Lords of the Realm II




Lords of the Realm II

Developer:Impressions Games Genre:Strategy Release Date: Download Games Free Now!

About The Game

Lords of the Realm II is a strategy/action game that combines turn-based gameplay with real-time combat. This sequel boasts an entirely new engine producing refined gameplay and improved graphics. Set in a medieval world the gameplay involves resource management and strategic combat. You take the role of a local ruler who attempts to build up his power base until he gains control of the entire land. In order to do this, you'll have to keep you subjects happy or they'll move elsewhere. You control many areas of your fiefdom including rationing, agriculture, trade, weapons production, building and the development of your army. During combat you can allow the computer to automatically work out the results. The game has a lot of depth and a tutorial is incorporated to help you. Good cutscenes intersperse the action. Alongside the single-player game, is a multi-player mode over LAN, Net or modem/serial connection.

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Lords of the Realm II Game Walkthrough

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 |___  O  R  D  S      O  F      T  H  E      |     E  A  L  M      /____

Copyright Sierra Entertainment 1996
Written By Brian P. Sulpher
E-mail: briansulpher@hotmail.com
Version 2.7
Dates Written: September 1st to November 4th, 2004

I dedicate this to the fans of such a great mixing of the Real Time Strategy
and the Micro-Management games, which resulted in such a superbly fun and
balanced game that few companies since have been able to even come close to 
it in quality.  MACEMEN! FORWARD!!!

Also, for Cougar, Howler, and Koonce.  I miss you, and I hope you are living
it up in the afterlife as you did in this world.  You will always be in my 
memories, and you will never be forgotten.

Version 1.0

-Submitted guide on November 4th, 2004
-Everything done but Campaign Mode (in progress, about 50% done)
-I welcome contributions, so fire up your e-mails!

Version 2.0

-Submitted guide on December 23rd, 2004
-Campaign Mode now complete
-made some corrections, some of which can be attributed to these fine people
 who took the time to write me (Csar Yokoi so far, but more contributions
 are always welcome)

Version 2.5

-Submitted guide on March 5th, 2005
-I added in Honestgamers as a site allowed to use my FAQs
-Added in a slew of vs. Human strategies, thanks to GipFace.  They will now
 occupy a newly created section entitled "Vs. Human Strategies".  Creative
 and flashy name I know.

Version 2.6

-Submitted guide on January 14th, 2006
-Worked on the format and fixed some spelling errors... "Reak Time 
 Strategy"?  Oh man, that is GREAT!

Version 2.7

-Submitted guide on January 14th, 2006
-Thanks to Jimmy Joe for his strategy on creating a Super Army, which can 
 number far higher than the supposed 1500 cap.

-----------------------------Table Of Contents------------------------------

1) Introduction
2) County Features
3) Units
4) Field Battle Strategies
5) Castle Siege Strategies
6) Devious Strategies
7) Noble Tendencies
8) Campaign Mode Walkthrough
9) Vs. Human Strategies
10)Final Word


1) It is 1268 A.D.  The news that the King has died has spread sadness 
   across the land... for the common folk.  For the nobility, this news is
   greeted with grim yet open arms, as it signals to the bloodthirsty and
   power hungry Lords that the Crown is now within reach!

   You are one of these Lords who would be King.  You too would be King, but
   you will have to deal with some very unwelcome opposition from the Baron
   (weathered but wise), the Countess (cold and calculating), the Bishop 
   (religious zealot), and the Knight (brash and headstrong).

   Work your sole county to start, creating weapons, farming, harvesting 
   resources, and expanding your holdings.  Also, fight the enemy in the 
   field as well as in sieges of castles, manuveuring yourself into a 
   position of total dominance within the country, claiming the Crown which
   is yours by the will of God himself!


------------------------------County Features-------------------------------

2) This section will take a look at the County Features, offering 
   explanations of them as well as offering advice on how to best get the
   maximum from them.

                               | Farmland |

Each county is blessed with a bevy of fields to call upon for food (usually 
they number at least 8 and as high as 16).  These features can be used in a 
variety of manners, including:

Cattle Farming: Cattle will live in the selected fields, producing milk.  
                This milk will be turned into cheese, with each portion of 
                cheese being enough to feed 5 people from your county for 
                that season.

Wheat Farming.: Wheat can be planted (10 units per field in Winter), then 
                you will need to take special care of each field for the 
                Spring and Summer months, allowing your peasants to harvest 
                the fields once Fall ends.  The pay-off for every 10 seeds 
                planted will yield 120 units of food, PROVIDED you put your
                full efforts into every field for the previous three 

Fallow Fields.: These are fields that are not in use, instead sitting there 
                vacant.  This may sound like a waste (which it usually is), 
                but read on to the next paragraph to discover why this is a 
                viable option in certain situations.

If you are playing the game with Advanced Farming, you will need to rotate 
what each field does for you every full year (ie every four seasons).  For a
Lord seeking to be successful, he or she must be able to manage their field 
totals effectively, keeping a steady supply of food incoming so that their 
Peasants remain happy enough to keep working at peak efficiency.  This means
that you take your field totals for each county, divide that total by 3, and
then divide each group of fields into one job (ie Cattle, Wheat, and 

Follow the order below for each Winter when the time to change the field 
type appears, as it will give the maximum yield from each field (after a 
few years of Wheat the soil will deplete of nutrients while a few years of 
Cattle will kill off the grass, both resulting in a Barren Field, which is 
covered in detail below).

               Wheat Field ____________ Cattle Field
               /|                     /        |
                |                               |
                |                               |
                |                               |
                |__________Fallow Field /_______|

                             | Barren Fields |

Sometimes a field will become barren, meaning that no farming can be done 
there to create food for the Peasants.  In fact, many of the Campaign Mode 
levels begin with a large portion of the county's fields in complete 
disarray.  Any time that a season changes at the end of turn, a field is 
vulnerable, though a razing can occur during an opponent's turn (provided
they spend the extra movement points to send an army into the field to do
the vile work).

The reasons for a field becoming barren are many, including:

Drought.: Sometimes the weather between seasons will be extremely dry, 
          lacking rainwater.  If this occurs, then the field will become 
          completely dried out, killing off the ability for it to sustain 
          Cattle or Wheat.

Fire....: When the lack of rain does not utterly bake a field, it can 
          sometimes lead to a fire starting, which will burn the entire 
          field, leaving nothing but a smoldering mess.  If this occurs, 
          then the field will become completely dried out, killing off the 
          ability for it to sustain Cattle or Wheat.

Flooding: The opposite of the above two, sometimes between seasons the 
          weather will have a wild amount of precipitation, which will 
          result in the over saturation of a field, drowning all of the 
          plants, thus making it into a marshy mess that is incapable of 
          supporting Wheat or Cattle.  

Overuse.: While using the setting of Advanced Farming, a lack of switching 
          between field types will result in the field becoming barren due 
          to over farming of wheat (degrades the soil) or over raising of 
          cattle (degrades the vegetation).

Razing..: This is the only instance where the opposing force has direct 
          control over a field becoming barren, which is caused by their 
          purposeful marching of their army through one of your fields 
          (provided it is being farmed for Wheat or Cattle) to destroy 
          everything contained within it.

To fix barren fields, select Peasants and put them to work on the left side 
of town, above the Blacksmith.  Also, you will need to select the barren 
field and toggle it to repair.  Once this has been done, your Peasants will 
work diligently, repairing the field in a time as fast as four seasons (the 
bare minimum time it takes for them to remove the dead stuff, re-seed the 
field, and then care for it to recover).

                          | Natural Resources |

No campaign to tame the rebellious enemy Lords can be waged without the use 
of weapons or castles, both of which are created by harvesting and then 
utilizing the resources to increase the strength of your forces.

What are the resources that can be harvested?  Well, there is Iron that goes
exclusively into the production of weaponry.  Wood is also used for creating
weaponry, but it is also a valuable component in castle building.  Stone is 
for castles only, which is good because the higher end castles require 
TONNES OF STONE (bad pun I know)!

Iron and Wood harvest at twice the quantity of Stone, but they are worth 
half as much with the merchant.  This means that if you need a lot of 
Stone, use your money to buy the Iron and Wood you need while all your 
Peasants you can spare work at Stone.

                               | Blacksmith |

This is located in the bottom left portion of your town, which is where 
your Peasants that you send in there can create weapons.  First of all, you 
will need to select a weapon to be constructed (Sword, Pike, Mace, Armour, 
Bow, Crossbow), followed by making sure you have enough materials to 
construct that particular weapon.  The exact resources needed for each 
weapon are as follows:

Sword...: 10 Iron,  3 Wood

Pike....:  3 Iron,  6 Wood

Mace....:  4 Iron,  4 Wood

Armour..: 18 Iron,  3 Wood

Bow.....:  0 Iron, 13 Wood

Crossbow: 10 Iron,  6 Wood

Provided you have a large enough surplus, you can add more and more Peasants
to the Blacksmith, leading to a maximum number of weapons to be produced 
after the turn ends.

                            | Army Creation |

When you have the need to call upon your loyal subjects to go to battle for 
you, click the sword and shield icon to bring up the armoury.  Here is a 
slider bar that will allow you to set the number of people that you desire 
to make up your newest army, which can be further augmented by hiring the 
services of a Mercenary Force (see Mercenary Forces in the next sub-section 
for more details).  After setting the number of people you want into your 
army, it is time to assign them weapons by clicking on the appropriate 
weapon in the armoury, then assigning how many of that weapon you wish to 
dispense.  After getting the weapons assigned, click Create Army to send 
that unit into the field all ready too go wage war on behalf of their 

Note that army creation has two serious drawbacks however, which are: 

Loss of Work Force: This slows production and hurts food production, hurting
                    the Happiness of the county.  However, it can also 
                    relieve some food pressure upon your stock if the 
                    county has become too populous.

Lowers Happiness..: This will occur in a fairly large degree.  When creating 
                    a massive army, it is better to build it up from three 
                    (or more) different counties than to rip all the people 
                    for that force from just one county (removes some excess
                    people from all three locations rather than gutting the 
                    one county).

                           | Mercenary Forces |

A County Town will sometimes have a sword symbol hovering over it, 
surrounded by coins.  This signals that some soldiers for hire have marched 
into your county, looking for someone to pay them to go do what they do 
best; which is to bring death and destruction upon those that did not hire 
them!  Although they come at a slightly higher expense than purchasing 
weapons and outfitting your own people, they have the added bonus of being 
an army that can be created without penalty to your Happiness.

Some of the forces that can be hired through out the lands are as follows:

Saxon Macemen......: 150 Maces for 1900 Crowns
Burgundy Macemen...: 250 Maces for 3100 Crowns
Swedish Swordsmen..: 100 Swords for 2700 Crowns
Danish Swordsmen...: 200 Swords for 5500 Crowns
Spanish Knights....: 25 Knights for 2700 Crowns
Angevin Knights....: 50 Knights for 5500 Crowns
Scottish Pikemen...: 100 Pikes for 1800 Crowns
Irish Pikemen......: 200 Pikes for 3500 Crowns
Flemish Crossbowmen: 100 Crossbows for 3000 Crowns
Norman Crossbowmen.: 200 Crossbows for 6000 Crowns
Moorish Archers....: 150 Bows for 3000 Crowns
Welsh Archers......: 200 Bows for 4000 Crowns

                                | Castles |

The following numbers are for quick reference.  To get more in-depth on the 
topics of castles, check out the Castle Sieging and Castle Defense 
strategies, both of which are found in the Castle Siege Strategies section.

                                ~~~ Cost ~~~

Wooden Palisade:   40 Stone, 400 Wood
Motte & Bailey.:   80 Stone, 800 Wood
Norman Keep....: 1000 Stone, 200 Wood
Stone Castle...: 2000 Stone, 400 Wood
Royal Castle...: 3000 Stone, 800 Wood

                          ~~~ Builders Needed ~~~

Wooden Palisade: 200 workers 
Motte & Bailey.: 400 workers 
Norman Keep....: 800 workers 
Stone Castle...: 1500 workers 
Royal Castle...: 2500 workers 

                          ~~~ Tax Bonus Boost ~~~

Wooden Palisade:  50%
Motte & Bailey.:  75%
Norman Keep....: 100%
Stone Castle...: 125%
Royal Castle...: 150%

                          ~~~ Maximum Garrison ~~~

Wooden Palisade: 150
Motte & Bailey.: 200
Norman Keep....: 200
Stone Castle...: 400
Royal Castle...: 600

                        ~~~ Boiling Oil Numbers ~~~

Wooden Palisade: 1
Motte & Bailey.: 2
Norman Keep....: 3
Stone Castle...: 4
Royal Castle...: 6

                             | Merchant Carts |

Traveling merchants will make the rounds through out the counties, offering 
their wares to the Lord of that area.  They have many goods, ranging from 
weapons to resources to food to ale.

Each price is for one unit of the merchandise being purchased.

                              ~~~ Weapons ~~~

Maces....: 20 Crowns
Pikes....: 26 Crowns
Swords...: 46 Crowns
Armours..: 88 Crowns
Bows.....: 32 Crowns
Crossbows: 48 Crowns

                             ~~~ Resources ~~~

Wood.: 2 Crowns
Iron.: 2 Crowns
Stone: 4 Crowns

                                ~~~ Food ~~~

Cows.: 24 Crowns
Wheat:  4 Crowns

Ale: Ale costs 1 Crown per unit, and it is used to improve the morale of the
population (ie Happiness).  It will increase the Happiness of a County by 1 
for every "X" (20% of the entire population within that county) amount of 
Crowns that are spent, capping off at 5 increases in Happiness per season. 
It is a superb way to help get the peasants happy after a county has been 
taken, especially if it has been traded back and forth between feuding 
Lords numerous times.

                               | Happiness |

This is the indicator of what the people think of your rule of them.  A 
number of factors feed into this rating, mainly Ration, Taxes (covered in 
the next couple sub-sections), and Army Creation/County Battles.

The most important thing to remember when it comes to Happiness is that 
your peasants will begin to lose faith in your ability to rule if the number
for Happiness drops below 25.  For every turn that this number remains too 
low, the Peasants will get further incensed, making more and more noise 
against your tyrannical rule.  After three or so turns of this, they will 
take up their pitchforks and torches, marching out into the wilderness along
the highways, seeking out ANYONE to fight.  If the county is in danger of 
revolt, use Ale (buy it from merchants to improve morale), double or triple 
rations, and drop the tax rate to appease the people to a much happier plane
of existence.

                                | Ration |

All counties will be set to a default of Normal Rations, or if that is not 
achievable, the next highest setting.  The possible settings are as 

Triple..: +8 Happiness
Double..: +4 Happiness
Normal..: +1 Happiness
Half....: -2 Happiness
Quarter.: -5 Happiness
None....: -8 Happiness

Now, it is best to keep the total around Normal Rations, but sometimes you 
will need to drop below that if food is scarce.  In that situation, allow 
for this drop in Happiness by decreasing taxes a bit, thus not costing your 
Peasants any motivation thanks to ill will towards the ruling class.

If your Peasants end up sick, you will want to boost your rationing up to 
Double or Triple settings, which will assist the people in getting the 
extra nourishment needed to raise their health back up to a higher area 
that will benefit them and their productivity for you, the Lord.  The Health
ratings are as follows:

Perfect.:  +2 Happiness
Good....:  +1 Happiness
Okay....:   0 Happiness
Sick....:  -4 Happiness
Diseased: -15 Happiness

It is definitely for the best to keep the peasants in the Okay to Perfect 
range, as they will work their hardest for their Liege under those 

                                 | Taxes |

These are levies laid upon your subjects to raise the necessary funds to pay
troops, purchase commodities, and to grease the wheels of a budding 
relationship with a fellow Lord (nothing like bribery to promote action out
of a friend).  The higher the rate of tax, the less Happiness that will be 
experienced by the populace, so try to balance the Taxes out with the other 
factors affecting Happiness, hopefully getting a result that breaks even or 
slightly increases the Happiness of the people.

However, if you are a cruel tax collector, your rate of pay can climb quite 
steeply.  If you are too cruel in one particular county, the effect can be 
felt in all of your other counties as well, starting around 19% rate 
resulting in -1 Happiness for all other counties (-19 for that county's 
Happiness), decreasing Happiness by the same rate that the Tax rate 
increases from that point onwards.

Also note that Tax collection totals are affected by what sort of 
Castle/Fortress the county possesses.

Wooden Palisade:  50%
Motte & Bailey.:  75%
Norman Keep....: 100%
Stone Castle...: 125%
Royal Castle...: 150%


3) This section will look at all the units within the game, dividing them 
   into two types: Hand-To-Hand and Long Range.

                          | Hand-To-Hand Units |

The higher the number in the ratings, the better the unit is in that 
specific category of skill.

                              ~~~ Knight ~~~

Attack.: 5
Defense: 3
Speed..: 5

The premier force of any army, these mounted soldiers have superior 
leverage, meaning they can strike harder and faster than anyone else.  They 
are extremely fast as well, due to their horses which can outrun humans 
(naturally, this makes complete sense).  However, they do have middle of the
road defensive capability, as they are somewhat exposed thanks to the height
they gain from their mount as well as their ability to get separated from 
the other forces leaves them somewhat vulnerable to getting swarmed 
(especially when in Field Battles).

Also note that this is the ONLY unit in the game that is incapable of 
filling in a moat, as they would be unable to do so from horseback.

                            ~~~ Maceman ~~~

Attack.: 4
Defense: 2
Speed..: 4

A rather kamikaze-like unit, they have the second fastest foot speed and 
attack capabilities thanks to their light armour and vicious spiked ball 
implement.  However, they do pay for the lack of armour and short weapon 
with the second worst defense of any Hand-To-Hand unit in the game (much 
better than Peasants and Bowmen/Crossbowmen, but that is not saying much). 
However, they are inexpensive to produce, so it is a solid choice for a 
strike force as well as a good choice for rushing past opposing units to 
grab a flag.

They are not very good selections for moat filling, as they lose their 
numbers too quickly thanks to their minimal armour and vulnerability to Long
Range missiles.

                            ~~~ Peasant ~~~

Attack.: 1 
Defense: 1
Speed..: 3

Your basic resident in your counties can also be forced to take up a 
pitchfork in your lordly name and honour.  However, they are not exactly top
of the line soldier material, having no armour, a basic farming tool to 
attack with, and a lack of confidence as they charge (with good reasons,
specifically those first two issues mentioned).  You could have gave them a 
weapon, making them more useful, but you chose to doom them to dying in vast
quantities in a very short time.

The one upside they do have is reasonable speed, but that is a small 
consolation as they will be able to rush to their deaths that much quicker. 
They do make good cannon fodder, meaning they can help occupy some forces 
while your real soldiers take care of the threats of the enemy.  They can
also be sprinkled into moat digging groups, which will help dispense the 
loss of some trained and professional soldiers (though too many in a digging
group will make the effort be wasted thanks to quick deaths).

                            ~~~ Pikeman ~~~

Attack.: 2
Defense: 5
Speed..: 1

The most heavily armoured unit you can have, they also have the added 
defense of their long weapon, the Pike, which keeps enemies farther away 
(thus it is harder to land a kill shot).  The trade off for this superior
armour and long but unwieldy weapon?  A lack of offense (only surpassed for
ineffectiveness by Peasants) and a complete lack of speed (thanks to the 
heavy, protective armour).

This makes these fellows vulnerable to slashing attacks from faster units, 
but they work perfectly in two situations.  They work well as the line of 
defense for keeping your Bowmen safe from direct attack (they are tough so 
they hold the enemy in place while your Bowmen lay waste to these units 
from afar) and they are easily the best choice for digging the moat into 
nothingness (they are tough, so it takes a lot of arrows to kill them off,
making them ideal for dirty work such as this).

                           ~~~ Swordsman ~~~

Attack.: 3
Defense: 4
Speed..: 2

A major staple of every army in history till the invention of the musket 
(even then, the sword was still carried into battle and often used), they 
have the all round goods, offering a middle of the pack attack power, which 
is coupled with a great defensive capability (only surpassed by Pikemen).  
They do have a lack of speed, but that is due to their superior armour 
weighing their efforts to move down.

They are a jack of all trades, meaning they can attack, defend Bowmen, and 
dig moats (followed by rushing into a castle).  These guys are worth the 
resource price, but remember to have some other, cheaper units around to 
suck up some of the losses, or your costs will escelate too quickly for

                         | Long Range Units |

The numbers in these categories compare to one another, between a single 
missile fired for each unit.

                            ~~~ Bowman ~~~

Attack......:  1
Defense.....:  1
Range.......: 15
Rate Of Fire:  5

The meat of any defensive force inside a fortress, they have the best range 
of any attacker.  Add onto that their capability to fire a lot of arrows off
in a hurry, and you have the markings of a lethal, long range killer.

They are a good addition to any attacking force, just remember that they 
need to be behind the Hand-To-Hand units or they will take dreadful losses 
(they will be forced into fighting Hand-To-Hand, which is not a good idea 
for soldiers who only have a wooden bow to swing in defense while wearing
next to no armour).

                          ~~~ Crossbowman ~~~

Attack......: 4
Defense.....: 2
Range.......: 5
Rate Of Fire: 1

With a range that is just one third that of the Bowman, the Crossbowman is 
more of an offensive soldier than a defensive one.  They also have a slower 
rate of fire (about 20% the speed shown by a Bowman), but their weapons are 
so high powered that any crossbow bolt that makes connection with an enemy 
will kill them (especially useful for getting rid of Swordsmen, Pikemen, and
Knights in short order).

If in a fortress, use these hard hitters to kill any siege engines and 
Pikemen that draw near to the walls/gates, though be wary of a retreat and 
the longer range Bowmen of the enemy trying to pick them off (the 
Crossbowmen then need to be the ones to retreat to return once the Bowmen
have been neutralized).  In the field, they need to be protected like 
Bowmen, but they fare a wee bit better in Hand-To-Hand situations, though 
their ability as a group to cut down enemies quickly is a large reason for 
that (note that this only works properly if most or all can continually 
unleash their Crossbow Bolts upon the charging enemy).

--------------------------Field Battle Strategies---------------------------

4) This section will look at the two main appraoches to Field Battles:
   Outnumbered Strategies and Super Number Strategies.

                        | Outnumbered Strategies |

  i) Usually if you are outnumbered, you will not have much of a chance to 
     win (especially if the other side has a majority of professional 
     soldiers and fewer peasants).  So, usually the best idea is to just go
     after a vulnerable portion of your enemy's forces, specifically a 
     portion that you can rout before they bring to bear all their forces 
     on you.  Bowman, Crossbowman, and Peasants are all excellent choices 
     as they die quickly and do not defend well in close combat.  If you 
     are an all Long Range force, try to find a small portion of the map 
     where cutting off access directly to your forces will help to slow the
     enemy, allowing your back line soldiers to shoot away for a while, 
     whittling down the enemy forces.

 ii) If you are still outnumbered but you actually have a chance (say you 
     are with 200 or 300 Soldiers), You can try to fight defensively, which 
     will result in the opposing force losing more soldiers, but this is a 
     very difficult way to win the battle completely.  The same as the above
     tactic, try to cut off a portion of their forces, specifically a weaker
     portion that can be decimated before help arrives.  Also, try to have a
     fast force (like Knights, Macemen, or even Peasants) hold back in 
     reserve once the two armies clash, in an attempt to flank the opposing
     Hand-To-Hand forces to go distract and crush the Long Range units that 
     your enemy possesses.  A battle is usually won or lost when it comes to
     the Long Range attackers.

iii) Another good way to fight the enemy if they are just gathering together
     and waiting for you to come at them, use guerilla war tactics to cut 
     them down.  Use your Long Range Bowmen to hit their troops, but run 
     away before they can send troops out to cut them down (only Knights and
     Macemen are truly fast enough to catch them before they rejoin your 
     other forces).  Just remember to keep a decent force on hand to cut off
     any pursuers of this attack, all the while ready for the big rush from 
     the enemy (this will usually occur if they get some units in close 
     proximity your defensive forces).

 iv) Avoid head on confrontations for as long as possible, as they will 
     result in a terrible result.  If this means you need to sacrifice some 
     units to get the rest to a more defensibly feasible position, be 
     ruthless and leave them in there to take the hit for your remaining 
     troops.  Remember, the more enemy troops you wipe out this time means 
     less are left to take down your other armies and counties.

                      | Superior Number Strategies |

  i) You would (and you could) think that having superior numbers will 
     result in your being victorious.  However, you need to still fight a 
     smart battle, taking care to note what type of force you are fielding 
     in the coming battle.  If you are more of a head-on attacker, you will 
     want to strike quickly and fiercely, not allowing the enemy forces to 
     set up their formations, nulling their grabbing of a great defensive 
     posture (which they will do if they feel they can not win by 
     attacking).  If you have a heavy Long Range attacking force, advance 
     cautiously, using your Long Range attacks to hit the enemy repeatedly, 
     eventually forcing them to charge, at which point your few Hand-To-Hand
     forces will take the brunt of the charge as your Long Range units 
     continue to relentlessly pound the enemy.

 ii) A more balanced force can actually charge head on with the 
     Hand-To-Hand, having the Long Range units following close behind to set
     up within their range so they can assist in cutting down the front 
     lines of the enemy.  As the lines crumble, have a group of Hand-To-Hand
     units force their way through so they can go annihilate any Long Range 
     forces on the opposing side to minimalize the enemy's effectiveness as 
     a whole.

iii) Try to avoid attacking the enemy when the geography of the local area
     is not friendly to your approach.  Instead, try to turn the tables and
     use the geography to further weaken the enemy, forcing them to just
     accept defeat, or forcing them to come at you, which will also put them
     at a disadvantage.

--------------------------Castle Siege Strategies---------------------------

5) This section will look at the two sides of Castle battles: Castle Defense
   and Castle Siege.  

                      | Castle Defense Strategies |

                         ~~~ Wooden Palisade ~~~

Suggested Units..: Crossbowmen & Swordsmen
Suggested Numbers: 60 Crossbowmen, 90 Swordsmen
Strategy.........: Since the Wooden Palisade is such a laughable defensive 
                   structure, it is incredibly tough to hold it against 
                   enemy forces, regardless of their numbers.  However, if 
                   they are lax on their siege engine building, you can 
                   force their hand somewhat by using your excess 
                   Crossbowmen (as well as your lone Boiling Oil) to destroy
                   the engines before they have the opportunity to be 
                   completely effective (especially the Battering Ram).  

                   However, if they manage to breach the walls (which can be
                   done VERY easily, especially with Siege Towers), use your
                   Swordsmen to deny them entrance to the main courtyard 
                   while Crossbowmen take down the attackers.  If it appears
                   they will soon get by the frontline Swordsmen, withdraw 
                   the Crossbowmen to the flag stand, retreating any 
                   remaining Swordsmen to defend them, making your last 
                   stand at that point (if it reaches this point, defeat is 
                   is pretty much inevitable).

                   Also note that you may want to keep a Swordsman or two 
                   around the flag stand at all times, as an enemy Knight 
                   might slip past your forces suddenly to grab the flag (a 
                   failsafe that will allow your other troops to respond 
                   with the necessary force to paicfy the interloping 

                         ~~~ Motte & Bailey ~~~

Suggested Units..: Bowmen, Crossbowmen & Pikemen
Suggested Numbers: 120 Bowmen, 20 Crossbowmen, 60 Pikemen
Strategy.........: A slightly different approach is needed for defending 
                   this larger fortress.  Have the Crossbowmen start out by
                   patrolling the walls, looking for Siege Engines to wreck,
                   who should be accompanied by the large contingent of 
                   Bowmen.  As it appears that the enemy will be breaking 
                   the gate, busting the walls, or parking their Siege 
                   Towers on the wall, move the Pikemen into position to 
                   block up the holes while moving the Long Range fellows 
                   back slightly so they can help annihilate the charging 

                   If it appears that the first gate and walls will be 
                   taken, send all Long Range units along with most of the 
                   reserve Pikemen and both Boiling Oils (actually send them
                   ahead of time) back to pass into the inner bailey, 
                   setting up the Pikemen at the door while the Long Range 
                   guys line the wall, setting up their final defense.  Use 
                   the confined entrance area to knock the enemy down 
                   (Boiling Oil works amazingly well here), perhaps sending 
                   a few Pikemen through the gate to occupy the enemy 
                   momentarily, saving the gate for a few extra seconds, 
                   allowing more enemy to be slaughtered by the Long Range 
                   troops.  If that gate is lost however, chances are so is 
                   your fortress.

                           ~~~ Norman Keep ~~~

Suggested Units..: Bowmen, Crossbowmen & Pikemen
Suggested Numbers: 120 Bowmen, 20 Crossbowmen, 60 Pikemen
Strategy.........: Similar to the Motte & Bailey, the Norman keep has a lot 
                   less area to defend for the courtyard portion of the
                   fortress.  Get the Crossbowmen along the walls, backed by
                   the Bowmen, both of which will destroy Siege Engines as 
                   well as enemy troops.  The Pikemen should be deployed to 
                   counter any offensive by the enemy, whether it be wall 
                   destruction (block the holes), gate bashing (clog up the 
                   entrance), or Tower climbing (get into the Tower when it

                   Continue as planned till it appears that enemy may break 
                   through, at which point the Bowmen, Crossbowmen, and any 
                   available Pikemen not directly involved in the fighting 
                   should retreat to the second gate to join the three 
                   Boiling Oils in the last line of defense.  Remember that 
                   keeping the gate standing is your last hope, so 
                   sacrificing a few Pikemen units by sending them out to 
                   distract your foe for a few moments (a noble sacrifice) 
                   may mean the difference between defeat or victory!

                          ~~~ Stone Castle ~~~

Suggested Units..: Bowmen, Pikemen
Suggested Numbers: 340 Bowmen, 60 Pikemen
Strategy.........: Now that you are housed in a really nice fortress, the 
                   ass kickings for the enemy can begin!  Get all your 
                   Bowmen onto the walls, setting them up to shoot up 
                   ANYTHING that comes near your walls.  They will 
                   absolutely decimate any troops or engines that come into 
                   range, so they will stay there until the enemy has been 
                   defeated or the walls have been breached (note that the 
                   Boiling Oils can also be used here, especially for 
                   breaking up moat filling efforts).  

                   If the walls are breached by the attacking force, 
                   retreat all troops to the northwest quadrant of the 
                   courtyard, setting the Bowmen up on the walls again, 
                   with the Pikemen blocking access to the tower with the 
                   flag.  As the enemy charges, lay them out, waiting for a 
                   large group to come forward, at which point the Boiling 
                   Oils that remain should be brought down upon their heads 
                   to burn them to crispy little bodies.

                          ~~~ Royal Castle ~~~

Suggested Units..: Bowmen, Pikemen
Suggested Numbers: 540 Bowmen, 60 Pikemen
Strategy.........: Similar to the Stone Castle, Archers should immediately 
                   migrate to the walls, unleashing their deadly bolts upon 
                   the hapless foe below.  As the enemy begins to fill in 
                   the moats, Boiling Oils should be used to help break up 
                   those efforts (also freeing Bowmen to shoot at other 

                   If the enemy somehow appears that they will be entering 
                   into the courtyard, retreat the Bowmen into the inner 
                   bailey, making use of the Pikemen as guardians of the 
                   second gate while the remaining Boiling Oils wait in the 
                   inner bailey to char the incoming gate crashers.  If this
                   fails, then the enemy will likely reach the flag, though 
                   it is INCREDIBLY unlikely it will occur.

                       | Castle Siege Strategies |

                         ~~~ Wooden Palisade ~~~

With just one gate standing between your forces and the enemy flag, you have
two main methods of entry along with one less desirable method.

  i) The Battering Ram is the straight on approach, rolling it up to the 
     rather flimsy gate to hit it dead on 7 times to send it splintering.  
     This is when your Hand-To-Hand units should flood through the gate 
     while your Long Range attackers move close to the walls to assist in
     knocking out some defenders.  Send your Hand-To-Hand units towards the 
     center area where the flag is found on an elevated platform.

 ii) The Siege Tower works best in this situation when deployed with at 
     least 2 units of it in play (the max of four is best however).  All you
     need to do is split your towers into two groups, then roll them up to 
     the wall and have them drop their bridges into place, locking them at 
     that spot.  As soon as they are latched on, your troops should be right
     behind them, allowing them to pour through (the Hand-To-Hand units 
     specifically) while the Long Range units shoot any defenders attempting
     to block the entry into the fortress.  You will really want to try and 
     rush the flag with this strategy as your troops will be more staggered 
     in their entrance, so they will not do well if they get caught fighting
     a large group of defenders.

iii) The third but not really recommended method is to use Catapults from 
     afar to batter the enemy's walls into splinters, allowing your troops 
     to rush through.  Although this way does allow for minimal soldier 
     loss, it is the only method that will require you to put materials into
     repairing the castle after you liberate it.  The typical enter and rush
     the flag plan is how to win at this strategy with the most success.

                         ~~~ Motte And Bailey ~~~

An improved Wooden Palisade, two gates separate you from the two internal
sections of the fortress while a moat protects the inner most portion from 
outside attack where the flag is housed.  There is one truly good method for
winning, along with two less desirable methods.

  i) The Battering Ram is the best option available to you for this Castle, 
     as it can knock down the outer door with ease, followed by rolling to 
     the next gate to also knock that one into wood splinters.  This is when
     you rush in with your Hand-To-Hand units to engage the enemy, quickly
     followed by the Long Range units to weaken the enemy further (though at
     this point the enemy is essentially doomed).  Note that during the 
     second gate smashing, you should send a solo unit in to dump the 
     Boiling Oil that usually stays in the larger area, thus avoiding the
     mass deaths it has potential for.

 ii) Siege Towers are great for obtaining entry to the first area of the 
     fort with minimal fuss, BUT you will then face the daunting task of 
     knocking the second gate down by hand, which takes considerably longer.
     You will have to do this while taking the hit of enemy attacks, safe 
     from you.  After getting the siege towers placed, send a single unit in
     through an unguarded entrance to spill the Boiling Oil to avoid it 
     attacking your troops.

iii) Catapults once again provide a great way to reduce walls to rubble, 
     allowing you entrance to the entire fortress.  However, with the small 
     moat of water around the second portion of the base, you will have to 
     either knock down the wall there and fill in the moat to go after the 
     holes you made, or you will have to knock down a wall in the first area
     of the base, then follow the same method as the Siege Tower scenario of
     taking the hit while taking down the second gate by hand.  Once again 
     you should lead with a single unit to wipe out the Boiling Oils.

                          ~~~ Norman Keep ~~~

Similar to a Motte & Bailey, the majority of the main structure is composed 
of Stone instead of Wood, while one extra Boiling Oil is around to be used 
(making the total three).  Also, there are two sturdy gates between the 
enemy and your flag, but the moat has been lost (though this is not exactly 
a massive deal, as you will soon find out).  There is one truly good method 
for winning, along with two less desirable methods.

  i) The Battering Ram is the best method for gaining entry into the Keep.  
     The first door should fall easily to your wooden door blaster, as 
     should the second door.  However, the enemy can sometimes block your 
     approach, giving their Long Range Units time to kill your men manning 
     the siege weapon.  Instead, make use of your Long Range Units and a 
     few Hand-To-Hand Units to wipe out the Boiling Oils and the offending 
     units blocking the path forward, allowing your knocking down of the 
     second gate and the inevitable rushing of the flag.

 ii) Siege Towers would seem to be an ideal way to perform a siege in this 
     type of castle, but it is actually not as clean cut as it appears due 
     to the fact that the second portion of the castle (the one containing 
     the flag) is not reachable for the Towers due to the height.  This 
     means that you will need to put the towers up against the first 
     section, allowing your troops to enter the castle, then they will have 
     to manually break down the second gate so they can go after the flag.

iii) Catapults also seem to be pretty useful, but once again you are limited
     to just breaking the lower walls, which surround the first portion of 
     the castle.  You will need to go after the inner door to gain access to
     the second portion of the fortress, which is where the flag lies.

                          ~~~ Stone Castle ~~~

Now we are getting into the tough-to-take-away Castles!  The Stone Castle is
composed of a lot of Stone with some Wood being used, while the Boiling Oil 
count increases to an even four (one up on the Norman Keep).  Although only 
one gate exists in this fortress, the addition of a decent sized moat really
changes how this structure must be tackled (in comparison to the previous
fortresses mentioned).  For this fight there are two excellent strategies 
for being successful, and one that is less desirable.

  i) The Battering Ram is a fairly successful engine for this type of 
     fortress.  To start, send tougher Hand-To-Hand Units to fill the moat 
     in front of the drawbridge, then have your Battering Ram obliterate the
     offending barrier into splinters (just note that this shows the enemy 
     where you will be attacking, allowing them to build their defensive 
     forces right at the gate, bringing their full strength down upon your 
     troops/engines).  With the entry clear, you can either send a rush of 
     quick units to the top-left corner of the castle to grab the flag, or 
     send a few units in to spill the Boiling Oil before moving forward to 
     grab the flag/kill the enemy.

 ii) Siege Towers are a rather poor choice for storming a Stone Castle, as 
     they are another siege engine that state to the enemy where the attack 
     will be coming from (unlike Battering Rams, they do not allow for a 
     larger entrance into the castle).  If you go this route, you may want 
     to dig in the moat in multiple places, allowing your troops to stream 
     into the large castle at multiple vectors, making it tougher to defend 
     your troops as they rush into the castle to take the flag.

iii) Catapults offer an excellent choice for tackling a fortress of this 
     size, as they can knock down large portions of the wall, allowing your
     troops easier access to the inner courtyard.  After filling the moat 
     and making your way into the castle, try to rush the flag, or 
     alternately you can go after the Boiling Oil first with faster units 
     to help minimize losses.  Even though this strategy does require some 
     repair, it is worth the price of usage.

                          ~~~ Royal Castle ~~~

The ultimate in sleek fortress design, this behemoth can withstand armies 
that number into the 1000-1500 realm of existence!  Boiling Oils are 
increased in number by two, reaching six total.  Couple this with a thicker 
moat, wider parapets for Long Range defenders to stand on while whittling 
the enemy down, and two gates that create an inner bailey for last stand 
defenses of the flag, leaving you have a tough nut to crack!  There are two 
solid choices for taking this nasty design, while one other is nowhere near 
as good.

  i) Battering Rams are again quite useful for gaining entry into the first 
     courtyard, leaving the second gate for the troops to knock down.  Try 
     to bait the Boiling Oils into pouring while your troops dig the moat, 
     retreating them until the flames abate, all the while using your own 
     Long Range Bowmen to kill off enemy troops (this works best while they 
     are occupied shooting the moat fillers).  Once inside the walls, spill 
     any Boiling Oil still outside the inner bailey, and then proceed to use
     Bowmen/Crossbowmen support while the Hand-To-Hand units knock down the 
     second gate, allowing them to rush for the flag!

 ii) Siege Towers are once again a very poor choice for tackling the 
     imposing task laid out by this fortress.  The usual issues exist 
     (limited entry points, obvious points of attack), which will make it
     tough to get a foothold inside the walls.  After managing to get the 
     troops inside, they will still need to go claim the inner bailey, 
     likely facing a barrage of arrows (though by using your own Bowmen to 
     knock their numbers down might help alleviate this problem somewhat).

iii) Catapults also offer an excellent way to enter the castle, as they can 
     knock down large portions of walls between the towers.  This makes it 
     tough for defenders to deny you entry into the fortress, allowing your 
     troops to storm the place and go after the inner bailey.  While using 
     the Long Rang units as support, storm the bailey to grab the flag, 
     taking the nasty building from your foe!

---------------------------Devious Strategies-------------------------------

6) This section will discuss some strategies that will not make you popular,
   feel particularly moral, or make you look like a nice guy, but they have
   proven to be highly effective tactics!

   Your enemy is starting to push you towards a defeat in a county?  Are 
   they sending relentless waves of troops into your area?  Well, you can 
   fight back in a manner of ways, though none of the tactics are exactly 

                       | Mercenary Sacrifice |

Although this can be done with regular troops, it works best with 
mercenaries as you will not be penalized for creating an army that is solely
of mercenaries.  Almost any type of Mercenary unit will do, though Bowmen 
tend to not be able to kill enough units because of their lack of front line
defending and Knights tend to come in numbers too small for the cost of 
acquiring their services in the first place.

The idea is to hire any cheap mercenary army that comes into your counties 
(Macemen and Pikemen are the best deals for unit numbers versus hiring 
expenditures), and then send them to help weaken up or kill off enemy forces
that are intending to attack your counties, or even go after ones already in
the process of siege engine building.  The survival rate for these armies 
are low, but for a few thousand crowns and no penalty to a county's 
Happiness, you may save yourself from a losing siege, making it a very wise 

                           | Slash & Burn |

Another way to weaken an enemy is to render their county nearly useless.  
This is usually achieved by sending a small force into their country through
a route that is not traveled or guarded.  Instead of going after the 
county's castle however, your goal is to wreak havoc by destroying the 
county's infrastructure.

Usually the best place to begin annoying the enemy is to target their 
outlying fields where they grow grain and raise their cattle.  Usually the 
enemy will respond my mustering a force to wipe you out.  So, your job is to
move your army a space or so immediately at the beginning of each turn, as 
the enemy will then stop a space behind you (going after where you were
located).  This means that you have your remaining moves to continue burning
fields, destroying mines/quarries/forests/blacksmiths.  Note that the 
working stations will revive after a few turns, so they can be repeatedly 
destroyed if you get good at evading the enemy while burning their entire 
county to the ground, again and again.

                        | Villager Slaughter |

You can also perform a variation of the above tactic, but this one targets 
the peaceful hamlets (small houses on the map) that pop up in counties as 
they become more and more successful.  Each time you slaughter a hamlet, the
county experiences a drop in population as well as an increase in the 
emigration from the county out of fear of your forces.  The only downside 
is that this tactic usually signals the end of your movement points for your
army, so only do this if no opposing army is after you or you are looking to
fight on the next turn.

                          | Gutting A County |

If you are pretty sure you will be unable to hold a county against an 
incoming army (this is especially easily to ascertain when you have a lower 
end Castle like a Wooden Palisade, Motte And Bailey, or a Norman Keep), you 
can make the county so destitute that if it is taken, it will be so wrecked 
that the opposing force will be unable to hold it due to the miserable 
conditions (the peasants will revolt).  You can do this by sending 
away/selling your Grain and Cattle stock (no food = starvation, meaning 
emigration and disease), creating a massive army out of the population, and 
put the remaining peasants to work on collecting natural resources for your 
own cause till you lose the county.

                          | Stealing A Castle |

Although this is not too often in appearing, sometimes an enemy will decide 
to put up a really expensive castle from scratch (say a Norman Keep and 
upwards).  You should immediately assemble the largest army that you can, 
move into the county, and take the county town before the castle is 
finished/garrisoned.  Your job then is to concentrate on holding the county 
with your large army while you force the entire peasant community to 
concentrate solely on the castle at the expense of their Cattle and/or Grain
(you may want to keep a couple peasants working on food if you are a poor 
Lord unable to purchase from Merchant Wagons, remembering that richer 
counties can send enough supplies to last this county till the fortress is 
built).  As soon as the Castle is complete, you will have a brand new 
garrison in it and you can then start working on improving your new county 
that has a great defense that you paid nothing for out of your own pocket 
(purchased food excluded).

----------------------------Noble Tendencies--------------------------------

7) This section will examine the four other nobles in the land, uncovering
   their strategies, their beliefs, and their underlying motives to their
   actions, thus revealing how they will act.

   Each Noble (or Lord) will behave in a specific manner, making them easier
   to understand and thus deal with.  By knowing your enemy, you can gain a 
   leg up on them by following a correct fighting strategy.

   Thanks to Kolt NXMT [Kent] for allowing me to add to this section with 
   information from his FAQ on Nobles/Units, found on both GameFAQs and IGN,
   so check his work out!

                              | Baron |

                         ~~~ Aggression ~~~

He is a calculating foe, usually taking a defensive posture.  He will often 
spend the early portions of his campaign sitting in his own counties, then 
he will start to attack frequently once he feels he has the upper hand.

                          ~~~ Strategy ~~~

He will start by developing a strong backing of the peasants (meaning he 
will have good food and resource supplies to use), and he may also increase 
his fortresses strength through upgrades as well.  Once he is ready to go, 
he will start unleashing his well outfitted armies on his opposition while 
continuing to build up more armies, meaning he is an incredibly dangerous 
foe given the time to build up his base of strength.  He also is notorious 
for NOT sending large groups of peasants out to die in skirmishes, UNLESS he
is absolutely forced into that situation by the circumstances of the day.

                          ~~~ Economy ~~~

As mentioned, the Baron takes great pains to get his counties moving along 
at a very smooth pace, making his economy not only strong, but steady and 
extremely varied in production of food/weapons.

                         ~~~ Sneakiness ~~~

The Baron is not the sort to lay an out and out sneak attack upon your 
forces, barring two possibilities.  The first is that one of your armies 
and an opposing army have duked it out, leaving your depleted fighting 
force without sufficient numbers, prompting the attack from the Baron.  The 
second is when you have an alliance with the Baron that no longer suits him 
as he has reached that moment where he is completely secure in his set-up, 
allowing him to lash out with his strong forces and even stronger counties.

                             | Bishop |

                         ~~~ Aggression ~~~

A rather bold fellow, he believes his divine right to rule gives him the 
right to do whatever he wishes.  Thusly, he will often parade into your 
lands, looking around as if he already owned the place, immediately 
attempting to take your forces down.

                          ~~~ Strategy ~~~

He relies on two main staples for his armies: Peasants and Archers.  Rarely
will he stray from such a strategy, bringing equal parts of both to the 
battle, using the Peasants as fodder to engage the enemy while his Archers 
cut the opposing forces to ribbons.  He also has a fetish for building top 
of the line Castles, so he will often build from scratch to have a Royal 
Castle for defense, so be ready for long, bloody sieges of his fortresses.

                          ~~~ Economy ~~~

He is a poor Economist, which means his counties will often be in some state
of disarray, making them an easy target to sabotage.  His frequent (and 
massive) raids of his populace for his armies makes it tough for him to get 
a steady supply of food or resources, plus his people are rarely happy.

                         ~~~ Sneakiness ~~~

"Slippier than a greased snake, and twice as likely to bite" is the perfect 
description for this man of the cloth.  As an ally he will rarely aid you 
(even if you pay him), and he will break your treaty at a moment's notice, 
especially if he senses weakness within your counties that he can exploit.

                            | Countess |

                         ~~~ Aggression ~~~

A very purpose-filled woman, she is renowned for her constant feints and 
invasions into other Lords holdings.  She is a big time expansionist, 
meaning that she will often swipe aside someone who was a friend just mere 
seasons earlier.

                          ~~~ Strategy ~~~

She is all about expansion, so she h 

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