But there are too many breweries. To be exact, there are 10 of them, but you only need 2-3 of them. Looking at the picture, I wondered at first, why the inns are set to sleep and thought "Wow, how can there be not enough beer??". Then I realized that the following probably happens: The hops farmers harvest their hop and bring it to the stockpile. Then, all the 10 brewers convert it into beer immediately, creating a great surplus of beer. Then Wolf realizes "Oh, I've got very much beer, let's sell some of it!". Meanwhile the inn keepers take beer from the stockpile and now there isn't so much of it left, as the hops farmers need a bunch of time to plant and grow more hops. Probably, Wolf runs out of beer before the new hops is harvested and converted into new beer, and Wolf doesn#t buy any beer (much like any other ai). Now, he sets his inns to sleep.
To cut a long story short: A more slowly, but steadily production of beer is better, as Wolf tends to sell his beer if he gets it very fast and all at once.
Moreover, you don't need more than 4 inns (there are 14 hovels (--> 14x8 peasants) and the keep (10 peasants) what makes a total population of... 122, OK you need it if Wolf builds all the hovels. My mistake, fine balancing =D
I like the idea of connections between high and low wall. But... the low wall is (for Wolf's troops) relatively useless, as the only access to it are the connections between the main castle and the outer towers and probably Wolf's troops will prefer accessing the towers directly. Furthermore, the low wall is... low, and thus very easy to climb or to put a siege tower next to and it creates a relatively easy and hard to guard access from the outside to the main castle. Moreover, the stairs are useless anyway as they aren't built correctly: As both stair-tiles are set in 1 step (look it up in the aiv-editor), one of them won't be built (compare for example your screenshot).
To place stairs correctly, you need to have 6 free tiles: 5 tiles for the stairs and the 6th tile to put the mouse on when placing them. Then, you can delete single tiles of the stairs, just as you like, but all of them have to be placed correctly first in order to get it all working.
I suggest splitting these huge pitch ditches into several parts to increase their efficiency. And delete those single tiles of pitch outside the row of killing pits on the left and the right as they are probably quite useless.
And again, you must include more water pots and/or wells. The inner layer of the castle contains about 25-30 important and expensive buildings, as well as the campfire. If there is no one to extinguish a fire, this is disastrous for Wolf!
As you should delete 7 of these 10 breweries, you have enough space to move some workshops (I suggest moving the tanners, as they do not rely on accessing the stockpile, but on access to cows and thus should be placed close to the entrances of the castle) from the inner castle layer there and place enough water pots/wells everywhere.
The balancing of the weapons production is fine (8 armourers, 5 blacksmiths (who seem to work a little bit slowlier...), 4 poleturners; 3 fletchers, 2 tanners), but adding some more fletchers (to sell crossbows for profit) and maybe 1 more tanner would be even more fine.
Concerning the oil-engineer at the keep entrance, I can only repeat what I already mentioned: It may work wonders.
Always remember that the siege-engine spots 4+5 and (probably) the oil-engineer-spot 1 will not be set.
[Edited on 07/03/10 @ 05:36 PM]