Menus in the Game
 

Once in the game, you‘ll see the main screen with four areas. In the upper left-hand corner there is the overview map, below this the Control Center, below this the Information Center and to the right, the Playing Area.


The main screen

The Overview Map

   In the overview map you can survey the area that you've explored and the area opened up by the construction and location of your Settlers. The three small buttons to the left of the overview map focus on each of these points. You'll see a white-bordered rectangle in the overview map; this represents the playing area currently displayed on your screen. With a left mouse click on the overview map, you can jump from the current playing area to the place where you've clicked in the overview map.

Chat Button

With the "Chat" Button in the upper left you can write messages. Press the return key, type in your message, and press the return key once again to send it off. In a multiplayer game you can also decide who receives your messages. This is a nice feature when you don't want to share information with your opponents.

Territory Display

 With the "Territory Display" button at the very top you can toggle the display for the

c1.gif (67 Byte)colors of the visible players
c1.gif (67 Byte)simple map mode, which distinguishes only between land and sea
c1.gif (67 Byte)topographical map mode, in which mountains, swamps and other features of the map are displayed.

Settlers Display

 With the "Settlers Display" button you can toggle the display between

c1.gif (67 Byte)only military personnel
c1.gif (67 Byte)all of your Settlers
c1.gif (67 Byte)no Settlers

Building Display

 With the "Building Display" button you can choose whether you want to have your buildings displayed or not.

 

The Control Center

Below the overview map you'll find the Control Center. Selecting one of these three main button will take to either the Buildings menu, the Goods menu or the Settlers menu.

 

The Buildings Menu

When you press the button for the Buildings menu, four more buttons will appear directly below the three main buttons. From left to right these represent the buildings for Resources, Food, Military and Miscellaneous.

Resource Buildings

In this menu you'll find the huts for the woodcutter and stonecutter, the mines and smelting works, as well as the tool smith's works. You can find more information on these buildings in the chapter on the economy.

Food Buildings

In this menu you'll find all the buildings you need to feed your mineworkers, from farms and mills to bakeries, waterworks and slaughterhouses. You can find more information on these buildings in the chapter on the economy.

Military Buildings

A complete arsenal of buildings is available to you for your military needs. These include barracks, the weapon smith's works, castles and various towers. You can find more information on these buildings in the chapter on the military.

Misc. Buildings

Here you'll find the religious and residential buildings, the storage area, the market place and landing dock. Without these buildings the Settlers would be hard-pressed to survive. You can find more information on these buildings in the chapter on the economy.

 

The Goods Menu

Everything that you have to know about goods and how you can adjust priorities for their transport or distribution can be altered in this menu.

Inventory

It is always important to know when supply is not meeting demand, or when production is overflowing and wasting resources.  In this menu you can find what resources and supplies you need, as well as those that you have in abundance.

Tools and Weapons

Normally the production of weapons and tools runs automatically. When you look in this menu you'll find a row of symbols which represent the tools and weapons of the Settler world. Of course, without heavy industry, no tools or weapons will be produced.

To the right you'll see a row of numbers and a bit farther to the right a row of arrow buttons. With these buttons you can control which tool or weapon is to be produced next. When you click on the up button to the right of the axe, the zero will change into a one. Your tool smith will now produce a axe next.

The tools and weapons are produced from top to bottom. If you first need a couple of axes and then a couple of hammers, you should set production for the axes first and only after they have been produced, should you set the production for the hammers. Otherwise, the hammers will be produced first because they occupy a higher position in the list. The same applies for weapons. If you need bows first and then swords, you should set production for the bows first and only after they have been produced, should you set production for the swords.

This list determines your urgent production needs. As long as a tool or weapon is entered for urgent production, your tool or weapon smith will ignore the general production priorities.

The blue bars to the right of the arrow buttons show the relative priority of the tools to be built. The priorities can be changed by clicking directly within the bars. The farther the blue bar extends to the right, the more often your tool or weapon smith will produce the corresponding tool.

Distribution of Goods

The same kinds of goods may be needed in different buildings. For example, your weapons smith urgently needs coal but your carriers give the tool smith priority. This dilemma can be fixed by altering the settings within the "Goods" menu. All buildings that are in line to receive this good will appear in the menu. The blue bars show the current priority each building has for the particular good in question. By left-clicking the bar, you can increase or decrease the percentage of this good going to each of the buildings.

Transportation Priorities

In this menu you can determine which goods have the higher transportation priority and which ones are to be stored in the storage area. The first thing that you'll notice when you see this menu is the snakelike chain of symbols representing the various goods. Below, you'll see six additional buttons. Their functions, from left to right are: store, don't store, highest priority, increase priority, decrease priority, and lowest priority.

Take note that all the symbols of the goods have either a red or green dot. These dots indicate whether the corresponding goods can be brought to the storage area or not. With the "Store" or "Don't store" buttons, you can change the status for whichever goods you want. The priority with which a good is transported is reflected in its position in the chain. The higher the position of the good, the higher its priority.

If you want to change the priority with which a good is transported, you can select the corresponding symbol with a mouse click and make the changes with the help of the arrow buttons.

 

The Settler Menu

Everything that you have to know about your Settlers, you can learn here. And, naturally, you can also make fine adjustments on your population here.

Settler Statistics

How many Settlers do you actually have? How many of them are carriers? In this menu you can find out how many diggers, builders, swordsmen, spearmen, bowmen, thieves, pioneers and geologists you have.

Civilian Occupations

In the "Occupations" menu you can adjust the maximum percentage of Settlers who work as diggers and builders, as well as the minimum percentage who function as carriers. Here you can also recruit your specialists:

c1.gif (67 Byte)above left: Geologists (changes carriers to geologists)
c1.gif (67 Byte)above right: Pioneers (changes carriers to pioneers)
c1.gif (67 Byte)below left: Thieves (changes carriers to thieves)
c1.gif (67 Byte)below right: Carriers (changes pioneers back to carriers)

To recruit your specialists, please click on one of the arrow symbols to the right of the specialist. The double arrow symbol converts five settlers, the single arrow symbol converts only one settler. Of course, you can only convert carriers into specialists when carriers are available. If you need more carriers, you must build a residence. Make sure that carriers are visible in the playing area when you convert them to specialists.

The three small buttons to the left of each of the specialists allows you (from top to bottom)

c1.gif (67 Byte)to select either all of your specialists of this kind,
c1.gif (67 Byte)all of your specialists of this kind in the currently viewable playing area or
c1.gif (67 Byte)just one of the specialists of this kind.

For more information on the tasks of your specialists, please look at the section "The Economy / Occupations".

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Recruiting Soldiers

Provided that you have some unemployed Settlers, a barracks and the infrastructure for producing weapons, then you can recruit soldiers from this menu.

The numbers adjacent to the weapon symbols indicate how many weapons are available in the barracks. With the arrow buttons you can set how many soldiers you want to recruit.

By collecting a weapon from the barracks, your Settler becomes a soldier. With the "Manual / Automatic" toggle switch  you can ensure that every weapon delivered to the barracks is immediately assigned to a Settler. The number to the right of this toggle switch lets you know how many Settlers can be recruited at present.

In this menu you can also promote your soldiers. You can find out how to do this in the chapter on the military under "Basics" and then "How to Promote Soldiers".

Production Statistics

Here you'll find all the important information you need concerning production. You can quickly analyze which goods you have in abundance and where you may have shortages.

The menu for divine intervention was previously in this place. This menu can now be opened by selecting one of your priests.

 

Information

Computer Symbol

b40.gif (2190 Byte)Here you can save your games. Please keep in mind, though, due to the large amount of information, this could take up several megabytes of space on your hard drive. Here you can also end your game.

General Information

b45.gif (2115 Byte)Here you'll be given general information about the game and some hints and tips as well. When you are missing a tool or don't have enough Settlers, this button will blink and then give you information about the problem after you click on it.

Here again, as with the other messages, your view of the playing area will shift to appropriate area of the map where you can assess the situation and take action if necessary. By clicking on the small arrow in the window (see the picture on the right), you'll return to the area of the map hwere you originally were.
Military Information

b47.gif (1996 Byte)Here you'll be given information dealing with military matters. The most important of these tell you when you are under attack, when you've captured an enemy tower, and when one of your towers has been captured

Geological Information

b48.gif (1544 Byte)Here you'll be given information about mineral deposits that your geologist has discovered. Here you'll also be informed of attractive locations for building the various mines that your race can build.

Trade Information

b49.gif (1553 Byte)Here you'll find information which has to do with your trade routes. You'll be alerted here if one of your trade routes is under attack.

 

The Playing Area

Even if it appears at the moment otherwise, the majority of your actions will be directed in the playing area. Here you give commands such as to build and tear down buildings, and to attack. You'll soon learn how you can direct the Settlers and the activities of the buildings in the playing area.

Selecting Settlers or Buildings

In order to select a Settler or a building, you simply have to click on the character or building with your left mouse button or wrap it by holding the left mouse button down while moving the mouse so that you "draw" a rectangle around it.

Wrapping allows you to select, for example, several soldiers at once. There are many ways to join soldiers into groups and to select them as groups. Details about doing this will be provided below.

In order to deselect buildings or Settlers, simply click with your left mouse button anywhere in the playing area.

 

Directing Soldiers and other Settlers

You can move soldiers you've selected by clicking with your right mouse button on the position in the playing area where you want to send them. If you've adjusted the scrolling in such a way that you have to hold the right mouse button depressed to move to this position, the program will interpret this correctly. The move command will only be effected with a short mouse click. Therefore you can scroll from side to side and up and down before you give the move command.

It is also possible to give a move command by right-clicking on a position on the overview map.

There are some further useful keyboard commands and options for selecting.

Adding Soldiers to already existing Groups

If you've already selected a group of soldiers, you can add still more soldiers to this group by selecting them with the SHIFT key held down.

Selecting only one Type of Soldier

If you want to select only one type of soldiers from a larger group of soldiers in the playing area, you can do this by marking one single bowman, for example, at the same time holding down the ALT-key. This will select all the bowmen in a broad area.

Combining Soldiers into Groups

You can combine as many groups of soldiers as you want into designated combat units by selecting all the members of this group and then while holding down the ALT-key, by entering a number from one to nine.

The combat unit designated in this way can then be selected and directed by a single stroke on the corresponding number. A second stroke of this number centers the screen on this designated group. This helps you to move your troops into battle with more flexibility and precision.

 

 

 

Ignoring the Enemy

If you give a normal move command, the soldier can be distracted on his way by enemies. This is annoying if this soldier is wounded and you want him to go direct to the healer. If you give the move command by pressing the right mouse button and at the same time the CTRL-key, the soldier will ignore all distractions and go direct to the position you've chosen.

Setting Waypoints

In addition to your ultimate point of destination, you can also set several waypoints which your soldiers advance to on their way to their final destination. You can set the waypoints (a maximum of three plus the final destination) by clicking with your right mouse button in the desired sequence on the playing area and at the same time holding down the SHIFT-key.

Patrolling

A good way for making it difficult for thieves to infiltrate your colony is by making use of patrols. Create a small group and click with your right mouse button while holding down the ALT-key to choose the "turning point" of your patrol. Your group of soldiers will immediately begin patrolling between the present position and the one you've just chosen.

All move commands can be cancelled by giving any other move command you want.

Moving your Geologists

Select a geologist with a left click and move him by right clicking on the desired destination, somewhere in the mountains where he can search for minerals. He'll immediately move to the desired location. In order to get him to examine the earth for minerals, click with your right mouse button while holding down the ALT-key. Your geologist will begin investigating the land in the surroundings for deposits of gold, coal, iron ore, jewels and sulfur.

You can also have your geologist begin searching for minerals by selecting him and then clicking on "Find resources".

 

Moving and Using Thieves

To your opponent(s) your thieves look like carriers, unless the thief comes too near an enemy soldier. If this happens your thief will lose his cover and the enemy soldier will begin pursuit.

You commission a thief by selecting him and sending him on his mission with a right mouse click. To have your thief begin pilfering goods for you, select him, then right-click on him while holding down the ALT-key.

Your thief can not only pilfer goods from your enemy but also scouts the enemy colony for you. Take good care of him. He deserves your attention.

Unfortunately, thieves are rather slow when carrying back their stolen wares and are therefore an easy target for soldiers pursuing them. Make sure that you don't let your thieves roam too far from your borders and that you have some soldiers to protect them when they are fleeing from enemy soldiers.

Moving Pioneers

The pioneer is a Settler who can expand your colony. He can either do this along your present borders or he can also take possession of territory for you in more distant areas. He does this by sinking posts which redefine your new borders. He can do this everywhere except in enemy territory currently protected by a guard tower or castle. To commission your pioneer, simply select him and send him to his new working area with a right mouse click. To have your pioneer begin annexing territory for you, select him, then right-click on him while holding down the ALT-key.

Pioneers are invaluable in bringing distant territory under your control especially islands and land rich in resources. Before you can bring your workers there and construct any building whatsoever, you must have a bit of your own territory there. You'll find more information about starting a second colony in the section "Trade / Transport / Second Colonies".

 

Civilian Buildings

Civilian buildings are all buildings except castles, guard towers and lookout towers. Barracks are to be construed here as civilian buildings. Buildings are selected in the same way as Settlers.

Stopping Work on a Building

Sometimes in the heat of battle there are so many buildings under construction that there can be supply problems. It is advisable in these cases to give the urgently needed buildings priority. This can be done by stopping construction on less important buildings. To do this you must first select the building under construction. A "Building" menu will appear on your left. In the upper left you'll see a button with a small house. By clicking on this button, construction on this building will be suspended and you'll notice the button now shows an open hand.

In order to resume construction, you simply have to reselect the building and click on the button with the open hand.

Giving a Construction Site Priority

It is possible that you begin construction on several buildings and then notice that in order to get them all finished in a reasonable amount of time, you need more Settlers. Unfortunately, you haven't begun construction on a residence. You could, of course, suspend work on each of the buildings under construction and begin with the residence. A more convenient alternative is available. Simply begin with the construction of the residence in the normal way. Click on the construction site and in the menu which appears on the left, click on the button with the interlocking gears. This construction site has now received highest priority. The button with the interlocking gears will now have a exclamation point on it. It will be the first to be cleared and leveled by the diggers, the first to receive building materials and the first built. Soon you'll have enough Settlers to finish construction on the remaining buildings.

If you give priority to several building sites, the last one chosen will be given the highest priority.

Crushing a Building Site

After you have begun construction on a new building, you may determine that were a bit hasty and the building is either unnecessary or should be located elsewhere. In this case it could be a good idea to tear the building (or construction site) down.

Select the building or site and in the "Building" menu on your left, then click on the button with the cloud of dust. For safety's sake, you'll be asked to confirm that you really want to demolish the building or site. Answer with "Yes" and you'll see why the button shows a cloud of dust.

WARNING: You'll only be able to recover half of the material already used in construction.

Stopping Production

Sometimes you may notice that a building is producing more materials than you can make use of at a given time. An example of this is the forester's hut. The forester plants saplings so quickly that a forest of incredible size can develop blocking potentially important building sites.

If you don't want to tear the building down, there's a less radical alternative which allows you to stop production temporarily. Select the building and then the building menu will appear on your left. There in the upper left you'll see the button with the interlocking gears. When you click on this button, the production in this building will be suspended and the button's interlocking gears will be replaced with an open hand.

To resume production, reselect the building and click on the button with the open hand.

Setting a New Work Area

You'll notice that some of the Settlers do not work within their buildings, but outside under open skies. You can set the center of their work activity by first selecting the building and then selecting the button with concentric colored circles in the upper middle of the menu.

After clicking on this button, you'll see another group of concentric circles appear in the playing area. These indicate where the forester's activity is presently focused. By clicking on a new area in the playing area, you can move the center of the forester's activity to this position. Be careful neither to click on an object or in a location too far away.

area2.gif (56400 Byte)When you click on a location within acceptable distance of the forester's hut, you'll see that the concentric rings now have as their center the position you've just chosen. With a right click the circles will disappear.

You can change this setting as often as you see fit during the game.

Crushing Completed Buildings

Crushing an existing building is no different than crushing a construction site. You'll recover half of the building material that you originally used for its construction. The Settler from the crushed building, along with his tool, can be put to service elsewhere.

Manning military Buildings

Stationing Soldiers in Buildings

To station soldiers in a military building, you first have to mark the building. Again the building menu appears on the left giving you the opportunity to assign soldiers to the building.

Full Garrison

In the lower left of the menu you'll find two symbols of castles with arrows. The uppermost of the two (the one with the thicker arrow) ensures that the building is fully manned.

Minimal Garrison

The lower button with the small arrow ensures that this building is only minimally manned. Minimal manning means there is only one swordsman.

The Different Types of Weapons in Military Buildings

You can determine what special mix of troops you want your military building to have. You can adjust this by using the six arrow keys to the right of the two castle buttons. With these buttons you can determine how many swordsmen, spearmen or bowmen man occupy the buildings. There are limits, however, on the number of units each building can hold. For maximum capacity click on the "Fill building" button.  

If you want to reduce the number of soldiers for a particular building, you need only click on the button with the arrow pointing downward for whichever type of soldier you want to remove. The buttons with the arrows pointing upward add the corresponding type of soldiers, if available.

Crushing Military Buildings

Crushing military buildings is the same as crushing other buildings. Half of the building material used in the building's construction becomes available to you again. The soldiers stationed in these buildings become available once again.