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There are gunpowder weapons now, for example. As you might know, Warlords switches out the traditional medieval European backdrop of the series for East Asia, and the change is more than cosmetic.
#STRONGHOLD WARLORDS DEMO UPGRADE#
Interestingly, in my quickest victory I focused on using my vassals to send me loads of iron to forge into weapons, which I then sold for extraordinary profit, only to funnel the gold back into more diplomacy buildings to upgrade my vassals with. In addition, I found my vassals made Stronghold's economic game, which has always been satisfying but limited, into something fascinating, as I worked out where to be self-sufficient, and where to rely upon feudally-bullied imports.
#STRONGHOLD WARLORDS DEMO HOW TO#
There's a lot of crux moments where you have to balance the benefits of early point capture with the risks of overextension, and a lot of thinking about how to balance troop deployment between defending captured points, and offensive action. Funnily enough, it reminded me a lot of dieselpunk company-of-heroes-alike Iron Harvest, which I've also been playing a lot of this month (because it rules).
![stronghold warlords demo stronghold warlords demo](https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35216938/26a1b16a5bee88a2f00cb73ac445a54e3575829a.jpg)
So, as you can imagine, this gives a game of Stronghold Warlords quite a distinctive feeling for the series, being as it has essentially become about capture points now. Finally, we have vassalized Outside Xbox. They can also be upgraded to higher effect tiers, by chucking yet more influence at them. Stronghold Warlords ( roll credits) each have their own set of characteristics, with different types of bonuses to offer, and different influence costs for their various services. Once feudalised, these little estates must be protected from the enemy, and can be ordered to send resources to you, or send attacks at the Bad Man, by spending influence points generated by diplomatic buildings in your big base. When you conquer them and beat said warlords, they literally bend the knee to you and become your vassals. Simply put, estates are chunks of the scenario map, each featuring a small keep run by a minor neutral warlord. But it's better now - and so is the game around it, by the looks of things - so let's just say it's new. And yes, as I describe it, someone will have the urge to tell me it was introduced in one of the Stronghold sequels. The main innovation worth talking about in Warlords is the estates system.