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Tag: Food

Community Vote – Which name fits best

Hello dear The Settlers community!

We have previously introduced the Residences to you and outlined their function in said article as well as our blog about the Food & Stamina System.

In order to summarize the function of the building again shortly:

They are occupied by up to 4 settlers (depending on the building’s level). These settlers go to market stalls where all the food ingredients, produced by the Hunter, Gatherer, the Farm etc, are offered. They bring these back to the building and prepare meals with the ingredients.

When they’ve finished cooking, they transport these meals to hungry workers to refill their stamina, e.g. a Woodcutter, a Miner etc.

A thing that we noticed based on previous playtests and player feedback was, that naming these buildings “residences” creates a wrong expectation as to the function they are fulfilling in your settlement and your economy.

We’re now planning to change the building’s name to something clearer, less confusing and closer to its function.

So now, we ask for your opinion: Given the function of the building, which name do you think fits best?

Vote for your favorite below and feel free to post your thoughts in the comments.


[Dev] Always fluffy, always hungry and sometimes dangerous – the wildlife

Animals in “The Settlers” are more than just cute, little creatures who are idling and moving around in the world. Some of them even have special, unique functionalities. Many animals’ purpose is to provide something for the economy or even to disturb it – but they sometimes also create a challenge. Let’s go into a bit more detail.

Fluff animals

Not every animal has a specific purpose. There are fluff animals who simply fly around, sit on roofs, crawl on the ground, climb over mountains or walk idly around. These animals are cute and exist to make the world lively.

Game-play animals

The animals that are involved in the game-play use their own simulation system, which consists of different behaviors. This system is connected with many other game systems, as you will soon see:


All wildlife and paddock animals can age and have their own lifecycle. When they are born, they are young and protected. Adult animals are able to breed, and some of them can be used to pull vehicles. Old animals will eventually die if they are not used as a food source by either the hunter or the rancher.

Habitat and Movement

All animals can move around, but each has a preferred habitat. For paddock animals, it’s very simple. They love their paddocks and stay in there, moving around. If someone is mean enough to destroy their lovely home, the paddock animals strive around helplessly until a rancher picks them up to bring them to a new home. Overall, these animals are content within a paddock.

Wildlife animals choose their own favorite habitat. Deer and boars feel comfortable when protected by the forest. Rabbits prefer meadows. Whenever they are in their preferred habitat, they move around carelessly, breed, and eat. They can live outside their preferred habitat but will then find less food and the chances to breed decrease. That means an animal species can become extinct if the preferred habitat is no longer available. Protect the forest, and the deer can happily go about their lives. But what can we do when new boards are urgently needed to create new houses?

Shy and Aggressive

Some animals are shy and try to run away if a settler comes close. If a little rabbit gets lost in a city full of settlers, it can become desperate and start running around wildly trying to find a way out. Other animals around it can become afraid when they see it running and flee too.

Other animals are not that shy but rather aggressive. If a settler is close to an aggressive animal, the animal starts an attack to chase the settler away. The settler immediately stops whatever they are doing, drops all of their stuff, and runs away to safety. Because of this reaction, it can happen that foragers cannot continue their work if a boar herd is living near a berry spot. But don’t be afraid: hunters or military units can solve the problem.


As already mentioned, all animals need to eat, and every species has its own favorite food. But why do they need to eat? With a full belly, the animal’s chance to successfully breed increases. However, the animal will only be full for a while, and when they get hungry again, the population growth returns to normal. For example, boars don’t like herbs and ignore herb bushes completely; instead, they love to eat fresh corn from farm fields.

But how does this affect the farm fields? If a boar family decides to live on a farm field, farmers cannot continue their work, as boars are aggressive animals and chase away every settler. As already mentioned, this is not a dead end for the poor farm: boars will run away from hunters and military units when they approach the boars.


All animals will mate and breed automatically, but before giving birth to a new animal, every animal checks its surroundings to see that it is suitable for a newborn. First, a lonesome animal is not able to mate. There must always be two adult animals of the same species close to each other. Second, is the animal ready for mating? Animals cannot give birth every second. They need a break in between. Third, how many animals are already living in the area? Animals try not to destroy their own habitat by overpopulating. If there are already too many animals within one habitat like the forest, the population growth will decrease a lot. Last but not least, a well-fed animal has higher chances of giving birth compared to a hungry animal.

Chickens are a bit different, as they lay eggs. Sometimes, chickens are just laying eggs, and sometimes a new chick is hatching. This leads us to an important question: which came first, the chicken or the egg? We still couldn’t find the answer!


Fish, in general, are different from all other animals. Not every fish can be seen, but if one jumps out of the water, it’s an indicator that more fish are at that spot. If no fish can be observed, then none are living in that area.

Like every other animal, fish have their own lifecycle. They are born, live, and die. They can reproduce and move around. They don’t need food, but they provide food to a fisher who catches fish from the water.

Different fish species have their own habitat like all of the other animal species. Some live in the sea, others in lakes, and some of them can even live in both lakes and seas.


In the beginning, the hunter can only hunt small animals like rabbits. But with every upgrade to a higher tier, they increase their abilities and can eventually hunt boars and deer. All animals provide meat to the hunter, and deer also provide leather.

As the hunter is very careful not to eradicate a whole species during his hunt, he only focuses on old animals. He leaves young and adult animals alone. However, it is possible to order the hunter to target and hunt adult animals. Of course, this increases his efficiency in the short term but might result in killing off all animals in his area.

Other than just hunting, the hunter has a second, hidden ability. Boars are very aggressive and might attack weak carriers or other workers. It can even happen that settlers are not able to work in a specific area where too many boars are lurking around. But a hunter can scare the boars, even without hunting them. When close by to the boars, they become scared and might run away.

The Ranch

The ranch is a peaceful place for all paddock animals. The rancher has a busy schedule but is always eager to fulfill his duties and make sure the animals are happy.

It begins by building paddocks for the animals to live in. There can be more than one paddock per species, but one paddock can always only be inhabited by one type of animal. A rancher can increase the size of existing paddocks or build new ones – and they must take care of supplying all animals with food.

After building the first paddock, the worker returns to the stables at the ranch, which have breeding animals in them.

Whenever a new animal is born, the rancher will guide it to one of the paddocks.

As soon as the animals become adults, they can start breeding on their own. In addition, adult chickens begin laying eggs, which the workers can collect.

When an animal gets old, the rancher guides them back to the stables where they can be used as a source of food. Chickens, pigs, and cows can all be used to provide meat for settlers.

Cows, together with donkeys, have an additional purpose: as soon as they become adults, a carrier can guide them to the coachmaker. Put in front of a brand new cart, the donkey or ox can transport a lot more goods at a time than a human carrier could. A carrier always accompanies the cart to guide it.


The fisher’s purpose is of course to catch fish – and with every upgrade to a higher tier, a new fish species can be caught. At the same time, the upgrade allows the fisher to gather fish in lakes in addition to in the ocean.

The fisher can also empty a whole lake if no one is keeping an eye on him. Since small lakes have far less fish than the vast sea, too many fishers constantly taking fish out of the water might result in every last fish being caught. In this case, it is no longer possible to increase the fish population, so be careful.

How will you live with the wildlife in The Settlers? Do you prefer peaceful coexistence or can you simply not say “no” to a tasty boar – like a certain group of Gauls? Or are you maybe a farmer at heart? Let us know in the comments!


[Stream] First The Settlers livestream – September 13

Following our gamescom presence and the fantastic feedback we received be it during the convention or through your comments online, we thought it’s time for our very first The Settlers live stream.

This way, everyone who wasn’t able to visit us in the Ubisoft Lounge at gamescom, will be able to get a great first look at the game and watch it in action.

We will start building our very own settlement and answer your questions about what we’re showing or just simply the The Settlers in general.

Tune in on September 13 at 6pm (UK) over on Twitch and join us for a relaxed hour of The Settlers!


[Building] Residence

We have covered residences before in one of our dev-blog before, namely the food and stamina system. Now want to take a closer look at its different levels and the advantages those bring.

Residences are central for our economy: Residents prepare food for our busy workers who will otherwise stop working. On the other hand, they also collect the ingredients for their meals at market stalls or food production buildings. Because of that, the connection and distances to the food supply, to the workers in production and to the resource buildings matter.

In order to cope with the increasing demand, as out settlements becomes bigger, we will need more houses and residents. Since building space is limited, upgrading residences is the way to go – especially since higher-level buildings unlock new recipes for dishes, which provide more stamina to our workers. Let us take a look at the different levels:

At Outpost-Level, one resident lives in the house and is responsible for supplying the buildings nearby. At this point, we only have access to the simplest meals, which only use 1 ingredient and just recover little stamina.

At Village-Level, a second resident moves in and basic recipes, which uses 2 ingredients, e.g. meat with corn, unlocks; these recover more stamina for our workers.

At Town-Level, the residence does not only start looking fancy, three people are now busy supplying our workers with delicious dishes. This level also unlocks even richer recipes using up to 3 ingredients, giving a wider variety of food to our hard-working settlers.

At City-Level, we have four residents delivering the most advanced and exotic meals to the production facilities nearby to keep up with the ever-increasing demand.

Depending on how we set up our economy, an upgraded residence can either supply more (lower level) buildings at the same time or supply the upgraded production buildings in their vicinity. The residents will automatically create the most advanced dishes they can cook, depending on our production and availability of the individual ingredients in their vicinity. More advanced dishes need more time to collect the ingredients; however, the residents still saves a lot of time by delivering the powerful combined meal.


[Dev] Food & Stamina System

If you follow our social channels you might have already learned about our new “Stamina and Food System”. If not, why not come and follow us on Facebook & Twitter for more info like that in the future.

Even though we covered the basics we want to dive deeper into the matter and give as much details as possible. Where do we start?

The beginning:
When we build a new settlement, we begin with the most basic buildings.

With “What you see is what you get” we learned that we see everything in the world. We see multiple forests, berries, and if we pay close attention even fish near the coast.

We started our outpost by building several woodcutter, gatherer and fisher huts. The last two buildings usually make up our basic food supply.

This will only fulfill their own needs and our woodcutters will get hungry and stop working, because they need cooked meals. It is easily visible for us: The worker sits in front of the building, waiting for food.

We need to place some houses.


In the new The settlers the primary use of houses is to make sure to cook and deliver meals to ensure that all of our workers are fed and have full stamina.

By building some houses, we have created a “small” food production chain. The fisher will catch delicious fish and the residents can pick up this fish from the fisher hut directly. The residents will go back to their houses and start cooking a tasty meal. The cooking process is under way if you see white smoke from the chimney.

This whole process takes a bit of time, but once the cooking is done our residents will deliver the meal to different work places.

If the worker has no stamina left, they wait in front of their building. Once the residents delivers the food, they will make their way to their own little designated eating place, consume the meal, regain stamina and go back to work. In case they are still out in the field working hard, they will find the hot meal when they are coming back.

But what happens if the fisher and the gatherer get hungry themselves and do not receive any cooked meals at the moment? The fisher, the gatherer and also the hunter will eat their own collected or caught food (anyone up for sushi or carpaccio?) to ensure that they can keep working. However, since the food has not been turned into a tasty meal by a resident, it only deliver half the stamina.

Market stalls:

As we are always on the lookout to make our economy more efficient. It is time to talk about market stalls.

Market stalls are places where specific food is stored and available for the residents to collect. We will have different market stalls in the game. This will make it easier for us to plan and organize. It would not make any sense to have a fish market stall where no fish is around. Of course, we could still place it, but remember what we have learned in the transportation blog: The distance might be too long for our carriers and it could create traffic jams or bottlenecks.

We placed a market stall for our fish and for our forest products, in this case berries. Our carriers will make sure that the goods from the fisher and gatherer are transported to those stalls. This makes the walking distances for our residents shorter and they can supply food faster for our hard working craftsmen.

Mid / Late game:

How does it look when we advance further in the game?

The more we progress with our settlement the more buildings we unlock. We can also upgrade them and this includes houses. We will explain details about the upgrade system in a later blog post.

The first step would be to provide more and different food to our workers. One classic production chain consists of wheat farm, windmill and bakery. We want to use those wide and nice grasslands to have an efficient bread production, by placing enough farms.

Farms can also harvest corn and since our bread production works perfectly, we will need new market stalls, for bread and corn.

We now can provide our residents with different food, but the real deal would be to provide them with better food. Upgrading the houses will make this possible. Better houses will unlock more advanced recipes to create delicious meals that deliver more stamina, which means the citizens will need to supply each craftsmen less often. As a result, the residents can supply meals to more craftsmen.

Make sure to have houses close to major production chains as residents will not travel endlessly, to either get their ingredients or to deliver the meal to a work place.

If you think that you need food only to provide your workers with meals and keep your stamina up, this is far from it. Food will have other usages too, but we will talk about it in another dev blog.

That was our introduction to the new “Stamina and Food System”. What do you think? Do you like the change? Can you already imagine a nice and bustling marketplace with houses around? Feel free to share your thoughts in the comments below.