You know, you might get the Ox Warlord to send you some goods, and that comes in for the next ten minutes. You can then get him to send you what you want, when you want it.īut you only have a certain amount of points to spend on these things. So maybe wood, stone, the new saltpeter for gunpowder. Or you might get, say, an Oxen Warlord, whose good at producing lots of different industry goods. Maybe you upgrade him and give him different commands like upgrade your castle, defend more strongly, that kind of thing. So you can use him to strategically protect your territories. For example, the Turtle Warlord would be someone that's great at building up his castle. Then you can really, really fight with these warlords. So really, all you're doing, is capturing estates and controlling the warlords that are in there, but you get to tell them exactly what you want them to do using a new variable called diplomacy, which comes from government buildings, which you can build and they cost you a lot of money but, y'know, as you build up you can create more of them and control more warlords. So what we've done is we've taken that and kind of run with it. ![]() Also, the estates were something you could kind of get hold of, but they weren't really fully realized. See, in the past you could kind of ask the AI to do things for you, but they almost never would and so no one ever bothered doing it. So the Warlords basically are kind of born of the old Estate system, and getting the AI to actually do stuff for you. So I guess maybe if I could just talk a little bit about that to illustrate what I mean. Is there any- I guess you mentioned the gunpowder already, but is there any other gameplay stuff you guys are really excited to bring to the series?īradbury: Again, the main thing we're bringing into the series is this whole new layer on top, which is Warlords. TechRaptor: So obviously bringing things to Asia offers a lot of new opportunities. I guess, of course, the other thing is it introduces the early days of gunpowder as well, which is quite a cool, extra addition to the Stronghold canon. There's loads of really interesting history that has big, epic battles and castle sieges. I mean, there's a few famous faces, like you'll see Genghis Khan and most people have probably heard of Sun Tzu, but most people probably wouldn't have heard of Hideyoshi and Yoritomo in Japan, or Qin Shi Huang, one of the most famous emperors of Chinese history, along with a guy called Thục Phán who reunited Vietnam and things like that. They got a really different kind of look to them, and that was really exciting.īut also, just being able to go and research. But it also gives us a very different castle style and look as well, so we were able to let our artists loose and recreate the big fortresses of Japan, Korea, the big fortified cities in China. ![]() One is it gives us a different setting, so kind of more lush jungley-type setting for the south and a bit more of the planes for the north, and the Mongols and things. So we were intrigued, we had to go there and research a lot of stuff, researched the history and the castles. But actually, the Far East is like the final area that has done castles in the past, and we've never really covered that. They're the two, strong, well-known areas for castles. We've done the desert quite a bit as well. TechRaptor: How did you guys settle on the Far East empire for Warlords?īradbury: In terms of setting we've kind of done western Europe, the U.K., that sort of thing a lot. Castle stones are in our blood, I suppose you can say, in a strange way. ![]() So we've got a few little things we've done outside of Stronghold, but as you say, Stronghold is what we're known for, and that's what we always come back to. ![]() Although we are going to release a junior version of it called MetaMorph early next year. it was doing great until the credit crunch hit and then that publisher went bust. Space Stronghold, if you like.īut perhaps the most kind of funky thing that we've kind of done was we did a game called Dungeon Hero, in the middle of the last decade, which was a kind of dungeon game told from the point of view of the dungeon residents. We also did Space Colony, which was a kind of space city sim. We just haven't done too many of them in recent years. I used to work a lot on the Caesar series for Impressions, a city builder series, so that's another string to our bow. We've kind of have had little blips out of going "maybe there's all sorts of castles." We did CivCity: Rome, which we worked with the Firaxis guys and Sid Meier on a Roman city builder.
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