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#IGN STRONGHOLD 3 SERIES#
That’s been true of the series as a whole, but Warlords has added a new wrinkle in that you can choose whether to keep your people in line through love or fear. It does a good job of scratching that Tetris-y itch and making long-term planning pay off. You really have to try and picture how everything is going to fit together, on top of building out your defenses to maximize your home field advantage. Decisions like placing your main stockpile close to resource collection areas can have a big effect on the efficiency of your economy, and keeping your people happy later on will partly depend on how many of your buildings are in the radius of temples. And it's not just the availability of natural resources you need to worry about. assuming no one razes it to the ground first.
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You're going to be turning an open plot of land into an impressive, thriving walled city. The biggest, often refreshing difference between a Stronghold game and, say, Warcraft or StarCraft, is in how it pushes you to think about space. And the city building, while it can be an interesting and almost zen little puzzle, often feels at odds with the goal of straightforwardly conquering your enemies. But as an RTS, it feels like it's still living in the mists of the past. Stronghold Warlords continues this tradition with a new flavor as it takes us, for the first time in the series, to the battlefields of ancient and medieval East Asia. For 20 years now, the Stronghold series has fortified itself in an interesting place somewhere between a city builder and a more traditional real-time strategy.