Castle designs

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Lord Eval
Posts: 2
Joined: Wed Oct 04, 2017 9:06 am

Castle designs

Post by Lord Eval » Sun Oct 08, 2017 11:35 am

Anyone got any good castle design pictures please share

Wolverest
Posts: 3
Joined: Tue Oct 24, 2017 5:41 am

Re: Castle designs

Post by Wolverest » Tue Oct 24, 2017 5:51 am

This is A version of what one of my castle designs goes. First walls are mainly for AI's but won't take many cat's to break. But the moats/pot mix is deadly for troops. And cat's are useless for them. If your just going for farming them just go with more walls. No need to waste resources defending against AI's.
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Busk_ya_Indamush
Posts: 5
Joined: Fri Jul 29, 2016 10:31 pm

Re: Castle designs

Post by Busk_ya_Indamush » Mon Oct 21, 2019 2:49 am

I always delete my smelters because I only use my pots for a serious attack that could break through my walls.
I always delete my smelters because I only use my pots for a serious attack that could break through my walls.
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2019-10-20_223450.gif
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Archers are kept back to avoid the losses from AI armies, but if it was a hot war zone on the map they'd be dispersed a lot more. Guard houses deleted, this army is from another village that was razed... one way to have a duel functioning village is to build villages just to generate defensive armies to have a buddy raze them freeing you up to create 500 troop attack armies in the villages you reinforce. When the village they come from gets razed they become the troops of the village they reinforced.
Archers are kept back to avoid the losses from AI armies, but if it was a hot war zone on the map they'd be dispersed a lot more. Guard houses deleted, this army is from another village that was razed... one way to have a duel functioning village is to build villages just to generate defensive armies to have a buddy raze them freeing you up to create 500 troop attack armies in the villages you reinforce. When the village they come from gets razed they become the troops of the village they reinforced.
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