Units
The full roster by role, with a plain-language read on what each one is good at and where it is trained.
How Ironhold actually plays — what each unit is for, what to build and in what order, how the economy feeds your army, and the systems that decide matches but are easy to miss.
Ironhold is pre-alpha. Everything here is generated from or checked against the current build, and all of it is subject to change.
The full roster by role, with a plain-language read on what each one is good at and where it is trained.
What each building does, what it unlocks, and the production chains that turn raw resources into equipped soldiers.
Resources, workers, population, and the tax and rations loop that decides whether your people stay.
How damage resolves, what siege does to walls, why high ground helps, and fighting in first person.
Wells and the barracks limit, continuous training, night, and the two ways a match ends.
Wood first, then food and housing. Add a fletcher or blacksmith before a barracks — troops need equipment, not just a building to train in.
Choose a colour and crest in the War Room. Pick from eight colours and eight crests to give your kingdom its own identity.

