recursal/Fanatic-Fandom huggingface dataset:
Reports

Reports inform the player of any past events which have happened, and of incoming enemy attacks. For example, if a player has attacked a *Bandit Camp*, they will receive a report informing them of the result, as well as being able to view the battle. Reports can be accessed by clicking on the *parchment* tab in the toolbar at the top of the screen. When you receive a new report, this tab will flash.

The Report Capture icon  allows you to customise which reports you receive by choosing which report type(s) to receive (or not).

The Report Filtering icon  (funnel icon) allows you to customise which reports you currently show on the screen.

The Report Marking and Delete icon (trash can) allows you to delete or mark reports.

* Attacks
* Capital Attacks
* Defences
* Factions
* Vassal Requests
* Reinforcements
* Research (Completion)
* Scouting
* Trade
* Foraging
* Cards
* Enemy Attack Warning
* Achievements
FAQ:Settings

## Edit avatar

Whenever a player clicks on your name in the leaderboard or on one of your villages, an image is displayed of your *Lord* or *Lady*. This is known as your avatar and can be edited in various ways from **Settings\Edit avatar**.

## Rename current village

Here you can edit the name of your current village. The maximum length of your village name is 32 characters.

## Convert current village

This option allows you to change the current village to a new type. Converting a village removes all its buildings, although you keep your castle, research, gold and faith points. Once the stockpile is replaced, all previous resources it contained will be present.

If you capture a village, you must wait two (2) days before you can convert it.

## Abandon current village

At any time, providing there are no incoming attacks, you may abandon any village you own. Once abandoned, you will lose control of that village and everything in it; however, you keep your rank, research and gold. You may only abandon one (1) village per week.

If it is your only village, you will be given a new village in the same way as when you started the game. If you have more than one (1) village, you will not get another one automatically; another village will have to be bought or captured.

## Chat

Live chat is available for the game, from **Settings\Chat**. The chat screen is also available in the **parish/county capitals** screen. There are separate chat rooms for every faction, house, and parish, as well as global chat for the entire game world.

## Offensive language

The profanity filter filters out profane and offensive language from all areas of the game including Mail, Chat, Parish Walls etc.

For more information, please see Options & Settings.
Monks

**Monks** have a variety of rôles which they can perform in the world, and are created on the *units* screen of a village. Before any monks may be created, players must research Theology to level 5 and then Ordination, found in the **Education** tab of the research tree. Monks' speed may be increased by researching Pilgrimage.

**TIP:** Monks will not survive their journeys, so ensure you use them carefully.

## Using Monks

 Monks require *faith points*, which are explained here.

## Changing Votes

**TIP:** Influence can be a useful tool to help Factions or Houses to expand their territory.
To influence the voting, click on a parish and select the player whose votes you wish to influence. Click on the **+** symbol to increase votes, or the **-** symbol to decrease them. Each monk will give or take one (1) vote from the chosen player. The number of faith points required to send a monk is shown in the bottom right corner of the influence window.
Each vote costs 30 faith points.
**TIP:** Monks may not be recalled, so use them wisely!

## Curing Disease

Each monk sent on Restoration costs 20 faith points.

## Decreasing Popularity

Each monk sent on an Inquisition costs 10 Faith points.

## Increasing Popularity

Each monk sent on a blessing costs 10 Faith points.

## Preventing Attacks

The faith point cost of Interdiction increases with the rank of the player interdicted.
*TIP:'* While interdiction stops attacks being launched against a village or capital, it will NOT prevent attacks which have already been launched.

## Removing Religious Powers

Each monk sent to excommunicate a player costs 200 faith points.

Each monk sent to absolve a player costs 60 faith points.

## Costs Table

 2
 3
 4
 5
 6
 7
 8

## Cards

 **Politics** | Increases the number of votes each monk influences in an election.
Villages Overview

Villages Overview is a new Premium feature of Stronghold Kingdoms™. From the Villages Overview screen players can view essential information for all their owned Villages all within 4 simple tabbed screens.

## Overview

The first tab is the Overview screen which shows the most important information for each of the players Villages.

The columns are, from the above image:

1. Village name
2. Total number of troops
3. Scouts
4. Merchants
5. Monks
6. Popularity
7. Number of Placed Buildings
8. Keep Enclosed/Not Enclosed

## Troops

The second tab, Troops, shows all individual troops numbers as well as a detailed information.

The columns are, from the above image:

1. Village name
2. Armed Peasants
3. Archers
4. Pikemen
5. Swordsmen
6. Catapults
7. Captains
8. Click this button to expand the troop information panel, showing details of troop locations.

## Units

The Units tab shows the number of units in all the players villages.

The columns are, from the above image:

1. Village name
2. Scouts
3. Merchants
4. Monks

## Village

The final tab, Village, shows detailed information for all the players villages.

The columns are, from the above image:

1. Village name
2. Tax Income
3. Rations
4. Ale Rations
5. Workers/Housing Capacity - Spare Workers
6. Popularity
7. Number of Placed Buildings
Deluxe Pack

Redirect to:

* Deluxe Bundle
The **Stronghold Kingdoms Deluxe Pack** is now available as a download from Get Games

The Stronghold Kingdoms Deluxe Pack is brim full of extra content that’s worth over $30 and includes **Stronghold 1** and **Stronghold Crusader Extreme** for free.

Extra content in the Deluxe Pack includes:

* 15 Random Packs of Cards
* 2 Exclusive Card Packs
* 2 Research Card Packs
* 200 Card Points
* Four 7-Day Premium Tokens

*Please note: The Deluxe Pack is available to new and existing accounts which have not redeemed a Premium Edition Box code.*

The Deluxe Pack can be purchased for 12.99 GBP by going to the following link: www.getgamesgo.com/product/stronghold-kingdoms
Research:Industry

## Description

 The **Industry research tree** enables improvements to resource and weapons production, and banqueting .

## Tools

### Iron Mining

**TIP:** Iron mines require the *Lowland*, *Highland* or *Mountain Peak* village types in order to be placed. Please see the Village Table for more information.

### Pitch Extraction

**TIP:** Pitch Rigs require *Highland* or *Marsh* village types to be placed. Please see the Village Table for more information.

## Banqueting

### Metal Bashing

**TIP:** Metalware workshops require the *Lowland*, *Highland* or *Mountain Peak* village type to be placed. Please see the Village Table for more information.

### Wine Production

**TIP:** Vineyards require the *Valley Side* village type to be placed. Please see the Village Table for more information.

### Salt Working

**TIP:** Please note that salt pans require the *Salt Flats* village type to be placed. Please see the Village Table for more information.

### Spice Trade

**TIP:** Spice docks require the *River 1* village type to be placed. Please see the Village Table for more information.

### Silk Trade

**TIP:** Silk docks require the *River 2* village type to be placed. Please see the Village Table for more information.
Academy Map (Legion)

Academy MapMap Level: *77*
Map Tier: *10*
Guild Character: *Æ*They came for enlightenment, but were imprisoned by madness.Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.*Acquisition*
Area level: *76*
DROP DISABLED*Vendor Prices*

*Vendor Offer*
1x Scroll Fragment*Metadata*
Item class: *Maps*AcademyMap area

*They came for enlightenment, but were imprisoned by madness.*
Royal Towers

The final struggle for this realm has begun! The time has come to claim your rightful place amongst
the true legends, not just of this world but of all Stronghold Kingdoms worlds. You have come far and
achieved much, it is only right that you should now be justly rewarded for your noble efforts.

Royal Towers are the key to obtaining Final Victory and the ability for one player to end the game
world.

Once a single House controls all Royal Towers in a game world the House Marshall may choose
to achieve Final Victory by pressing ‘The Button’, which will no longer be greyed out.

Doing so will allow all House members to claim wondrous prizes and end the game world forever.

## Gameplay Changes

Here are the most important things to note about Royal Towers

1. A captain is needed to attack a Royal Tower and only capture-type attacks may be launched against them.
2. Attacking a Royal Tower will remove any interdiction from the source village.
3. Royal Towers cannot be repaired, rebuilt or reinforced by players.
4. Royal Towers cannot be interdicted.
5. If a player captures a Royal Tower their House gains control of that tower.
6. After they are captured Royal Towers are immediately rebuilt and repaired.
7. The Final Age begins with 150 Royal Towers spawning across the map in random locations.
8. After each Glory Round, all towers disappear, with new towers appearing in random locations.
9. The total number of towers is reduced by 10 at the end of each Round and control of all towers is reset.
10. The minimum number of Royal Towers in a world is 20.

```
Only House Marshalls will receive the reports from successfully captured Royal Towers.

```
Buildings Capital:Civilian Structures

## Town Hall

Upgrades

Note that the effect shown in the town hall is relative to the number of buildings placed. The values in the able above represent having 17 buildings placed (inclusive of the town hall). The *Percent of Original* is the time required in relation to no town hall. The *Relative Improvement* is the improvement versus the previous level.
FAQ:Tax and trade

## How do I tax my peasants?

Click on the **popularity panel** to show the tax rate controls.

Clicking the minus (-) button will *bribe* your peasants. This means you will lose gold, but gain a much higher popularity increase.

Clicking the plus (+) button will *tax* the peasants. This increases your overall gold intake but will detract from your popularity.

## How can I tax peasants but still be popular?

Taxes are not popular with your peasants but may be offset by raising rations and placing entertainment buildings.

## Apart from tax how else can I earn gold?

You can also earn gold by trading goods in the *market*.

## How do I get a market?

You must hold the rank of Villein (6) and research **Merchant Guilds** (in the **Education** tab of the research tree), which will allow you to place a *market* building in your village. Markets allow you to send goods to other villages and trade with parish capitals.

You will also need to create *merchants* in the *units screen* ( click on the scout icon); you will need a free peasant, 10 unit spaces, and gold available.

## Can I place more than one market?

Yes. Placing extra markets in your village(s) will increase the amount of goods you can buy and sell.

## How do I trade with a parish capital?

Select the parish capital and on the **market** button. Select the goods and amounts you wish to trade, then click the **buy/sell** buttons to finalise the trade.

<videoflash>nOJImvm6gPc|640|360</videoflash>

## Why am I unable to trade with a market outside my parish?

You must research **Commerce** before you can trade with markets outside your parish.

## Why aren't my merchants moving any faster after research?

If you finish the research *after* your merchants have started moving across the world map, the research will not affect them.
Buildings

## Village

The buildings which may be placed in villages are:

## Castle

These are the elements which will help build and defend your castle; they may be placed in parish capital castles as well.

## Capital

These are the buildings which can be placed in capitals; only civic and military elements may be placed in County, Province and Country capitals.
FAQ:Vassals

## What is a vassal?

A *vassal* is a player who has agreed to give service to another player with a higher sub rank. The advantage to the *liege lord* (the player with the higher sub rank) is that they can station troops in the vassal's castle. The advantage to the vassal is that they receive honour for simply being the liege lord's vassal.

The liege lord must be a higher sub rank than a vassal; if the vassal reaches the same sub rank as the liege lord, the vassalage will be broken, and all vassaled troops will be lost.

## How do I make someone my vassal?

Select a village on the map and click the **Make Vassal** icon. A vassal request is then sent to the player. If the request is accepted, the player becomes the vassal of the liege lord. You may only send vassal requests to players with a lower sub rank than your own.

## How many vassals can I have?

The number of vassals each player can have is affected by their rank. A player may have one (1) vassal once they reach the rank of *Freeman* (8), up to a maximum of 69 vassals, once they reach the rank of *Crown Prince* (23). While vassals and liege lord relationships are made between two (2) specific villages, the number of vassals a player can have is per player, not per village.

Please see Vassals & Liege Lords for more information.

## How do I gain honour from a vassal?

If you have troops stationed at a vassal's village, you will gain honour from using these troops to attack AI castles/wolf lairs/bandit camps within your vassal's red honour circle.

To launch an attack from your vassal's village, click on the vassal's village and then on the blue crossed axes icon.
Armed Peasant

***Armed peasants*** are the basic troop type available to all players at the start of the game, and do not require any research to access them; however, they are the weakest troop available.

## Using the Armed Peasant

Armed peasants are cheap to buy and useful for defending your castle when starting the game.

**TIP:** Use armed peasants to attack wolf lairs and bandit camps.

**TIP:** When attacking players or AI castles, use armed peasants to spring traps.

## Research

Conscription may be researched to increase armed peasants' hit points, allowing them to survive longer while attacking or defending.

## Cards

Certain cards may be played in order to provide a boost to your troops' capabilities or to the number of troops in your castle. Some of these cards are played instantly and are removed from your pack, while others remain in play for a defined amount of time. Please see the individual cards for more information.

**TIP:** Before using cards which instantly give more troops or peasants, please ensure you have sufficient unit spaces to accommodate them. These cards do not increase your maximum army allowance.

 **Villagers** | Peasants arrive in a village of your choosing - these may be turned into armed peasants, providing you have the gold available
The Fourth Age

**The Fourth Age** (Age IV) features faster gameplay with increased army speeds, more parish building upgrade levels for maximum production, the ability for players to hold additional villages and the new Military School.

The Military School gives players access to an exciting new defensive castle structure, the Bombard

   .

The Fourth Age offers players a fresh start, with several elements of the game world reset at the beginning of the new age.

## Gameplay Changes

A number of core gameplay features to **Stronghold Kingdoms™** will be changed to present new opportunities and challenges for both new and veteran players. These are:

* Glory - The Glory Race will be reset and all Houses will be re-introduced to the Glory Race with 0 points.
* Factions & Houses - All players will be removed from their factions and all factions removed from their Houses, as well as any alliances. Houses limited to 3 factions.

The first faction to apply is accepted automatically, all other factions must be voted in.

* Stock Exchanges - All stock exchanges will be cleared of their resources and prices reset.
* Villages - Players may now access up to 40 villages.
* Interdiction - The price of Interdiction has been increased.
* Army - The Speed of Armies will be Increased up to three times compared to Age 1.
* Parish Buildings - Will allow you to upgrade up to 5 additional levels per building.
* Military School - Placing the military School in your Parish will unlock Bombards. These are a defensive building for your castle. They have full map range, fire randomly and an attacking army will receive random splash damage from attacks launched by it.
* In the Fourth Age, it will not be possible to purchase Weapons from Markets.
* Players who own more than 10 villages will no longer have to pay the extra honour cost to regain a village, if one of their villages is captured.

**NB:** Please note that *all* features of the game world other than those mentioned above will remain as is at the time of the start of the fourth age. Players will retain all their villages, research, cards, points etc.

## Hall of Heroes

All members of the winning House at the end of the Glory race will have their names recorded in the ***Hall of Heroes***, which can be viewed at strongholdkingdoms.com. This hall of fame is our way of recording the daring victories of the players, factions and houses who battle against the odds to become the only remaining house in their Glory Race.

The names, coat of arms and factions of faction leaders and officers are highlighted at the very top of the page, with the House Marshal given special treatment. All other players are listed below and sorted by faction.

Please note that winning players with potentially offensive names will be censored or renamed.

## Age 3 Victors

Players who were members of the victorious house of Age 3 at the time they won the final glory round will receive the following prize at the beginning of Age 4:

* 5 x Quest Wheel Spins
* 1 x Ultimate Random Pack
* 5 x Super Random Packs
* 10 x Random Card Packs
Research:Farming

## Description

 The **farming research tree** enables improvements to food production.

# Fishing

**TIP:** Fishing jetties require a *River 1* or *River 2* Village type. Please see the village table for more information.

# Plough

## Wheat Production

**TIP:** Bakeries require *Lowland* or *Plains* village types. Please see the village table for more information.

## Vegetable Cropping

**TIP:** Vegetable Farms require *Lowland* or *Plains* village types. Please see the village table for more information.
Contacting Support

***Support*** can be contacted in many ways. In the first instance that you may require help, the official forums are your best bet for a quick and stress-free answer. Should the forums not have the answer your looking for, then the Ticket System should be your next port of call.

Please see below for more information on the various methods.

## Ticketing Support

Support can be contacted by submitting a ticket at: https://firefly-studios.helpshift.com

If you are using a client you will need to click on the support button in the bottom of the launcher.

This will redirect you to a Support Account Creation page in your default browser. You will need to note email address and password as these are not linked to your account.

Please only use the ticketing system for:

* **Payment Issues**
* **Reports of Cheating or Abuse**
* **Card Problems**
* **Login Issues**
* **Major Gameplay bug**
* **Sign Up Problems**

We  **cannot / will**  not provide gameplay hints or tips through this system. If you wish to get gameplay advice, please use our **Official Forums**.

If you are unable to access your account after resetting your password, log in to our ticket support, or create a *Stronghold Kingdoms* account, please contact us **here**.

## Gameplay Help & Advice

One of the best places to go for gameplay advice is the *official forum*; this is where many players will be, some of them should be able to help with your enquiry. This forum is located at: http://forum.strongholdkingdoms.com/

## In Game Chat

The in-game chat system allows access to your Faction, House and Parish chat rooms; as well as a Global Chat room, which may be accessed by everyone in the game. If online, the *support team* will be accessible via the Global Chat room. If there is more than one issue which needs to be discussed, it is better to use the mail system to contact support (should a Ticket not be required). There is no PM (private message) function currently in the game.

 To access the chat feature, click on the small chat bubble icon found at the top right of your window.

* Click image for a full size version.
Paladin Castles

**Paladin Castles** are AI castles which will randomly appear in a Parish, instead of a normal red Enemy AI castle. Unlike normal AI castles, Paladin Castles do not send out attacks and will disappear after a period of time. Villages in a parish with a paladin castle receive a small boost in popularity. The popularity received from these castles varies depending on the size of the castle. These Castles can be attacked in the same way as regular AI Castles, but players do not receive honour from destroying them.

**TIP:** Destroying red AI Castles should help in creating space for them to spawn in a parish.

 File:Quest reward paladin
Scouts

**Scouts** have several roles within the world. Their main purpose is to uncover and gather resources from stashes found on the World Map. They can also discover information about enemy castles and AI encampments; e.g. wolf lairs and bandit camps. Scouts may also be sent to other players' villages to receive a report showing that players' castle. The higher the number of scouts sent, the higher the chance of success.

**TIP:** Scouting resources is always successful, unless the stash is depleted by another player's scout before your scout gets there.

Before scouts can be created, players must first research **scouts** from the military tab of the research tree. Improved foraging capacity and speed may be increased by researching Foraging and Horsemanship respectively.

## Pros

* Extra resource income.
* Honour bonus for uncovering new stashes.
* The ability to scout an Enemy Camp, Castle or player Village before sending an army.

## Cons

* Sending out scouts requires more time to be spent in-game.

## Stashes

**(*A*)** In order to scout a stash, on the world map, you must first click on the yellow shield above the village from which you wish to send the scouts, then click on the stash you wish to retrieve.

**(*B*)** You can also select the village to send scouts from via the top right-hand drop down menu.

 **(*C*)** A small window will appear, allowing you choose the number of scouts to send, the time it will take them to get to the stash, and whether it will yield honour or not. If the stash has already been uncovered, a small icon will appear next to the *go* button, showing the contents of the stash.

## Castle & Enemy Scouting

Scouting Enemy castles (which includes player castles as well) is done in the exact same way as scouting a stash; the main difference however, is that there is a chance that some (or all) may not return. Success of scouting missions depends on the target's defensive strength and castle design.

## The Interface

**TIP:** Scouts cost 100 gold, require one (1) peasant, and take up 1 unit space each. Further research may yield greater numbers, larger capacity and greater speed.
Achievements

***Achievements*** are awards given to players for completing certain objectives and targets within the *Stronghold Kingdoms* world.

Most of the achievements have 4 levels to them : Iron / Silver / Gold / Diamond.

There are exceptions which will have the following additional levels : Double Diamond / Triple Diamond / Sapphire.

The objective for the Achievement itself remains the same for each level, however the amount of effort taken to reach the next level increases each time. An honour bonus is also given for obtaining all levels (except Iron) of all Achievements.

 Iron
 Silver
 Gold
 Diamond
 Double Diamond
 Triple Diamond
 Sapphire

All players can view other players' achievements by going to their Player Profile and clicking on the "Achievements" button.

## Achievement Progress

By Hovering over some Achievements it is possible to see your progress level and the requirements to get to the next level of the achievement.
A Forest of False Idols

A Forest of False IdolsA grove of wooden faces spit fire, a cheap mockery of unimaginable power.You will defeat Torchoak Grove while holding Araku Tiki.Right-click to add this prophecy to your character.*Acquisition*
DROP RESTRICTED
Seal cost: *1× Silver Coin**Vendor Offer*
1x Scroll Fragment*Metadata*
Item class: *Stackable Currency*

**A Forest of False Idols** is a sealed prophecy.

## Objective

Kill Torchoak Grove in Kaom's Dream while wearing a Araku TikiAraku Tiki
Coral AmuletRegenerate (2-4) Life per second+100 to Evasion Rating while on Low Life
+(30-50) to maximum Life
+(20-30)% to Fire Resistance
Regenerate 1% of Life per second while on Low LifeIt is said to make you invisible when the Great
Spirit comes to take you on your final journey. or holding it in the player inventory.

## Reward

Upgrades Araku TikiAraku Tiki
Coral AmuletRegenerate (2-4) Life per second+100 to Evasion Rating while on Low Life
+(30-50) to maximum Life
+(20-30)% to Fire Resistance
Regenerate 1% of Life per second while on Low LifeIt is said to make you invisible when the Great
Spirit comes to take you on your final journey. to Ngamahu TikiNgamahu Tiki
Coral AmuletRequires Level **36**Regenerate (2-4) Life per second(50-70)% increased Fire Damage
+100 to Evasion Rating while on Low Life
+(30-50) to maximum Life
+(20-30)% to Fire Resistance
Regenerate 1% of Life per second while on Low LifeFlames to guide the Great Spirit to the site of the dead,
and smoke to carry them into the sky. upon completion.

## Item acquisition

### Upgrade paths

This item can be acquired through the following upgrade paths or vendor recipes:

### Usage in upgrade paths

This item is used by upgrade paths or vendor recipes to create the following items:
Unit space

Unit space is calculated by the total number of *Troops* and *Units* a player has in their village. All troops and scouts take up one (1) unit space. *Monks* each take 25 unit spaces, *Merchants* take up 10 unit space each. Each village has a maximum of 500 unit spaces, this is separate from the Command research which only affects numbers of troops allowed.

Each village can support a maximum of 500 *units*. Units are *troops, scouts, traders* and *monks*. Each type of unit occupies a different amount of *unit space* within the maximum of 500:

 Scout
 Merchant
 Monk

For example; with no scouts, traders or monks created, you could build the maximum army size of 500 troops. However, if you have created eight (8) scouts (8 unit spaces), plus 10 merchants (10 x 10 unit spaces = 100) in your village, you will have used 108 unit spaces, leaving only 392 unit spaces for any other units. This means your maximum army size would be 392 troops (unless you decide to have monks as well, in which case, you'd have even less unit space for troops).

**TIP:** Having vassals allows you to have multiples of 500 troops at your disposal. Please see Vassals & Liege Lords for more information.

**TIP:** Playing a Mercenaries card will allow you to temporarily exceed your maximum unit space, but not your maximum army size. If other units return to a village and there is no longer enough free unit space for them because a mercenary card has been played, **they will be lost**!
Academy Map (Ritual)

Academy MapMap Level: *71*
Map Tier: *4*
Guild Character: *Æ*They came for enlightenment, but were imprisoned by madness.Travel to this Map by using it in a personal Map Device. Maps can only be used once.*Acquisition*
Area level: *70**Vendor Prices*

*Vendor Offer*
1x Scroll Fragment*Metadata*
Item class: *Maps*AcademyMap area

*They came for enlightenment, but were imprisoned by madness.*
Points

***Points*** come in various shapes and forms within **Stronghold Kingdoms™**.

* Honour Points
	+ These are used to rank up, allowing access to greater research and more buildings.

* Faith Points
	+ These allow the player access to Monks and the religious aspect of the game.

* Leaderboard Points
	+ These points calculate your position on the leaderboard.

* Research Points
	+ Research points are used to to undertake research. Each research costs one (1) point. Three (3) points are given each time a player ranks up (including sub-ranks). Points may also be purchased for gold - the cost increasing with each bought point.

**TIP:** It is best to only pay for Research Points when your Research queue is empty and you have 0 Points remaining. Buying Research points early while more costly relative to your income is beneficial when you can afford it for the purpose of keeping Research queue active.
Trading

Trading may be done in one of two ways:
* **(1)** In the World Map screen, with one of your villages selected, choose the village with which you wish to trade, and click *send resources*. This will take you into the trading screen, where you can select the good(s) you wish to send, and the amount. Once this is done, click *send*.
* **(2)** The second way is to enter the trading screen within a village tab, and without selecting a trading partner, then click on the central drop-down list of parish capital market (below where it says *stock exchange*), select a market, and click *find on map*. The advantages of this method is that it allows you to find the best deals currently available.

**TIP:** Clicking on the pencil icon allows you to type in the exact number of goods you wish to trade.

**TIP:** When you have a premium Token in Play the Advanced Trade Options can be used to find the highest or low prices by searching the favourite markets and the parishes around you.

## Stock Exchange

All stock exchanges are found in capitals. Initially, you may only use the stock exchange in your own parish capital; however, by researching Commerce, this can be expanded to include all exchanges across the World Map.

**To trade at the stock exchange:** Select the village from which you wish to trade, then click on the parish capital you wish to trade with, then select *market*. This will take you into the stock exchange screen. From here you have the option of buying or selling goods.

Both buying and selling may only be done in set *packets*. Different goods have different packet sizes (e.g. wood is traded in packets of 1000, while pitch is traded in packets of 200). The amount of gold made from a sale is calculated by the number of goods which are currently at the exchange; the more goods at the exchange, the lower the selling and buying prices are. The fewer goods, the higher the price. Therefore, trading at different stock exchanges might allow for a greater profit.

**TIP:** All goods start at 150 gold per packet and cannot go higher than that.
**TIP:** The buy price also has 25% added tax.
**TIP:** You can help your own parish capital to earn money by selling your goods at its stock exchange.
Barracks

## Overview

The barracks screen is where troops are created, housed and disbanded. In addition, this is where you will find information about your troops' activities, such as reinforcing, attacking etc.

## Unit Space

Unit space is calculated by the total number of troops & units you have in your village. Each troop takes up one (1) unit space; however, other units (Monks, Traders and Scouts) take up more space. Each village may have a maximum of 500 unit space - this number includes troops and other units.

## Troops

Building troops requires gold, and for more advanced troops, weapons and armour.

Displayed next to each type are the resources and gold required to produce each troop.

The figure above each troop type shows the current number already commissioned, and which are either in the barracks, reinforcing, attacking, returning, or stationed in the castle. This figure does not show troops which have been stationed at vassal villages.

**To disband troops**: Click on the figure above the troop, set the slider bar to the number of troops to be disbanded, and then press the *Disband* button to finish. Disbanding troops returns the peasants but not the gold or weapons required to commission them. Only troops which are in the barracks may be decommissioned/disbanded.

Below the troops types is a series of icons, which show the available resources for producing troops (peasants, weapons, armour).

**To commission more troops:** The buttons below each troop type show how many of each troop may be built (1, 5, or the maximum with the available resources). Click on one of these figures to build that number.

## Troop Information

The total number of troops for the current village is shown here.

* **In Barracks** is the number of troops the player has created but not used yet. These troops are currently idle.
* **In Castle** shows the numbers of defensive troops placed in and around the castle.
* **Attacking** shows the number of all troops currently sent out attacking other players/AI/wolves/bandits. This includes both attacking and returning armies. Select the **i** icon at the far right to see more information.
* **Reinforcing** shows the numbers of all troops currently reinforcing other villages. Select the **i** icon at the far right to see more information. In the Reinforcing screen, players are able to access to retrieve any troops that have been lost.
Catapults

***Catapults*** are offensive ranged units, used for damaging or destroying walls, towers and gatehouses. In order to gain access to catapults, you must be Rank 15 (*Squire*) and have completed the relevant research (please see the box to the right).

## Using the Catapult

After placing catapults, you may either let them fire randomly, or select a specific target to fire at.

To select the catapults, left click and drag over the catapults.

While they are selected, right click to a location within the enemy castle to set a target.

**TIP:** Try to defend your catapults when attacking another player's castle - they can be destroyed by armed peasants who emerge from tunnels, and mounted knights sallying forth.

**TIP:** A *Captain* with defensive troops and a *delay command* adds an extra level of defence.

**TIP:** Catapults can inflict heavy damage to your own troops by scattered friendly fire, as soon as rocks no longer hit walls or towers. Aiming Catapults diagonally to the intended pathway of the troops will alleviate some/all damage to said troops.

## Resources

Catapults are built in the Siege Workshop, stored in the armoury, and are manned by peasants.

## Research

*Catapult* may be further researched to increase the firing rate, allowing them to fire more shots and do more damage while attacking.

## Cards

 **Villagers** | Peasants arrive in a village of your choosing - these may be used to man catapults, providing you have the gold available
Communication

***There*** are several ways in which players can communicate with each other in *Stronghold Kingdoms*, these are :

## Mail

**Mail** is one of the main communication tools that can be used in the game. It can be accessed by clicking on the envelope icon at the top right of the screen. You can also mail someone from the map screen by selecting a village of the owner you wish to mail, and clicking the *mail* icon in the lower section of the avatar box on the right-hand side of the screen.

## Chat

**Chat** a is way to communicate with other players in real-time. It can be accessed by clicking the chat bubble found at the top right of the screen. Chat allows you to speak to anyone currently online *and* with the chat window open. There are various rooms as well that you can chat in :

* Parish - Each Parish you have a Village in will appear here.
* House - If your a part of a House then that House will appear towards the top of the left-hand side.
* Faction - If you are a part of a Faction, the Factions name + channel will open up here too.
* Global Chat - This is the default room that anyone who currently has chat open, can speak in. Please note however that each server is limited to its own chat, there is no cross-server chat at this time.

## Parish Walls/Noticeboards

**Parish walls/noticeboards** are where you can find all the latest events happening in your parish. Players can also post short comments to each other. By default, selecting the *parish* tab from the main interface at the top of the screen will take you to the parish wall.

To return to it, click the **i** tab from the grey toolbar below the interface.

## In-game Forums

There are various forums in the game, they work in a similar way as regular forums:

## Capital Forums

Every *Capital* in the game has its own forum, which may be accessed by clicking on the capital tab, then the *speech bubble* tab in the grey toolbar below the main interface (shown selected below).

"Note" - These are not available in the iOS, oSX, Android and Winstore Versions of Stronghold Kingdoms.

 **Country Forum** | Everyone who is in the Country can read and post here.

## Faction Forums

The factions forum can be found in the *Houses and Factions* tab.
Inactive

***Inactive*** or *IA* is shorthand text used to describe someone that is currently not playing the game, but has done at one point in time. These players (dependant on Rank) are subject to the inactivity system which clears the villages of inactive players from the gameworld. Detailed information can be found here.
Eras

Starting with Europe 4, new worlds will not have the Age system of existing worlds. Instead, the Ages will be replaced by Eras. At their core, they function in much the same way, but their characteristics have been improved based on your feedback. While we have kept some of the gameplay-related changes such as faster units, faster Glory rounds, more honour, etc, the less popular Age-change characteristics have been removed from Eras. For example, Houses and factions are no longer reset when a world transitions between Eras and a capital will keep the bonuses of the buildings even if they are deleted.

'***Religion'*** –Offensive Monk abilities will begin unlocking at Rank 10 with Interdiction and end with Excommunication at Rank 20. Interdiction upgrades will also only unlock with each new rank and match your current rank. For example, in order to interdict a Marquis you yourself will need to be at the same rank.
Faith Point Cap – Additionally, a rank-based limit on the maximum number of Faith Points a player can accumulate will be implemented. Players’ Faith Point caps will initially be set at 750 and increase at each full rank-up after Rank 8, reaching a maximum of 200,000 points for players ranked Prince and above.

'***Voting'*** – Players will need to be at least Rank 8 to participate in elections.

'***Combat'*** –Some changes have been made to PvP mechanics on Era worlds, giving new players increased protection from the more destructive aspects of gameplay. That said these will still be a factor for higher ranked players and relevant for newbies once they rank up.

**Game Mechanics**
New worlds will operate with the following combat mechanics:

* Players at Rank 8 and below can only be captured and not razed.
* Increased costs for razing lower-ranked players.
* Raze is only available to players ranked Marquis (20) or above.

'***Glory Race'*** – Based on player feedback on Ages we have created the aforementioned Era system, which will exist in place of Ages on all new worlds and automate transition between Glory Races. While Eras will work similarly to Ages and still feature Glory Races, changes between [Races] will be cleaner thanks to the new automated system.
All changes announced in this post will only affect game worlds launched after this point and will not affect existing worlds.

## ***Era Comparison Table***

```
**These Wheel Spins Prizes for Era 1-6 are only gives to the Winning House for the Era.**

```

### Final Era Prizes

Winning House:

 1 30-Day Premium Token

Runner up House:

 1 7-Day Premium Token
Treasure Castle

**Treasure Castles** - are AI castles which will randomly appear in a Parish.
Unlike normal AI castles, Treasure castles do not send out attacks and will disappear once all treasure chests within the castle have been taken.
Also unlike normal AI castles, the goal of an attack is not to kill the enemy troops or to enter the keep, but to carefully and strategically place the attacking troops so that they uncover a treasure chest hidden within the castle.
Treasure Castles present a unique puzzle for players to solve for a chance at valuable in-game rewards.
The reward for successfully attacking a treasure castle is related to the level of the castle, the castle has a difficulty rating from one to fifty, fifty being the hardest. Once a player sends an attack at a Treasure Castle, they may not attack any Treasure Castle again for twenty four hours.

## Treasure Chests

Treasure Chests, while visible to the player in the castle, are below ground and cannot be seen by troops until they are on an immediately adjacent tile. If attacking troops do not walk over a Treasure Chest they will walk toward the keep as normal and the player will not receive a reward from the attack.

## Reward

Attacking a Treasure Castle and capturing a Treasure chest will give you a chance of getting a certain tier of wheel spin. Tiers can be from one to five, the player has a chance of receiving one of these levels after the troops hit a chest.

If you have successfully attacked a Treasure Castle you will receive a report showing which tier of reward you have received.

As indicated in the report you can access these wheel spins by clicking on the wheel spin icon on the world map.

**TIP:** Reaching the keep does not destroy the castle, as with other AI. A Treasure Castle is only destroyed when all chests have been uncovered.

**TIP:** No honor is received for attacking or destroying a Treasure Castle.

**TIP:** Treasure Castles will be cleared from the map after 7 - 14 days.

**TIP:** Treasure Castles are only attackable from player villages, not capitals.
Acton's Nightmare (The Awakening)

Acton's Nightmare
Overgrown Shrine MapMap Level: *71*
Map Tier: *4*
Guild Character: *Ô*
Item Quantity: *(+80%-+100%)*
Item Rarity: *(+220%-+250%)*Area has patches of Burning Ground
20 patches with Ground Effect per 100 tiles (Hidden)
Ground Effect has a radius of 14 (Hidden)
Area is inhabited by Skeletons
Restless Dead
Undead Monsters resurrect after 10 seconds (Hidden)
Area is a large Maze
Area contains a Large ChestCurious, she shook it then,
And tiny screams emerged.
Curiouser, she shook again,
And an eerie silence purred.Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.*Acquisition*
DROP DISABLED*Vendor Prices*

*Vendor Offer*
12x Alchemy Shard*Metadata*
Item class: *Maps*Acton's NightmareMap area, Unique Map area

File:Acton's Nightmare (The Awakening) area screenshot.jpg
**Acton's Nightmare** is a unique Overgrown Shrine MapOvergrown Shrine MapMap Level: *71*
Map Tier: *4*
Guild Character: *J*Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.. It is the legacy variant of Acton's NightmareActon's Nightmare
Overgrown Shrine MapMap Level: *76*
Map Tier: *9*
Guild Character: *Ô*
Item Quantity: *(+80%-+100%)*
Item Rarity: *(+220%-+250%)*Area has patches of Burning Ground
20 patches with Ground Effect per 100 tiles (Hidden)
Ground Effect has a radius of 14 (Hidden)
Area is inhabited by Skeletons
Restless Dead
Undead Monsters resurrect after 10 seconds (Hidden)
Area is a large Maze
Area contains a Large ChestCurious, she shook it then,
And tiny screams emerged.
Curiouser, she shook again,
And an eerie silence purred.Travel to this Map by using it in a personal Map Device. Maps can only be used once..

## Version history

 3.9.0 | * Added a new mechanic - Watchstones: These can only be obtained by defeating one of the new Atlas bosses. They can be used to raise the tier of all maps in a particular region of the Atlas, causing all maps of those base types to drop at the new higher tier.
 3.5.0 | * The Atlas of Worlds has been shuffled. Most maps have changed tier and location within the Atlas.
 3.1.0 | * The entire Atlas has been reworked. Many map names have changed, as have their balance, tier and position on the Atlas. Many maps have also had their boss fights swapped or completely reworked.
 0.10.7 | * Introduced to the game.
Abyssal Imp Body Armour

Abyssal Imp Body Armour*Armour Skin*Changes the appearance of any equipped body armour to the Abyssal Imp Body Armour.*Metadata*
Item class: *Microtransactions*
Metadata ID: **Metadata/Items/MicrotransactionItemEffects/MicrotransactionAbyssalImpBodyArmour**

**Abyssal Imp Body Armour** is a body armour skin that is apart of the Abyssal Imp Supporter Pack.

## References

1. ↑ Bex\_GGG (December 15, 2017). "The Abyss Supporter Packs!". *Official Path of Exile Forums*. Retrieved February 7, 2018.
Buildings Castle:Wooden Structures

**Wooden Platform** |  | Wooden platforms allow archers to be placed upon them, giving them a slight defensive advantage. To place wooden platforms in your village Castle, the appropriate level of Fortification research must be completed. To build wooden platforms in your parish castle, an Architects' Guild is required. Wood from the stockpile is used to build wooden platforms. The base cost of a Wooden Platform is 200 Wood.
Buildings Capital:Army Structures

## Barracks

Total Costs by Capital Type
 County
 Province
 Country

## Peasant Conscription Hall

The initial cost of placement is:
Age Worlds : 100 Gold and 1 Flag .
Era Worlds : 1000 Gold and 5 Flags

## Archery Range

The initial cost of placement is:
Age Worlds : 500 Gold and 2 Flags
Era Worlds : 2000 Gold and 10 Flags

Upgrades

## Pikeman's Drill Yard

The initial cost of placement is:
Age Worlds : 1,500 Gold and 3 Flags
Era Worlds : 2,000 Gold and 30 Flags

Upgrades

## Combat Arena

The initial cost of placement is:
Age Worlds : 2,000 Gold and 5 Flags
Era Worlds : 2,000 Gold and 30 Flags

Upgrades

## Siege Engineers' Guild

The initial cost of placement is
Age Worlds : 4,000 Gold and 8 Flags
Era Worlds : 10,000 Gold and 60 Flags

## Military School

The initial cost of placement is :
Age Worlds :100,000 Gold and 100 Flags

Upgrades

## Supply Depot

The building cannot be upgraded; however, a maximum of 20 may be placed. Each Supply Depot increases army speed by 100%. A player army with Forced March Level 8 is equivalent to having 5 Supply Depots built.
The initial cost of placement is:
Age Worlds :500 Gold
Era Worlds : 1,000 Gold