About two years ago we published exclusive details on Stronghold Kingdoms , online and – as it turned out somewhat later – an excellent branch of the famous strategy, where the player equips his own fortress and smashes the fortress of neighbors. Simon Bradbury, chief designer and creative director Firefly Studios , Then, on the move, I noticed that Kingdoms is by no means Stronghold 3. “Well, actually Stronghold 3 https://twinky-win-casino.co.uk/ will be?" – we asked. “Of course it will be!" – exclaimed Simon. So we accidentally announced the third part. And today, when Stronghold 3 is no longer a secret, Simon told us what a real tricus should be.
The essence of Stronghold is easy to understand anyone who knows at least a little about The Settlers. We directly manage units only in battles, but the peasants only comply with general orders. The time for the construction of buildings and other RTS ruts is not spent, the main task is to organize production chains (only to feed the subjects, five actions are required). Having established basic mechanisms, you can either build up the economy (simultaneously hung a lock with all sorts of nonsense), or, as real men make, go to fight – the game encourages both approaches.
The main difference from the "settlers" is war. There she was a necessary evil, and in Stronghold it is an important and, most importantly, the worked out element, even though it consists only of the capture of fortresses. Siege is a whole art, with sappers, assault guns and long -range cover.
Naturally, Firefly Studios uses Kingdoms Firefly Studios. So, a processed system of honor will appear. In previous games, this parameter was too sensitive: they raised taxes, declared war – and the castle is already empty, everyone fled! In the continuation of the nuances that positively affect the attitude of subjects to you, there will be much more. In addition, an imbalance with archers will be resolved. They were always good in attack and defense, and during the defense of the castle were simply invincible. Now long -range troops will become weaker (but not too much, as Simon emphasizes, because these are the most popular units in the entire series). And also – a surprise! – Sapers will be able to directly destroy the walls. It may be funny to someone, but it is precisely such trifles that the whole game consists of, and subtle work on setting them is exactly what the fans expect primarily from the developers.
Otherwise, Stronghold 3 is the exact remake of the very first Stronghold. Bradbury says that they relied primarily on reviews and suggestions at the official forum and everyone was very asked to do everything exactly as in the very first part. Therefore, there will be no tree of technology (although upgrades will remain), there is no trade (because all are enemies!), and without a macro -strategic regime we will also do – even in the form as in Kingdoms. Now there is not even England: according to the developers, the main thing for them is the Middle Ages, the castle and its environment, so Stronghold 3 is not about specific nations, but about the spirit of the era as a whole.
Black horse knight
What features of the Middle Ages we have long wanted to see in Stronghold
Stronghold is more likely to build territories adjacent to the castle of the feudal lords than the simulation of a full -fledged medieval society. From the life of nobles and knights there are only scenes of loud feasts. But even in such a cramped territory you can be found by all the horrors of that vile, in general, time.
Letters "ME" and "JO"
It is well known that in medieval castles the antisanitarian dominated. However, about the conditions for the departure of natural need, the knights still thought. For this purpose, cesspools under houses dug. It happened that the floor failed – and the knights drowned in impurities. There was another way, more technical. On the outer walls of locks and houses, small extensions similar to loopholes were made (see. illustration). The erupted, without steaming the wall, made a vertical fall, in the event of a siege – right on the head of enemies. True, the latter used to burst into the castle through these holes. In England, the toilets of this type were called wardrobes. By the way, there were hooks for clothes, but not for convenience – it was simply believed that the corresponding smell was killing fleas.
God of War
Medieval castles and feudal yards, as a rule, were built on the principle of “all inclusive”: in a huge hall, a magnificent reception could take place, and at the same time, under it, in the catacombs, could torture and kill people. The torture assortment of the Middle Ages is incredibly diverse. Some names of torture tools give a wide scope of fantasy: Spanish boot, heretic chair, Nuremberg Virgin, Witch's chair, iron gag, anchor, throne, pear.
Trust, but check
If the feudal feudal lord went on a hike, the knights put a belt of fidelity on their wives – a metal hoop with teeth is clear where. The Knight took the key to the belt with him. If necessary, the ladies and their illegal lovers solved the problem either with the help of a master key or by making a spare key, but this procedure was worth crazy money. The first way was dangerous because over time a mechanism appeared in the design that bit off a piece of the master itself – the husband, returning, could find out about all the attempts of the “invasion”. For a wife in this case, it would be better to die heroically in some besieged castle, because punishment was often chosen from the last point about torture.
Water!
Когда же рыцарь не атаковал, а оборонялся, для него и его двора наступали трудные времена нехватки ресурсов. A huge role was played by the presence of water reserves and the availability of the source. If the besiegers hoped to take the castle with a rim, bring the defenders to surrender with thirst, then they dug up the source, threw the corpses of people and animals into the water.
But it was possible and vice versa. One bishop in Magdeburg banned the river and caused a flood in the besieged fortification.
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The desire to return to the ideas of the very first part, of course, is understandable: so, at least, you can be completely sure that nothing will break (see. Stronghold 2 , where everything was ruined by point shortcomings of balance). But it is hardly a stomping on the spot that you can attract a new audience – or even return the entire old. Unlike The Settlers, the authors of which are not afraid of experiments, even if not always successful, Stronghold is content with what has already been invented and verified. The biggest difference from the original game is proposed to consider a three -dimensional graphics (which, to be honest, could remain flat). So please be prepared for the fact that it will be a rough, old-fashioned RS strategy. Real Middle Ages!
We will wait? Stronghold 1 ten years later. Ready to argue, you ordered.
Percentage of readiness: 80%