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For example, Ox Warlords provide bonuses to resource production, and spending influence points can supply your stronghold with extra resources as they are upgraded. Gaining these warlords is almost essential to being successful in Warlords, as each of the eight different warlord types provides a different bonus to the player, provided they have enough influence points to spend on some bonuses. The biggest change is the warlord system, where you can forcibly or use diplomacy to occupy neutral warlords dotted across the game map. The different warlord types offer some simple, but necessary, changes to your typical RTS gameplay. It is just more pronounced when you have several cultures from different time periods smashed together into an Asian-fusion blend. Building imperialist China castles surrounded by Japanese Samurai is a bit jarring at first, though Firefly Studios has always taken some liberties to regions and troop types in the Stronghold series. While the games theming is perfect, the sort of ‘one size fits all’ blending of multiple East-Asian cultures is a bit off. This is not without some drawbacks, though. Some of the unique features include region-specific troops such as Ninjas and Samurai, Horse Archers, and unique siege weapons such as the Hwacha launcher. The uncommonly used East-Asian aesthetic offers a unique flavor compared to Firefly’s standard Medieval setting, one that offers a variety of troop types you would rarely see in other RTS titles. The two biggest hooks to Warlords are ultimately its setting and its titular warlords mechanic.
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With it being a simple toggle between different degrees of rationing and taxation, a lot of the guesswork of production is removed completely from Warlords, giving the player free rein to focus on building and troop production fully.Ī United Front How you build your castle is up to you, and the complexity of what you create is endless. While happiness has always been a present mechanic in the Stronghold games, Warlords use it as a barometer of your peasant's mood based on how they are fed, how much you tax them, general protection and living conditions, and even loyalty through inspiring them with statues and other structures.

In fact, the removal of assigning peasants is now replaced by their needs and happiness completely. This act alone eliminates a major element of the typical micromanagement found in classic RTS games and is a welcome change that doesn’t harm the game's typical loop at all. Instead of assigning them, however, they are automatically employed every time a farm or workstation is constructed. Your peasants, for example, wait at your place until they are employed for work. One of the better design choices is how Firefly Studios streamlined the whole process. The question now though is does Stronghold: Warlords hold up to modern standards? For others, it may be old and creaky when it comes to the more modern successors in the genre, which offer more complexity and micromanaging than ever before. For some, especially veterans in the RTS genre, it is a throwback to that golden age. Stronghold: Warlords is the type of game that revels in its lineage while adding some improvements along the way. To date, they are one of the few companies still producing games linked to their more traditional roots, as their latest title, Stronghold: Warlords, showcases.
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One series that began in this golden age was Stronghold by Firefly Studios.
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From the near genre-defining Warcraft II and Starcraft, to massive hits like Age of Empires, Command & Conquer, and Shogun: Total War, RTS games were the king of the PC landscape to the point of near-ubiquitous praise for the depth and complexity the genre was known for. The heyday of real-time strategy games will always be the golden period of 1995 - 2003 for many, primarily because of the caliber of games that were released from this era.
