Just wanted to clarify a few things, Bad fear factor is misjudged for sure. Don't know what tier is better for them but surely they are way higher than D, I placed them there because I believed they just don't work properly Also I know Apothecaries are buffed by UCP but this list is based on vanilla
I get your point about bad fear. It's really hard to rank tbh, I use this building pretty much every game, BUT I replace it by good fear factor later on. I start building bad fear factor in the mid-game, once my production and towers/walls are set(my population is around 200 there), to get a limitied period of time in which I can prepare for war. This also is necessary to keep food production high since I'd rather invest 60 people in stone/iron farms than in food. Whenever you want to flip economy into war, this might be your option. The only problem about this in my opinion is, you're vulnerable to attacks. Even if you invest all units in defending, you still got that -25%. Against AI I'd recommend this method, online I'd prefer using good fear factor. So I'd rank bad/good fear factor itself on S, but situational and depending on your playstyle
How you can place good factor in A (its D or F) and bad factor in D, rly bad factor is S tier in all scenarios. When you chose play europe army its OP, coze multiply resources you gather. If you play arabian you need only -1 FF to get bonuses from wood/food. Also you can easy use FF + and - in peace time multiplayer games, you start negative fear factor and before end you delete all stuff and replace with good factor so you nearly double production in peace time and after you get +50% boost for your army. Gallows 50g, deleted you get i think 20-25g, small flower 30g.
Im so glad this game is still alive and the community is so friendly. i played this game for litteral days on end when i was 10 years old. now im doing a marathon of all the skirmish missions again and i'm loving it. feels so good and nostalgic playing this game again. wood needed
The apothecary just wasn't meant for skirmish battles. It was meant for campaign missions where you could get a plague event and in that case, the plague clouds would linger for longer and happyness would go down which is something the apothecary could help with.
I tried using negative fear factor and they really boost your economy. I just love seeing the tavernkeep rolling the barrels at 80km/h xd Yes, they make your troops weaker, but imo the extra gold you can get makes up for it. Also I call gallows motivational poles xddd
Ya i tottaly agree, for negative factor is A+ tier, becouse your economy boost is waaay more better than your -25% weakness troop. for example: from 2 piles of wheat you can do 36 breads, instead of 16. this is ridiculous
@@vojnax1885 Actually 2 piles of wheat with maximum negative fear factor would give u 24 bread,because each wheat is 12 bread with that,not 18 lol.I DO get what u were trying to say tho:They deliver 3 wheat every time instead of 2.And with a maximum positive fear factor u'd get 1 wheat every time,which would be a pathetic 4 bread XD.Positive fear factor is literally useless I can't believe this idiot ACTUALLY put it in a tier,because in my opinion negative and positive should switch tiers XD.This is absolutely ridiculous lol
@@Ugh718 from 2 wheat you get 3 flours,from one flour you get 12 breads, where is mistake? but my english of course :D I used this sample because there you can best to see the differece, the 150% is like domino, you can use it on maps where is no oasis and you must live only with trade
in my humble opinion i think the dog cages are the funniest building in game. the thought of dogs killing a knight on horseback in full armor and in full tilt is always so funny to me
Imho bad stuff is really good at increasing efficiency of your eco. The thing in SHC is that efficiency of production depends highly on distance from stockpile/granary/armory. So your first ten bakeries will bake more bread than second ten of bakeries. With bad things you only need handful of buildings so everyone has short distance to stockpile therefore making your eco way more efficient and you need like half (or third in some cases) amount of buildings to achieve same result as without bad stuff. With good things its the opposite. Your workers are lazy and you need to compensate is placing more production buildings but every additional building is less effective due to distance from stockpile... Imho bad stuff is good if you want to expand, make army or sell stuff, good things for when you are set and only need to sustain via taxation as you will need way higher pop to sustain yourself.
Lookout Towers are good to build a high shield wall to protect an area from arrows.They can also be used when you simply don´t have the space for stronger towers.
Personally I'd rate hunters much lower than A, I'd say C at best since the food source, on top of not even being available most maps, is very inconsistent. Also woodcutters should be S+ because of the almighty self-destruct trick
Well... When they are available they're really good though. I think the main reason why most maps don't allow for them is because hunters are by far the best civilians that have a military application. Like, Woodcutters can fight back a little and I think they even beat slaves in melee, but hunters are straight-up archers who you don't have to pay or supply weapons for, and they'll stroll about the map and shoot game, rabbits and any enemy unit they come across. The reason why so few maps actually have them is that they can mess with the balancing.
@@darthplagueis13 "Like, Woodcutters can fight back a little and I think they even beat slaves in melee"I actually tested the woodcutters in a custom map by saving it and then playing it and they can actually 1v1 a SPEARMAN,not only a slave(if at full health of course).They can kill 1.25 spearmen(aka they'll kill 1 spearman and then take away 25% of the next spearman's health,if fought 1v1.Otherwise they're fucked lol). Also fun fact:Tanners,blacksmiths and armorers can ALSO fight against enemies in melee combat,aswell as the ox tethers,so woodcutters are not the only units aside from hunters that can fight.The jester can also fight but I wouldn't really call what he does"fighting",sooo,yeah lol:He more like mocks the enemy and inflicts psychological damage on them XD
For the ale production buildings... Ale is totally broken if used properly. It's not meant to be sold. It's extremely cheap and provides up to +8 popularity. It's worth it to set granary to no rations and sell all bread while making population drunk. Nevertheless, the tiers of the buildings are different. Hop farms are B tier. Hops are slow to produce and don't contribute to your economy. It's much better to grow wheat instead and buy hops given their cheap price. Breweries are A tier. They produce ale, the most broken food in the game. However, the stronger your eco, the less it hurts to purchase ale. And it's not very difficult to reach a point when it doesn't hurt at all. Inns are S tier, no discussion. One inn keeps 30 population fed. Inns allow you to sell all your food for insane profits instead of wasting it away by eating. Also, it doesn't matter if you have 31, or 59 population, the ale consumption is not affected by population. It is affected by distance to stockpile. However, it makes no real sense to place it overly far, because ale is cheap. It however makes no sense to place them into the heart of the city either. The drunkards are annoying,
Actually if u set ur granary to no rations ur people will starve to death and will need to constantly be replaced.That's why u'll constantly see the no labor signs above buildings(the red circle with a line in the middle of it):Because those workers literally STARVED to death,so please for the love of god set it to full rations and produce food XD
@@Ugh718 For real? I played last week and I made my population drunk and bribed them because I had no access to grassland and I didn't want to buy food all the time, so I set no rations. I have to try it again and see for myself. I also played on UCP.
I get ranking Ironproduction below Stone production, but Iron is actually more efficient at generating money on closer distances. the Further the resources are away, the more efficient Stone becomes in comparison, but if you get iron deposites close to your drop off, its super worth.
Inns are S+, +8 bonus to happiness for the cost is insane (especially compared to +4 in the original Stronghold...not to mention inns took 50 wood to build instead if 20). "Bad" Fear Factor is B-A tier. Increases worker production output (which works in both the wheat and bread stages of bread production, making bread production more insane than it already is) at the cost of negative military efficiency. But here's the thing: you can destroy the "Bad" fear factor things at any time to undo their effects...you can revert to normal when it's time to attack the enemy if you want (or even destroy the "bad" things and build "good" things in their stead)
So much this. Who needs food in first place if you can use beer to replace this mechanic for much, much less labor on maps where you have very little to no farmland.
@@thebadman6169 BUT u can sell the bread that u get for much more than what ale is worth,so its definitely a lot more worth it imo.+U can regulate between no rations and double rations,tho I always tend to keep it at full rations,as they'll either die of starvation or being too fat otherwise(the peasants and workers).Also the fact that with maximum negative fear factor it is SO much more lucrative and efficient to produce bread rather than ale,as instead of 2 wheat being delivered to ur stockpile every time on neutral fear factor,u get 3,and that 3 wheat is then turned into 3 flour as opposed to 2,and those 3 flours are then turned into 36 bread(3x12)as opposed to 16(2x8)with regular fear factor,so it is WAAY more lucrative imo lol.And that's only 1 delivery:They deliver a total of 12 times from a single farm(I've tested this myself if u don't believe me lol),so that's a total of 36 wheat=36 flour=432 bread,and on normal fear factor its only 24 wheat=24 flour=192 bread. So in short:Wheat production is WAY better than ale production,because 432 bread is a LOT more expensive than a bunch of ale lol.50 bread is 200 gold,and 5 ale is 100 gold,so:U do the math lol. Edit:My mistake:5 ale is 50 gold when sold,so even LESS lol.Literally 12 bread(a single flour that a baker turned into bread in his bakery at maximum negative fear factor)is 5 ale,and it is MUCH easier to get 1 flour than 1 hop(the raw material needed to produce ale)lol
@@Ugh718you can make the population insanely high with alcohol, bread eventually can't feed anymore people as the pathway gets to long, also you can buy the ale if you don't have place for pruduction and still get a constant +8 as barely any is used. It also allows you to set food on reduced rations if you wanna still take taxes which makes it easily possible to get apples cheese and bread in the granary for a nice variety of food bonus
@@Halimat2.0 I have actually found something out in the meantime since 2 years ago:You can actually have INFINITE workers in a building. How?Well I think Jefflenious did a video on this but I'll explain it anyways:Hit the snooze button on a building(so fire workers),pause,hit it again while the game is paused,unpause. This will cause 2 workers to go to that building(s). Rinse and repeat as much as you like. You can actually use this trick to abuse the💩out of apple farms:Just put a granary next to one,do the pause-unpause glitch,and voila:Infinite apples XD(works ideally with 4 apple farms since you'll have one active for every season:Spring,summer,autumn and winter. MUAHAHAHAHA)
Tip: Hunter's post can be placed close to keep for faster production Also for any other production building except Granary (can be better placed close to your farms) and wooder's cut (they do way too much distance, better to be placed on trees, lots of trees)
Jeff : You can't play without granary Me : Hold my ale! Ps. I always build Ale town zone It's cheap in my opinion only cost 100 gold while you spamming a lot of quarry production and it can be rush while my friend focus on food production when I already build an army with no food production. Spend gold for ale you can make army faster it's good investment I think.
Apple Farm is the most productive Farm in Game. When you use the Season Trick, Farmes will always pick the next accessible Appletree. But only usefull, when Farmland is next to your stockpile.
If there was an S+ tier, keep would be in it. Unlike some of the other "required" buildings, it is literally imposible to not have it (unless you just want to stare at the map in sandbox)
You have to blur out the thumbnail and put a question mark over, or a who's that pokemon shadow over the S+ item, to keep up the suspense until the end 😁 Awesome Tier List BTW!
Bad fear factor is really effective, when we place few buildings to get -2, or -3 popularity. At this moment, most oxes can give us 12 stones and iron miners can deliver 2 irons. Also we get de facto lower food consumption because of bigger production and faster equipment for european units. Never played online, but in singleplayer it helps me a lot in few missions, and I'm playing On vanilla. Obviously, every bad fear factor buildings are removed, when I want to attack other castle. EDIT: Like I'm remember, it's especially good, when we notice that workers from one iron can make two armors. Few times I even try to make cash from armors because of that and it's really fast.
@@Jefflenious I know that they say, they have an extra items, so usually you can get some extra stones, or something. Try to click on them to get info and look to stockpile when they come to it.
Try playing missions (specially ones with few resources) with -5 fear factor, it makes your castle so efficient at producing stuff, making the mission much easier.
fear factor makes big big money but it has the problem of troops. peasant population growth is too low to use that massive money to recruit. and that's aside from their battle prowess. it's hypocritical coming from me, using fear factor most often, but money doesn't always win games. you need troops too
Two fun facts (you have probably knew it, but still if not): 1 - if you "run out of wood" (for example sold it) and don't have any woodcutters you can build one for FREE. But as I remember destroying it won't grant you any wood. But still, it's good to kow that there is an in game way to rebuild yourself without anything 2 - you can make few separate sockpiles. Not conected to each other I mean. All you have to do is to build three in a row and destroy middle one. Now why is it so interesting? Because you can "travel" with your stockpile near to iron ore and convince your miners to put iron there (blocking other stockpiles - you just need to put there ONE iron and they will start stacking iron on that pile). That way you can speed up iron mining at great factor. Of course in late game when you have 200+ population there is to much to handle to keep the iron stockpile free of other resorces, etc... but still in can help you boost your economy
About the fear factor: unless you use it to roleplay a particular type of lord, it's really just economy vs military. Early on, negative fear factor boosts your economy at the expense of popularity and military power. However, at this point everyone is building up their armies and you just need to defend. When you decide to attack, you can change your negative stuff to positive, giving your army the maximum edge and at this point, your economy is probably stable enough to withstand the -50% efficiency.
There really isn't a need to change the negative to a positive. You'll have a 500 unit army that can simply bulldoze them. Pikemen are the best to go for, since 1 iron = 2 shields (and you can sell them until ready to attack for great gold even if buying iron). Any enemy will easily fall when you hit them with 23 catapults at once and them move 200 archer into range followed by 150 pikemen. The only downside is when you have to defend before you can ramp up your bow production.
Wish the UCP patch could have done something to make tunneler more viable. They really tried to improve the ladder unit at least. Another video idea: deep dive into food types and their gather rates and benefits. I bet quite a few ppl have no idea there is a small popularity bonus for having multiple foods.
I never quite understood why they had to make a whole new building for tunnelers. Why didn't they just add them to the engineers' guild is quite beyond me.
0:40 if you do a labirynth with pitch, you can place the oil carriers there as a bomb for the swordsman to kill and then chain detonate the pitch you planted, you just posted a video demonstrating that effect , that's why I commented this
It was never good enough to justify -25% unit bonus and -5 popularity, Also I probably only played bad fear factor on vanilla patches so they never worked for me
Fear factor is bad when you cant spend the money fast enough. Like gold is going upp so fast that you cant spend it on units thanks to slow population growt regardless if max popularity. There can be 66% strength diffrence at max between morale boost units and fear factory negative units. But the the fear factor gives 100% bigger production than max morale. That means 2x more units in simpel theory. 2x more units is better than the 66% power diffrence. 400 crossbows with max fear beat 200 crossbows with max morale. And then we have an other thing, the fear factor makes so that you can have less buildings and get the same amount of effects. You can have lets say double food rations with 10 bakers with 50% production fear bonus but you need 20 bakers with the - 50% production from good morale bonus. Double rations gives 8+ popularity so its easy to get that bonus with fear to make upp for the - 5 popularity and it takes 50% less space around your castel. Having double rations food bonus is very hard with max morale you need so many wheat farms, and bakers, and more population from those workers also means higher food consumtion. So what i said before with 10 vs 20 bakers isnt right. Its more like 8 vs 20 bakers due to bigger population needs more food. Ok but then you might say the bigger population gives more taxes. Yes and no. There is a limit of how much space you can build on around your castel. So the population will be about the same anyway. That means fear factory economy can have a bigger production of armour and weapons, making them much more cost effective than morale bonus economy. And it also means you neeed less buildings to make ale for popularity bonus, much more easy to have double rations from food bonus. That means that you have about the same taxes or even bigger as fear factor economy due to that its just very hard to get that food popularity bonus compared to fear factory that have 2x bigger production than morale economy. The fear factory bonus is totaly superior unless you cant spend your gold. So on small maps with less rescourses the fear factor is way better than morale bonus. On maps with more rescourses where you get a bigger economy the moral base is better due to 1 thing. And that is the limit of the population growt so the fear factory economy can sit with 40 000 gold and insane amounts of weapons and armour stored and growing fast. But you cant us it due to the slow population growt. But if you chould just us it with much faster population growt or the abilitity spend what you want to build units as long you had gold and items needed the fear factory economy is way superior.
@@Jefflenious I alway use bad fear factor it make peasant more efficient and who cares about -25% unit bonus when you have strong economy you can spam as many unit as you want. I have completed original crusader trail, warchest trail and extreme trail by using negetive fear factor and never I was worried about -25% troop bonus and also I have been playing on unofficial crusader path.
@@Jefflenious personally i think only problem that fear factor has is you cant use your money fast enough for troops. peasant population growth problem is real aside from that, fear factor makes money. big money
Maybe it's noob of me but I always use cathedral and church bonus for +3 and then enough statues for the +1 popularity, making sure they are compacted together in a square shape so there is minimal workers taking breaks. Always enough breweries and inns for +8 popularity and then you can tax +12 or just +8 with half food rations -4. The ale for +8 popularity along with apple farms for rapid economy production is always best i think. Then later you can start making bread. With that being said, I would rate Cathedral, Church, Ale produce buildings, Apple farms, Bread production buildings and good things all S, but that's just my personal opinion. Also, in online pro matches, bad things are constantly used all the time to force their economy in overdrive for maximum gold income to overpower their opponents with more pressure and larger armies. Maybe all of this depends whether you are playing vs AI, Online matches 10 min peace, or a 20 min peace game. It all varies I think, so there isn't a wrong answer with certain buildings.
@@rzno3414 well you know how people love all kinds of food and you give them more rations, and ale it literally gives you like +6 populations alone and food gives you like +6 too and boom my workers are efficient as hell and I get the money
7:52 Coming back to this video, now that UCP3 allows building spam option, that can be superior if you have a lot of gold to quickly buy wood, especially for a lazy start.
gatehouses can be used as inaccessable turrets. Alot more usefull then the normal towers unless you make a wall next to it. The turrets need a stair for troops to access however the gatehouses actually can be placed anywhere and laddermen/siege weapons for walls cant be used for melee troops to reach. stack alot of archers on top and they can be a decent defence.
2 роки тому+1
Very cool video! I liked it a lot! I'm happy to see that Stronghold Crusader is still played by a lot of people!
i've got a few things to notice here: putting cattle farms below tanners semms wierd for me, as they require them for their work. lookout tower are to be rated higher as perimeter towers and defense towers, as they provide the highest range bonus. Also i rate beer higher than food, as it takes way less workers and buildings to provide the +8 boost.
Wood cutters are solid because they cost 3 wood, give back 1.5 when razed (yes, game keeps track of fractions) so can be put near trees almost for free (lumberjacks make couple of trips to get trees, better keep that trips short) and lumberjacks can actually fight off some woodland critters. My favorite top SSS tier building is wooden wall, because they are very cheap way of proofing Your walls against siege towers and ladders, and also for early random walls. So sad it's vanilla only. Also, good/bad factor really depends on mission, if You don't need an army (or have large enough army to deal with enemies) then scary things are actually good.
In the original-original game (the absolute first version from CD), wells and water pots were great to expand the oasis. Removed on the current version, tho :/ Also- fire pits CAN be discovered with buildings and by firing flame shots at them, even if you are the enemy. You just need to target ground. Oh you non-oldschoolers :D
just something to mention. If you have the same amount of worker for stone and iron they produce the same ammount of money. A YT tested this with 5 iron mines and 2 quarries with 4 ox carts
Interesting.I didn't know that actually.But it always seems to me that stone is way more efficient lol. Also:Is this the same for maximum negative fear factor?Because then they put a lot more stone and iron into the stockpile as opposed to regular fear factor,so it might not be valid for that.Just a heads up lol
Meanwhile, the UCP apothecary: "haha i can heal all your troops and siege equipment, saving you tons of gold!" Also forgot to mention that the Fletcher is also good for your economy. If you produce tons of crossbows, you get a lot of gold and can even buy the wood for more crossbows, while still making a profit, so you never run out of your gold source. really good if you don't have much space for production outside the castle. "Oh yeah, how about beating mission 80 without a marketplace?" A certain german UA-camr: *Cries in 8 hours without a marketplace & arabic units*
Nice list, I just always though stables are unfinished bulding idea in Cursader. I remeber when I was a kid I tried to make the horse population renew itself, always thought I am doing something wrong that I need to destroy it every time I get 4 hourses. I'd put it at C just cause of that.
I consider iron mines to be better than quarries because ox techers are needed to bring the stone to the stockpile. The gold amount per peasant used is more or less the same, when stone is near enough if two ox techers are enough. But stone fills the stockpile fast Wich requires more management permanently selling it.
S+ tier: Houses, They are cheap to build Provide population Create gold via taxes Increase population for civilian and military units Are used for the icnrease buff of all bonusses Downsides are Increased food cost Run around Increase cost for the bonusses you wish to get Overall Houses are OP.
Not true for the fear… they are really good because they speed up all your production by 10 percent for every negative 1 affect and I didn’t notice affect on the troops. I use them every time during long missions and they pay off 10 fold
at fear level max, armor/weapon production literally doubles, whenever blacksmith/craftman put their result into armory, 2 equipments are added instead of just 1
Ox Tether has different uses and can be also use to mess up enemies by placing it on/inside their castle, because its an economy building, there's no restriction of placing it near enemies. - only 5 wood to build, 2x2, only 1 required peasant and respawnable Ox that mess up range units to attack it. - If that AI has Torch Men, let the fire loose and watch his kingdom burn. - It also mess up mangonel as well, for some reason they will prioritize attacking the building instead of the Ox. - Best "cheese" so far, If the enemy is completely walled/moated off and with Gates, you can build it on the opposite side and non can exit out that side and the Tether won't be harmed/attacked unless they have fire throwers, drawbridge(won't work if that castle is on high elevation and moats can't be placed there either), productions will be blocked and halted.
Hey bro thanks for your videos, can you play other strongholds and the new stronghold please. It will be very cool if you make this type of videos for other versions. KEEP IT UP!!!!!
Handofblood (a german youtuber) beat the full 2nd campaign without market and without arabic units this year. Mission 80 took him over 7h Also he had the unofficial patch installed
And another thing, as for your argument about it probably being near impossible to win mission 80 without a market place. If it were to be decided by that logic, there's a ton of missions you could beat without a market place but there's almost no missions you can beat without a hovel - only the missions you can completely rush with assassins or other troops. Just food for thought. Great list though.
Negative fear factor is actually very good for increasing your economy by huge amounts in the early game. Early on, the taxes you would get from positive fear factor is pathetic compared to the gold you would get from negative fear factor. Your troops also don't fight nearly as much in the early game so the troop penalty makes less impact. This is because the economy production scales much better with a low population than taxes do. Hell, even in the late game, negative fear factor would still be superior for economy also considering the fact you get heavy diminishing returns on taxing after -8. However, since taxes start scaling better with higher populations, positive fear factor isn't bad at that point either.
Just wanted to clarify a few things, Bad fear factor is misjudged for sure. Don't know what tier is better for them but surely they are way higher than D, I placed them there because I believed they just don't work properly
Also I know Apothecaries are buffed by UCP but this list is based on vanilla
Bad Things should be on C I think, because they have positive side to increased productivity
fear factor building is only good when there is resources nearby, it also increase food production
I get your point about bad fear. It's really hard to rank tbh, I use this building pretty much every game, BUT I replace it by good fear factor later on.
I start building bad fear factor in the mid-game, once my production and towers/walls are set(my population is around 200 there), to get a limitied period of time in which I can prepare for war. This also is necessary to keep food production high since I'd rather invest 60 people in stone/iron farms than in food. Whenever you want to flip economy into war, this might be your option. The only problem about this in my opinion is, you're vulnerable to attacks. Even if you invest all units in defending, you still got that -25%.
Against AI I'd recommend this method, online I'd prefer using good fear factor.
So I'd rank bad/good fear factor itself on S, but situational and depending on your playstyle
How you can place good factor in A (its D or F) and bad factor in D, rly bad factor is S tier in all scenarios. When you chose play europe army its OP, coze multiply resources you gather. If you play arabian you need only -1 FF to get bonuses from wood/food. Also you can easy use FF + and - in peace time multiplayer games, you start negative fear factor and before end you delete all stuff and replace with good factor so you nearly double production in peace time and after you get +50% boost for your army. Gallows 50g, deleted you get i think 20-25g, small flower 30g.
bad fear factor is an easy S tier, doesnt cost much, boosts your economy insanely and the negative bonus is easy to deal with
Im so glad this game is still alive and the community is so friendly. i played this game for litteral days on end when i was 10 years old.
now im doing a marathon of all the skirmish missions again and i'm loving it. feels so good and nostalgic playing this game again.
wood needed
gold needed
Not enoug Wood m'lord
All good but tbh i so t understand why pwople pewfwr thia over sh2 and legends imo they are kinda better
I read this with the typical voice
Not enough workers are available to run this building
The apothecary just wasn't meant for skirmish battles. It was meant for campaign missions where you could get a plague event and in that case, the plague clouds would linger for longer and happyness would go down which is something the apothecary could help with.
I tried using negative fear factor and they really boost your economy. I just love seeing the tavernkeep rolling the barrels at 80km/h xd Yes, they make your troops weaker, but imo the extra gold you can get makes up for it. Also I call gallows motivational poles xddd
Yeah it's probably just me having such a bad experience with bad fear factor lol. Oh well that's a misjudge by me
Ya i tottaly agree, for negative factor is A+ tier, becouse your economy boost is waaay more better than your -25% weakness troop. for example: from 2 piles of wheat you can do 36 breads, instead of 16. this is ridiculous
Spires of inspiration
@@vojnax1885 Actually 2 piles of wheat with maximum negative fear factor would give u 24 bread,because each wheat is 12 bread with that,not 18 lol.I DO get what u were trying to say tho:They deliver 3 wheat every time instead of 2.And with a maximum positive fear factor u'd get 1 wheat every time,which would be a pathetic 4 bread XD.Positive fear factor is literally useless I can't believe this idiot ACTUALLY put it in a tier,because in my opinion negative and positive should switch tiers XD.This is absolutely ridiculous lol
@@Ugh718 from 2 wheat you get 3 flours,from one flour you get 12 breads, where is mistake? but my english of course :D I used this sample because there you can best to see the differece, the 150% is like domino, you can use it on maps where is no oasis and you must live only with trade
in my humble opinion i think the dog cages are the funniest building in game. the thought of dogs killing a knight on horseback in full armor and in full tilt is always so funny to me
And its *_METAL_* ARMOR AT THAT LOL
It's like the rabid white rabbit from Monty Python lol
@@razvandavid1510 lmao
Fun fact - you can demolish a "used up" killing pits to gain back a little wood.
can you do weakest into strongest castle build in every king? like, Wolf, he has different castle build in each mission, also for the other kings
That might be cool yeah!
Udwin has made that lol
But not a Tierlist he only showed all castle on his secondchannel and on his main (german) he telled a bit about each one
@@xjoachimx1947 really? nice info, thanks
@@Jefflenious dew it
Yes! Absoluetly you should try to beat Mission 80 without marketplace.
Mission 80 without Marketplace was done by HandofBloods Second Channel HandofUncut
@@白空-e8n also the last mission on the 2nd crusade
@@meikl777 which... Is Mission 80
beat mission 80 with -5 fear factor
Brazier : doesn't give any bonus damage but you can fire a flaming arrows with it
flaming arrows dont do extra damage?
@@TheActionTourist Too bad no, it won't melt enemy armor and only giving flaming effect that can trigger any pitch trap
@@hartantoanggoro Years wasted of spamming braziers damn good to know
@@TheActionTourist this feels like i jsut got told santa isnt real lmao
Omg 12 years of playing this game and i didnt know this
Imho bad stuff is really good at increasing efficiency of your eco. The thing in SHC is that efficiency of production depends highly on distance from stockpile/granary/armory. So your first ten bakeries will bake more bread than second ten of bakeries. With bad things you only need handful of buildings so everyone has short distance to stockpile therefore making your eco way more efficient and you need like half (or third in some cases) amount of buildings to achieve same result as without bad stuff.
With good things its the opposite. Your workers are lazy and you need to compensate is placing more production buildings but every additional building is less effective due to distance from stockpile...
Imho bad stuff is good if you want to expand, make army or sell stuff, good things for when you are set and only need to sustain via taxation as you will need way higher pop to sustain yourself.
though good things allow you to ditch food entirely if you build a cathedral and church while bad things make you very dependent on farmland
Lookout Towers are good to build a high shield wall to protect an area from arrows.They can also be used when you simply don´t have the space for stronger towers.
Also protect food
Personally I'd rate hunters much lower than A, I'd say C at best since the food source, on top of not even being available most maps, is very inconsistent. Also woodcutters should be S+ because of the almighty self-destruct trick
Well... When they are available they're really good though. I think the main reason why most maps don't allow for them is because hunters are by far the best civilians that have a military application. Like, Woodcutters can fight back a little and I think they even beat slaves in melee, but hunters are straight-up archers who you don't have to pay or supply weapons for, and they'll stroll about the map and shoot game, rabbits and any enemy unit they come across. The reason why so few maps actually have them is that they can mess with the balancing.
@@darthplagueis13 "Like, Woodcutters can fight back a little and I think they even beat slaves in melee"I actually tested the woodcutters in a custom map by saving it and then playing it and they can actually 1v1 a SPEARMAN,not only a slave(if at full health of course).They can kill 1.25 spearmen(aka they'll kill 1 spearman and then take away 25% of the next spearman's health,if fought 1v1.Otherwise they're fucked lol).
Also fun fact:Tanners,blacksmiths and armorers can ALSO fight against enemies in melee combat,aswell as the ox tethers,so woodcutters are not the only units aside from hunters that can fight.The jester can also fight but I wouldn't really call what he does"fighting",sooo,yeah lol:He more like mocks the enemy and inflicts psychological damage on them XD
yea ez S+, imagine blocking out enemy AI gate with these bois lmaoo
I use the apothecary as a cosmetic building just to make my city look cool
Lmao so do i
For the ale production buildings...
Ale is totally broken if used properly. It's not meant to be sold. It's extremely cheap and provides up to +8 popularity. It's worth it to set granary to no rations and sell all bread while making population drunk. Nevertheless, the tiers of the buildings are different.
Hop farms are B tier. Hops are slow to produce and don't contribute to your economy. It's much better to grow wheat instead and buy hops given their cheap price.
Breweries are A tier. They produce ale, the most broken food in the game. However, the stronger your eco, the less it hurts to purchase ale. And it's not very difficult to reach a point when it doesn't hurt at all.
Inns are S tier, no discussion. One inn keeps 30 population fed. Inns allow you to sell all your food for insane profits instead of wasting it away by eating.
Also, it doesn't matter if you have 31, or 59 population, the ale consumption is not affected by population. It is affected by distance to stockpile. However, it makes no real sense to place it overly far, because ale is cheap.
It however makes no sense to place them into the heart of the city either. The drunkards are annoying,
Oh yeah I believe this is more accurate too, ale production buildings are not that good but Inns are the broken part
Actually if u set ur granary to no rations ur people will starve to death and will need to constantly be replaced.That's why u'll constantly see the no labor signs above buildings(the red circle with a line in the middle of it):Because those workers literally STARVED to death,so please for the love of god set it to full rations and produce food XD
@@Ugh718 They will starve to death, but it takes them so long even 324 people aren't enough to slow down the eco.
@@Ugh718 For real? I played last week and I made my population drunk and bribed them because I had no access to grassland and I didn't want to buy food all the time, so I set no rations.
I have to try it again and see for myself. I also played on UCP.
@@Ugh718 funny that a Soviet communist would wish to feed the population to not starve the whole population
The Apothacry is sooo good with the UCP. Specially as a healer!
Yeah true, most of my lists are based on vanilla though
Problem with the apothecaries is you need to build 3-4 of them just for them to be anywhere near effective.
@@stpvtrick5943 as long as you bring your weakened troops close they really rock!
I get ranking Ironproduction below Stone production, but Iron is actually more efficient at generating money on closer distances.
the Further the resources are away, the more efficient Stone becomes in comparison, but if you get iron deposites close to your drop off, its super worth.
I remember when market place was enabled in original Stronghold in that Dealing with the Devil mision.
It's op
I played this game 20 years ago, it was a great video to remind me of all this, it feels like I played it yesterday
I cannot belive that somebody is making this videos in 2022, just keep going!!!
Inns are S+, +8 bonus to happiness for the cost is insane (especially compared to +4 in the original Stronghold...not to mention inns took 50 wood to build instead if 20).
"Bad" Fear Factor is B-A tier. Increases worker production output (which works in both the wheat and bread stages of bread production, making bread production more insane than it already is) at the cost of negative military efficiency.
But here's the thing: you can destroy the "Bad" fear factor things at any time to undo their effects...you can revert to normal when it's time to attack the enemy if you want (or even destroy the "bad" things and build "good" things in their stead)
The UCP apothecary healer thingy makes it an S tier building, I think it's a much needed upgrade to an otherwise pointless building
Came to the comment section precisely for this^^.
UCP stands for?
@@rezaalan3991 ultimate crusader patch :)
@@Cherrybums-i5g no its unofficial crusader patch.. 😉
The trick where we enclose the quarry and then the ox thethers carry stone insanely fast is too op
Yeah I remember that, not sure if it still works on 1.41 though
@@Jefflenious It does
How does this work?
@@Jefflenious I play on 1.1 lol
I’d put all the beerstuff in S Tier, its even better than bread in my opinion … +8 popularity for nearly free
So much this. Who needs food in first place if you can use beer to replace this mechanic for much, much less labor on maps where you have very little to no farmland.
@@thebadman6169 BUT u can sell the bread that u get for much more than what ale is worth,so its definitely a lot more worth it imo.+U can regulate between no rations and double rations,tho I always tend to keep it at full rations,as they'll either die of starvation or being too fat otherwise(the peasants and workers).Also the fact that with maximum negative fear factor it is SO much more lucrative and efficient to produce bread rather than ale,as instead of 2 wheat being delivered to ur stockpile every time on neutral fear factor,u get 3,and that 3 wheat is then turned into 3 flour as opposed to 2,and those 3 flours are then turned into 36 bread(3x12)as opposed to 16(2x8)with regular fear factor,so it is WAAY more lucrative imo lol.And that's only 1 delivery:They deliver a total of 12 times from a single farm(I've tested this myself if u don't believe me lol),so that's a total of 36 wheat=36 flour=432 bread,and on normal fear factor its only 24 wheat=24 flour=192 bread.
So in short:Wheat production is WAY better than ale production,because 432 bread is a LOT more expensive than a bunch of ale lol.50 bread is 200 gold,and 5 ale is 100 gold,so:U do the math lol.
Edit:My mistake:5 ale is 50 gold when sold,so even LESS lol.Literally 12 bread(a single flour that a baker turned into bread in his bakery at maximum negative fear factor)is 5 ale,and it is MUCH easier to get 1 flour than 1 hop(the raw material needed to produce ale)lol
@@Ugh718you can make the population insanely high with alcohol, bread eventually can't feed anymore people as the pathway gets to long, also you can buy the ale if you don't have place for pruduction and still get a constant +8 as barely any is used. It also allows you to set food on reduced rations if you wanna still take taxes which makes it easily possible to get apples cheese and bread in the granary for a nice variety of food bonus
@@Halimat2.0 I have actually found something out in the meantime since 2 years ago:You can actually have INFINITE workers in a building.
How?Well I think Jefflenious did a video on this but I'll explain it anyways:Hit the snooze button on a building(so fire workers),pause,hit it again while the game is paused,unpause.
This will cause 2 workers to go to that building(s).
Rinse and repeat as much as you like.
You can actually use this trick to abuse the💩out of apple farms:Just put a granary next to one,do the pause-unpause glitch,and voila:Infinite apples XD(works ideally with 4 apple farms since you'll have one active for every season:Spring,summer,autumn and winter. MUAHAHAHAHA)
@@Ugh718 that is very funny
10:47 Jefflenious: You need units to win the game
2024 Jefflenious: Winning the game with just jester
Tip: Hunter's post can be placed close to keep for faster production
Also for any other production building except Granary (can be better placed close to your farms) and wooder's cut (they do way too much distance, better to be placed on trees, lots of trees)
Jeff : You can't play without granary
Me : Hold my ale!
Ps. I always build Ale town zone It's cheap in my opinion only cost 100 gold while you spamming a lot of quarry production and it can be rush while my friend focus on food production when I already build an army with no food production. Spend gold for ale you can make army faster it's good investment I think.
That's what I said when I saw he ranked food above ale and hops. Skipping food production gives such a strong early advantage to the game.
Apple Farm is the most productive Farm in Game. When you use the Season Trick, Farmes will always pick the next accessible Appletree. But only usefull, when Farmland is next to your stockpile.
If there was an S+ tier, keep would be in it. Unlike some of the other "required" buildings, it is literally imposible to not have it (unless you just want to stare at the map in sandbox)
You have to blur out the thumbnail and put a question mark over, or a who's that pokemon shadow over the S+ item, to keep up the suspense until the end 😁
Awesome Tier List BTW!
Bad fear boosts economy alot
I love hearing " i have 1 extra today my lordship "
Bad fear factor is really effective, when we place few buildings to get -2, or -3 popularity. At this moment, most oxes can give us 12 stones and iron miners can deliver 2 irons. Also we get de facto lower food consumption because of bigger production and faster equipment for european units. Never played online, but in singleplayer it helps me a lot in few missions, and I'm playing On vanilla. Obviously, every bad fear factor buildings are removed, when I want to attack other castle.
EDIT: Like I'm remember, it's especially good, when we notice that workers from one iron can make two armors. Few times I even try to make cash from armors because of that and it's really fast.
idk I could be wrong on that one, but every time I tried using it felt like they're not doing anything
@@Jefflenious I know that they say, they have an extra items, so usually you can get some extra stones, or something. Try to click on them to get info and look to stockpile when they come to it.
Try playing missions (specially ones with few resources) with -5 fear factor, it makes your castle so efficient at producing stuff, making the mission much easier.
fear factor makes big big money but it has the problem of troops. peasant population growth is too low to use that massive money to recruit. and that's aside from their battle prowess.
it's hypocritical coming from me, using fear factor most often, but money doesn't always win games. you need troops too
I really appreciate that you didn't recall the title of the video, that we all read when we clicked.
epic videos mate, didnt expect them to be so recent
Two fun facts (you have probably knew it, but still if not):
1 - if you "run out of wood" (for example sold it) and don't have any woodcutters you can build one for FREE. But as I remember destroying it won't grant you any wood. But still, it's good to kow that there is an in game way to rebuild yourself without anything
2 - you can make few separate sockpiles. Not conected to each other I mean. All you have to do is to build three in a row and destroy middle one. Now why is it so interesting? Because you can "travel" with your stockpile near to iron ore and convince your miners to put iron there (blocking other stockpiles - you just need to put there ONE iron and they will start stacking iron on that pile). That way you can speed up iron mining at great factor.
Of course in late game when you have 200+ population there is to much to handle to keep the iron stockpile free of other resorces, etc... but still in can help you boost your economy
About the fear factor: unless you use it to roleplay a particular type of lord, it's really just economy vs military. Early on, negative fear factor boosts your economy at the expense of popularity and military power. However, at this point everyone is building up their armies and you just need to defend.
When you decide to attack, you can change your negative stuff to positive, giving your army the maximum edge and at this point, your economy is probably stable enough to withstand the -50% efficiency.
There really isn't a need to change the negative to a positive. You'll have a 500 unit army that can simply bulldoze them. Pikemen are the best to go for, since 1 iron = 2 shields (and you can sell them until ready to attack for great gold even if buying iron). Any enemy will easily fall when you hit them with 23 catapults at once and them move 200 archer into range followed by 150 pikemen.
The only downside is when you have to defend before you can ramp up your bow production.
im early for once, keep making these stronghold videos man im telling you these videos are the bset
Thanks, will do!
At least with the unofficial patch the healer can heal soldiers. Making it a B tier.
Yeah true
Where! I am forever vanilla, but only because I didn't know about the vast and active Stronghold community :(
Wish the UCP patch could have done something to make tunneler more viable. They really tried to improve the ladder unit at least. Another video idea: deep dive into food types and their gather rates and benefits. I bet quite a few ppl have no idea there is a small popularity bonus for having multiple foods.
just poped in my recommended. i subbed. keep working.
Thanks, will do!
In UCP the lamest building becomes useful because it can heal your troops.
Yeah true, it was so useless UCP had to buff it lmao
Very entertaining video once again!
Glad you enjoyed it!
Great list but stockpile should be S+, it's the only building without which completing the crusader trial is not possible.
Yeah Stockpile is on "required" tier tbh
The stockpile is full me lord
"And barracks, because you need units to win skirmishes matches..."
Bullshit. I've watched you play.
lol
IIRC you can demolish activated killing pits to get 3 wood back
Yeah you can!
The professional is back
I never quite understood why they had to make a whole new building for tunnelers. Why didn't they just add them to the engineers' guild is quite beyond me.
I like that apothecary in the patch can heal wounds of units to make it useful.
But I like that the damage is permament on units.
the people worship you, sire!
Just wanted to say that i love your vids and keep doing what u doing love that there are still people who love this game
I do love using pitch rigs, yeah theym a bit tricky to place efficiently but seeing hundreds of units instantly burn is oddly satisfying 👍
Mad lad
Keep em up, best RTS in my opinion
Go skirmish 1 v 3, watching u and a glass of coffee in the morning is soo nice
0:40 if you do a labirynth with pitch, you can place the oil carriers there as a bomb for the swordsman to kill and then chain detonate the pitch you planted, you just posted a video demonstrating that effect , that's why I commented this
Bad fear factor is op man, you can gather so much resources and make so much money. With money you can make any expensive troops. My opinion.
It was never good enough to justify -25% unit bonus and -5 popularity, Also I probably only played bad fear factor on vanilla patches so they never worked for me
Fear factor is bad when you cant spend the money fast enough.
Like gold is going upp so fast that you cant spend it on units thanks to slow population growt regardless if max popularity.
There can be 66% strength diffrence at max between morale boost units and fear factory negative units.
But the the fear factor gives 100% bigger production than max morale.
That means 2x more units in simpel theory.
2x more units is better than the 66% power diffrence.
400 crossbows with max fear beat 200 crossbows with max morale.
And then we have an other thing, the fear factor makes so that you can have less buildings and get the same amount of effects.
You can have lets say double food rations with 10 bakers with 50% production fear bonus but you need 20 bakers with the - 50% production from good morale bonus.
Double rations gives 8+ popularity so its easy to get that bonus with fear to make upp for the - 5 popularity and it takes 50% less space around your castel.
Having double rations food bonus is very hard with max morale you need so many wheat farms, and bakers, and more population from those workers also means higher food consumtion.
So what i said before with 10 vs 20 bakers isnt right.
Its more like 8 vs 20 bakers due to bigger population needs more food.
Ok but then you might say the bigger population gives more taxes.
Yes and no.
There is a limit of how much space you can build on around your castel.
So the population will be about the same anyway.
That means fear factory economy can have a bigger production of armour and weapons, making them much more cost effective than morale bonus economy.
And it also means you neeed less buildings to make ale for popularity bonus, much more easy to have double rations from food bonus.
That means that you have about the same taxes or even bigger as fear factor economy due to that its just very hard to get that food popularity bonus compared to fear factory that have 2x bigger production than morale economy.
The fear factory bonus is totaly superior unless you cant spend your gold.
So on small maps with less rescourses the fear factor is way better than morale bonus.
On maps with more rescourses where you get a bigger economy the moral base is better due to 1 thing.
And that is the limit of the population growt so the fear factory economy can sit with 40 000 gold and insane amounts of weapons and armour stored and growing fast. But you cant us it due to the slow population growt.
But if you chould just us it with much faster population growt or the abilitity spend what you want to build units as long you had gold and items needed the fear factory economy is way superior.
@@Jefflenious
I alway use bad fear factor it make peasant more efficient and who cares about -25% unit bonus when you have strong economy you can spam as many unit as you want.
I have completed original crusader trail, warchest trail and extreme trail by using negetive fear factor and never I was worried about -25% troop bonus and also I have been playing on unofficial crusader path.
@@Jefflenious personally i think only problem that fear factor has is you cant use your money fast enough for troops. peasant population growth problem is real
aside from that, fear factor makes money. big money
@@kalle1689 exactly
Maybe it's noob of me but I always use cathedral and church bonus for +3 and then enough statues for the +1 popularity, making sure they are compacted together in a square shape so there is minimal workers taking breaks. Always enough breweries and inns for +8 popularity and then you can tax +12 or just +8 with half food rations -4. The ale for +8 popularity along with apple farms for rapid economy production is always best i think. Then later you can start making bread. With that being said, I would rate Cathedral, Church, Ale produce buildings, Apple farms, Bread production buildings and good things all S, but that's just my personal opinion. Also, in online pro matches, bad things are constantly used all the time to force their economy in overdrive for maximum gold income to overpower their opponents with more pressure and larger armies. Maybe all of this depends whether you are playing vs AI, Online matches 10 min peace, or a 20 min peace game. It all varies I think, so there isn't a wrong answer with certain buildings.
Yes..agree on all and u r not alone 😅
Caliph in this video was unexpected...but totally awesome XD
If you intall the UCP Patch. Most Tier will be change. Apotheke will heal Units.😅 so this must Go to Tier A
Damn, I've mostly been using fear factor and iron you really get much more iron, but idk I forgot it makes your army weaker
I could be wrong about fear factor though, apparently people have been getting value out of it
how do you maintan + popularity tho?
@@rzno3414 well you know how people love all kinds of food and you give them more rations, and ale it literally gives you like +6 populations alone and food gives you like +6 too and boom my workers are efficient as hell and I get the money
@@brx926 dang i will try it. i always use positive fear factor all the time for the money
@@rzno3414 try it, workers are goNNA be like OH NOT THE RACK AGAIN, or I HAVE 3 EXTRA TODAY SIR
Thanks for next Stronghold video, keep the progress!
7:52 Coming back to this video, now that UCP3 allows building spam option, that can be superior if you have a lot of gold to quickly buy wood, especially for a lazy start.
Thanks for fufilling my wish for this video
My pleasure 😊
gatehouses can be used as inaccessable turrets. Alot more usefull then the normal towers unless you make a wall next to it. The turrets need a stair for troops to access however the gatehouses actually can be placed anywhere and laddermen/siege weapons for walls cant be used for melee troops to reach. stack alot of archers on top and they can be a decent defence.
Very cool video! I liked it a lot! I'm happy to see that Stronghold Crusader is still played by a lot of people!
Wish I had found this channel sooner.
Nice you choose Brian
i've got a few things to notice here:
putting cattle farms below tanners semms wierd for me, as they require them for their work.
lookout tower are to be rated higher as perimeter towers and defense towers, as they provide the highest range bonus.
Also i rate beer higher than food, as it takes way less workers and buildings to provide the +8 boost.
Wood cutters are solid because they cost 3 wood, give back 1.5 when razed (yes, game keeps track of fractions) so can be put near trees almost for free (lumberjacks make couple of trips to get trees, better keep that trips short) and lumberjacks can actually fight off some woodland critters.
My favorite top SSS tier building is wooden wall, because they are very cheap way of proofing Your walls against siege towers and ladders, and also for early random walls. So sad it's vanilla only.
Also, good/bad factor really depends on mission, if You don't need an army (or have large enough army to deal with enemies) then scary things are actually good.
In the original-original game (the absolute first version from CD), wells and water pots were great to expand the oasis. Removed on the current version, tho :/
Also- fire pits CAN be discovered with buildings and by firing flame shots at them, even if you are the enemy. You just need to target ground.
Oh you non-oldschoolers :D
just something to mention. If you have the same amount of worker for stone and iron they produce the same ammount of money. A YT tested this with 5 iron mines and 2 quarries with 4 ox carts
Interesting.I didn't know that actually.But it always seems to me that stone is way more efficient lol.
Also:Is this the same for maximum negative fear factor?Because then they put a lot more stone and iron into the stockpile as opposed to regular fear factor,so it might not be valid for that.Just a heads up lol
Hey, Can you make a video on all AI lords ranked according to their alliance please?
Meanwhile, the UCP apothecary: "haha i can heal all your troops and siege equipment, saving you tons of gold!"
Also forgot to mention that the Fletcher is also good for your economy. If you produce tons of crossbows, you get a lot of gold and can even buy the wood for more crossbows, while still making a profit, so you never run out of your gold source. really good if you don't have much space for production outside the castle.
"Oh yeah, how about beating mission 80 without a marketplace?"
A certain german UA-camr: *Cries in 8 hours without a marketplace & arabic units*
Yeah people told me about HandOfUncut!
Nice list, I just always though stables are unfinished bulding idea in Cursader. I remeber when I was a kid I tried to make the horse population renew itself, always thought I am doing something wrong that I need to destroy it every time I get 4 hourses. I'd put it at C just cause of that.
I love the thumbnail of this video
yASS+
Interessting! Thank you! I mostly absolutly agree with youre ranking!
Where can dog cages be built?! I can not find them anywhere!
I consider iron mines to be better than quarries because ox techers are needed to bring the stone to the stockpile. The gold amount per peasant used is more or less the same, when stone is near enough if two ox techers are enough. But stone fills the stockpile fast Wich requires more management permanently selling it.
The caliph scared me 6:8
😁
Haha sorry about that!
Most important S+++ building is the King's Keep, without it you can't even build anything, thus play at all.
S+ tier:
Houses,
They are cheap to build
Provide population
Create gold via taxes
Increase population for civilian and military units
Are used for the icnrease buff of all bonusses
Downsides are
Increased food cost
Run around
Increase cost for the bonusses you wish to get
Overall Houses are OP.
damn the tier list meta is real!
3 of my top 5 videos are tier lists, it is real indeed
Age of Empires is making a comeback.. and I think so is Stronghold.
"I'm sorry to disappoint you Iron Mine fans"
I know that wasn't supposed to be funny but I fking giggled when I heard that 🐴😭
Not true for the fear… they are really good because they speed up all your production by 10 percent for every negative 1 affect and I didn’t notice affect on the troops. I use them every time during long missions and they pay off 10 fold
at fear level max, armor/weapon production literally doubles, whenever blacksmith/craftman put their result into armory, 2 equipments are added instead of just 1
I would put ale only on B, not on A tear, because there are multiple buildings needed for it!
I think nobody uses pitch in multiplayer games because most online players have a ground rule of "no fire" during matches.
I sometimes use the apothecary or put a lil bit of bad fear factor just for the sake of eye candy
Nice list man
you can see enemy fire traps and pitfalls if you try to build things ontop of them 😅
Hi there love your videos how many tanners can operate of 1 cheese farm trying to optimize ?
I think it's 7 per farm I'm not 100% sure but that's what I usually go for on mission 80
There is an official update from 2021 that enables apothecary to heal your units so now I would not say it is completely useless.
Keep up for good work in love with your videos
Great. Now I have to do the no market challenge for the 80 missions...
Ox Tether has different uses and can be also use to mess up enemies by placing it on/inside their castle, because its an economy building, there's no restriction of placing it near enemies.
- only 5 wood to build, 2x2, only 1 required peasant and respawnable Ox that mess up range units to attack it.
- If that AI has Torch Men, let the fire loose and watch his kingdom burn.
- It also mess up mangonel as well, for some reason they will prioritize attacking the building instead of the Ox.
- Best "cheese" so far, If the enemy is completely walled/moated off and with Gates, you can build it on the opposite side and non can exit out that side and the Tether won't be harmed/attacked unless they have fire throwers, drawbridge(won't work if that castle is on high elevation and moats can't be placed there either), productions will be blocked and halted.
11:7 in stronghold crusader 2 the market can make you sell or buy fast but you can trade without it so it is good but not like stronghold crusader 1
You forgot the apple farms, which should go to B because they are fast but they don't generate lots of food
They do produce a fair amount though, and also 5 wood per farm
10:37: ALE Production: I implore you to reconsider!!
Hey bro thanks for your videos, can you play other strongholds and the new stronghold please.
It will be very cool if you make this type of videos for other versions.
KEEP IT UP!!!!!
Handofblood (a german youtuber) beat the full 2nd campaign without market and without arabic units this year. Mission 80 took him over 7h
Also he had the unofficial patch installed
And another thing, as for your argument about it probably being near impossible to win mission 80 without a market place. If it were to be decided by that logic, there's a ton of missions you could beat without a market place but there's almost no missions you can beat without a hovel - only the missions you can completely rush with assassins or other troops. Just food for thought.
Great list though.
The German UA-camr Hand of Blood did Mission 80 without marketplace. Only took him 8h
i like putting walls connected to their castle and a gate on allied ai so they dont close themselves in
Negative fear factor is actually very good for increasing your economy by huge amounts in the early game. Early on, the taxes you would get from positive fear factor is pathetic compared to the gold you would get from negative fear factor. Your troops also don't fight nearly as much in the early game so the troop penalty makes less impact. This is because the economy production scales much better with a low population than taxes do. Hell, even in the late game, negative fear factor would still be superior for economy also considering the fact you get heavy diminishing returns on taxing after -8. However, since taxes start scaling better with higher populations, positive fear factor isn't bad at that point either.