Compare Stronghold: Crusader II (Special Edition) prices across trusted key stores and find the best deal. Developed by FireFly Studios. Published by FireFly Studios. Released on 9/23/2014. Available on PC. Genres: Single Player, Multiplayer, Co-op, Bird View, Simulation, Strategy. Metacritic score: 65/100.

A castle-sim RTS hybrid set in the Crusades, pitting your wood-and-stone economy against 8 distinct AI lords - skirmish is where it breathes, solo campaign is where it stumbles.

Stronghold Crusader II is a castle-building real-time strategy game set in the deserts of the Middle East around 1189, blending city-builder economics with siege warfare. You play as either Crusader or Arabic forces, with two historic single-player campaigns framed around Richard the Lionheart and the Sultan of Syria, supplemented by the Crusader Trail and the Arabic Skirmish Trail - progressively harder sequences of skirmish battles that are honestly the meatiest part of the package. The Special Edition bundles in a digital art book, the game's soundtrack, and a copy of Stronghold Crusader HD, which is worth noting if you want to compare the original to its sequel side by side. On the resource side, the build order logic is tighter than it first appears. Wood is the non-negotiable starting point - it gates every other production chain. Once wood is flowing you can branch into stone quarries for your walls, iron smelters for weapons, and food diversity (farms, bakeries, ale houses, even churches or mosques depending on your faction) to push happiness high enough to sustain heavier taxation and unlock your exotic unit roster. That multi-layer economy loop is where the game earns real respect: it rewards players who think one production step ahead and punishes those who treat it as a pure combat game. The unit roster splits cleanly by faction. European forces get the Sergeant-at-Arms (whose defense aura matters more than it looks on paper) and the mounted Templar Knight with a charge ability. Arabic forces bring the Whirling Dervish, the Sassanid Knight, the Slave Driver, and the Healer - each with active special abilities that add a micro layer on top of the blob-management combat. Siege equipment includes the Fire Ballista, War Wolf, and Hussite War Wagon. The 8 AI lords - returning faces like The Rat and The Wolf alongside new ones like The Shah, The Slave King, and The Sultana - each have genuinely distinct castle layouts and attack priorities, which keeps skirmish variety alive for longer than you might expect. Multiplayer supports up to 8 players (4 human maximum), with co-op mode letting you split castle management, troop control, and resource duties between human partners, which is a more interesting proposition than it sounds once one player commits to pure economics. Here is where honesty earns its place. The solo "learning campaign" does a poor job teaching you the finer points - it throws escalating enemy waves before your production is ready, and several veteran critics noted that pathfinding problems could trap wall-mounted archers inside their own fortifications, forcing you to demolish stonework you spent real time building. Combat at scale devolves into armies colliding without much tactical geometry, and finishing off enemy lords atop their keeps drags on longer than it should due to projectile behavior around the keep structure. The overall Steam lifetime rating sits at mixed territory, and long-time fans of the 2002 original still tend to prefer it - the simpler 2D systems aged better for replayability than the sequel's compromise between visual upgrade and mechanical depth. For a strategy player coming in fresh, though, there is a workable path here. Skip the campaign after the first few missions, go straight to skirmish against lower-tier AI lords, learn your wood-first build order, then climb the AI difficulty ladder. That loop has legs. The Special Edition sweetens the value with Crusader HD included, meaning you can actually run both versions and form your own comparison. If you accept it as a skirmish-focused RTS with castle-dressing rather than a full simulation, the depth of the economic chains and the AI personality variety give it more staying power than a cursory look suggests. Diego, Scout Team

Stronghold: Crusader II (Special Edition)
Single PlayerMultiplayerCo-opBird ViewSimulationStrategy

Stronghold: Crusader II (Special Edition)

Sep 23, 2014FireFly Studios
GamerScout Says

A castle-sim RTS hybrid set in the Crusades, pitting your wood-and-stone economy against 8 distinct AI lords - skirmish is where it breathes, solo campaign is where it stumbles.

PC
Best Price Available
€0.00
at N/A
Historical low: €2.08

GamerScout Verdict

Best for skirmish-hungry RTS players who want faction asymmetry and castle economics; go in expecting a rough solo campaign and middling pathfinding.

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About Stronghold: Crusader II (Special Edition)

Stronghold Crusader II is a castle-building real-time strategy game set in the deserts of the Middle East around 1189, blending city-builder economics with siege warfare. You play as either Crusader or Arabic forces, with two historic single-player campaigns framed around Richard the Lionheart and the Sultan of Syria, supplemented by the Crusader Trail and the Arabic Skirmish Trail - progressively harder sequences of skirmish battles that are honestly the meatiest part of the package. The Special Edition bundles in a digital art book, the game's soundtrack, and a copy of Stronghold Crusader HD, which is worth noting if you want to compare the original to its sequel side by side. On the resource side, the build order logic is tighter than it first appears. Wood is the non-negotiable starting point - it gates every other production chain. Once wood is flowing you can branch into stone quarries for your walls, iron smelters for weapons, and food diversity (farms, bakeries, ale houses, even churches or mosques depending on your faction) to push happiness high enough to sustain heavier taxation and unlock your exotic unit roster. That multi-layer economy loop is where the game earns real respect: it rewards players who think one production step ahead and punishes those who treat it as a pure combat game. The unit roster splits cleanly by faction. European forces get the Sergeant-at-Arms (whose defense aura matters more than it looks on paper) and the mounted Templar Knight with a charge ability. Arabic forces bring the Whirling Dervish, the Sassanid Knight, the Slave Driver, and the Healer - each with active special abilities that add a micro layer on top of the blob-management combat. Siege equipment includes the Fire Ballista, War Wolf, and Hussite War Wagon. The 8 AI lords - returning faces like The Rat and The Wolf alongside new ones like The Shah, The Slave King, and The Sultana - each have genuinely distinct castle layouts and attack priorities, which keeps skirmish variety alive for longer than you might expect. Multiplayer supports up to 8 players (4 human maximum), with co-op mode letting you split castle management, troop control, and resource duties between human partners, which is a more interesting proposition than it sounds once one player commits to pure economics. Here is where honesty earns its place. The solo "learning campaign" does a poor job teaching you the finer points - it throws escalating enemy waves before your production is ready, and several veteran critics noted that pathfinding problems could trap wall-mounted archers inside their own fortifications, forcing you to demolish stonework you spent real time building. Combat at scale devolves into armies colliding without much tactical geometry, and finishing off enemy lords atop their keeps drags on longer than it should due to projectile behavior around the keep structure. The overall Steam lifetime rating sits at mixed territory, and long-time fans of the 2002 original still tend to prefer it - the simpler 2D systems aged better for replayability than the sequel's compromise between visual upgrade and mechanical depth. For a strategy player coming in fresh, though, there is a workable path here. Skip the campaign after the first few missions, go straight to skirmish against lower-tier AI lords, learn your wood-first build order, then climb the AI difficulty ladder. That loop has legs. The Special Edition sweetens the value with Crusader HD included, meaning you can actually run both versions and form your own comparison. If you accept it as a skirmish-focused RTS with castle-dressing rather than a full simulation, the depth of the economic chains and the AI personality variety give it more staying power than a cursory look suggests.

Diego
Diego · Scout Team

Strategy & simulation

Tags

steamCastle BuilderSkirmish-FocusedFaction AsymmetryCo-op EconomyAI PersonalitySiege WarfareWood-First Build OrderCrusader TrailUnit Special Abilities

System Requirements

Minimum

Memory
2 GB RAM
Storage
6 GB
Graphics
512 MB VRAM - NVIDIA GeForce 8800GT / AMD Radeon HD 2900XT
Processor
2 GHz - Intel Core 2 Duo
System requirements
Windows XP / Vista / 7 / 8

Recommended

Memory
8 GB RAM
Storage
4 GB
Graphics
1 GB VRAM - NVIDIA GeForce GTX 460 / AMD Radeon HD 5830
Processor
Intel Core i5
System requirements
Windows Vista / 7 / 8 64-bit

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Reviews & Ratings

Metacritic
65

Game Info

Developer
FireFly Studios
Publisher
FireFly Studios
Release Date
Sep 23, 2014

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Frequently asked questions about Stronghold: Crusader II (Special Edition)

How much does Stronghold: Crusader II (Special Edition) cost?

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What platforms is Stronghold: Crusader II (Special Edition) available on?

Stronghold: Crusader II (Special Edition) is available on PC.

When was Stronghold: Crusader II (Special Edition) released?

Stronghold: Crusader II (Special Edition) was released on 23 September 2014.

Who developed Stronghold: Crusader II (Special Edition)?

Stronghold: Crusader II (Special Edition) was developed by FireFly Studios.

Is Stronghold: Crusader II (Special Edition) worth buying?

Stronghold: Crusader II (Special Edition) holds a Metacritic score of 65/100, making it one of the standout Single Player titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.