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Lords of the Realm II
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===Castle building and management=== The building of castles requires particularly skillful resource management. The construction of a castle is a high priority because it will help protect the town from enemy armies. Workers will have to be shifted from other tasks to build the castle, taxes will have to be increased, and the happiness of the populace may be harmed. Castles boost tax revenues when completed though, covering their costs in the long run. The castles that may be constructed, in order of least resource intensive to most resource intensive, are wooden palisade, [[Motte and Bailey]], keep, stone castle and royal castle. More expensive castles are easier to defend and raise tax revenues to a greater degree making them a worthwhile longterm investment. ====Castle Defenses==== There are five castles types that can be erected per county, and is highly recommended to stage a defense against oncoming enemy troops. If a county does not have a castle with stationed troops, then the enemy troops will attack the county seat or any nearby armies. These are the five major castle types, from weakest to strongest. The AI opponents will use all five types, though Norman Keeps and Motte & Baileys are the most common. Once troops are stationed there, opposing forces will siege that castle, and at the start of the turn where the siege takes effect, the player can either autocalc the battle or fight it in real time. Motte & Baileys, Stone Castles, and Royal Castles are defended by moats as well, and all castles have boiling oil available to attack. To build a castle, you select the castle building option, and select whichever castle you want to build. Castles also effect tax rates. The stronger the castle type, the more percentage the castle adds to the tax income per each county. *''Wooden Palisade'' - Requires 40 Stone, 400 Wood to build. By far the weakest castle; easily breached. This is the first of two primarily wooden castles. Grants a 50% boost to tax revenues. *''Motte & Bailey'' - Requires 80 Stone, 800 Wood to build. The most common castle erected by computer controlled opponents, this castle is the second wooden castle and while easier to defend than the wood palisade, still a fairly weak castle. Grants a 75% boost to tax revenues. *''Norman Keep'' - Requires 1000 Stone, 200 Wood to build. The middle of the road castle, not very weak, but not very strong either. The Norman Keep is the first of three stone castle types, and is a fairly common castle type used by the AI. Grants a 100% boost to tax revenues. *''Stone Castle'' - Requires 2000 Stone, 400 Wood to build. This is the second strongest castle available. Grants a 125% boost to tax revenues. *''Royal Castle'' - Requires 3000 Stone, 800 Wood. This is the strongest castle available. Once erected, this castle is not easily breached at all and is a very secure defense. Grants a 150% boost to tax revenues. There is a well-known glitch that is greatly beneficial in castle building. If you select the Royal Castle from the very start when building a castle, 3000 stone and 800 wood are required. However, if you sell all stone and wood to a merchant, then go the castle select screen. First, select the Wooden Palisade, to build. Then, select the Motte & Bailey. Third, select the Norman Keep, and so on. The advantage to this is if there is no available stone or wood, a royal castle will only cost 1000 stone and 800 wood. This glitch also gives you an instantly available stone castle available to defend, because the game thinks you are upgrading a stone castle to a royal castle. ====Raising an army==== The player can raise an army when the time is right to attack, or if threatened. Armies take people from the town and train them into one of the seven available classes of soldiers: knights, archers, pikemen, macemen, crossbowmen, swordsmen, and peasants. The player also has the option of hiring mercenaries, though these are loyal only to money and will desert if the player doesn't have enough to pay them. Mercenaries will not fight alongside other mercenaries due to past rivalries. The player's recruitment strategy should be based on the necessary power, speed, ranged attack abilities, and number of the army. The size of the army is determined by the town's resources and citizen happiness. ====Military==== To wage a successful campaign, a player must successfully manage the military. Armies are raised by drawing from county populations. The more people that are conscripted per season, the more happiness is deducted from that county's happiness. There are several units available for conscription. Assuming that the blacksmith has produced the following weapon types, or they have been bought by merchants, these weapons will be available when making an army. The two major divisions on unit types are hand-to-hand and long range. Hand-to-hand: *''Knights'' - The most resource-intensive unit for the blacksmith to manufacture, knights are the fastest, most agile units available and are both tough and powerful. They are the only units unable to fill in castle moats due to them being on horseback. *''Macemen'' - Inexpensive to produce, macemen are often the foundation of a successful army, due to low cost and overall sturdiness. Macemen are quite agile and are especially effective against lightly armed units such as peasants and archers. *''Pikemen'' - Heavily armoured, pikemen are very slow but their armor withstands many hits, making them more effective as a defensive unit than an offensive unit. *''Swordsmen'' - For the investment, these are the overall best hand to hand unit in the game, with good defense and attack and decent speed *''Peasants'' - These are the default soldiers who are not given weapons, they are poor in both defense and offense and fall quickly to armed units. They are only truly useful in filling in moats or serving as cheap arrow fodder while better units move in for the kill. Long-range: *''Bowmen'' - Effective as long range fighters used to pick off enemy troops while hand-to-hand units are engaging them as well. They do not function well in close range. The most effective use for them is to use them to guard castles. They have a long range and high rate of arrow fire. *''Crossbowmen'' - Fairly effective as both hand to hand and long range attackers. While they have a shorter range and fire more slowly compared to bowmen, their bolts are much more powerful, and can penetrate armor easily, which means they are useful against armored units such as pikemen, swordsmen, knights, and siege weapons.
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