walls. During this time, you will have time to group up and launch a counterattack. I want to note that not all units can dig / fill up a ditch. A knight in armor under 40 kilos will not work with a shovel.

Help in passing.


Help in passing.

Archers and crossbowmen make up the bulk of the castle's defenses. Of course, crossbowmen are more effective, but only archers with a nearby brazier can set fire to ditches with oil. The moats ignite and burn anything that steps into the trap area or hides in nearby bushes. You can, of course, get by with wolf pits or kennels. Who has what taste.

P.S. I hope I helped someone with the passage. We leave all criticism and impressions in the comments.

Stronghold: Crusader is a real time strategy game. Roughly speaking, an addon to Stronghold, but it is a separate game. It was developed by Firefly studio in 2002. The main theme of the game is Crusades. Look passage stronghold games Crusader you can go a little lower.

Watch video walkthrough of Stronghold Crusader missions

When you enter the Stronghold Crusader company, you will see that you have 50 missions in total. As a rule, they are arranged in order of difficulty, but still you will come across super-difficult missions, after which it is already easier.

In the video above, you can watch the walkthrough of any mission with comments in Russian. Perfect for those who are stuck on a certain mission and have already used up all the chickens. See how the author acts and try to repeat his actions exactly. Do not forget that in the game you can change the speed. At speed 20 it is easier to play, because. the computer opponent will develop at the same speed. At a speed of 100, an entire castle can be built on the enemy while you build additional warehouses and a market.

Secrets of the Stronghold Crusader

When playing Stronghold Crusader, it is useful to know some secrets. I will share with you the most useful.
  • Opponents like Abdul, Richard and others can block the barbicans with a lumberjack's hut from the outside (when their castle is fully built), then they will not be able to send troops to you, as well as extract resources.
  • This thing works with almost all craft structures: select a lumberjack hut, press pause (P button is English), press the building to stop its work (Z - sleep), then press resume and press pause. As a result, the second lumberjack will go to the hut. Bottom line: 2 lumberjacks work in one hut and bring 2 times more wood. Very useful Stronghold Crusader secret, which will help you with a lack of resources. This trick can be done with almost any building that has a sleep function.
  • Stone mining. If the stone ore is located near your castle, then you can enclose the quarry stores with a wall so that they cannot be accessed. Only it is necessary to fence not tightly, but with some indentation from the quarry warehouse itself. After that, we place oxen (bull-calves that carry a stone) close to our warehouse. The ox will be instantly loaded and will go to deliver the stone.

These are the biggest secrets. Of course, when viewing completing Stronghold Crusader missions you will hardly need them, but when you pass by yourself, it is quite likely.

Probably every player knows that in this game the most expensive tower is round, it’s true, but not the most effective, in fact the best and most efficient tower is a square tower, this tower, as it were, closes people from arrows from above with a wooden roof, for example, from horse archers who are in Most of them shoot from above and not at their sides, as most of the other archers do, while the round tower, on the contrary, has the entire top open, so the people sitting on it are more vulnerable to archers.
If you want a lot of food, then do this: in the game, put a couple of wheat fields, 4 mills, a bunch of bakeries.

And I do this on some missions:
The castle should be built as close as possible to the pointer where the enemy soldiers come from. But not at the very last point, but a little further away so that you can make fortifications of the castle, especially towers are needed! Then, as soon as the enemy soldiers approach the sign, you will be able to fire at them even before they ungroup!

When the enemy castle is built, you can build several sawmills or oxen tethers right at the entrance to someone else's castle so that the enemy cannot get out. He immediately destroys all the buildings outside and gradually - inside. In general, the entire economy leads into the far corner. But look: you need to furnish the entire entrance to the castle, because the enemy will eventually destroy his barbican. You can't leave a slit!
I want to immediately warn everyone that such an experience can be carried out with many players, but with some it is not so simple. Sometimes Caliph, Wolf (if he built a huge castle with a moat), Rat break through the passage. But most often this technique is useless over the Serpent and the Boar (50/50). For the rest, you don't have to worry too much.

How to deal with easy opponents.
Rat. He has a castle without moats, with smooth walls, lightness. We set up a siege tower or a brigade of assassins, send a gang of rockers to the walls (i.e. infantrymen - they are in leather jackets and have a cool expression!), We wet the weaklings of the rat, climb his castle and wet him himself.
Snake. it's a little more complicated here. The walls are crooked - you can't adjust the tower, the ditches are uneven, to the fig of the lookmen. We drive the darkness of siege workers, climb the walls with rockers, arrange a brawl and the walls are clear!
If you approach from the side, you can capture the barbican with assassins, after which the same thing - we take the castle by storm and chop its inhabitants into pieces.
Sultan. The walls are crooked, so the siege usually does not help.
Again, either we capture the barbican with assassins, or we send rockers to the walls by siege workers. There is such a nuance here: as soon as the barbican is captured, a crowd of swordsmen comes out to you, so you need to keep your pickmen or swordsmen ready. Further, we do not climb through the yard - flamethrowers. We clean the walls and send a herd of crossbowmen to them. The fact is that the central castle of the Sultan will be completely clogged with slingers and grim kids, through which, however, it is difficult for pickmen to break through. Abalets mow them all down and your army storms the Sultan's castle.
Boar. Here the matter is more complicated. There is no descent from the walls, they do not contact the towers, siege towers are meaningless. It is more rational to capture the barbican with assassins or break through the wall with catapult rams, bring the army into the gap (beware of narrowness - wolf pits!), Soak a gang of boar rockers and himself. It is not advisable to go in a crowd, otherwise you will lose too many people in the pits.
Yes, it's funny. The other day I break through the wall of the Kaban's castle with catapults, bring in 70 pickmen, at this moment the barbican opens and a horde of Kaban's rockers runs past my army, rushing to my castle, where they were snapped from crossbows.
Another joke. To take the shooters into an attack means to doom them to certain death. Enemy bowmen and crossbowmen mow down the shooters first. Me, when I play against several. I leave opponents, bowmen and crossbows in the castle - to guard, I send pickmen, rockers, inzhiks to attack.
I can’t give manuals when playing with the Wolf, Saladin, Richard, because. I have an Atlon AMD K6/450 processor five years ago.
Thank you for your attention!!!

My secret goes very well with the caliphs.
Just put a sawmill or an ox leash in a tight place where the peasants gather. If he sends an Arab. swordsmen try again and everything is OK.
When the caliph puts fire ballistas, put sawmills right next to them and they will burn.

As for food, with the help of wheat fields and bakeries, I completely agree.
Now about the defense.
I don't build walls. very rarely ever. I put big towers, square or round, I fill them to capacity with archers, and I put a couple of swordsmen on the stairs. As a rule, the enemy does not reach the towers.
There are levels when the enemies are close enough to each other. In this case, it will be successful to stick your big tower as close as possible to the enemy’s castle, ONLY YOU NEED TO DO THIS IN THE FIRST MINUTES OF THE GAME. We quickly hire archers and hammer the tower. ALL, the enemy castle is paralyzed. Later, the tower is supplied with a catapult and then the castle ends.
Attack.
I attack with horse archers. Large hormada 100 - 150 head. plus 30 swordsmen and a pair of three catapults.
Option 1:
Mounted archers sweep away everything from the towers and paralyze the castle, catapults break through the walls and the towers collapse. sword bearers falls chief.
Option 2:
With catapults, under the cover of an armada of horse archers, we destroy most of the towers with enemy archers, and then Option 1.
By the way, catapults and tribuchettes shoot further if they "Attack the terrain" with them. Everything that gets inside the circle is demolished ... and tower catapults, if they don't shoot to the enemy's castle, attack the area in front of the castle and you will crumble the castle with flights.
By the way, in this game the computer plays along with our opponents. namely, in the sense that if you have an ally, the main blow will still be delivered to you and your buildings will be demolished first of all.
Good luck.

Food in missions is not required at all, for this you need to build three breweries and wait until the population coverage reaches 100% and click on do not give out on the abar, but to maintain ale you need three hop mills and three breweries.

There is such a trick here, the assassins, although they are mercenaries, they awesomely tick the swordsmen, but against the pickmen they are just a useless transfer of money, hence the conclusion to fill up the wolf and richard, the assassins are irreplaceable fighters. You can earn a lot of money in a simple way, you put a lot of quarries and a lot of oxen leashes, because it is known that the stone is recruited exponentially, but that's half the battle, the main money can be earned on iron, you won't especially need it because it takes a long time to produce an army, but to buy weapons by selling iron very quickly, the main thing is to correctly make the deposits mines so that they fit as many as possible.
P.S. iron is not required anywhere else except for the production of weapons.

My tactics are quite simple.
I build 200-250 horse archers, completely destroy the enemy’s warriors and then 7-9 asanins are enough for the lord, oh yes, I first build horse archers and send them, and when there are no warriors, except for the lord, the enemy has no soldiers left, I outline the goal-lord, and then I make assassins.
It works when the enemy is far from you, if he is close and 1, then for all the money of the assassins and that's it!

Well, this is how I do it: so that the enemies do not use catapults and do not break the walls, I complete the construction of the castle and make a gap and from it a labyrinth inside the castle.
I fill the whole labyrinth with wolf pits and put a couple of engineers with bales on the walls of the labyrinth. oil. And there must be a way out of the labyrinth.

To prevent enemies from climbing walls from all sides, you can demolish the gates in one place (or not build them at all). Instead of a gate, put two towers, at a distance of 1 square from each other, you can continue this path 1 square wide with walls. Towers and walls are clogged with shooters and mercenaries who throw fire grenades. The enemy rushing into the passage first comes under fire, and the one who breaks through goes through the fire. At the exit, I put a dozen knights or other foot soldiers. It always works.

For defense on the approaches to the fortress or depriving the enemy of a resource, I put a square tower or a round one, less often a gate, near farms or quarries. Shooters can be driven onto the gate, and the gate can be closed. Arrows are also driven into the towers, after which the stairs are destroyed so that the enemy does not have the temptation to climb onto the tower. Shooters from above can fire at everyone without fear of infantry.