Lords
of the Realm 2
Think Feudal; Think Cows!:
If you're going to fail anywhere during this extremely challenging game, chances
are you'll do it in the early-game/mid-game stages, where the most common cause
of failure is over-expansion.
Economic development in the 13th Century was slow, seasonal, labor-intensive,
and produced relatively small amounts of surplus goods. Although it may
seem logical to divide your fields equally between livestock and wheat,
it's not really the optimum method. To raise both population and "happiness"
levels, Think cows!
Forget about wheat until sometime in the mid-game, when you can afford
the luxury of a seasonal crop. Instead, put herds of cows in all your
fields. Then, as long as you're careful about labor allocation, your herds
should multiply rapidly. After all, wheat ripens only once a year.
When you've built up a food surplus sufficient to last two or three years,
you can safely put your people on half-rations (just to make sure the economy
doesn't overheat). Just be sure to monitor the situation carefully, because
discontent, when it strikes, has a bad way of spiraling out of control quickly,
and once large numbers of your serfs start emigrating to other counties, you're
in big trouble.
The Peasants Are Revolting! And they’re angry too!:
Throughout the game, it is imperative that you keep your peoples' happiness
rating as high as possible. You can always give their morale a quick boost by
purchasing ale from a passing merchant, but this is really a band-aid solution
because merchants have a fickle way of not being around when you need them the
most.
A more reliable method is simply not to tax anybody for the first few years
of game time; nothing else will elevate their happiness more quickly. Once your
peasants' rating is up to the 90-100% range, then go ahead and sock them with
a five or six percent tax rate. It will take many seasons before their happiness
starts declining, at which point you can start fiddling with the tax rates to
find a happy medium; meanwhile, you've received a hefty infusion of cash.
Check your City Center screen frequently to see how many unemployed serfs are
loitering about the village commons. Blacksmithing, castle-building, and mining
are good tasks for absorbing excess population; so are new armies, but you may
not be able to arm them if you create too many, too early in the game.
Raising Armies:
In the beginning, you and your opponents start the game on an level playing
field. But as tempting as it is to seize two or three nearby regions as soon
as you have the forces to do so, unless you're playing against human opponents,
this is hardly the wisest course. It's hard enough to get your home county running
on a smooth economic base; the complexities and possibilities for failure grow
exponentially with each new county you seize.
The easiest way to raise an army early on is to order a mass levee of peasants.
True, they're not very impressive from the standpoint of armament, but a large
enough force of peasants is usually quite sufficient to conquer or defend a
couple of counties in the early years of a game.
Even if your nearest opponent has raised a small army of real men-at-arms,
you can still triumph over him if you have a large enough peasant force. As
a rule, you need at least 50% numerical superiority to defeat another large
peasant army, and a three-to-one superiority to vanquish an army comprising
both peasants and regular soldiers.
When you're ready to raise a professional army, check first to see if your
county is host to any bands of roving mercenaries. If you have the money, consider
hiring them. A mercenary force already comes with its own arms and armor, and
buying its services will have no negative impact on either population or happiness
rating.
If you do go the mercenary route, use them quickly to conquer a county or defend
against a threatened invasion. Their seasonal maintenance fee is high, and if
you just leave them standing around on idle garrison duty, you'll drain your
treasury and have nothing to show for it but a marginal measure of added security.
Taking the Field:
Ideally, you want to create a large and balanced army, but it's unlikely you'll
be able to afford one until mid-way through the game. In the earlier stages,
it is easier and generally more cost-effective to develop an army equipped with
one or two weapons than a collection of smaller units armed with many.
Arming your troops is a tricky business, it takes a large number of blacksmiths
to produce even a modest flow of weapons. If you're in a county that gets frequent
visits from merchants, you should consider buying as many weapons as you can
afford, rather than waiting for your own production efforts to bear fruit.
Take time to study both the landscape and the nature of the opposing force
before committing to battle. Combat in Lords II accurately reflects the scale
and ferocity of medieval engagements, which seldom displayed a great deal of
tactical finesse. Even so, tactics and maneuver can compensate, to a certain
extent, for numerical inferiority.
Search the terrain carefully. Are there bridges or narrow isthmuses of land
on this battlefield? If so, they form natural choke-points where an attacking
force must funnel-through, and in so doing lose its numerical advantage to any
defending force that blocks the narrow end of the funnel. Are there lakes, ponds,
or streams that you can use to protect your flanks? Are there natural outcroppings
of rock that can be used as defensive barriers? To be successful, a Lords II
commander must learn to use these and every other possible advantage until the
process becomes instinctive.
Sieges and Raids:
When you move from the open battlefield to siege warfare, be prepared to shift
your whole attitude. Whereas conventional battles tend to be resolved rather
quickly, sieges will take several seasons to conclude, successfully or not.
Whether you're planning to storm a castle or defend one, you must plan siege
operations carefully and methodically.
True, most sieges climax with a desperate melee inside the castle walls, but
you'll usually spend much more time trying to breach those walls or prevent
the enemy from doing so. Archers really come into their own during sieges, so
you may want to reorganize your army a season or two in advance of a siege,
so that you'll have more of them.
Before you can hope to storm a castle, you must thin out the ranks of the defenders.
Only massed arrow fire or catapults can do that. If you attempt to wheel up
your siege towers and battering rams before you've weakened the garrison, chances
are that the crews will be slaughtered and the siege will fail.
If you're defending a castle, be very careful about when and where you deploy
your vats of boiling oil. Remember that you only get a certain number of these
per castle, and once they're used up, your ability to repulse an assault diminishes
greatly. Watch out for feints by the attacker and try to save the oil for use
against towers and battering rams -- its effect can be spectacular, if not decisive.
And finally, a word about guerrilla tactics. If you are not yet strong enough
to engage in a full-strength campaign against a more powerful neighbor, simply
march an army cross-country and on to a square containing a mine, quarry, sawmill
or forge and that facility will turn to a pile of blackened cinders, with serious
consequences to your enemy's economy. Of course, this only works if you can
hurriedly withdraw your force before the enemy can intercept it.
It's also a double-edged tactic. If you conduct such raids into a province
you plan to occupy soon, you'll also be damaging your own economy, since those
ruined facilities cannot be made operational again without many seasons of effort
being devoted to rebuilding them.