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Stronghold: Crusader II Game Guide by gamepressure.com

Stronghold: Crusader II Game Guide

Table of Contents

Military | Buildings Stronghold: Crusader II Guide

Last update: 11 May 2016

Military Buildings. - Military - Buildings - Stronghold: Crusader II - Game Guide and Walkthrough
Military Buildings.

Military buildings are used to recruit your troops and to manufacture and store elements of attire. From this building tab you can access buildings such as: Mercenary Post, Armory, Barracks, Fletcher's Workshop, Artillator's Workshop, Poleturner's Workshop, Forge Workshop, Blacksmith's Workshop, Weaponsmith's Workshop, Armourer's Workshop, Stable and Siege Camp.

Armory

Cost: 20 wood, 20 stone

Function: weapon stockpile

The Armory is the equivalent of the Stockpile - it stores all your soldiers' elements of attire. Just like your Granary, you should protect it at all costs - when your enemy manages to destroy it, you will lose all the weapons inside, which can be compared to thousands of gold coins.

It should be placed as close to the Stockpile and weapon production buildings as possible.

Barracks

Cost: 25 stone

Function: Crusader units recruitment camp

Barracks are used to recruit units from the Crusader side, provided that you have the required elements of attire, gold and peasants to hire the troops. From this building, you have access to troops such as: Conscript, Man-at-Arms, Archer, Ranger, Crossbowman, Maceman, Pikeman, Swordsman, Templar Knight and Sergeant at Arms.

Apart from recruitment camp, the Barracks can be used defensively - you can connect it to a part of your wall and send Archers / Crossbowmen at the top of it.

Mercenary Post

Cost: 120 gold

Function: Arabian units recruitment camp

The Mercenary Post is the counterpart of the Barracks - it allows you to hire mercenaries, provided that you have enough gold and peasants to do so. From this building you have access to troops such as: Slave, Slave Driver, Arabian Archer, Horse Archer, Oil Pot Thrower, Healer, Arabian Swordsman, Assassin, Whirling Dervish and Sassanid Knight.

Siege Camp

Cost: 300 gold

Function: siege equipment recruitment camp

Siege Camp allows you to construct various siege equipment, provided that you have enough gold and peasants to do so. From this building you have access to equipment such as: Burning Cart, Mantlet, Hussite War Wagon, Battering Ram, Fire Balista, Catapult, War Wolf, Trebuchet.

Stables

Cost: 150 gold, 100 wood

Function: horse breeding

This building allows you to breed horses, which are then used as a mount for your Templar Knights. Every Stable can have a maximum of four horses - the ones used as a mount must be killed in order for the building to "create" new ones.

The building is very expensive, and providing a sizable squad of Templar Knights with horses requires a number of them. Additionally, horses are extremely vulnerable in combat and can be killed in a few shots from enemy Archers / Crossbowmen, making this building unprofitable.

Weapon Production

Cost: 50 wood, 100 gold, 1 peasant

Produces: 1 element of attire for every wood or iron spent

A group of buildings allowing you to manufacture elements of attire, which are required to hire most of Crusader units. Those buildings are as follows:

  • Fletcher's Workshop
  • Artillator's Workshop
  • Poleturner's Workshop
  • Forge Workshop
  • Blacksmith's Workshop
  • Weaponsmith's Workshop
  • Armourer's Workshop

There are two resources required to manufacture weapons:

  • Wood - used to manufacture bows in Fletcher's Workshop, crossbows in Artillator's Workshop and poles from the Poleturner's Workshops. Each of those buildings require a single piece of wood to create their product.
  • Iron - used to manufacture pikes in the Forge Workshop, maces in the Blacksmith's Workshop, swords in the Weaponsmith's Workshop and iron armor in the Armourer's Workshop. Each of those buildings require a single piece of iron to create their product.
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