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This week's question is about money. The shortest road from your village to the big market passes under a rival House's fort, and the fort charges toll on every load. You can pay and keep the short trip. You can spend coins, timber and days on a longer road of…
A route in Age of Medieval is a circuit: two to five stops joined by road, run by a caravan that buys low and sells high on its own. The caravan is not naive. It only loads what pays for the freight, and it counts what the destination will have produced by the…
A caravan in Age of Medieval cannot leave without a road. That one rule shapes the whole trade game. You build roads on the campaign map in two clicks: one on your village, one on the neighbour. Before the second click the preview shows the stretches, the coin…
This week's question: an enemy lord is outside your palisade and his ram is rolling toward the gate. Behind the wall your towers shoot and your men have cover, but every day under siege eats the granary. Outside the wall you fight on open ground, without the t…
A wall in Age of Medieval is not a building you stamp down. You click one edge of the ground and drag, and the palisade follows the line. The game picks the corners. The wall lives on the edges between cells, so houses sit right against it, the way they do in …
Most strategy games build the town in one place and fight for it in another. Here the siege is fought inside the town itself. When an assault starts, the battlefield is built from the village plan, the same pieces you see when you walk in. Attackers form up ou…