Heroes of Might and Magic III: The Restoration of Erathia/Castle

The Castle is composed of typical human-type units: pikemen, archers, griffons, swordsmen, monks, cavaliers, and angels. Notable upgrades include the archer-marksman and swordsman-crusader upgrades which provide double attacks. As is typical with top level units, the angel-archangel upgrade goes from a strong flyer to a much faster, dominant flyer with a resurrection ability.

Buildings

 * Village Hall: Allows you to purchase structures and generates 500 gold per day.
 * Town Hall: Allows you to purchase structures and generates 1000 gold per day. Requires Tavern
 * City Hall: Allows you to purchase structures and generates 2000 gold per day. Requires Mage Guild Level 1, Blacksmith and Marketplace.
 * Capital: Allows you to purchase structures and generates 4000 gold per day. Requires Castle.
 * Fort: Provides your town with defensive walls.
 * Citadel: Adds a keep and an arrow tower. Gives an additional 50% of troops over the base troop generation.
 * Castle: Fortifies walls and adds 2 additional, weaker arrow towers. Doubles base creature growth.
 * Tavern: Allows you to recruit additional heroes, and improves morale by 1 for heroes defending from a siege.
 * Brotherhood of the Sword: Improves morale by 2 for heroes defending from a siege.
 * Blacksmith: Enables visiting heroes to purchase Ballistas.
 * Marketplace: Enables you to buy, sell, trade and gift resources.
 * Resource Silo: Provides you with an additional wood and ore each day.
 * Mage Guild Level 1: Allows your hero to learn 5 level 1 spells.
 * Mage Guild Level 2: Allows your hero to learn 4 level 2 spells.
 * Mage Guild Level 3: Allows your hero to learn 3 level 3 spells.
 * Mage Guild Level 4: Allows your hero to learn 2 level 4 spells.
 * Shipyard: Allows your town to build a ship. Town must be near water to construct this building.
 * Lighthouse: Allows all ships under your control to move further each turn.
 * Stables: Allows all visiting heroes to move further until the end of the week.
 * Griffin Bastion: Improves griffin production by 3 per week. Requires Griffin Tower.
 * Guardhouse: Allows you to recruit Pikemen. Requires Fort.
 * Upgraded Guardhouse: Allows you to recruit Halberdiers and upgrade Pikemen into Halberdiers.
 * Archers' Tower: Allows you to recruit Archers. Requires Guardhouse.
 * Upgraded Archers' Tower: Allows you to recruit Marksmen and upgrade Archers into Marksmen.
 * Griffin Tower: Allows you to recruit Griffins. Requires Barracks.
 * Upgraded Griffin Tower: Allows you to recruit Royal Griffins and upgrade Griffins into Royal Griffins.
 * Barracks: Allows you to recruit Swordsmen. Requires Blacksmith.
 * Upgraded Barracks: Allows you to recruit Crusaders and upgrade Swordsmen into Crusaders.
 * Monastery: Allows you to recruit Monks. Requires Barracks and Mage Guild Level 1.
 * Upgraded Monastery: Allows you to recruit Zealots and upgrade Monks into Zealots.
 * Training Grounds: Allows you to recruit Cavaliers. Requires Stables and Barracks.
 * Upgraded Training Grounds: Allows you to recruit Champions and upgrade Cavaliers into Champions.
 * Portal of Glory: Allows you to recruit Angels. Requires Monastery.
 * Upgraded Portal of Glory: Allows you to recruit Archangels and upgrade Angels into Archangels.
 * Colossus (+5000 Gold, +50% Creature Growth Rate, All units +2 moral)