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The gameplay loop is simple from the outset: build, conquer or use diplomacy, and siege. Overall the system is not essential to the gameplay, and gets in the way most of the time.
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Once a threshold is reached, you can cash in for favors, shipments of goods, or issue attacks on the remaining warlords. You can do a diplomatic takeover using your accrued points, and distribute them manually or automatically. Diplomacy is another new system here, and you’ll earn points by having a consulate or embassy in your stronghold, and by capturing other warlords. Oh, and any warlord you take hold of, doesn’t allow you to build in their zones – and that’s silly. This constant back-and-forth gets old rather quick. And in actuality, the warlords that are not you can be taken, then re-taken by an enemy ad infinitum. You yourself can only be taken by force, but any other warlord can be taken by you with either means. They’re a hero unit that can be taken by force or through diplomacy.
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While less of a sieging kind of game, and more of a traditional real-time strategy game, there’s a foundation laid here that Stronghold: Warlords shows a lot of promise for its future, and possible sequels.Īs the title implies, the core of this game is all about warlords. Firefly Studios returns with the first new Stronghold game in over five years with Stronghold: Warlords, offering an exciting new direction. It offered sieging and defending within a real-time strategy wrapper.
#Saving a multiplayer stronghold 2 game series
While it may not hold the same prestige it once used to, the Stronghold series is still one of the best.
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