Wow, I never noticed that player advantage affects taxes. On a small note, "low taxes" actually cost 3 popularity, because "no taxes" are +1 and not 0. Cool channel btw, keep up the good work!
Important consideration though: Negative fear factor penalizes your troop's combat efficiency by 5% per increment of fear factor. So, if you are playing economically or not engaged under pressure, fear factor is worth it. But if you're on par with another player's economy, or surpassing it, then fear factor is somewhat detrimental at least insofar as you're constantly skirmishing.
Damn.. wasn't aware difficulty level affects tax income, that explains something that always bothering me, ai seemingly getting more gold at the end of the match even with similar population/and or resources gathered
There is another strategy where you give half rations and tax as much as popularity allows and since you're giving them half rations you can sell breads wich is much better than giving more rations and getting more tax but negative fear factor is a much better approach as it increases rate of *all* productions. Thank you for this amazingly informative yet not time consuming video.
Glad you enjoyed! Yeah half rations or even no rations + max fear factor are most of the time the way to go. Taxing on maximum advantage can be good until -8 but on normal advantage they shouldn't be prioritized over other things imo
Negative fear Factor kills your Army. But If you are fine with deleting and rebuilding you can just Change the -5 to +5 in Seconds before you get attacked or Attack an enemy.
@@modcube6352 Or efficient, you can tax enough to make a profit, and enough to not make people go broke, and you can also sell enough to make a profit, but not enough to make them starve.
Hey, so there's a mechanic that involves the strength of an AI correlating to the strength of their lord. Example: The lord of the rat is 50% weaker than your own lord (I think less hp rather than less damage), while the wolf's lord is 50% stronger than your own lord with what I assume is a gradient of strength varying from only a tad weaker to a tad stronger than your own lord is. I found this out by sending my lord out with my starting rushing units in some scenarios to ensure I manage to kill the enemy lord. A few times It ended up as just lord vs lord and I both won and lost fights that seemed even on the surface of it. I wonder if this also applies to anything else, like does the wolf have stronger fighting units as a baseline? To counter out the negative fear factor buildings he makes. Just something I think would be cool for you to look into so see in what small ways the AI might be cheating a little.
Interesting that this is verifying what I more or less figured out on my own already. The only real downside to having evil fear factor is combat effectiveness of troops at -25% and noting that Bad Things cost more than Good Things. The boost in production is more than enough to offset these downsides.
While you can always buy the weapons, fear factor at -5 is kinda insane with their production, as you get 2 weapons per trip instead of 1, a boost of 100%. I can't recall off the top of my head whether this is worth using your iron production for weapon production to turn in profit (again, assuming -5 fear factor for both), it's been a long time since I played, so that's worth researching. I think an interesting discussion is +5 fear factor vs -5 for overall game. Personally I think the economy boost of -5 is too big to ignore, even if it lowers the fighting effectiveness. My question is: could you potentially demolish every bit of fear factor before combat really begins to go back to 100% fighting strength or does that take time to update? And does "fighting effectiveness" only affect damage or both damage and health? Because if it's the former then we run into the same reason Colin is amazing in Advance Wars 2 - his units hit weaker, but they aren't any less durable while costing 20% less, meaning you get more of them.
Yes, you can demolish all bad fear factor buildings and replace them with good fear factor buildings before attacking. And fear factor only affects attack damage, it doesn't affect unit health.
-5FF does not double weapon production, most buildings have production cycles averaging at 1.5 per delivery (1-2-1-2-1-2-1-2...). Fear factor only affects damage, so it affects f.e. assassins a lot, while pikemen are pretty much unaffected. +5FF is worth it as it's tied to your population rather than army, so you can first amass army, then cripple your population (-24 taxes, no rations, stop inns, etc.) which will make you loads of gold as well, then when you're at relatively low population, you can get +5FF pretty much for free.
Wow, I never knew player advantage affected taxes. What I did notice was that as your population increases, you get a lower amount from each peasant. Although, I suspect this has to do with rounding errors. Since you can only get a whole number of gold coins, if the number comes out in decimal, the game automatically rounds it up.
I use: 1# half rations, (-4 up to -1; due to food diversity), combined with 2# max ale (+8) 3# max religion (+3) and I switch my fear factor around: (-1 or rarely -2 @ start of game, to a +5 later on). Now, make your own calculations, to know the max amount of taxes I ask. What I build: 1# Stone quarry, as many as I can. 2# Cathedral and Church => low taxes 3# fear factor -1 4# wheat => mill => bakeries 5# granaries 6# inns + I buy the ale 7# start weapon production {x-bow is best}, then making shields with small amount of iron mines.
I usually go with no rations (-8) booze for everyone (+8) cathedral (+2) low taxes (-2) and sell all food. in lategame fearfactor (+5) church (+1), -low taxes (-2)- high taxes (-8)
In Sh1 I also did generous bribe and low taxes in turn in a few occasions. Advantageous though a bit annoying if you do it right, but if you forget about it when you are bribing your population you're screwed
Definitely not worth it. Ale is so much more efficient. I give my peasants no rations and then use ale coverage to offset the -8 popularity. Even with a population of 100, you only need 2 breweries and about 3/4 inns to keep the people happy. Imagine how many mills and bakeries you'd need to feed all those people.
I played since 2008s and just realized this math on taxes, normally i just increase popularity and max the taxes without counting how worth is that like this. Thank you mr wolf, great vid and math
fear factor makes religion more useful too, it's seriously much better than on no fear factor, so you can do both ale and religion, these two on their max are +19 should cover, no rations, average taxes and fear factor. You save all of your food, so plenty of bread to sell. Or alternatively you dont bother with religion and go with half rations and you can do low taxes, still not bad.
There is a trick when we start a map see where the enemy is placing his barracks and restart the game and place our hovels on that place, the enemy cannot destroy them until he fully builds his castle and also he will not produce any troops. Its very useful in hard maps when you get rushed by enemy troops instantly after starting the map.
That's a cheat. What's interesting about beating a helpless enemy, that can't produce any troops? "Hey, look at me! I beat a helpless AI, that can't produce troops, and can't defend itself! I'm a genial strategist!" It's like putting a woodcutter next to an enemy's castle entry. If you do this, it would mean you just skip a mission, not pass it, so the game would lose its point, and it would be anything, but not Stronghold Crusader anymore. The game is about overcome, defeat, and then win, not about just to win senselessly. In my opinion, it's just like not playing the game at all..
@@reasonableargument645 Tbh years after playing Stronghold for the first time I managed to finally beat mission 50 in Shc. And I just won because I accidently took the enemies artillery out of play by placing a second line of protection walls outside the castle. Still struggled to succeed lol When I was a stupid kid I found this game incredibly hard hahaha, today I want the challenge, but back then... well I understand the kids who like cheating
I think there’s value in not having to think about certain things. I prefer more rations and not selling food, because it’s perhaps not as economic, but I don’t have to think about it.
I actually do the opposite because I want to have my gold income automated instead of selling goods every minute. But very good advice though I'll try it!!
I have hundreds of hours on stronghold, I come back every few years and play the whole campaign, and I never used and played with taxes :D I just completely ignored it everytime.
I was always wondering, isn't it better to get max positive fear factor instead of maximum negative one? I know that your workers are less efficient with it but since it gives bonus to popularity you can increase taxes(to buy lacking resources) or just give half rations so you don't lack food and can sell some of it. The reason why I feel like the positive one is better is because negative fear factor only gives better productivity for negative popularity bonus. However positive fear factor decreases your productivity, but it gives 2 things, positive popularity bonus AND it strenghtens your units. So isn't it better overall?
Hey, hey! I just wanted to bring this idea to table (I don't know if it's the best but works pretty nice for me): go for full bread production, +8 bonus from ale consumption and +3 bonus from church and cathedral. Then stay on normal rations and tax people with -8 modifier to popularity and sell excess bread. U can also tax people with -12 modifier to popularity and use religion bonus to minimise popularity trend to -1. Then u adjust taxes from time to time to avoid fall of ur popularity below 50.
Would be better to decrease rations than ever go over -8 taxes, they are only good if you somehow are already not feeding your people or doing some kind of population exploit. Of course it will require bit more micromanagament so if you are not importing wheat then it should be okay to go with higher rations and leak some gold to not get distracted.
I think if you go up to 300 population, you get a lot more gold from taxes, -8 taxes is more than enough, you can feed the 300 population with bread very easy, you can even sell some bread. I always make a long stockpile, 1 side is for Baking breads, the other is for Crossbows. Then you have Tax, Bread, and Crossbows for income, not to mention the stone and iron. Bread+ale is just broken.
there also another posible strategy. give them no foo "no rations" thats -8 popularity. but give them beer + 8 popularity. give them church and you are now on +3 popularity . you can now sell all your bread and thats clear profit :D
I remember playing the same mission over and over again the one where the Snake is attacking you and you have to convert your population but i would not do the objective and slowly building a nice town and pushing back the waves of attack..just enjoying the game thanks for your video i have to play it again
well sometimes i go with low to average taxes with half ration so i can still gain coins slowly while maximizing the food trade income dont forget to keep the ale coverage +8 doe
Me: combine selling food and tax. Never give food (-8), but keep maintain the ale bonus (+8) by build one inn in every 3 new house build and make them 'working' Tax (-8), and mantain religion poin at least +8 (+11 if possible) by building a church and a cathedral, and one chappel for every one new build house. Tax only feel significant if you have large population. And if you want some good things effect but decrease the workers' lazyness, just put the good things out of their reach, e.g. on empty island, or just surround it with walls, so worker dont waste their time wandering around.
Keeping the good things enclosed will cause the workers to stay put in front of their workshops before working another batch of product. This cuts time loss caused by them going back and forth between the good things and their workshops. Curiously enough, sometimes the workers would visit wells after work if you built those.
@@asdasd-no4lk The worker comes and heals units individually, and he constantly returns to his hut to refill his supplies or whatever, so yeah putting your troops next to his hut does make his job a bit easier
@@Jefflenious i actually used it. brought back my horse archers from a siege at Calif and they were very low. built two Apothecary and boom after a while they were ready to attack again
I do double rations and increase the taxes, in this way I won't constantly have to come back to the market to sell the food. Also, if your granary gets full and you dont sell, then you are wasting food which you could have sold. Taxes is way to go!
+8 ale, +3 religion, -5 fear factor leaves you at +6. you cant even max out taxes at that point. on top of having a much weaker army. crossbows not being able to oneshot slaves, etc. negative fear factor isnt good. just go for +8 ale, +3 religion, +5 fear factor. sure everyone is less productive, but you can get -8 tax and reduce your rations to -8. all you need to care about is to have your ale which is super easy, then you can never loose popularity, your army gets a mighty dmg boost on top. since you dont consume food you can spam houses and production facilities left right and center. this is important, cause taxes dont care about your max population you can have, but the actual amount of people you got. so everyone with a job + up to 24 at the keep, while you can ignore any food requirements. with that extra production you easily get ahead of the negative fear factor version on top of having ridiculous amounts of tax money from such high populations. all i do in the later stages is spam the big water tank thingies (idk the english name). in order to actually spend that crazy income somewhat efficiently i vacate those buildings so i can build 100-200 units (using a leftclick macro otherwise i would probably injure my hand and break my mouse while playing this game), then i activate them again, so i can do stuff, while the workers build up again. otherwise i have 24max for units and need to be on top 24/7, while neglecting everything else basically.
Here is what I usually do : About 5 or 6 wheat farms 2 mills 10 bakeries Normal rations 1 cathedral 2 churches 4 chapels 1 hops farm 4 breweries 6 inns -12 taxes popularity
i mean i think it's better to use taxes on high pop , just cuz it's too hard to maintain selling food while having late game fights . my opinion is , on high pop , taxes are better , on low pop , selling food is better
Damn. So tax and scare the shit out of the peasants but give them Jesus to go with all the food and all the booze they could ever want? Sounds like a solid presidential strategy.
or, simply place some iron mines and let the peasant bug grow to its fullest potential. who needs apple farms with that bug when you can sell tons of iron every 2 minutes for tens of thousands of gold.
I prefer double rations and taxes só i can concentrate on the siege/fight, because my granary would be full all The time, even when adding more granarys...
This is what I call historical accuracy, if you want an efficient fief you have to extort the peasantry, scare the shit out of them so they always pay, feed them as few food as possible and keep them happy with alcohol and the church
My peasants are always looking at gallows and chopping blocks but they eat like kings with double rations so they're happy. Besides, who doesn't like making fun of the poor fellas in gibblets outside of the inn or watch some witch burning near the cathedral. :)
If you're having a hard time following through you can use youtube's subtitles (The CC icon next to settings in the video) But I'll also try to to get better at editing!
We need to know about the lord's and they's story's like who is the wolf, who is richard the lionheart, who is the emir We need to know about those lord's and facts about them
I love how I'm learning core game mechanics 20 years after playing this gem
same
and some guide at misty river is abandoning his castle to win
Lol me too. The creators really nailed it with this game. Too bad they couldn't follow it up with something just as good.
hahhaha same
@@feynstein1004 Actually I really liked Crusader 2
Never thought I'd see the day where Stronghold guides in YT would finally be a thing 🔥
'Tis a beautiful sight to behold isn't it?Ah the good old days lol
"No taxes is one thing but...
*_What about a small gift?_*
Go on...
"these taxes are unjust"
"You spoiled us my Lord"
"I, uh... I mean, we demand lower taxes now... or fairly soon at least"
With You Paying Me This Much I Would Be Soon Able To Afford A Chair..
Wow, I never noticed that player advantage affects taxes.
On a small note, "low taxes" actually cost 3 popularity, because "no taxes" are +1 and not 0.
Cool channel btw, keep up the good work!
Eh I don't think we need to factor in opportunity cost here.
I didn't even know player advantage was a thing in that game
@@bipstymcbipste5641 same same
That is exactly what Wolf does due to fear factor, ale and church (and cathedral in certain castle designs) which makes a lot of sense now!
Important consideration though: Negative fear factor penalizes your troop's combat efficiency by 5% per increment of fear factor.
So, if you are playing economically or not engaged under pressure, fear factor is worth it. But if you're on par with another player's economy, or surpassing it, then fear factor is somewhat detrimental at least insofar as you're constantly skirmishing.
Damn.. wasn't aware difficulty level affects tax income, that explains something that always bothering me, ai seemingly getting more gold at the end of the match even with similar population/and or resources gathered
No AI got more gold than me! I always destroyed their economy and sold so so so much of everything that... Lol
But yeah it explains a lot
neither did I know about that
@@Teglamen who knew?
There is another strategy where you give half rations and tax as much as popularity allows and since you're giving them half rations you can sell breads wich is much better than giving more rations and getting more tax but negative fear factor is a much better approach as it increases rate of *all* productions. Thank you for this amazingly informative yet not time consuming video.
Glad you enjoyed! Yeah half rations or even no rations + max fear factor are most of the time the way to go. Taxing on maximum advantage can be good until -8 but on normal advantage they shouldn't be prioritized over other things imo
With fear factor your army will be much weaker, it doesn't matzer that much offline, but against real players it's a game changer.
Negative fear Factor kills your Army. But If you are fine with deleting and rebuilding you can just Change the -5 to +5 in Seconds before you get attacked or Attack an enemy.
"What's better: Taxes or selling food."
Why not both?
The most cruel lord🤣
@@modcube6352 Or efficient, you can tax enough to make a profit, and enough to not make people go broke, and you can also sell enough to make a profit, but not enough to make them starve.
I wasn't aware difficulty level affects tax income.
I wasn't even aware there is a difficulty level
Hey, so there's a mechanic that involves the strength of an AI correlating to the strength of their lord.
Example: The lord of the rat is 50% weaker than your own lord (I think less hp rather than less damage), while the wolf's lord is 50% stronger than your own lord with what I assume is a gradient of strength varying from only a tad weaker to a tad stronger than your own lord is.
I found this out by sending my lord out with my starting rushing units in some scenarios to ensure I manage to kill the enemy lord. A few times It ended up as just lord vs lord and I both won and lost fights that seemed even on the surface of it.
I wonder if this also applies to anything else, like does the wolf have stronger fighting units as a baseline? To counter out the negative fear factor buildings he makes.
Just something I think would be cool for you to look into so see in what small ways the AI might be cheating a little.
Lol I tried this sometimes too
My Lord always goes for the kill. Assert Dominance.
I am still playing this game for 2021. Still loving it
Interesting that this is verifying what I more or less figured out on my own already. The only real downside to having evil fear factor is combat effectiveness of troops at -25% and noting that Bad Things cost more than Good Things. The boost in production is more than enough to offset these downsides.
While you can always buy the weapons, fear factor at -5 is kinda insane with their production, as you get 2 weapons per trip instead of 1, a boost of 100%. I can't recall off the top of my head whether this is worth using your iron production for weapon production to turn in profit (again, assuming -5 fear factor for both), it's been a long time since I played, so that's worth researching.
I think an interesting discussion is +5 fear factor vs -5 for overall game. Personally I think the economy boost of -5 is too big to ignore, even if it lowers the fighting effectiveness. My question is: could you potentially demolish every bit of fear factor before combat really begins to go back to 100% fighting strength or does that take time to update? And does "fighting effectiveness" only affect damage or both damage and health? Because if it's the former then we run into the same reason Colin is amazing in Advance Wars 2 - his units hit weaker, but they aren't any less durable while costing 20% less, meaning you get more of them.
Yes, you can demolish all bad fear factor buildings and replace them with good fear factor buildings before attacking.
And fear factor only affects attack damage, it doesn't affect unit health.
@@typeunknown1540 ok yeah negative fear factor is the way to go
Next video will be about fear factor, Both fear factors are insane at their job and yeah you can switch whenever you want
-5FF does not double weapon production, most buildings have production cycles averaging at 1.5 per delivery (1-2-1-2-1-2-1-2...).
Fear factor only affects damage, so it affects f.e. assassins a lot, while pikemen are pretty much unaffected.
+5FF is worth it as it's tied to your population rather than army, so you can first amass army, then cripple your population (-24 taxes, no rations, stop inns, etc.) which will make you loads of gold as well, then when you're at relatively low population, you can get +5FF pretty much for free.
2:20 this is the question I always ask to myself but too lazy to figure it out, now I have the answer, thank you for that :)
I didn't know the answer until I actually looked for it myself (For making this video)
Wow, I never knew player advantage affected taxes. What I did notice was that as your population increases, you get a lower amount from each peasant. Although, I suspect this has to do with rounding errors. Since you can only get a whole number of gold coins, if the number comes out in decimal, the game automatically rounds it up.
Stronghold in 2021? Its nice to find this!
thanks for those videos, they are all so useful. Please, keep doing this videos. Too much love for you
Saladin's economy is higly based around producing and selling those products (6-10 bakery for example+ fletchers etc. )
I had the same conclusion as you. And during missions where you can't sell food, go double rations and higher taxes (in stronghold 1 for instance)
I only used and switched taxes to listen to all the different dialogues of the peasants lmao, It feels like you make much more if you're selling goods
I just subcribed before like 20 minutes or less then I saw that you posted a new video, nice
quality content. cant wait for more.
thanks for the good work. keep it up. wish you well. take care
I use:
1# half rations, (-4 up to -1; due to food diversity), combined with 2# max ale (+8) 3# max religion (+3) and I switch my fear factor around: (-1 or rarely -2 @ start of game, to a +5 later on).
Now,
make your own calculations, to know the max amount of taxes I ask.
What I build:
1# Stone quarry, as many as I can.
2# Cathedral and Church => low taxes
3# fear factor -1
4# wheat => mill => bakeries
5# granaries
6# inns + I buy the ale
7# start weapon production {x-bow is best}, then making shields with small amount of iron mines.
I usually go with no rations (-8) booze for everyone (+8) cathedral (+2) low taxes (-2) and sell all food. in lategame fearfactor (+5) church (+1), -low taxes (-2)- high taxes (-8)
In Sh1 I also did generous bribe and low taxes in turn in a few occasions. Advantageous though a bit annoying if you do it right, but if you forget about it when you are bribing your population you're screwed
Definitely not worth it. Ale is so much more efficient. I give my peasants no rations and then use ale coverage to offset the -8 popularity. Even with a population of 100, you only need 2 breweries and about 3/4 inns to keep the people happy. Imagine how many mills and bakeries you'd need to feed all those people.
That's The kind of video i would never imagine to be made
I played since 2008s and just realized this math on taxes, normally i just increase popularity and max the taxes without counting how worth is that like this.
Thank you mr wolf, great vid and math
If bro was a teacher, he would be that teacher that you would listen to
fear factor makes religion more useful too, it's seriously much better than on no fear factor, so you can do both ale and religion, these two on their max are +19 should cover, no rations, average taxes and fear factor. You save all of your food, so plenty of bread to sell. Or alternatively you dont bother with religion and go with half rations and you can do low taxes, still not bad.
"You've got to be joking!" The scribe.
There is a trick when we start a map see where the enemy is placing his barracks and restart the game and place our hovels on that place, the enemy cannot destroy them until he fully builds his castle and also he will not produce any troops. Its very useful in hard maps when you get rushed by enemy troops instantly after starting the map.
Dude, that's amazing. I didn't know you could do that 😃
That's a cheat. What's interesting about beating a helpless enemy, that can't produce any troops? "Hey, look at me! I beat a helpless AI, that can't produce troops, and can't defend itself! I'm a genial strategist!" It's like putting a woodcutter next to an enemy's castle entry. If you do this, it would mean you just skip a mission, not pass it, so the game would lose its point, and it would be anything, but not Stronghold Crusader anymore. The game is about overcome, defeat, and then win, not about just to win senselessly. In my opinion, it's just like not playing the game at all..
@@reasonableargument645 Eh kids just want to win regardless of integrity, let 'em be.
This is pretty much blocking gates using ox tether strat
@@reasonableargument645 Tbh years after playing Stronghold for the first time I managed to finally beat mission 50 in Shc. And I just won because I accidently took the enemies artillery out of play by placing a second line of protection walls outside the castle. Still struggled to succeed lol
When I was a stupid kid I found this game incredibly hard hahaha, today I want the challenge, but back then... well I understand the kids who like cheating
I think there’s value in not having to think about certain things. I prefer more rations and not selling food, because it’s perhaps not as economic, but I don’t have to think about it.
I can't believe I forgot about getting that easy +3 Religion bonus. Makes the start of the game much easier if you can afford it.
I never thought -5 fear factor will make the peasant work faster😂, i thought its only showing that you are a cruel lord 😅
I actually do the opposite because I want to have my gold income automated instead of selling goods every minute. But very good advice though I'll try it!!
I have hundreds of hours on stronghold, I come back every few years and play the whole campaign, and I never used and played with taxes :D I just completely ignored it everytime.
It's a big deal on Stronghold 1, but on Crusader it's much easier to just produce resources and sell!
Basically what I do every game.. add in the surplus from the resources you get but never need. you'd be able to supply a continuous stream of HA's
I never know that gold advantage also affects your taxing.
cool vid!
i got another question, do fire arrow increase your archers dmg or are their only porpuse to light up pitch?
They add no damage, only used to light up fire pitches
Do they lit to Buildings that are near your towers with Flame archers?
@@paulandreig.sahagun34 They can't set buildings on fire by themselves, the building has to be right next to some burning fire pit
Morning Your Lordship..🤞
I only just learnt about the advantage and tax relationship!
Finally someone talking about this
I was always wondering, isn't it better to get max positive fear factor instead of maximum negative one? I know that your workers are less efficient with it but since it gives bonus to popularity you can increase taxes(to buy lacking resources) or just give half rations so you don't lack food and can sell some of it.
The reason why I feel like the positive one is better is because negative fear factor only gives better productivity for negative popularity bonus.
However positive fear factor decreases your productivity, but it gives 2 things, positive popularity bonus AND it strenghtens your units.
So isn't it better overall?
I just came here to see how vast my knowledge of this game after 17 years of playing this game.
Hey, hey! I just wanted to bring this idea to table (I don't know if it's the best but works pretty nice for me): go for full bread production, +8 bonus from ale consumption and +3 bonus from church and cathedral. Then stay on normal rations and tax people with -8 modifier to popularity and sell excess bread. U can also tax people with -12 modifier to popularity and use religion bonus to minimise popularity trend to -1. Then u adjust taxes from time to time to avoid fall of ur popularity below 50.
Would be better to decrease rations than ever go over -8 taxes, they are only good if you somehow are already not feeding your people or doing some kind of population exploit. Of course it will require bit more micromanagament so if you are not importing wheat then it should be okay to go with higher rations and leak some gold to not get distracted.
I think if you go up to 300 population, you get a lot more gold from taxes, -8 taxes is more than enough, you can feed the 300 population with bread very easy, you can even sell some bread. I always make a long stockpile, 1 side is for Baking breads, the other is for Crossbows. Then you have Tax, Bread, and Crossbows for income, not to mention the stone and iron. Bread+ale is just broken.
Everytime he says "peasants" I felt it
Make castle designs videos :D
there also another posible strategy. give them no foo "no rations" thats -8 popularity. but give them beer + 8 popularity. give them church and you are now on +3 popularity . you can now sell all your bread and thats clear profit :D
I remember playing the same mission over and over again the one where the Snake is attacking you and you have to convert your population but i would not do the objective and slowly building a nice town and pushing back the waves of attack..just enjoying the game thanks for your video i have to play it again
well sometimes i go with low to average taxes with half ration so i can still gain coins slowly while maximizing the food trade income
dont forget to keep the ale coverage +8 doe
Me: combine selling food and tax.
Never give food (-8), but keep maintain the ale bonus (+8) by build one inn in every 3 new house build and make them 'working'
Tax (-8), and mantain religion poin at least +8 (+11 if possible) by building a church and a cathedral, and one chappel for every one new build house.
Tax only feel significant if you have large population.
And if you want some good things effect but decrease the workers' lazyness, just put the good things out of their reach, e.g. on empty island, or just surround it with walls, so worker dont waste their time wandering around.
Keeping the good things enclosed will cause the workers to stay put in front of their workshops before working another batch of product. This cuts time loss caused by them going back and forth between the good things and their workshops.
Curiously enough, sometimes the workers would visit wells after work if you built those.
@@OverseerMoti unfortunately, one worker will not always visit the nearest good thing.
I didn't know about diff affects tax income and that fear factor affects only on bread makers :O
It's not just bread, but bread scales really well with fear factor
@@Jefflenious Oh, will you make a video with fear factor and how much bonus it gives to every building? :3
@@Flutteragon Yeah it's coming, in 2 days probably
So, another question
Does the Apothecary really heal units? And how fast one heals?
If you have UCP installed yes it does
And it's like one unit at a time, not that fast but you can always place down more of them for increased healing
@@Jefflenious how it heals and if its aura around the building is it good to place it behind the tower to heal archers on it ?
@@asdasd-no4lk The worker comes and heals units individually, and he constantly returns to his hut to refill his supplies or whatever, so yeah putting your troops next to his hut does make his job a bit easier
@@Jefflenious i actually used it. brought back my horse archers from a siege at Calif and they were very low. built two Apothecary and boom after a while they were ready to attack again
Lol, for a moment I thought you were talking about healing health, not disease ! Would have been a cool idea for the healer to do both.
I do double rations and increase the taxes, in this way I won't constantly have to come back to the market to sell the food. Also, if your granary gets full and you dont sell, then you are wasting food which you could have sold. Taxes is way to go!
I never knew that
man really explained food economy in USSR
Good information, thank you
+8 ale, +3 religion, -5 fear factor leaves you at +6. you cant even max out taxes at that point. on top of having a much weaker army. crossbows not being able to oneshot slaves, etc. negative fear factor isnt good.
just go for +8 ale, +3 religion, +5 fear factor. sure everyone is less productive, but you can get -8 tax and reduce your rations to -8. all you need to care about is to have your ale which is super easy, then you can never loose popularity, your army gets a mighty dmg boost on top.
since you dont consume food you can spam houses and production facilities left right and center. this is important, cause taxes dont care about your max population you can have, but the actual amount of people you got. so everyone with a job + up to 24 at the keep, while you can ignore any food requirements. with that extra production you easily get ahead of the negative fear factor version on top of having ridiculous amounts of tax money from such high populations.
all i do in the later stages is spam the big water tank thingies (idk the english name). in order to actually spend that crazy income somewhat efficiently i vacate those buildings so i can build 100-200 units (using a leftclick macro otherwise i would probably injure my hand and break my mouse while playing this game), then i activate them again, so i can do stuff, while the workers build up again. otherwise i have 24max for units and need to be on top 24/7, while neglecting everything else basically.
nice video i was always wondering
i always used this strategy
more food= high taxes
Hi could you cover this topic for Warlords?
I never realizedthat I will be watching those types of videos when I will grow up XD
Here is what I usually do :
About 5 or 6 wheat farms
2 mills
10 bakeries
Normal rations
1 cathedral 2 churches 4 chapels
1 hops farm 4 breweries 6 inns
-12 taxes popularity
I prefer high taxes as I hate microing storage, I just make good bread production increase rations and setup taxes then I simply focus on military
i will use Negative Fear Factor, but i can't see my People Suffer and saying the bad thing about me and the Castle.
absolutely loving this
0:05 its better to sell stone and iron 🤣
Nice video
Goood video and gold tips thank you
Literally Pro-supply macroeconomic theory essentially. No taxes all the way!
How do taxes work in historical campaigns? I always use taxes in them rather than selling bread.
I think it's the same as "No advantage" I'm not sure though
@@Jefflenious ok
Finally I always wondered this
i mean i think it's better to use taxes on high pop , just cuz it's too hard to maintain selling food while having late game fights .
my opinion is , on high pop , taxes are better , on low pop , selling food is better
Nice
Nice video sharing
Religion and positive fear factor with no food is the way to go
me,selling food and taxing till the popularity is close to 50: both,both is good.
Just produce so much bread that your food stocks max out at double rations and sell a bunch ez
I would raither pay to people if it needed and make -5 fear factor, taxes is not the best move from my perspective
You are so cool bro
Keep going
Damn.
So tax and scare the shit out of the peasants but give them Jesus to go with all the food and all the booze they could ever want?
Sounds like a solid presidential strategy.
Best game EVER!
used taxes on mission 77 vs 3 emirs
so basically if you strugle with multi tasking you go with taxing but if you dont you go for selling bread
got it
Yeah pretty much, lol
Beer +8 -> no food but produce bread -> sell bread = Money Money Money. ;)
Why am I watching stronghold crusader economics when i almost failed math in high school
This game could be so easier if I only knew this things back in 2003/2004. 😂
Omg its spirit of the law!
or, simply place some iron mines and let the peasant bug grow to its fullest potential. who needs apple farms with that bug when you can sell tons of iron every 2 minutes for tens of thousands of gold.
I have, played this game a lot, I know all the things of it
I prefer double rations and taxes só i can concentrate on the siege/fight, because my granary would be full all The time, even when adding more granarys...
Me overproducing food 4x ration + enough ale to drown my population and taxing :D
I mainly use taxes so I can play like a proper government.
This is what I call historical accuracy, if you want an efficient fief you have to extort the peasantry, scare the shit out of them so they always pay, feed them as few food as possible and keep them happy with alcohol and the church
My peasants are always looking at gallows and chopping blocks but they eat like kings with double rations so they're happy. Besides, who doesn't like making fun of the poor fellas in gibblets outside of the inn or watch some witch burning near the cathedral. :)
sweet video!
Hey i have a question when you speak about something can you put the text in the video ??
If you're having a hard time following through you can use youtube's subtitles (The CC icon next to settings in the video) But I'll also try to to get better at editing!
@@Jefflenious Thx mate i dont have best english skills and your content need time to think to understand what you are saying :)
I think Strongholds beyond 2 made tax more useful.
We need to know about the lord's and they's story's like who is the wolf, who is richard the lionheart, who is the emir
We need to know about those lord's and facts about them
Oh that's what you meant
I was thinking about ranking every character in Stronghold franchise based on their character, could be a nice video
@@Jefflenious I mean i need to know who are those lord's, what is the story about those lord's