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Lady Ivonne last won the day on May 13
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A Brand New Stronghold Reveal Is Coming This Week!
Lady Ivonne replied to Sir Windows's topic in The Town Crier
@ Sir Windows What a relief! Where are these animations mentioned? -
A Brand New Stronghold Reveal Is Coming This Week!
Lady Ivonne replied to Sir Windows's topic in The Town Crier
@ EaglePrince Absolutely — Stronghold 2’s immersion in castle life was the real magic, with gong, rats, and crime just adding flavor! Hoping Stronghold 4 at least carries that spirit forward... -
A Brand New Stronghold Reveal Is Coming This Week!
Lady Ivonne replied to Sir Windows's topic in The Town Crier
@ EaglePrince I do understand your perspective — I came from the same RTS background, with games like Ancient Art of War (1984), Age of Empires II (1999), Stronghold (2001) and Stronghold: Crusader (2002). So I know what you mean about wanting mechanics that support competition and tactical fighting without too much distraction from upkeep. That said, the Stronghold series has always attracted more than one type of player. Over time I have become a hybrid player, also enjoying the base-building side in games like Stronghold 2 (2005) and Manor Lords (2024), where creativity and optimised castle life are just as rewarding. It is worth remembering that the Stronghold series deliberately caters to different playstyles: Combat / war campaigns, missions and skirmish mode for players who thrive on RTS military victories. Economic / sim campaigns, missions and free-build mode for those who enjoy base-building castle design. The challenge is not about striking a middle ground, but about ensuring both sides are fully supported without compromise. Stronghold: Warlords (2021) showed what happens when the balance slips — some RTS players felt restricted by its slow military buildup, while some builders found its stripped-down castle systems shallow. I even gave up blogging about a castle in Stronghold: Warlords because the mechanics did not sustain creative play. So while your concern about balancing “reward” vs “punishment” mechanics is valid from the RTS angle, there are also players who enjoy managing those systems as part of their castle-building creativity. The beauty of the Stronghold series is that it has always tried to serve both groups — and I think Stronghold 4 will shine most if it fully commits to serving both sides. -
A Brand New Stronghold Reveal Is Coming This Week!
Lady Ivonne replied to Sir Windows's topic in The Town Crier
@ EaglePrince I like your optimism about Stronghold 4 focusing on the series’ strengths. Stronghold 2 gave us a wide spectrum of mechanics — some loved for immersion, others debated as chores, hence different fans valued different parts of that spectrum. My ultimate hope is that Stronghold 4 carries forward all of Stronghold 2’s traditions, but adapts them in ways that respect player preference. That could mean letting players toggle systems on or off based on which they valued, or redesigning divisive mechanics like gong and rat management into more streamlined or automated versions. Either way, the goal is to retain immersion without forcing what is not valued onto players. If Stronghold 4 achieves this flexibility, it really could blend all of both traditions. -
A Brand New Stronghold Reveal Is Coming This Week!
Lady Ivonne replied to Sir Windows's topic in The Town Crier
From what I have seen in the various Stronghold 4 video previews, the game looks more like a refined continuation of Stronghold 3’s design philosophy, which itself built on Stronghold 1’s roots but with a full 3D presentation. Stronghold 4 appears to carry forward features from Stronghold 3 such as dynamic weather changes, along with the honour system that was first introduced in Stronghold 2. It is also worth noting that Stronghold 3, Stronghold Crusader 2, and Stronghold Warlords all share the same Vision engine, which underpins their common technical foundation. However, some of Stronghold 2’s distinctive mechanics have not been shown in previews so far — like gong and rat management, and immersive cutaway views of castle life such as feasts, dances, and activities in tower interiors. That suggests fans of the Stronghold series will find the familiar castle‑building and warfare foundation intact, while Stronghold 2 fans will be especially attuned to whether the castle‑life simulation elements they valued make a return in Stronghold 4. If those features do reappear, Stronghold 4 could blend the best of both traditions; if not, Stronghold 2 remains a rich experience for those who enjoy exploring castle life in depth — something I have continued to chronicle through my own castle project (blog). -
Spot on, Sir Windows — the attacker was indeed Sir Edwin! 🤣 In my version of events, he struck twice: escaping after the first siege, but after the second failed attempt his fate was sealed as he was captured — and only then was his true identity unveiled. I kept his identity deliberately cloaked in secrecy throughout the earlier page, with the revelation intentionally reserved for the ‘Sieges of Sarum: Close-ups’ page as a fitting conclusion to his campaign.
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Thanks, Sir Windows, for the warm welcome! I’m glad you enjoyed the civilian life aspect — I’ve tried to cover not just castle and community design, sieges and battles, but also the everyday rhythms of Stronghold 2. Blogging about my castle has been a fun way to bring the game to another level, blending strategy with narrative. Looking forward to sharing more and learning from the community here! 😊
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Years ago, with some realism, I have imagined and documented Sarum Castle — a formidable fortress along the North Norfolk Coast in England during the early 1400s fully sustained by its household and town. Key features which you can consider for your own castle: Concentric design: Two defensive layers around the keep, with moats, drawbridges and barbicans. Defensive tricks: Trebuchets, mangonels, ballistas, rolling logs, oil and stone tippers along different hidden traps and kill zones. Landscape strategy: Plateau placement, river bend and marsh protection as well as concealed paths to dock and town. Population: About 740 inhabitants, including warriors and peasants. Balanced garrison: 230 archers, 240 infantry, 75 cavalry, plus boat warriors and engineers. Efficient workforce: 140 peasants in tool manufacturing, mining, farming and services. Included are videos and documentation on daily life, other design considerations and even siege scenarios to illustrate how the castle would function in action: Daily Life Tool manufacturing: Bows, swords, spears, armour, candles and cloth. Logging and mining: Wood, pitch, iron and stone. Livestock farming: Dairy, hunting, eels, geese, pigs, beeswax and wool. Crop farming: Hops > ale, apples, wheat > flour > bread, vegetables and vines > wine. Services: Religion, law enforcement, medical, sanitation, meals, entertainment, etc. Siege Scenario Waves of attackers charged with reckless fury. From the battlements, archers and ballistas rained arrows and bolts, cutting down wave after wave before they reached the walls. Mangonels roared to life, hurling colossal rocks that scattered enemy ranks at kill zones. Hidden traps at choke points turned breaches into slaughters. Burning logs rolled and boiling oil poured on those who dared approach the walls. The keep stood untouched, a symbol of defiance. If prompted, I can explain the positioning of the various buildings or defences else discuss new perspectives such as: How the castle compared to real medieval castles. The need for more cavalry to scout and secure the surrounding lands under the jurisdiction of the castle. How can the castle design be improved efficiently. Want to learn more about medieval castles, life and warfare? You can explore videos and other references I have also compiled besides diving deeper into the full project here: sarumcastle.wordpress.com/(Blog) Updates 1. Addition of Second Vineyard The second vineyard can be added but requires some rearrangement of the sheep farms, weaver's workshops and the south stockpile as shown in the "Life and Tour @ Sarum" page of the full project (Blog) on the castle. Sharing a library out of charity — no promotion.
