Resources FAQ by camelotcrusade
Stronghold on SuperCheats.com
STRONGHOLD RESOURCES and MINI FAQ

=============================================================================
Version: 1.0
Last Revision: 3rd 
Status: Complete. Will update as neccessary!
By camelotcrusade. Copyrighted material 2006, 1993.
=============================================================================

* The source materials for this document came from the original game itself, as
  well as from a 1996 re-release of the game on CD-ROM.  This version included 
  help documents only accessible via a DOS prompt and with the   doxReader  
  program on the CD.  I first converted these to .txt documents and then began 
  cleaning them up for use here.

* I have chosen not to reformat and correct the text-based manual at this time.
  Itís really in a sorry state and at present I find it easier to use the PDF 
  manual at replacementdocs.com.  If I get some requests for an updated manual I
  may consider it.

* Evidently the DoxReader texts were created with a scanning program used to 
  convert printed text into digital text.  However, nobody bothered to check 
  the spelling from the scanner and some of it was atrocious.

* I have added comments and clarifications where beneficial to the addendum text
  and I additionally deleted a large block of text that apparently described 
  another game but was somehow added to the addendum by SSI.

* I updated the building card and fixed errors.

* I added the information for enemy buildings to the building card

* Finally, I added some tips and tricks of my own to the end of this FAQ


This revision contains the following sections and additions:
1.1 STRONGHOLD BUILDINGS 
1.2 PLAYER BUILDING DATA
1.3 ENEMY BUILDING DATA
2.1 STRONGHOLD MANUAL ADDENDUM
2.2 ADDITIONAL GAME NOTES FOR STRONGHOLD
3.1 RULEBOOK ERRATA & CORRECTIONS
4.1 STRONGHOLD COPY PROTECTION CODE WORD SHEET
5.1 TIPS AND TRICKS FROM THE AUTHOR
6.1 COPYRIGHT INFORMATION
7.1 VERSION NOTES

This document has been a labor of loveÖ unfortunately this game is old, hardly
anyone plays it (I think) and though I wish it would be revised and updated for
the modern PC Iím not sure that will ever happen. It would be a great GBA game I
think.  :) Anyway, if you do read this FAQ and enjoy playing stronghold, 
Iíd love to hear from you.  Cheers, and happy gaming.

=============================================================================
1.1 STRONGHOLD BUILDINGS
============================================================================= 
A complete list of Stronghold buildings follows in section 1.2 and 1.3.  Each
building has several categories of data:

BUILDER
Which classes can build this structure.  Some may be built only by specific
character classes, some only by the baron, others by anyone, and finally some
require specific ranks awarded by the game.

INCOME
How much money this building produces each turn.  A negative number indicates 
how much the building costs to maintain per turn.

COST
The amount of money required to construct this building.

POPULATION CAPACITY
The number of people this building can house.

FOOD PRODUCTION
How much food this building creates each turn.  Spring and summer productions
shown.  Production rises 125% in the fall and decreases to 25% in the winter.
Other factors: near water=200%; green ground=150%; tan ground(hills)=75%; brown
ground(high mountains)=37%, halfling =150% income *and* production.

FOOD STORAGE
How much food the building stores.

DURABILITY
How long a building lasts while under attack or abandoned.

=============================================================================
1.2 PLAYER BUILDING DATA
============================================================================= 
Numbers and words separated by slash (/) symbols denote upgrades.  For example,
under the heading for Farm are the words Plot/Farm/Plantation.  When you first
build it, it will be a Plot, and the first set of numbers in each column
applies.  After the first upgrade, it becomes a Farm and you refer to the second
set of numbers.  If only one number appears in any category, that number remains
constant through all the upgrade levels.

ARENA
builder: BARON (at DUKE level)
income: - 25
cost: 5000
population capacity: 0
food production: 0
food storage: 0
durability: 65
Increases training stronghold-wide.  Available at promotion level Duke. Training
boost starts at 40%, and increases 4% for every promotion thereafter. Can only 
build one arena, and can only be built by the Duke.

ARMORY
Leatherworks/Shieldsmith/Armory
builder: DWARF or FIGHTER  
income: -10/-20/-30
cost: 400/1700/5000
population capacity: 0
food production: 0
food storage: 0
durability: 20/40/60
Provides armor based on the level of the armory.  Level 1 will provide armor to 
units without armor (except for mages). Level 2 and 3 generate superior armor
types.  Distributes to one unit per turn. Multiple armories distribute faster.

BAKERY
Bread Shop/Bakehouse/Bakery
builder: HALFLING
income: 4/8/16
cost: 800/150/2800
population capacity: 0
food production (base): 4/8/16 
seasonally: spring (1/2/4), summer (2/4/8), fall (4/8/16),winter (5/10/20)
food storage: 0
durability: 20/40/60
Generates income and produces food.  Food rate is 25% of normal in spring, 50%
in summer, 100% in fall, and 125% in winter.

BAZAAR
Trading Post/Trade Faire/Bazaar
builder: ANYONE 
income: variable
cost: 400/800/1600
population capacity: 0
food production: +/-: 5/15/40
food storage: 0
durability: 10/14/22
Bazaar: Buys or sells 5-15-40 food during a food shortage or surplus at rate of
one gold piece per food unit.  Won't buy food unless food stores are empty. 
Available at promotion level Count.
       
BRIDGE
builder: ANYONE 
income: -5
cost: 200
population capacity: 0
food production: 0
food storage: 0
durability: 60
Bridges allow passage of all units, even enemy units, over water into an 
adjacent block. Bridges must be built over water.

BUILDER'S HALL 
builder: ANYONE 
income: -5
cost: 1000
population capacity: 0
food production: 0
food storage: 0
durability:  50
Builder's Hall: Repairs all damaged buildings for the owner once per year,
starting with spring. Two halls allow two repairs a year, etc., up to four halls
repairing four times a year.

CLERIC HOUSE
Chamber/Refuge/Retreat
builder: CLERIC
income: 0
cost: 10/200/800
population capacity: 2/10/15
food production: 0
food storage: 30/160/500
durability:  20/60/99

CLERIC KEEP
Keep/Fortress/Castle
builder: CLERIC
income: 0/-9/-18
cost: 0/2000/8000
population capacity: 20/100/250
food production: 5
food storage: 150/800/2500
durability:  30/70/99

DWARF HOUSE
Home/Hall/Mansion
builder: DWARF 
income: 0
cost: 10/200/800
population capacity: 2/7/18
food production: 0
food storage: 20/100/350
durability: 30/60/99  

DWARF KEEP
Keep/Fortress/Castle
builder: DWARF 
income: 0/-10/-20
cost: 0/2000/8000
population capacity: 20/70/180
food production: 5
food storage: 100/500/1750
durability: 30/70/99 

ELF GARDEN
Nursery/Flower Garden/Elf Garden
builder: ELF 
income: -8/-16/-24
cost: 1000/5000/10000
population capacity: 0
food production: 0
food storage: 0
durability: 10/20/30
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the stronghold, then 
cycles through other units in order of appearance.  Multiple training halls
train units faster.

ELF HOUSE
House/Cottage/Home
builder: ELF 
income: 0
cost: 10/250/900
population capacity: 2/7/15
food production: 0
food storage: 10/120/400
durability:  10/40/80

ELF KEEP
Keep/Fortress/Castle
builder: ELF 
income: 0/-8/-18
cost: 0/2500/9000
population capacity: 10/70/150
food production: 5
food storage: 75/500/1500
durability: 20/40/60 

ELF TREE
Elf Tree/Elf Grove/Elf Forest
builder: ELF 
income: 2/6/18 
cost: 30/600/4000
population capacity: 0/0/0
food production: 10/20/40
food storage: 0/10/100
durability: N/A 

FARM
Plot/Farm/Plantation
builder: ANYONE
income: variable
cost: 10/500/3000
population capacity: 0
food production (base): 7/
food storage: 0
durability: 10/20/30 
Production rises to 125% in the fall and decreases to 25% in the winter.  
Otherfactors: near water=200%; green ground=150%; tan ground(hills)=75%; 
brown ground(high mountains)=37%;halfling=150% to income and food production

FIGHTER HOUSE
Residence/House/Mansion
builder: FIGHTER
income: 0
cost: 10/100/500
population capacity: 2/8/20
food production: 0
food storage: 18/80/220
durability: 20/50/80 

FIGHTER KEEP
Keep/Fortress/Castle
builder: FIGHTER 
income: 0/-10/-20
cost: 0/1000/5000
population capacity: 20/80/200
food production: 5
food storage: 90/400/1100
durability: 30/60/90 

FLETCHER
Arrowmaker/Arrowsmith/Fletcher's Shop
builder: ELF
income: -10/-20/-30
cost: 600/2500/6500 
population capacity: 0
food production: 0
food storage: 0
durability: 15/30/50 
First level repairs broken bows, first upgrade makes +1 bows, second upgrade
makes +2.  Bows are distributed to one unit per turn.  Multiple flecheries
distribute faster.

FORESTER'S CAMP
builder: ANYONE
income: -4
cost: 100
population capacity: 5
food production: 0
food storage: 50
durability: 15 
Units claim trees automatically after a camp is built, moving into new blocks to
claim trees similar to how units set to auto-build will build houses
automatically.

FORGE
Metalworks/Swordmaker's Shop/Forge
builder: ANYONE (except MAGE or ELF) 
income: -10/-20/-30
cost: 500/2000/6000
population capacity: 0
food production: 0
food storage: 0
durability: 20/40/60 
First level repairs broken weapons, first upgrade makes +1 weapons, second
upgrade makes +2.  Weapons are distributed to one unit per turn. Multiple Forges
distribute faster.

GAMING HALL
Dice Den/Card Parlor/Gaming Hall
builder: THIEF
income: 5/10/20
cost: 400/700/1300
population capacity: 0
food production: 0
food storage: 0
durability: 10/15/30 
Generates income and increases income for inns at the expense of other party
members at the rate of 3% per upgrade, up to a maximum of 50% of the
stronghold's total income.  So, if the total Stronghold income is 300, a Dice
Den skims 9 gp from that total if the leader has an inn.  Each Hall requires its
own inn to skim gold.

GATE
Gate/Sturdy Gate/Manned Gate
builder: ANYONE 
income: -8/-10/-12
cost: 200/300/450
population capacity: 0/0/4
food production: 0
food storage: 0
durability: 10/40/80 
Gates allow passage of friendly units only.  N/S gates allow E/W passage and
vice versa.

GLASSWORKS
builder: THIEF 
income: -8
cost: 1500
population capacity: 0
food production: 0
food storage: 0
view range: +5
durability: 40 
Requires a level 3 (or higher) thief to build.  Increases the view range of
towers by 5 blocks.  Also distributes mirrors (to one unit per turn) for
protection in combat against medusae.

GRANARY
Storage Shed/Storehouse/Granary
builder: ANYONE
income: -10/-25/-40
cost: 100/600/5000
population capacity: 0
food production: 0
food storage: 500/3000/10000
durability: 10/30/60 
Increases total food storage.  Automatically distributes food to a starving
leader when food production is below total population.   

GUARD HOUSE
Guard House/Drill Hall/Training Hall
builder: FIGHTER or DWARF
income: -5/-15/-30
cost: 500/1000/4000
population capacity: 0
food production: 0
food storage: 0
durability: 25/50/75 
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the stronghold, then
cycles through other units in order of appearance.  Multiple training halls
train units faster.

HALFLING HOUSE
Lodge/Adobe/Dwelling
builder: HALFLING
income: 0
cost: 10/100/400
population capacity: 2/6/13
food production: 0
food storage: 50/180/520
durability: 30/60/90 

HALFLING KEEP
Keep/Fortress/Castle
builder: HALFLING
income: 0/-10/-15
cost: 0/1000/4000
population capacity: 20/60/130
food production: 5
food storage: 250/900/2600
durability: 30/70/99 

INN
Guest House/Tavern/Inn
builder: ANYONE
income: 15/35/75
cost: 2000/4000/8000
population capacity: 15/35/75
food production: 0
food storage: 0
durability: 30/50/70

JEWELER
Trinketer/Ringmaker/Jeweler
builder: MAGE
income: -10/-20/-30
cost: 750/3000/7000
population capacity: 0
food production: 0
food storage: 0
durability: 25/50/70
Makes rings of protection, +1, +2, and +3.  Only makes rings for mages.

MAGE HOUSE
Room/Cottage/Manor 
builder: MAGE
income: 0
cost: 10/300/1000
population capacity: 2/5/15
food production: 0
food storage: 15/100/300
durability: 10/40/80

MAGE KEEP
Keep/Fortress/Castle
builder: MAGE
income: 0/-8/-16
cost: 0/3000/10000
population capacity: 10/70/150
food production: 5
food storage: 50/600/2000
durability: 20/40/60

MAGIC MILL
Apothecary/Alchemist's Lab/Magic Mill
builder: MAGE
income: 4/8/16
cost: 800/1500/2900
population capacity: 0
food production: 0
food storage: 0
durability: 20/40/60
Generates income.  Creates a random chance that a Forge, Fletcher, Jeweler or
Armory will make a more magical product (+3 instead of +2 weapons, for example).
Each upgrade adds a 3% chance of this happening.  Note that rings of protection
never go above +3.

MAIN CASTLE
Main Castle/Fortified Castle/Stronghold
builder: BARON
income: 0/-20/-40
cost: 0/7000/15000
population capacity: 25/100/250
food production: 5
food storage: 375/1500/4500
durability: 30/70/99

MARKETPLACE
builder: ANYONE
income: 5
cost: 100
population capacity: 0
food production: 0
food storage: 0
durability: 1
Each market gives 10% access to the common fund.  Also improves farm income and
food production.  Fund access caps at 10 markets per leader, though markets may
still be built for income and the food production boost.

MASON'S HALL
Brick Kiln/Stonemasonry/Mason's Hall
builder: DWARF
income: -5/-10/-15
cost: 500/750/1000
population capacity: 0
food production: 0
food storage: 0
durability: 60/75/90
Increases the building construction speed, +10%, +20%, and 30%.  Works on three 
buildings at a time.

MINES 
Iron/Gold/Gem (Note: not upgrades)
builder: ANYONE
income: 50/125/250
cost: 0
population capacity: 0
food production: 0
food storage: 0
durability: 10/20/20

OUTPOST
builder: ANYONE
income: -20
cost: 3000
population capacity: 10
food production: 0
food storage: 300
durability: 50
Generates new units at the outpost location, as if it were stronghold belonging
to same owner as leader who built the outpost.  Not available until Baron
reaches Marquis; can build one per level thereafter.

PUBLIC BATH
Steam Bath/Bath House/Public Bath
builder: CLERIC 
income: -7/-14/-21
cost: 700/1400/2800
population capacity: 0
food production: 0
food storage: 0
durability: 10/20/30
Increases maximum unit size.  Increase is by 1,2, or 3, according to upgrade
level of the bath.  Each Bath affects 5 units at a time.

SCRIBERY
Clerk's Office/Transcriber's shop/Scribery
builder: CLERIC
income: 6/12/24
cost: 500/900/1700
population capacity: 0
food production: 0
food storage: 0
durability: 20/25/30

SOCIAL HALL
S. Club/Hall of Fellowship/Social Hall
builder: HALFLING
income: -10/-17/-24
cost: 750/3500/6000
population capacity: 0
food production: 0
food storage: 0
durability: 30/60/99
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the stronghold, then
cycles through other units in order of appearance.  Multiple training halls
train units faster.

TEMPLE
Shrine/Church/Temple
builder: CLERIC
income: -5/-15/-25
cost: 500/4000/8000
population capacity: 0
food production: 0
food storage: 0
durability: 20/40/80
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the stronghold, then
cycles through other units in order of appearance.  Multiple training halls
train units faster.

THIEF HOUSE
Hut/Shack/House
builder: THIEF
income: 0
cost: 10/60/200
population capacity: 2/8/20
food production: 0
food storage: 12/56/160
durability: 10/20/40

THIEF KEEP
Keep/Fortress/Castle
builder: THIEF
income: 0/-5/-10
cost: 0/600/2000
population capacity: 20/80/200
food production: 5
food storage: 60/280/800
durability: 10/20/30

THIEVES' GUILD
Den/Black Market/Guild
builder: THIEF
income: -4/-10/-22
cost: 350/3000/6000
population capacity: 0
food production: 0
food storage: 0
durability: 10/20/30
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the stronghold, then
cycles through other units in order of appearance.  Multiple training halls
train units faster.

TOWER
Small Tower/Tower/Large Tower
builder: ANYONE
income: -10/-15/-20
cost: 500/2000/5000
population capacity: 0
food production: 0
food storage: 0
durability: 30/65/99
Allows units to see surrounding countryside.  View ranges are 15 block at first
upgrade, then 30 and 45 with the upgrades. View ranges increase at higher
elevations.

TOYMAKER
Woodcarver/Puppetmaker/Toymaker
builder: ELF
income: 6/12/24
cost: 500/900/1700
population capacity: 0
food production: 0
food storage: 0
durability: 20/40/60

TREE
Tree/Grove/Forest
(Note: built or claimed by non-elves)
builder: ANYONE
income: 1/5/20
cost: 30/400/2000
population capacity: 0
food production: 5/10/30
food storage: 0
durability: N/A

UNIVERSITY
School/Collage/University
builder: MAGE
income: -15/-22/-36
cost: 1000/5000/10000
population capacity: 0
food production: 0
food storage: 0
durability: 30/75/99
Increases the rate at which units gain experience (for leveling up). Trains all
units belonging to the leader, not just the ones in the block with the training
hall.  Begins training the first unit that arrived at the stronghold, then 
cycles through other units in order of appearance.  Multiple training halls
train units faster.

VAULT
Money-dealer's Shop/Bank/Vault
builder: ANYONE
income: -2/-8/-24
cost: 500/2000/8000
population capacity: 0
food production: 0
gold storage: 2000/10000/50000
durability: 10/50/90
Increases maximum gold storage.  Income is lost when maximum gold storage is
full; no more gold can be stored.

WALLS
Wall/Sturdy Wall/Manned Wall
builder: anyone
income: -1/-5/-9
cost: 20/50/200
population capacity: 0/0/3
food production: 0
food storage: 0
durability: 10/40/80
Walls block passage of non-flying monsters.  N/S walls may be built over water. 
E/W walls will place units defending the wall vulnerable to attack.  N/S walls
will place the defending unit on one side of the wall and the enemy on the other
when viewing combat, so ranged attacks will be needed to defeat the enemy. 
Auto-combat will resolve normally regardless of whether or not a defending unit
can attack at range.

-----------------------
1.3 ENEMY BUILDING DATA
Enemy buildings can be claimed by player units occupying an enemy block that
contains no combatants.  To do this, simply select the enemy building and change
the owner to the player.  Enemies can build farms and housing but frequently
they are not intelligent enough to stay there and tend them.  Enemy strongholds
cannot be claimed.

ENEMY HOUSE
Hut/Shack/House
builder: HUMANS or HUMANOIDS
income: 0
cost: 10/60/200
population capacity: 2/8/20
food production: 0
food storage: 12/56/160
durability: 10/20/40
All enemy houses use the above template, though they may display different
graphics normally not accessible to human players.  For example, trolls build
mud huts, minotaurs make straw huts, and goblins create wooden shacks.

ENEMY FARM
Plot/Farm/Plantation
builder: ANYONE
income: variable
cost: 10/500/3000
population capacity: 0
food production: variable
food storage: 0
durability: 10/20/30 
Enemy farms are identical to player farms.

=============================================================================
2.1 STRONGHOLD MANUAL ADDENDUM
=============================================================================
For complete and specific "how to play" information, please refer to the manual.
Any notes regarding changes to the game after the rule book was printed, or any
rules errata can be found in the errata sections that follow.

COPY PROTECTION
For Stronghold you must count section headings when you count words. If you do
not possess a manual, see the STRONGHOLD COPY PROTECTION CODE SHEET section of
this FAQ.

=============================================================================
2.2 ADDITIONAL GAME NOTES FOR STRONGHOLD
=============================================================================

MOUSE CONTROL
Left-click the mouse to perform actions.  Right-click to automatically exit out
of any menu or indicate you are DONE with a menu.

KEYBOARD SHORTCUTS
Note these are shortcut keys only.  A mouse is required to play STRONGHOLD.
	G	Show compass
	O	Create a leader (before all 5 are created), or view a leader
                when on screen with his keep
	V	Toggle view between postcard and overhead
	B/L	Set pyramid to 100% build
	T	Set pyramid to 100% train
	R	Set pyramid to 100% recruit
	C	Center pyramid
	</-	Decrease magnet by one
	>/+	Increase magnet by one
	Enter	Cycles through available pyramids
	Tab	Selects a pyramid
	ESC	View options screen
	F5-F8	Selects first, second, third, or fourth visible building
	1Ė5	Selects one of the five leaders listed on right side of screen
	P	Pause on/off

WHILE VIEWING A UNIT
	H	Homes the unit
	R	Readies the unit
	U	Unassigns the unit

OTHER KEYBOARD COMMANDS

	Arrow Keys	Move around map
	Control-S	Sound effects on/off
	Control-M	Music on/off
	Spacebar	Passes time (even while paused)

STARTING VALUES
The Peaceful, Aggressive, and Hostile worlds have different starting values for
initial gold, gold storage, and auto-build status.  They also have different
morale requirements for promotions.  These values are:

       	Gold   Gold Storage  Auto-Build  Morale % to Promote
Peaceful	500	 4000  	   ON   	   55, 57, 59, 61, 63, 64, 65, 66, 67
Aggressive	300	 3000          OFF  	   55, 57, 59, 61, 63, 65, 67, 69, 71
Hostile	100	 2000  	   OFF  	   55, 58, 61, 64, 67, 70, 73, 76, 79

SETTING MULTIPLE PYRAMIDS SIMULTANEOUSLY
Occasionally, you will want to set several of a leader's pyramids to the same
position at once. To do this, follow these steps:

1. Make sure the overhead view is in the large window.
2. Click on the small leader pyramid you want to set.
3. Adjust the large pyramid to the position that you want.
4. Click on the small leader pyramid again.
5. Enclose the units whose pyramids you want to set. To do this:
   a. Click on a point above and to the left of the units. 
   b. Move the mouse to create a rectangle around the units.
   c. When you have enclosed the units you want, click again.
6. All pyramids of the leader you selected will be set to the same position
   within the rectangle.

PREGENERATED CITY
Stronghold comes with a pre-generated city-in-progress in case you want a quick
start for the game, or if you are a beginner and want a head start towards a
successful city.  To load the pre-generated city, press the button labeled First
City after choosing the New Game option in the opening menu.
    
HELP BUTTON
The HELP button in the unit and leader screens brings up a menu of help topics.
If you are struck, try reading through these suggestions, as well as the playing
tips at the end of the rule book.  Plus, my Tips and Tricks may help as well.

=============================================================================
3.1 RULEBOOK ERRATA & CORRECTIONS
=============================================================================

* Buildings are not damaged by combat in their block.  Buildings are only
  damaged by being abandoned or   by having monsters and no friendly units in
  their block.
     
* There is a limit to the total number of units (friendly and enemy) in the
  world.  If you can't generate new   units, kill some monsters to free up unit
  slots. WARNING: DO NOT exceed 30 monsters total in a custom world.
   
* Mouse Movement:  The mouse is active throughout the game, and may be used for
  all input except to answer   the copy protection question or to enter an
  amount of money.
     
4.1 STRONGHOLD COPY PROTECTION CODE WORD SHEET
When "Stronghold" presents you with a "Page"/"Line" combination simply find that
combination in the first two columns of this code word sheet and type the word
from Column 3.  This should only occur when choosing ďNew Game.Ē

Page	Line	Word
-------------------------------------------------------
2	1	choose
2	2	after
3	1	movement
4	3	dots
5	1	hit
6	1	longbow
6	2	spells
8	1	constructing
9	2	squares
10	1	swamps
11	2	would
12	2	repair
13	1	controlling
14	1	setting
15	1	sage
16	1	when
16	1	button
17	1	home
18	1	needed
19	2	screen
20	2	gold
21	1	spellcasting
22	1	opponents
26	1	expense
27	1	plan

=============================================================================
5.1 TIPS AND TRICKS FROM THE AUTHOR
=============================================================================
I have been playing Stronghold for years now then recently got back into it.
Here are some tips and observations 
I havenít seen anywhere else that may help you enjoy the game a little bit more.

GAMEPLAY TIPS
* First, how to get it to run.  I used DosBox, a great community utility to 
  allow you to run old DOS games in windows.    Iím running Windows XP all 
  tricked out and stronghold works great with DOS box.  If you run into any 
  trouble using DosBox to run this game, drop me a line and I can share my .cfg
  file settings.  Find the software via Google or http://dosbox.sourceforge.net.

* Second, where to buy it.  I got my second copy off Amazon marketplace.  
  Google for Stronghold 1993 to find it otherwise.

ECONOMY TIPS
* Always save it before excavating a rock.  If you can stand saving and loading,
  an early gold or gem mine will really help you get off to a strong start.

* Use early mine money to build sustainable income, like upgraded farms and 
  especially the money makers from each faction (e.g., dice dens, magic mills,
  scribery, etc.) instead of using it to build fancy things you canít afford
  (like universities).

* Claimed trees salvage for 11 gold, while trees that havenít been claimed sell
  for only 3 gold.  So, if you can spare the time claim trees you donít want,
  *then* chop them down.

* Pre-generated world #3 has a *ton* of juicy rocks waiting to be harvested and
  a nice flat plain to start your empire.

* To prepare for winter, make sure you arenít building things with upkeep costs
  that will outpace your non-farm income. Farm income is only 25% of normal (and
  for trees even worse I think) in winter.  So, try to match any expenses you
  incur with equal or more revenue.  So, if a granary costs 6 gold, a level 1
  scribery will cover that cost.  Since the game doesnít have a good balance 
  sheet of costs and expenses, keeping track of this is up to you 
  (at least in the beginning, when you actually might go bankrupt in the 
  winter).  This is trickier for dwarves and fighters, as they have no revenue
  building structure.  You might have another faction build them a few, or just
  build lots of markets until inns are available.

* Walls are really expensive to upkeep, so try only to build N/S walls if 
  possible.  They are easier to defend   (see below) plus you only need one N/S
  wall (usually on the far right or far left of a block) per block to defend
  it instead of 4 E/W walls.  And, unless youíre dripping in money, upgrading 
  them isnít necessary (since youíre not planning on dying and having durability
  matter here).

COMBAT TIPS
* Most enemies will ignore you until you destroy one of their units first.
  After that, they will periodically attack you.  

* When enemies attack you can normally figure out where they will strike, though
  itís not always at the same place. Bolster your borders with a few units on 
  guard duty.

* Destroying an enemy stronghold without killing any wandering units belonging
  to that stronghold will cause them to make a beeline for your empire and 
  attack it en masse.  

* Giant ants in particular will go insane, and there are normally A LOT more
  ants per stack than most creatures have.  Be careful before you unleash a
  plague of ants.  :)

* Directly viewing combat and using auto-combat both have their uses.  

* Auto-combat will make some units lose that would normally easily defeat a
  creature, and it will also sometimes pick off weaker units in a large army
  when it normally wouldnít happen (e.g., that level 1 mage   hanging out with 4
  level 6 fighters.)  However, auto-combat will also resolve combat in 
  situations where youíre plum out of luck, such as a body of water between and
  the monster in regular view.

* Regular view is generally better.  As a bit of a cheat, if you toggle to and
  from the active combat block  t will reset the positions of your characters
  vs. the monsters each time you do it.  So, fast attackers like a thief can
  feasibly stab a dragon to death by you tabbing on and off so quickly it can 
  get in a strike and then reset   its position before you give the dragon a
  minute to attack back.

* If the victory bar isnít cleared and all you see are your units on a screen,
  try toggling back and forth.  Oftentimes there isnít enough room to draw all
  the enemies and all your units on the screen, particularly when cleaning out
  an enemy stronghold.  Tab back and forth until the enemy numbers are reduced
  to a just a few and youíll be able to win.

* Humans and humanoid units are vulnerable to more spells than non-human units.
  Especially low level ones, like goblins and kobolds.  This means low-level
  mages and elves can wreak havoc and be generally more useful when fighting
  these creatures, as they can use sleep, charm, and magical missile.

* Some enemies attack very quickly and your slower units wonít even have a
  chance to recover.  Be careful if you one-on-one with dwarves vs. scorpions,
  for example.  My stack of level 6 dwarves got annihilated as I watched since 
  they swung their hammers too slowly to connect Ė and the scorpion attack so
  quickly the dwarf was in a perpetual spin of recoil.  To solve this problem,
  bring a mix of units, or use auto-combat. 

* If youíre watching a fight over a N/S wall, make sure one of the units there
  can shoot or cast damage spells.

* Remember, this is FIRST EDITION D&D Rules.  That means clerics donít get any
  spells until SECOND LEVEL.  So, unless they are at least level 2, they canít
  cast healing spells.  I recommend training them to at least level 2 before
  adding them to any army youíre gathering. 

=============================================================================
6.1 COPYRIGHT INFORMATION
=============================================================================
Original Building Card and Addendum created by © SSI Strategic Simulations, Inc.
Dungeons & Dragons is a trademark owned by and used under license from TSR, Inc.
Lake Geneva, WI, USA.  All TSR characters, character names, and the distinctive
likenesses thereof are trademarks owned by and used under license form TSR, Inc.
© 1993 TSR, Inc.  All rights reserved. © 1993 Strategic Simulations, Inc.  All
rights Reserved.

=============================================================================
7.1 VERSION NOTES
=============================================================================
Version: 1.0
Last Revision: 3rd December 2006
Status: Complete. Will update as neccessary!
By camelotcrusade. Copyrighted material 2006, 1993.

VERSION 1.0
   *CREATED AND SUBMITTED BY CAMELOTCRUSADE
   *This is my first ever FAQ. Feedback and comments are welcome.  
    (camelotcrusade @ fuse.net)
   *Also availabile in a much prettier Word 2000 version (please e-mail the
    author for details)

Finally a big thanks to SSI for making such a cool game!