The Building Industry The keystone on which every economy rests is the building industry. Because without a farm, there can be no agriculture, without smiths there can be no tools or weapons, and without residences no Settlers. At the beginning, therefore, the most important task involves building a system in which you'll be able to supply your ever-expanding colony with the building materials that it needs. You must examine individual needs of the different races, and build appropriately. The Romans and Amazons use wood and stone roughly equal proportions. The Asians prefer building with wood, and the Egyptians appreciate the cooling properties of stone.
At the very beginning, you may want to build two woodcutter's huts fairly near one another and not too far from a number of trees. Leave enough space between the huts, though, so that you can build a forester's hut about the same distance from both of your woodcutter's huts. This will ensure that your woodcutters don't run
short on trees to fell. Finally, build a sawmill somewhere nearby to process the logs into
boards. This grouping of two woodcutter's huts, a forester's hut, and a sawmill could
serve as a practical model in the further course of the game whenever an increased need
for wood arises. Later, the buildings or production
sites which have served their purpose and are no longer needed can be closed or even torn
down. Keep in mind that if your need for wood diminishes in a particular area, it might be
advantageous to stop the activities of the forester first so that no more saplings are
planted, allow the woodcutter sufficient time to fell the remaining trees in the area, and
then stop or remove the woodcutters' huts and the sawmill. By doing so, you can then
create enough room for an additional residence. At the beginning of the game, you should also build a stonecutter's hut as near as possible to high concentrations of stone. Please note that the stonecutter can only make use of light gray stone, and not the dark gray or brown varieties. Unless you are playing the Egyptians, it makes little sense to build two stonecutter's huts at once because there's usually not enough room or stone to make it worthwhile. It is, however, not a bad idea to send your soldiers out on a little civilian reconnaissance to investigate the area just outside the borders of your colony and discover where further deposits of stone may be present. As soon as you've found a new supply of stone, it could be a good idea to expand your territory in this direction and construct a second stonecutter's hut. In contrast to wood, when you've exhausted your supply of stone, you can't "grow" a new supply, you can only search for new supplies. For that reason, when the time comes that your stonecutter is too far away from a source of stone, you can tear down this hut without a moment's hesitation.
When your stonecutter or woodcutter has exhausted the resources in his working area, this is no reason for sending him into early retirement. Change his working area and he'll have reason to work once more. Select the woodcutter's hut or stonecutter's hut and in the building options menu which appears on the left, click on the button for the working area. A bulls-eye pattern of multi-colored dots will appear in the playing area and in the menu on the left, you'll be asked to set a new working area. Click with your left mouse button in the playing area where you want your stonecutter or woodcutter to concentrate his efforts. Provided there are enough resources there, he'll happily go on with his work. There are, of course, limits on how far away you can set his new working area, but you'll be surprised by the distance he's willing to travel.
Sometimes you'll find that you haven't enough room to locate a larger building where it would make the most sense. It could often happen that you simply have to live with this, but sometimes you may discover that a certain stone or tree is the only thing standing in the way of your building intentions. Here again, you can reset the working area of the appropriate worker, centering on the stone or tree which is causing the problems. Because the workers always take up their work in the middle point of their working area, they'll look for the resource which is nearest to this point.
General
Comments on the Buildings All the buildings in this game have a function and fulfill a certain purpose. It can happen, though, that this purpose has been fulfilled. An example of this is the woodcutter who has felled every tree within his area. In some cases the buildings purpose could even be over fulfilled. The best example here is probably the forester who with time can plant more saplings than a modern metropolis could ever make use of. Well, that may be a little exaggerated - a small, modern metropolis. In these and similar cases, you have two choices, either to close down the building or, the more radical alternative, to tear it down. When you right-click a building or "wrap" it, a menu with building options opens. In this menu you'll see two buttons. The one in the upper left with the symbol of the two interlocking gears lets you stop production at this site temporarily. After you click on this button, you'll notice that the interlocking gears have been replaced by an open hand. This symbol signals you that this production site is not active. If you want to resume production, you simply have to click on this button again whereby it'll revert to the symbol of the interlocking gears signaling production activity. During the actual construction of a building, this button has yet another related function. With it you can toggle between suspending the construction of the building and resuming construction. This could become important when you have a number of buildings under construction at the same time and then notice that you want to give one or the other building a higher priority. Otherwise buildings are constructed in the order in which they are initiated. The button on the right with the symbol of the house surrounded by dust is the "Crush" button. Use this when the building no longer serves any function and should be torn down. After clicking on it, you'll be asked if you're sure you want to do this. If you answer with "yes", your decision becomes irreversible. After the demolition of the building, half of the materials that were needed for its construction will become available for your use.
In your Settlers colony this question isn't as trivial as it at first may appear. The majority of your Settlers have a pronounced sense of self-sufficiency with regard to food, they are quite adept at taking care of themselves. There is, however, a major exception and that's your mineworkers, who work in areas where it would be difficult to provide for themselves. The mineworkers prefer a simple, solid diet of bread, meat, fish, or rice. You'll notice that the different races have different buildings for producing alcohol. Apart from occasional rumors about the priests, you can rest assured that your Settlers are teetotalers. This doesn't apply to their gods, though, and the priests are charged with the task of ensuring that the gods receive generous offerings of their preferred beverages. Food and drink play a very important role in securing the foundation of your heavy industry and currying the favor of your race's god.
Bread is the favorite food of your coal miners. In order to produce bread, you first need a grain farm. Keep in mind that you'll need ample meadowland around your farm so your farmer has enough space to plant his crops. The farmer only needs a scythe to begin his work. TIP: You can also set the working area of the farmer! For information about doing this, please look at the section "Set the Working Area". After your farmer has begun his work, you'll naturally need a grain mill in which the grain from the wheat can be ground. The ideal location for your grain mill will be a suitable area near your farm. This will reduce the transport time for getting the wheat from the farm to the grain mill. The miller doesn't require a special tool. But, of course, the flour that the miller produces doesn't represent the end of the chain of production. Bread is made from the flour and for this you need a bakery. Once again, it's advisable to build your bakery as close to a grain mill as possible. By constructing this group of food production buildings close to the mines, you'll again save on transport time. There are a number of factors to be considered in planning your various production sites. This aspect of planning will be dealt with further in the section on Infrastructure. Like the miller, the baker doesn't require a special tool, but because he can't put dry dough into the oven, he needs water. To remedy this situation, you have to build a waterworks somewhere near a source of flowing water. The waterworker doesn't need any special tool, but keep in mind that he needs fresh water, not the salty stuff that comes from the seas. Meat is the favorite food of your iron miners. Meat production, like bread production, is based on grain from the farms. Here again, you need a grain farm to start things off. Build your pig farm as close to the grain farm as possible, this way the transport distances are kept at a minimum. Besides grain, your pigs also need water to be suitably fattened, which means locating this building near your waterworks as well. The pig farmer doesn't require any special tools. The meat production cycle is first complete when you've built one more building, a slaughterhouse, which as you can well imagine, should be located near the pig farm. The butcher at the slaughterhouse needs an axe to do his work. Surprisingly, it's the gold miners and gem miners who have a rather simple taste. They like fish best. And for this, no long chains of production are necessary because fish are there to be caught. You need nothing more than a fisherman's hut, which you should build near a large body of water but as near the gold mine as possible. Before the fisherman can begin telling tall tales, catching fish that is, he needs a fishing rod.
Wine is only produced by the Romans. You can find out more about this in the section "Are you playing the Romans?". Beer is brewed only by the Egyptians.The purpose beer serves and how it's produced you can learn in the section "Are you playing the Egyptians?" Rice Wine is produced only by the Asians.The purpose rice wine serves and how it's made, you can read in the section "Are you playing the Asians?" Mead is produced only by the Amazons. You can find out more about this in the section "Are you playing the Amazons?". Neither weapons nor tools can be produced without sufficient quantities of iron and coal. Since your soldiers fight with a lot more enthusiasm with gold or gems in their pockets, making this production a high priority can have an amazing effect on combat morale, especially when the combat required isn't in defense of the homeland but rather in faraway lands in the face of spirited opposition. You can find more on this subject in the section on the military. Another factor that should not be neglected is the ingenuity of the Asians who at some point discovered that the sulfur that can sometimes be found in the mountains can have rather explosive properties when used properly. In short: The stone age is over. The Settlers have mastered the art of metalworking and the Asians even the art of mixing gunpowder so that they can operate cannons. Naturally, this entails a complex system of buildings and special occupations. Apart from the fact that every miner must be fed, it simply isn't enough to build a mine just anywhere. It stands to reason that under the rocky ground where the mine has to be built that the proper mineral for the appropriate mine should be present. Now is the time to send your geologist out exploring. WARNING: Take note that your geologist can be attacked by enemy soldiers, even inside your territory. Keep an eye on this zealous fellow because in his excitement he'll wander anywhere he gets the scent of mineral resources, leaving him vulnerable to attack. Your geologist pitches signs with different symbols on them, a description of these signs is below.
Without coal there can be no metal work. Therefore all of your smelters and smiths need coal in order that they can work at all. Keep in mind that for every nugget of iron, you need two lumps of coal. From each nugget of iron, one iron bar can be smelted and from this either one tool or one weapon fashioned. Therefore you might find it reasonable to build two coal mines for every other mineral producing mine. Iron is the mineral from which the Settlers tools and weapons are made. Gold may be more attractive, but soldiers without weapons aren't particularly effective, even for all the gold in your Settler world. See to it, therefore, that you find iron ore and produce iron as soon as possible. As soon as you've built your coal mine, you'll need three further buildings. No toolsmith in the world can forge a reasonable tool from raw iron ore. First the iron must be separated from the stone. And it is here that you need an iron ore smelting works. The iron smelter requires no special tool, merely an abundance of coal. Your handworkers need a number of tools. Although some tools are available to you at the beginning of a mission, these won't be sufficient for more than the short term. You'll have to deal with the production of additional tools yourself. For this you need a tool smith. Assuming that he has enough coal and iron, you can determine what he produces. To do this you have to open the "Goods" menu and press the "Tools and Weapons" button. You can also reach the "Tools and Weapons" menu for making adjustments by clicking on the hammer button in the upper area of the context menu for the tool smith's works. Here you can adjust how many of each tool is produced in the long term. The length of the blue bar sets the proportions in which the various tools are produced. The longer the bar, the more often the tool will be produced. Of course, you can also select a specific tool to be produced immediately when this is necessary. Click on the arrow next to the symbol of the tool you need. You can have several tools built immediately if you wish. Your tool smith will go through the resulting list from top to bottom. Besides coal and iron, your tool smith also needs a hammer. The weapon smith functions similarly to the tool smith. The only difference is what he produces: swords, spears and bows. In the "Goods" menu under "Tools and Weapons", you can also determine which weapons he produces, how often he produces them and which he produces first. You can also reach the "Tools and Weapons" menu for making adjustments by clicking on the sword button in the upper area of the context menu for the weapon smith's works. And just as with the tool smith, the weapon smith needs in
addition to coal and iron, a hammer. The gold mines fill your treasury chest. And the bigger that is, the more motivated your soldiers are when battles are fought. An efficiently operating gold mine requires an abundance of fish for its miners, a compelling argument for building one or more fishermen's huts near your gold mine(s). Of course, it is not enough to simply extract the gold ore from the earth. The gold ore has to be refined and this is where the gold smelter enters the scene. In a large furnace the gold smelter extracts the pure (or almost pure) gold from the gold-bearing stone, which the carriers have brought from the gold mine. To do this, the smelter requires fuel. Just as the case with the iron smelter, coal is used. Here again, it would be wise to build another coal mine to supply your gold smelter's needs. Otherwise your energy supply could get tight. Finally, the morale and combat strength of your soldiers rises only after the gold has been smelted into bars. Make sure that you always have enough storage area for your gold bars because when the carriers don't take it away, the gold smelter stops working. Only the Asians and the Amazons mine sulfur. You can learn more about the role of sulfur in the section "Are you playing the Asians?" and "Are you playing the Amazons?". Only the Egyptians mine gems. You can find out more about the role of gems in the section "Are you playing the Egyptians?".
Buildings of the Shipping Industry Off to new shores! The Settlers are very enthusiastic about discovering new lands. When space gets too cramped on an island or when the situation requires, you can have two types of ships built. To transport soldiers or pioneers by sea you need a transport ship. You commission the building of a transport ship in the shipyard. Select the shipyard. A menu will appear to your left in which you can commission the building of the ship. First, you have to choose a location on the shore where the shipbuilder can begin his work. Click on the button with the hammer symbol and then in the water near the shore. If you want to build a transport ship, you can now click on the "Build Transport" button. To get soldiers, pioneers, geologists or thieves on board, you first have to select them and then right-click on the deck of the ship. Transport and merchant ships are controlled in the same way as soldiers or geologists. Select the ship and send it off to it destination with a right mouse click. At its destination, select the passengers of the ship and right click on land. The passengers will then disembark. To get builders on this new piece of territory, you have to have your pioneers take possession of a large area. You can then change your pioneers back into workers. To transport goods by sea or to do trade with a fellow player, you need a merchant ship. Here again you must commission the building of the ship in the shipyard. The ships of the individual races transport different amounts of goods: The Romans: 3 piles of 8 goods The ships are also have different prices. The Asians can even build their ships without iron. To transport goods to another island, set the number of goods to be shipped in the "Shipyard" menu. For more information on this, read the section on landing docks. All goods are listed in the selection menu of the landing dock. To load a good on board ship, select the good you want and the amount. The Settlers will take care of the rest for you. A merchant ship can carry a maximum of 24 goods, with a maximum of three different kinds of goods. You should carefully consider which goods you need for a new colony. Next you can set a route for your ship to sail. Simply mark the individual waypoints or select your final destination. The trade route will now be displayed whenever you select the landing dock. You can, of course, change or give up the trade route at any time. If more goods are available for shipping at the landing dock. the merchant ship will automatically return to its original port and continue supplying the new territories. You can conveniently deliver a good you have in abundance to an ally or opponent on a permanent basis by setting the desired amount of goods at "unlimited". You'll find more details regarding the functioning of trade in the section on "Trade and Goods Transport".
Buildings
specific to one race While playing the Romans you should remember to keep your production of wood and stone roughly in balance.For every woodcutter's hut you should also have a stonecutter's hut. When you play the Romans, you have to be aware that Jupiter is a wine enthusiast. For this reason, your priests require large quantities of wine to offer to their (and your) god. If you happen to see one of your priests lurching less than gracefully from building to building, you can probably assume that Jupiter had to decline the latest offering because Q'nqüra was nearby... In order to produce wine, you actually need nothing more than a winery. This building should be constructed near a slope since grapes grow on sloping terrain. Select the area you want to cultivate with the button for setting a new work area. Your wine-grower, who needs no tool, and Mother Nature will take care of everything else. The Romans are the only race who can do without coal if need be. From five boards the charcoal maker can make one piece of charcoal which can be used everywhere that coal is needed. This is where your catapults are built: gigantic slingshots with relatively little accuracy but quite destructive. Catapults can quickly reduce enemy buildings to rubble. In the small temple wine offerings from your Settlers are transformed into manna. This enables your Roman priests to work wonders on behalf of Jupiter. Unlike the other Settlers, priests don't become available after you build residences. The priests only become available after you've built a big temple. Once the big temple has been built, you can expect a new priest every five minutes. Are you playing the Egyptians? The first thing to be taken into account in playing the Egyptians is that you need proportionately more stone than wood for your buildings. While the Egyptians dont need near as much wood as stone, youll still want to maintain a good supply of wood. But while you're expanding your territory, you should always keep an eye out for sources of stone nearby. The Egyptians have a marked preference for beer. This is enough for them to believe that their god, Horus, is also an enthusiastic beer drinker. It's said that after a couple of offerings of beer Horus can almost forget his beloved pyramids. In order to produce beer, your brewery needs grain from the grainfarm and water from the waterworks. The grain farmer needs, as you may expect, a scythe while the brewer gets along quite well without a special tool. Gem Mine That the Egyptians have a more intensive relationship with stone than the other races can be seen in the construction of their buildings. But also in the art of cutting gems, the Egyptians can't be outdone. You can, therefore, not only shower your soldiers with gold but also with precious gems. You'll need a gem mine to do this. The miners in the gem mines, like their colleagues in the gold mines, have a distinct preference for fish. Remember that it's an especially good idea to store gems in your storage areas because, as we all know, the miners lay down their picks when they see the gems piling up in front on the mine. In contrast to the Romans and Asians, gold is only half as effective in motivating the Egyptian soldiers. Gems, however, are twice as effective in motivating the Egyptian soldiers as gold in motivating Roman or Asian soldiers. This is where ballistas are built: enormous crossbows with more accuracy than the Roman catapults and nearly equally destructive. Like the catapults, the ballistas are capable of quickly reducing enemy buildings to rubble. In the sphinx offerings of beer are converted into manna enabling the Egyptian priests to perform acts of divine intervention on behalf of Horus. Egyptian priests, like their Roman counterparts, don't become available after building residences. Egyptian priests only become available after a pyramid has been built, at a rate of one priest every five minutes. While playing the Asians, you must keep in mind that you'll need twice as many wood-producing centers as you might otherwise expect, quite simply because of the Asian preference for this building material. Four woodcutters' huts, two foresters' huts and two sawmills are really an absolute minimum for a swift development of your colony. The Asians firmly believe that Ch'ih-Yu, the dragon god, is rarely averse to a bucket of rice wine. And whoever has ever seen him weaving through the clouds, has little reason not to believe this. For this reason the Asian priests offer their god generous portions of rice wine. To produce rice wine, your distiller needs rice from the rice farmer and coal from the coalmaker. Remember that the rice farmer can only cultivate his rice in a swampy terrain. Therefore, it's a good idea to keep an eye out for a favorable piece of land. Neither the distiller nor the rice farmer need any special tools. Apart from the Amazons, only the Asians have any use for sulfur, for only they have the knowledge of how to produce gunpowder. The Asian sulfur miners like to eat rice the most, but here a word of caution if they can't have rice, they'll accept bread, but don't expect them to eat meat or fish. The sulfur miners are strictly vegetarian. It's a good idea to build a couple rice farms, and it goes without saying that the sulfur isn't of much use if you don't build quarters for the gunpowder maker. You need rice for both the workers in the sulfur mines and for the distillery. The chief disadvantage of rice is that it doesn't grow everywhere. You need swampy terrain for cultivating rice. While playing the Asians, you should be on the lookout for swampy land and keep a couple locations free where you can build your rice farms, as they become necessary. Remember to set the working area for your rice farmers! The Asian gunpowder maker makes his special explosive mixture out of coal and sulfur. Okay, there are a few other ingredients, but where he gets them from and how he gets them or even exactly which ones they are, isn't fully clear. But then again, if it were, the Romans and Egyptians would also have cannons. So, whatever it is, it can't be all that easy. In any case, the powder is for the cannons, but before it can be put to use, the cannons must be constructed, and thats what the cannon hall is for. You'll need a lot of iron and coal to produce these cannons. To fire the cannons you'll need gunpowder. Keep in mind that if you build a sulfur mine that you'll have to be prepared to make some heavy material investments, a lot of coal, iron, and, of course, food for the miners, but on the other hand, no one else has access to cannons. The is the building where Asian priests transform rice wine offerings into manna, allowing them to perform wonders on behalf of Ch'ih-Yu. The Large Pagoda of the Asians is the birthplace of their priests. With cosmic precision a new priest becomes available every five minutes. While playing the Amazons you should remember to keep your production of wood and stone roughly in balance.For every woodcutter's hut you should also have a stonecutter's hut. When Q'nqüra isn't busy planning new intrigues or mocking Jupiter as paunchy and haughty, she enjoys sipping at a small glass of mead. Mead is a wine made from honey and water. The honey is produced - no, not by the bee keeper - but by the bees. But to make sure the bees don't keep it all for themselves, there are bee keepers. Q'nqüra prefers mead made from the honey found in forest hives. For this reason the bee keepers need at least a couple trees for beehives. The meadmaker ferments the honey from the beekeepers and water from the waterworks into mead. The Amazon priestesses use the mead to curry favor from their goddess, Q'nqüra. When Q'nqüra is well-disposed, she is freer in her favors and the Amazon priestesses can work wonders. The Alchemist transforms sulfur and gems into gold in her den. At least that is what she wants to happen. Every so often, though, the transformation turns out iron instead. But she is working on it - as an old saying in the SETTLER world has it: a chemist works from sun to sun, but an alchemist's work is never done. If a percussionist in a large symphony orchestra ever got hold of an Amazon war gong, the concert hall would quickly become an open air arena. One bang on the Amazon war gong and the targeted building is reduced to rubble. The gong maker needs iron, wood and a little gold to unleash the deafeningly destructive power of her instument of war. Mead has to be offered somewhere and the Amazon priestesses can't imagine a more appropriate place than the small temple. In order to have priests at all, the Amazons also require a large temple. No, the Amazons are not vain. The gems go to the alchemist so that she can convert them into gold (or at least, iron) which, in turn, incites the women warriors to highest pitch in their battles with the patriarchal races. So that the mixture in the Alchemist's retort catalyzes and smells suitably unpleasant (they never seem to work otherwise), sulfur mining is no secret to the Amazons. The Amazon sulfur miners, in contrast to their Asian counterparts prefer to eat honey, but here again a word of caution if they can't have honey, they'll accept bread, but don't expect them to eat meat or fish. |