You get access to the Stronghold on the first winter Season after you conquer one of London, Viroconium or Norfolk.
Three things are activated at that point ...
Available via the icon at the top of the screen, these are the components of your actual stronghold.
You get to select six boroughs from a choice of eleven possibilities. Each borough initially takes a different amount of time and gold to build and then allows you to develop different potentials related to that borough's nature.
You can queue building up to 4 boroughs (or their districts) at once, but they will be built one after the other taking the full amount of turns even if that runs into a total of a few years of time.
Since you can have more than one stronghold at a time, I would assume that Stronghold benefits apply to all Stronghold and, where relevant, neighbouring provinces.
The eleven borough's are listed below with their districts and the benefits of those below each borough. Each district takes a certain number of turns and gold to get built and these are immediately after the name.
- Merchant's Court (1, 2000) Better gold/food exchange in the Chancellery
- Guildhall (3, 8000) +10% tax from Stronghold and neighbouring provinces (SANP)
- Inns (1, 1500) Trade quests are more frequent
- Storehouse (2, 4000) +10% food SANP
- Craftsmen's Street (1, 1500) +20% trade SANP
- Anvil Lane (3, 3000) -15% recruitment cost SANP
- Blacksmith (1, 4000) -20% costs of unit and military upgrades
- Mint (1, 3000) 500 gold per season
- Foundry (1, 4000) -20% research on unit and military upgrades
- Artisan Workshop (1, 4000) chance to create an artifact every year
- Manor (3, 6000) +20% food SANP
- Shambles (1, 3000) 500 food per season
- Granary (2, 4000) +10% food SANP
- Quarry (1, 5000) -20% building costs and time for Stronghold
- Supply House (1, 3000) -25% upkeep for armies in Stronghold
- Tourney Grounds (1, 1500) +100 xp for new units
- Commune (1, 1000) +20% military SANP
- Veteran Camp (1, 3500) +200 xp for new units
- Gatekeepers (1, 2000) +10% loyalty SANP
- Outpost (1, 3000) -25% upkeep for armies in the Stronghold
- Town Council (1, 5000) +0.5% population SANP
- Tax Collectors (3, 8000) +10% food and gold SANP
- City Watch (1, 1000) +20% public safety SANP
- Sewer (1, 2000) +20% health SANP
- Magistrate (1. 3000) -20% costs for Law and Decree upgrades
- Cathedral (4, 8000) +1 Christian morality, +20% Christianity SANP
- Monastery (2, 3000) +2 Christianity to all heroes
- Scriptorium (1, 4000) +5 research
- Holy Order (1, 2000) +2 crusader unit defend Stronghold
- Hospice (4, 8000) +10 mana all heroes
- Keep (4, 8000) +2 Tyrant morality
- Gaol (1, 2000) less chance of prisoners escaping and larger ransoms
- Garisson (1, 2000) +2 brigand units defend Stronghold
- Arena (3, 6000) +1 fight for all heroes
- Torture Chambers (2, 3000) +2 Tyrant all heroes
- Virtuous Ward (4, 8000) +2 Rightful morality
- Orphanage (2, 3000) +2 Rightful all heroes
- Infirmary (4, 6000) +500 hp all heroes
- Halls of Commanders (3, 6000) +1 leadership all heroes
- Halls of Royalty (3, 6000) +1 reign all heroes
- Sacred Meadow (4, 8000) +1 Old faith morality, +20% Old Faith SANP
- Sidhe Legation (2, 3000) +2 Old Faith all heroes
- Sidhe Footpath (4, 8000) armies can teleport between strongholds
- Sidhe Pathways armies can teleport to any stone circle
- Well of Essence (4, 8000) +10 mana all heroes
- Towers of Knightly Deeds (6, 10000) +1 skill point for all heroes
- Vaults of the Chroniclers (1, 2000) +10% xp from adventures
- Jousting Courts (4, 7000) +1 ability point all heroes
- Garden of the Damsels (1, 3000) 30% chance of a lady joining court every year
- Chambers of Victory +5% xp from battles
- Academy (1, 4000) +5 Research
- Tribunal (1, 3000) Stronghold, Province, Hero and Spell upgrades cost -20% gold and food
- Royal Workshop (1, 4000) +15% total research
- Halls of Wisdom (6, 10000) +1 skill point for all heroes
- The Great Archives (1, 4000) Stronghold, Province, Hero and Spell upgrades cost -20% research
The Chancellery is where you control the overriding aspects of your kingdom. Most importantly, you get to see your bottom line in gold and food usage; and adjust your tax levels to suit your needs.
As well as incomings and outgoings, here you can also institute or revoke Laws (longterm management strategies that you can turn on and off every winter) or issue decrees (pro term policies that have a fixed duration and impact).
Upgrades are where you really get to make a major difference to the turn to turn mechanics of the game in keeping with your personal playstyle.
These are split into three main sections, selectable at the top.
- You can research advances into different types of units in this section as well as researching a few other military related improvements that affect your kingdom generally.
- Here you can research developments that tend to affect the individual statistics of the provinces across the whole kingdom.
- The improvements you can research here generally affect miscellaneous aspects of the kingdom as a whole, from attributes of the knights through those of the provinces, to how quests work.