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For Swords...

Author File Description
File Details
Map Size: 400x400 (Large)
Difficulty: Normal
Made with version: 1.2


My last map....
What would you do when you're asked to gather swords but iron mines and blacksmiths are disabled?


If you want invasions in an economic map, leave this page and search for others except this map, Woody Wood and Tropical Grasslands!!!

Short Short Story:

The King of Germany has decided to recapture his bordered states from native bandits and thier fellows. But he faced iron shortage for producing weapons. There was also shortage of iron in neighbouring allies. At last, The Richard agreed to trade swords with us. But country's economy was not too healthy for trade. Now the king has chosen you to finish this objective. He has given you a valley to establish a town there for trade with Richard. But this valley was scarce in means of population and labour.
Now increase its popularity and establish an economic town here for trade with Richard.


Win: 150 Swords
Win: 130 People
Win: Fear factor +5
Lose: Defeat timer

Again, not for players with V1.1.

Updated It

1. More bad events.
2. Lose condition applied.
3. Building Availability Not Changed
AuthorReviews   ( All | Comments Only | Reviews Only )
Map Design5.0
For Swords

Playability: 5.0

When playing this well-scripted mission, there's no such thing as overly impossible tasks to accomplish - there's only planning, more planning, and preparing for the worst. It is beyond interesting to notice how the objectives work: the player's list of to do's are all set down in the first place, but it is up to the player to decide when to initiate the win timer; a minute of death, destruction, and a [mostly] likely chance of failure. Therefore, many saves are required, and thinking out of the box is a must.
What must the player do? The player must excel, reach and think beyond the limits of the objectives.
An example: the population requirement is 130. Could there be fires and plague later? Perhaps. Maybe build some wells and apothecaries for prevention. But the population will definitely drop, without a single doubt. So, it is CRUCIAL that the settlement populate to a certain level. How long will it take for these extra measures to be completed? To answer questions like these, the player must plan effeciently, the key to success. Time is short.
Final words: Playability is just right. Any harder and the entire gameplay would collapse.

Balance: 4.5

Every once in a while, another bad event pops up. This ensures the economy doesn't continually expand - setbacks such as fire and plague test the strength of the player's resilience. Such events are easy to deal with, as long as the player is prepared, so not much of a challenge.

Creativity: 3.5

Not spectacular in terms of creativity. The map and story both aren't very original - but the objectives are somewhat different for a change: achieving 150 swords, but by trade. The way the mission ends, by countdown, is also creative. So, these two points make the script an interesting one, but the map still lacks imagination.

Map Design: 5.0

I find no problems with this at all. Only 2 things I would mention are: 1) The landscape would fit the story more if it were in Stronghold 1, and 2) there is a lot of grass. Both of these are not bad things, but 2) affects the playability.

Story/Instructions: 4.0

A short story is not bad, but after reading both the story and instructions, I am acquainted with the structure of the mission BUT I still feel unsure - for example, the ending took me by surprise. Again, this is not a bad thing - but by writing hints, informing the player of surprise events, etc. Story/Instructions can be expanded, and therefore improved. A few spelling and grammar errors but overall a good job.

- - - - -

FINAL SCORE: 4.4/5.0

An excellent economic map. I highly recommend it.

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Map Design5.0
Favorites: [Who?]1
Size:679.20 KB