The village is where players produce resources, food, banquet goods and weapons. Resources such as wood, stone and iron are stored in the Stockpile, as are weapons. Food: apples, cheese and meat etc. are stored in the Granary, while ale is stored at the Inn. At the centre of all villages sits the Village Hall, where banquet goods are stored. The closer a building is to where its particular good type is stored, the more efficient it is. All villages are separate from other villages even if they belong to the same user. As such, each has its own resources, storage buildings, armies and castles.
Other buildings which do not produce any goods can be affected by their distance to the village hall. For example, a hovel which is closer to the hall will be able to house more peasants; this is represented by the number shown above the building before it is placed. As a player advances, it is essential to reevaluate and reposition buildings to optimize their value!
Certain buildings may only be built in specific village types; the default village with which all players begin is a lowland type. Please see the Village Table for more details.
TIP: The speed at which peasants migrate to the village is affected by the overall popularity.
TIP: When a building is complete, a spare peasant will automatically be assigned to it.
TIP: The number of peasants, which are available for work, are shown in the interface toolbar at the top of the screen.
When starting in a new world for the first time, players will start with 5 days peacetime. Players in peacetime cannot be attacked, although the AI can attack them. Peacetime can be cancelled at any time. To cancel peacetime, simply attack any player in the game. Peacetime for re-spawning/old players is 3 days.
The popularity of the village is displayed on the right of the screen in the village user interface. The number displayed at the top shows the overall popularity. This represents the total of the numbers listed below it. The higher the total, the faster peasants arrive, providing there is hovel space for them.
Click here for a full breakdown of Popularity.
At low ranks you will have very simple buildings which can be placed; however, through research, this can be expanded.
An icon floats up from buildings when workers drop goods at the storage building. The floating icon shows the number of goods dropped and if a card is in play the bonus is shown. This option can be switched off in the Options & Settings Menu.
Some buildings require different village types for them to be placed. Please see the Village Table for more details.
Click here for a full breakdown of all village Buildings.
The amount of gold you have accumulated in total is displayed in the top-left of the user interface. The amount of gold is linked to the player and not their villages.
TIP: Player to player trading with gold is not available in Stronghold Kingdoms™.
Villages may be gained by either attacking another player using the capture command, or by buying village charters. The price of a new village is determined by several factors including the current number of villages owned by the player and the distance of the target village from the captain's point of origin.
When you launch a captain to buy a charter, you are then able to choose its type (lowland, highland, river, etc.) from the drop-down list in the toolbar at the top of the screen (click settings). Please see the village table for details of village types.
The costs listed below are for village charters based within the same parish:
|Number of villages||Cost in gold||Cost in honour||Leadership research level|