If you notice a bug, please let us know so we can fix it as fast as possible. Add to Cart. View Community Hub. One reason is that it introduces players to the basic mechanics of the game early on, allowing the community share ideas for improvement while the game is still being developed.
Although we are a small team, we have worked diligently on this project for almost three years and still have a long road ahead of us until we can expand our development team to speed things up. So please be patient as we continue to improve the game and add new features. We want to deliver the final project as fast as possible, but we also want to ensure it is polished and optimized.
We believe feedback from early access is the best way to ensure a quality final product. Current state In the actual state of the game, you can freely express your dreams of building mighty castles of large scales or tiny medieval villages with a focus on realism. On the other hand, you can turn off all real physics restrictions just to unleash your fantasy. Under construction Currently, we are working on the village simulation mode, where you will take care of a few villagers, and together build a fief, by gathering resources, attracting wanderers to join your community, Taking cares of your dwellers, so they want to set up families.
Also, we would like to make sandbox mode full of casual people doing their jobs. Long term plans Once simulation mode is done, then we would like to add less optimistic simulation, where bad stuff happening. You will have to even defend your fief of thief raids.
Development This game is still in development. Initial Early Access release may not have all these entire features initially implemented but we will continue adding them over time.
Follow Early Access release notes to keep informed about updates and additions. System Requirements Windows. Copyright is treated in EULA. See all. View all. Click here to see them. Customer reviews. Overall Reviews:. Recent Reviews:. Review Type. All Positive 64 Negative All Steam Purchasers Other 7. All Languages Your Languages 86 Customize. Date Range. This mode involves the building of your own castle, which is a bit of a departure from the military campaign mode of the game.
Veteran players will notice that this time around, some of the game's modes feel more like tailor-made puzzles in battle form, and all taking place within some sort of historical context to boot. Many of the missions focus on certain aspects of the game such as some that require the collected of certain sums in tax form, or others that highlight the pros and cons of archers in the wider context of the game.
Experienced players will also appreciate the inclusion of new Arabian units such as horseback archers that are significantly more powerful than many of the units that were in the game before. It works in Stronghold: Crusader's favour that the military units in the game are much more accessible than in the original Stronghold. This is made possible by doing away with the need to produce massive quantities of resources, allowing you to instead simply produce gold through a marketplace and pay for a military training camp that produces units that can be used almost instantly.
Other improvements include the way the happiness of your population is affected things like religious belief have a more important part now , allowing you to better handle the disgruntled population when you have to raise taxes - you can also just give them access to alcohol and see their happiness rise as well.
If you're used to the grubby and monotonous medieval scenery of the original crusader, the desert landscape that you'll encounter in Stronghold: Crusader offers up some much-needed variation as well. You'll also notice the different music that gives energy and atmosphere to the game.
It's a bit of a shame that Firefly Studios hasn't taken more care to improve the less-than-intuitive interface that marred the experienced of the original Stronghold, but at least there have been improvements mostly in areas where they count. Having more shortcuts to cut out all of the menu-trawling would have been a great addition, but you can't have it all, can you? In all, Stronghold: Crusader's problems are much less pronounced than in the original, having a significantly less devastating effect on the enjoyment you get out of the experience.
A few more improvements here and there to the interface and unit formations would have resulted in the game being almost perfect. If you're at all experienced with the previous Crusader title in the Stronghold series, you'll be blissfully aware that like Crusader 2 , it marked a break in the medieval-centric scenery of its Crusader-less titles.
Returning in Crusader 2 are a bunch of the original's units including several types of mercenaries, a variety of campaigns including ones that involve skirmishing against AI enemies, and - this is where things take a turn for the disappointing - a return of the clunky and less-than-impressive game engine from Stronghold 3.
Oh dear. Let's not let the negatives get us down this early in proceedings however: Crusader 2 has a lot to offer, after all. As a castle-building game and real-time strategy the emphasis is on the establishment of a settlement that's defended by a castle and that has its own mini-economy consisting of production buildings that provide things like the stone for you castles, the money for your so-called economy, and the troops that will supplement your castle walls' defenses.
You'll be treated to two tutorial levels that will show you the ropes if this is your first time treading the treacherous grounds of the Crusader series. Even if you're not familiar with Stronghold's previous forms however, you're not going to be in a world that's even slightly aloof from that of a standard real-time strategy. When it comes down to it, you're simply juggling resources as you are in games like Kingdom Tales 2 , Forge of Empires, and Tribal Wars.
The only difference here is that the balancing of resources isn't in the foreground or by any means the main aim of the game; the resources are merely a vehicle to facilitate the building of castles and the siege-related warfare that makes Crusader 2 so fun to play. In fact, the process of building your castle from the ground up from resources you've produced is quite a satisfying feeling and is definitely a factor that somewhat redeems the poor and recycled game engine.
It's all about erecting your castle, increasing the range of your archers and effectiveness of your other troops, and generally ensuring that you have an advantage over your attackers. Slightly less fun is the act of besieging someone else's castle, but it makes a welcome change from being the defender all of the time.
Drilling in the disappointment for me is the fact that the AI in the game really isn't up to scratch, so much so that you even find yourself having to constantly manage your own troops quite closely whilst they go about their stupid, stupid business.
It's a little silly that you can only build castles in certain squares that are designated by the game, and even sillier is the fact that archers are the go-to unit, a sort of panacea for all of your siege-related ailments since they are so very cheap and relatively effective in relation to their price. Bugs really abound in this game as well, and you'll often find yourself having to lose out on large sections of your fortifications because of lacklustre pathfinding, a feature common to all RTS games that is usually spot-on, but in this case is quite shocking on occasion.
This results in getting troops trapped where they shouldn't be, and usually rendering them useless. The "epic" final scenes that involve dominating the lord of the castle you're attacking also seem to last a ridiculously long time. If you were to take Stronghold: Crusader II in isolation from its predecessors, one would be reasonably happy with Firefly Studios' effort. Unfortunately, much like the cracks in Battlestar Galactica's ship in the later series, Stronghold: Crusader II 's problem runs through to its core, namely in the game engine itself, which needs a serious rework if Firefly Studios are anywhere near being equally as serious about finally releasing a Stronghold game that isn't marred with bugs and shortcomings.
Put simply, this is ; we expect better than what Crusader 2 has barely managed to muster up. Play Stronghold Crusader 2 Now. It's become sort of standard procedure for many medieval games for the PC to be of the real-time strategy genre. You won't find all that many that aren't about armed conflict either, in some way or another anyhow. It's a little rarer to see a game of the city-builder genre occupying the harsh conditions of the middle ages however.
For this reason, Banished instantly had my attention piqued from the outset. Forget the luxury of having your own choice of kingdom to rule over: you're among a group of unfortunates that have been banished from relative comfort. This isn't a game where you build prosperity - it's about pure survival. You'll start out in Banished during the season of Spring, a time that's ripe for all of the planting and the building you'll be doing in the initial stages of the game in the form of mini-goals set for you by the game.
The tutorial is seriously good at introducing you to the practical aspects of the game by giving you manageable chunks of information, getting you to perform various tasks like planting and managing your assets, and most importantly it lets you experience first-hand the harshness you'll be experiencing quite frequently throughout, giving you a comprehensive knowledge of what you need to do in a practical and immersive fashion.
A great example of Shining Rock Software 's delightfully direct approach is having you plant and build yourself to a reasonable level during the initial Spring, Summer, and Autumn months, then showing you just how harsh the Winters can be by immersing you into a full-on freeze that is going to kill a fair amount of your crop and even your population. You simply don't get this kind of respectful treatment from games like Stronghold; it's like the developers are treating you like adults and everything.
In the early stages, you'll be performing tasks such as gathering resources like firewood and food as well as building houses for your population of fellow banish-ees. It is the cycle of the seasons - a very simple idea in its own right, but one that is vastly effective at adding a new dimension to survival strategy - that is the driving force here, forcing you to be as resourceful as possible with the space that you have. You'll have to chop down trees to fit in growing areas for your crops as well as living space for your people, both of which you will be short of in the initial seasonal cycles because, well, that's how the game gets you to learn what it's all about.
This is one of the few games of its type in existence where your population itself is considered as much of a vital resource as food or firewood.
If any of your population snuffs it because they were outside too long, didn't get enough food, or didn't have access to essential medicines, then the burden is increased for the rest of your population since production of resources takes a hit which in turn puts more of a squeeze on the remaining survivors. The players are able to create and manage their properties alongside other AI entities. Actions such as colonizing islands, planning settlements and starting naval or terrestrial fights are just some of the elements that contribute to the extremely solid world of Anno It is one of the most appreciated titles of the series and it should definitely be tried by all the medieval games aficionados.
Stronghold A historical real-time strategy, Stronghold focuses on conquering new areas of land and expanding your territories through military force, but it also offers the possibility to use a strategy based on economy and development.
The player takes the role of a Lord that must make his kingdom thrive by creating a steady economy, building powerful armies for defense and reconquer the lands taken by other rival lords. Medieval II: Total War Combining turn-based strategic rounds with real-time tactically-oriented battles, Medieval II: Total War is based on medieval warfare, religion and political elements.
Its storyline takes place between the years and and includes territories from Europe, the Middle East and North Africa. The gameplay has two modes: battles and single-player campaign, the battles being available in multiplayer, in user-defined scenarios, or in historical settings that simulate real wars. In the campaign the player can take control of a faction and build a civilization in order to defeat other factions and take control of at least 45 rival territories.
Five historically based campaigns are available where the player is constricted to follow some specialized and story-backed conditions. In addition to these, three additional single-player game modes, and multiplayer are also supported.
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