The fact that military units come into play much more quickly in Stronghold: Crusader than they did in the original game has a dramatic effect on gameplay. Because the marketplace can quickly give you gold, which can now quickly give you an army, it's an important military building. If you're attacked, you can convert your goods to gold and hire instant defenders. To get down to conquering, there's no immediate need for iron, leather, wood, tanners, blacksmiths, or pole turners.

Arabian mercenaries bring combat into play sooner.
To be fair, mercenaries aren't as powerful as the traditional military units, but they definitely change the way Stronghold is played. Some of the scenarios can be easily beaten by simply selling off your starting goods, using the gold to hire mercenaries, and then rushing the AI. Of course, this also means you'll be attacked much earlier in a scenario. There's nothing quite so annoying as watching a mob of cheap slaves torching your outlying farms before you can marshal your defenses. The end result is that Stronghold: Crusader plays much more like a traditional combat-oriented real-time strategy game than its predecessor.
There are some other differences between Stronghold: Crusader and the previous game that may seem subtle at first. For instance, religion and ale have more impact on your people's happiness in Stronghold: Crusader. Religion cost too much gold and ale required too many steps in the resource chain to be really useful in the original game. But in Stronghold: Crusader, they have a more powerful benefit--they are effective ways to offset high taxes, food shortages, and crowding. Even better, you can improve efficiency by adorning your castle with more "bad things," like gallows and dungeons, while serving up religion and ale to counter the happiness penalties. Although these may seem like minor tweaks, they do a good job of adding more choices to how you play.
After fighting Stronghold's European warlords (who make a return appearance in Crusader), it's nice to get out and see the world. The desert terrain and buildings look great, breathing a lot of new life into the game's detailed 2D engine. The new music is rousing and distinctive, and it's always a thrill to hear the war cry when you mass-select a group of soldiers and give them attack orders. Visually and aurally, Stronghold: Crusader certainly does justice to its subject matter.
The Middle Eastern setting allows for a new architectural look and terrain set, but unlike the changes to the architecture, the changes to the terrain aren't simply cosmetic. Because you can't build farms in the desert, the patches of fertile land on some maps are important strategic points. This also makes Crusader play like a more conventional RTS, since this can take the focus off the castles themselves. Now each side has to secure fertile land to maintain a food supply in these barren environments.

Use more brutality with new religion and ale bonuses.
Stronghold: Crusader's interface still has some of the same problems that the first game had. The building tabs are still haphazardly arranged at the bottom of the screen. There's no way to jump to the subject of important messages such as "We're under attack!" Stronghold could use more tooltips, range indicators for missile units, and a few more hotkeys to keep you from having to wade through your castles and armies to get where you need to go. Because there are no effective unit formations, the tactical AI still requires a fair amount of micromanagement to mount a successful siege, and computer opponents still seem fond of sending units in a steady trickle rather than amassing effective assaults.
But other than these minor problems, Stronghold: Crusader is a marked improvement over the previous game. Considering its new campaign options, more-satisfying single-player missions, and tweaked gameplay, it's a safe bet that fans of the original game will have even more fun storming the castle.
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