Who here remembers the original vintage title,
Stronghold, by Stormfront Studios? If you don't, you're probably not alone. Not only has the name been used heavily by the (admittedly pretty good)
Stronghold series of Medieval-era castle builder games, but the original
Stronghold I'm talking about was released way back in 1993. It is a strategy game based heavily on AD&D 2nd edition mechanics that, for its time, manages to pack an extremely impressive amount of content into its framework. How many old games can you name that actually have a random world generator that uses triangular polygons to represent hills and mountains?
Feeling nostalgic, I thought I'd try and make a little Let's Play of sorts here while I play through the game, so you guys can watch and enjoy.
I load the game in DOSBox, and am greeted with quite a lineup of impressive sights. The game has a full-fledged beginning trailer, something very rare in an older title. It would take too long to post all of it here, though, and none of it is stuff that I can't do in the game already, so I skip past it in favor of starting a new game. The first step is to select a world to start in, which will be where we build our new Stronghold and recruit AD&D characters for our army.
There are a handful of pre-generated worlds that can be selected here, but I opt to go for making a custom new one. The game prompts me for a difficulty setting, and again I choose Custom; about the only thing different that I can see is the number of "intelligent enemies" you face, which I assume either means their level of aggressiveness, or their level of difficulty.
I'm feeling masochistic today. I set the enemy numbers to the absolute maximum; 30 enemy leaders in the first wave, split 10/10/10 between low/medium/high "intelligence", and 30 more in the second wave, which will arrive after I finish off the first. Let's see how long I can last here, eh?
Annnd we're off! The world map beckons! And gee, look at that beauty. The devs actually managed to include a top-down view and a street-level view in the upper right-hand corner. You really have to pause and just take a second to appreciate how much work went into this game. And I haven't even gotten into the
really impressive stuff yet.
But anyway, duty calls. My first order of business is to create my first leader. In
Stronghold, you may create up to 5 "party members", which function as leaders of your community. Each leader is created individually, and must be placed manually on any patch of suitable land within reach. The first leader I create will have the honor of residing in my Main Castle, which can eventually be upgraded to a Stronghold. This will be the primary seat of power for my burgeoning kingdom. If I lose it, I effectively lose the game.
Creating a "party member" is pretty simple. I click the little button in the lower left, taking me to a character creation screen where all I have to do is roll stats and pick a class. In this game, however, "class" also applies to race; Elves are all multiclass Fighter/Magic-Users, for instance, and fight with bows and spells. The classes available run the gamut from Fighter to Cleric to Thief to Mage, and a little more for good measure.
To start with, let's go with the gold standard, the frontliner and pillar of every party: the Fighter. Fighters are pretty versatile in
Stronghold, since you get both melee weapon and bow users as generated units. They can grow to be pretty formidable in combat, and can provide lots of good cover for other troops.
I choose the name "Aribeth" for a female fighter because I was a big fan of
Neverwinter Nights way back in the day, and Lady Aribeth de Tylmarande, Half-Elven Paladin of Tyr, was a favorite character of mine.
I know I probably could have rolled for a higher Dexterity score here, but honestly, I don't think stats really matter that much for party members in this game. Reason being that the party members themselves don't actually show up as units; you command auto-generated units that ostensibly come from your growing population instead.
I'm also given the choice between 3 alignments: Lawful, Neutral, or Chaotic. What these do is set the victory condition for your game. If you're Lawful, you win by attaining the rank of Emperor through shrewd city-building and all-around good play. If Chaotic, you win by annihilating all enemies on the map. If Neutral, you have to do
both.Let's go with Neutral.
With my first character finished and now ready to be placed, it's now time to select a good position. Ideally, you want somewhere that has both abundant clear land to build structures upon, and defensible access points to deter enemy invasions. I choose a region in the northwest corner of the map that I can see fulfills both of my wishes. Not only is there plenty of good plains to build on, but there's some easy water access as well, which can boost the production rate of farmland if you plant crops near it. That tan splotch of ground on the map signifies rocky and hilly terrain, which isn't much good for farming; however, the high elevations make it ideal to build Towers, structures with long sight range that can spot enemies
(and their base camps) long before they see you. Also, hills and mountains often boast abundant mineral resources, which make for an excellent source of GP
(gold pieces) to build vital new structures with in the early game.
After finding an ideal spot of land near a cluster of potentially mineral-bearing rocks, I place down my Main Castle, and the game officially begins! Canopied scaffolding appears like magic, and my first 4 units are generated. Four fighters, two with spears, two with short bows. A good start! I'll be sending most of those out to build things for me and claim surrounding territory ASAP, but I'll leave one behind to build the castle
(because no building work gets done if no units are in the square to do it).
Now is a good time to explain some of the stuff you see on these screens.
1) The hourglass. What this is is a representation of how much time remains in the current season until the next begins. The game proceeds through Spring, Summer, Fall and Winter, with each season primarily affecting how much food you are able to harvest. If you don't have the granary stocks to survive winter by the time it hits, expect to have a lot of people
(and characters) die off. You won't lose your leaders this way, but you'll lose a
lot of Popularity
(population happiness) and have to work hard to get it back.
2) The golden cross-like object above the word
"Movement" is simply one way to maneuver around the map. I could just click on the minimap at the top right of the screen to move around, but I can also click this compass to move, or press the directional arrow keys in any direction.
3) That little pyramid in varying shades of orange and red... well, I'll get to that in a bit. Suffice to say that it represents the contribution of each party member's characters to what goes on in a given square, from building structures to recruiting new units and training existing ones.
Here we have an overview of my primary party member's status in the kingdom. Things like population, food production level, income, storage for food and gold, etc. are all here. Below all that you'll see my progress to achieving victory conditions, as well as what I need to get Baroness Aribeth to the next rank. Higher rank will unlock the construction of new and very useful buildings. For instance, going all the way to Marquis lets me build an Outpost, which can populate a remote area all the way across the map in case I happen to need to recruit troops far, far away from my main base.
I don't like to use the "Auto-Build" feature much from this screen, because I prefer to micromanage the construction of each individual structure, but since your units can and will move out to claim territory on their own anyway, this could let them settle those squares for you. "Census" and "Property" let me see all of my units and holdings respectively, sorted by character level in the case of the former, which is very useful for finding my higher level characters late in the game when there's so much stuff going on that it gets confusing and hard to find anything.
Turn 1 end
Welp, that's it for now! I'll be back soon to let you guys know how Aribeth and her merry band of fighters is doing. Oh, and one more thing I wanted to mention: I still have up to 4 party members I can create to help me defend the Stronghold. I was wondering... would anyone like to select a character and their name for this romp? ^^
I don't want another Fighter, 'cause I have one already. A Mage or Cleric would be a very welcome addition thanks to their spells, though, not to mention all the very very useful buildings they can make (Rings of Protection ftw!!!) Just to reiterate, the available classes now are: Mage, Cleric, Dwarf, Halfling, Elf, and Thief.