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[GC] The Settlers are at gamescom 2019

August is upon us and gamescom is approaching fast.

We are happy to announce that The Settlers will be present at this year’s gamescom with some exciting news and updates.

Join us in the UbiLounge for an exclusive look at the game and details to new mechanics and features. Of course, there will be time for questions and small-talk afterwards.

Anyone who cannot make it to gamescom this year: Do not worry. All info and videos will also be coming to The Settlers Alliance and our social channels. (Facebook & Twitter)

Stay tuned for more details and a detailed schedule of “where and when” next week!

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[Building] Guild House

There are two main unit types of settlers we need for our economy: Builders and Workers.
Builders are needed to construct new buildings and roads.
Workers instead occupy the buildings themselves. They can turn into woodcutters, weaponsmiths, millers, miners and any other craftsman type.

Central to our whole settlement is having enough workers and builders to construct and staff new buildings. Our settlers first need to be trained to take over these jobs, though, and for that we need a Guild house.

In the Guild House 3 settlers can be trained simultaneously if the building is supplied with enough tools. Workers will always use copper tools while builders will later require iron and steel tools to construct advanced buildings.

The Guild House starts at Hamlet-Level and can be upgraded twice:

At Hamlet-Level, the Guild House can train workers as well as builders who can construct Tier 1 and Tier 2 buildings.

At Village-Level, we can now train advanced builders using iron tools who can construct Tier 3 buildings.

And at Town-Level, we can use steel tools to train master builders who can build the most advanced Tier 4 buildings.

With a growing settlement we need to regularly train more workers and builders to keep up with the increasing demand. We can prepare and already start the training of new workers so they are ready as soon as a new production building is finished.

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[Building] Copper Mine

Let’s take a first look at the heavy industry now by checking out the Copper Mine. Copper has to first be discovered on the map before we can mine it – afterwards it can be used by the Toolmaker to produce the tools required by our workers. As we reach Village-Level, copper can also be used to create copper coins, the cheapest currency we can create.

The mine and its upgrades are straightforward:

At Hamlet-Level a single miner will go out and mine copper.

At Village-Level he/she gets a colleague, therefore doubling the output.

At Town-Level a third workers joins and underground mining will become available.

At City-Level a fourth worker joins.

As you might imagine, no products are added with higher levels – a Copper Mine is focused on mining copper after all.

Not all copper deposits are located above ground. Those below the surface require a Tier 3 (Town-Level) Copper Mine to be exploited. We will need a Geologist to find the hidden deposits.

With the importance of tools for our settlement, we should definitely not neglect our copper production and try to find this resource as soon as possible. Without tools for our workers to occupy new buildings, our settlement will not be able to progress very far. Keep an eye out for additional copper deposits while expanding.

Copper coins will help us convince more people to join our settlement and ensure a steady population growth in the early game, as we mentioned in our Population dev-blog.

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[Building] Fisherman’s Cot

Next to building materials, food is an absolute necessity for our settlement so it’s important to set up this supply-chain as early as possible. One option is building a Fisherman’s Cot.

By observing the water near the coast or in a lake, we can easily figure out the best spot to build one, as the fishes will show their presence at times. One of our worker will then occupy the building and fish in a certain area of the coast – this area (the so-called focus point) can be moved.

By building a Townhall we will be able to upgrade the Fisher, let’s take a look at the different levels:

At Hamlet-Level only one fisher will go about his work, and fish salmon at the ocean.

At Village-Level two fisher can work simultaneously and will now be able to gather trout in lakes for advanced recipes.

At Town-Level another fisher will join the team and they are now able to catch some shrimp as well.

Different kinds of fish are used for different dishes prepared by our residents in the houses – as mentioned in our Food and Stamina blog. As with the Woodcutter, we are able to activate or deactivate certain kinds of goods, depending on our preferences. If the fisher is not getting food delivered, they can eat their own product, but the effect will be not as good as when consuming cooked food.

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[Building] Mint

In our new series “buildings information” we introduce and focus on the different buildings in The Settlers. The series covers the buildings’ purpose, what goods will be produced and needed and the different Tiers you can upgrade the building to.

We talked about the gatherer in our Townhall Blog and you heard about woodcutters and fishers, soo…let’s start with something else.

As presented in our Population Dev Blog, we need to convince additional settlers to join our new settlements by giving them coins. How do we get there? By building a Mint and produce them.

The Mint is available after we have built a Townhall and unlocked Tier 2 buildings. Our sheer amount of shiny coins will convince settlers in far-away places that our settlement is a great place to live.

The Mint starts at village level and can be upgraded twice, unlocking the option to produce higher value coins.

At village level, two workers will produce copper coins.

At town level, a third worker will join and they are able to produce silver coins additionally or instead.

At city level we have four workers producing coins and they are now also able to make valuable gold coins.

Early on, it will be enough to offer copper coins, but later we should produce first silver and then gold coins to attract more settlers. Due to the changing need of resources you might want to build new Mints closer to the respective resources – except if you’re lucky enough to find all three resources very close to each other.

That’s the first of many building introductions. Do you like this format? Is there anything else you’d like to know or do you have any suggestions on what we can do different in future articles? Let us know in the comments.

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The Year 2018 for The Settlers

It’s been almost four months since we announced The Settlers at gamescom in Cologne. And wow, some really busy and exciting 4 months these have been.
With the year coming to an end we want to use this opportunity to recap what has happened so far and give a small glimpse at what’s coming next year.

ANNOUNCEMENT & GAMESCOM

The 21st of August, the big day: The Settlers creator Volker Wertich and Blue Byte Managing Director Benedikt Grindel not only announce the re-release of The Settlers 1-7, celebrating the series 25th anniversary, they also revealed something completely unexpected: A new The Settlers game.

And for everyone attending gamescom we presented the first live gameplay of an early alpha version in a hands-off presentation at the Ubisoft Business Center and in the Ubisoft Lounge.

THE SETTLERS ALLIANCE & THE FIRST FAQs

Together with the announcements we launched the The Settlers Alliance, that’s…well, the place you’re reading this right now. We started by providing some first info about the new The Settlers and about the The Settlers History Editions which released on the 15th of November.

Since we received a lot of questions and feedback right during and after gamescom, we sat together with Volker Wertich and got some answers to the most pressing ones which we then released in two separate FAQs – FAQ #1 & FAQ #2
After this, we started with articles to specific topics about the new The Settlers. Let’s recap what we revealed so far:

WYSIWYG – What you see is what you get

What makes a The Settlers game a The Settlers game? One of these key elements we identified was “WYSIWYG”: Everything that happens in the game is visualized. This for example means you can watch a tree’s life-cycle from start to finish, from a growing sapling to processed planks.

Lead Game Designer Christian Hagedorn describes it as follows:
The goal of WYSIWYG is for players to be able to understand, without indicators, what the game is about.

TRANSPORT

Since the very first The Settlers, logistics have been a central aspect with great importance to your economy.

In the new The Settlers you’ll start with carriers taking care of transporting goods even without roads. But building them will speed up your carriers, while higher level roads will also enable you to use vehicles. Pull, donkey and ox carts can carry multiple goods at once and will be vital later on to ensure a smoothly running economy and timely deliveries.

THE FOOD & STAMINA SYSTEM

One important thing to keep in mind when starting a new game in The Settlers is that all your workers will need food. Hungry workers will stop working until they are supplied and following our “What you see is what you get” approach, you will see that:

Your settlers will then get all required goods for a meal from the market place and go back home, to cook a tasty dish they deliver to the workers.
Higher quality meals require more ingredients but also provide more stamina to your workers, meaning they can work for longer without another break.

OUR SOCIAL MEDIA CHANNELS & COMMUNITY UPDATES

Aside from these blog articles you were able to find a lot more content over on our social media pages:

From September on we posted small teasers about different game mechanics together with some screenshots. In November, leading up to the release of the History Collection we provided you with some (fun) facts about the previous The Settlers titles.

Now it’s December and our Christmas event is already running for a while. There’re just 5 days left, so make sure to check it out before it’s too late.

And let’s not forget: Our community updates! These articles are focused on you, the community: We’re highlighting content creators who are streaming the The Settlers games, creating videos about them, creating cool new maps or organise something like the Fan Discord “Settlers Wuselworld”. In addition we update you on new events and feature interviews with guys like Keralis, a YouTuber with a focus on strategy, management and build-up games – more to come!

This means: If you’re working on any kind of content involving The Settlers, be it videos, streams, fanart, maps or cosplay (is there The Settlers cosplay? If not, this is your chance!) send us an email at thesettlers-community@ubisoft.com to get featured in a future blog.

HISTORY EDITION NOVEMBER

In November we let the new The Settlers rest for a bit because we had something else to focus on:
The release of the The Settlers History Editions on November 15th!

This also meant we provided you with a lot of content involving the old The Settlers games:

  • Several nostalgic streams over on the Blue Byte Twitch channel with members of our community team
  • Guides and tips on how to get started in The Settlers 1-7 and how to create your own skirmish map
  • A two-part nostalgia trip through the history of the series with many anecdotes from you, the players and veterans of the series [Part #1] [Part #2]
  • Interviews, screenshots and more

Thanks to all your feedback following the release, we have also been able to iron out a few issues and overall smoothen the The Settlers experience for everyone. We’re not done yet and still got a few things we’re working on – especially to make the still active multiplayer community all-around happy.

POPULATION SYSTEM

After a nostalgia-themed November we focused on the new The Settlers again – and on a rather important topic: Your Settlers population.

To get new Settlers you will have to build a harbor. Your harbormaster will then sail out to unknown lands and look for new settlers willing to join you. A prosperous settlement will be able to produce special goods like coins which are used to convince people to join you.

After arriving at your settlement they take up different jobs like worker, carrier and soldier, distinguishable by their coloured vests.

DIRECT ACTIONS

Direct Actions are a new feature in The Settlers allowing you to temporarily boost your production or help you overcome bottlenecks in your economy until you’ve solved the problem. If your carriers are idle for a while they will accumulate motivation points.

These can be used for Direct Actions: Sending a few of your idle carriers to chop down trees, collect some berries or mine some coal. Additionally you can send them to production buildings like the carpenter, to help out for a while which speeds up the production of bows.

Well, this was 2018 for The Settlers. Those were some really exciting months for us and we’re extremely happy to have received such positive feedback from all of you during this time. We know there are a lot of things you’re curious about, a lot of unanswered questions, but be assured we’ll have a lot more to share in 2019: More gameplay videos, details regarding the military and…playtests? Thank you all for the great support and stay tuned for more.

In the meantime, make sure to not miss out on the last days of our Christmas event over on Facebook, there’re only 5 days to go!

As you might imagine the The Settlers team is taking a break over the holidays, celebrating with friends and family and just getting some needed rest. We’ll be back for you in early January with more details on what to expect in 2019.

Your The Settlers Team

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[Guide] The Settlers Heritage of Kings – History Edition

Following the previous guides, today we would like to introduce you to Dario’s world in The Settlers 5.

As you have probably already noticed, there are some fundamental changes in this game compared to the previous The Settler games:

  • The Settlers 5 uses a direct control system for the units, like in a real-time strategy game.
  • The goods cycles are not visible directly in the world. Instead, all goods automatically land in a total stock and can additionally be duplicated by so-called refiners.
  • In The Settlers 5, there is no “real” AI that builds its own houses or cities. Instead, you are dealing with scripted, recurring hordes of enemies. Therefore, on pure multiplayer maps you remain alone in the single player mode.

Your first settlement:

Below is a brief introduction to building your first settlement on a single player map.
To start, click on a serf and give him tasks. On many maps it is first necessary to build your village center.
In order to do this, select the serf, click on the flag in the build menu and then on the existing “site” on the map to build your village center there. You can also assign several serfs to each construction site to speed things up.

Extraction of resources:

After building the village center, you can now start collecting resources.
Your serfs can mine the basic resources such as wood.
Other resources, such as clay and stone, exist on the one hand as simple deposits which your serfs can mine, but also in the form of large stone/clay/… shafts and quarries. On those you can build pits which are extracting resources much faster than your serfs would do.

Now take a handful of serfs and send them to nearby trees as well as stone and clay deposits. You can hire additional serfs in the castle (hand symbol).

Tip: In contrast to most other RTS games, the serfs do not have to bring the resources to the village center. Therefore, it does not matter how far from the center you send them! The same applies to the pits.

The first goods cycle:

The Settlers 5 is based on the construction of many mini-cycles. Every worker needs a residence for sleeping and a farm for eating. Each residence and farm provides enough for several craftsmen.

Therefore, to continue, build a hut and a farm in a free space.

Important notice: The farmer also needs something to eat, of course, and a place to sleep. Thus, in both buildings the farmer already occupies one place from the beginning.

Now build a university next to the residence and the farm. This is the most important building at the beginning, because there you can research all other building options.

After building the university, you can directly research “construction” there. During the research, we take a look at an important info function in the interface:

This information shows the missing places to sleep and eat in your settlement. As you can see, the university already needs more sleeping space than a single hut can offer you.

Nevertheless, you can ignore this at the beginning – the research takes only a little longer. Workers without sleeping quarters spend the night around the campfire and are less efficient.

If you have found a stone quarry and a clay shaft, build one residence and one farm next to each. After that, construct pits on both of. Consider that a farm offers more space for workers than a hut does and keep in mind you can upgrade buildings later on.

The refinement:

The next step is the “processing” of resources. You can refine your wares in The Settlers 5, which simply multiplies them.

Therefore, the construction of a sawmill is especially important – because unlike clay and stone you cannot mine wood with the help of a pit!

Build a sawmill with a residence and a farm nearby close to your castle. The craftsmen working here are the first to get their goods from somewhere else. However, not as perhaps expected from the lumberjacks, but from your total stock. Therefore, the craftsmen take the goods directly from the castle (and later also from warehouses/marketplaces).

As your game progresses, you can research improvements for your fighters at the sawmill too (after it has been upgraded).

  • Principally, you can upgrade all the buildings in the game to unlock additional options or to offer more space.
  • The upgrades will be particularly important for huts and farms later in the game.

Thus, you have now built your first small settlement.

Your heroes:

A very important role in The Settlers 5 take the playable characters. They all have special abilities that can often determine the outcome of a battle.

Dario, for example, can use his falcon to explore the map. After sending the bird, you can turn on a special perspective to see the world from the hawk’s eyes.

In addition, Dario has another ability to scare his enemies and to drive them back for a short time.

A few final tips:

  • You should always focus on the construction of refiners, which are – in addition to the sawmill – the brick maker’s hut, stonemason’s hut and later also the smithy and the alchemist hut.
  • Always build these buildings close to the castle or next to previously built warehouses to keep the walkways short.
  • Opponent hordes will attack you repeatedly until you destroy their camps. Therefore you need a working defense using both towers and soldiers right from the beginning.

Thank you to haep for writing this great guide!

Do you have any more tips to share?  Secret strategies? Or maybe a guide for the singleplayer campaign, be it a video or in written form? Share it in the comments to help the people new to the game!

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[Dev] WYSIWYG – What you see is what you get

After summarizing gamescom 2018 in Cologne and answering some of your most pressing questions, it is time to dive deeper. Let us jump into The Settlers universe, talk about various features or what makes a The Settlers game unique.

The Settlers have a unique DNA, which defines our game and how it plays and feels. Today we want to talk about one of the key elements of this DNA, the “WYSIWYG”-approach and how this translates into our game.

What does this actually means?

WYSIWYG stands for “What you see is what you get”.

Everything that happens in the game systems is visualized. Lets take a look at the life cycle of a tree. As a player, you see a tree grow and the tree is an object in the world. If you build a woodcutter to chop down this particular tree you can follow him. The woodcutter will go to the tree, cut it down and transport the log back to his building. The tree is gone and you have a log instead. This log will then be transported to a sawmill to produce wooden planks, or to other buildings as construction material.

You can just watch and see what happens. With this knowledge, you as a player, are able to learn and to understand the game system directly. You technically do not need any statistics and graphics to visualize anything. You could zoom in and count the logs in front of a woodcutter building. You will know, if you just have one woodcutter and no one transporting any logs, how many logs your whole settlement has.

Talking about wood all the time, does it work for other things as well? Yes. It works for everything in game. It does not matter if it is fish, grain, stone, swords or even your settlers. Every good or person is there where you currently see it, him or her.

We sat down with Lead Game Designer Christian Hagedorn. He told us, he brings WYSIWYG to the next level, but sometimes it gets hard!

Christian “Bakyra” Hagedorn: “WYSIWYG brings a very interesting challenge to the table. In modern games we have grown accustomed to the game telling us what do to. That’s why we challenge ourselves to let you play without telling you how to do it.

Christian continues: “The goal of WYSIWYG is for players to be able to understand, without indicators, what the game is about. The premise is simple, but to bring it to the game, we have to do various checks. You cannot allow interactions without explanation. For example: When the enemy army attacks, for civilians to flee, they must see the army. There is no magic happening here. They are not afraid because the keep is under attack; they are afraid and flee because they see the enemy.

This translates to everything in-game. If coal is available, you will see it in the landscape. You will see the processes of producing different goods and this presents a great challenge. How far do we go?

“You will need to find a balance between what is entertaining gameplay and what is strictly simulation.”

WYSISWYG makes it easier for a player to understand the world and everything in it. For a designer or for the art team it will increase the complexity of every design to fit this rule.

It is important to remember that we do not replicate reality. If there is no need to show the transformation, we will not show it. For example: The sawmill cutting the log into two board sets with one process. There is no need to show the removal of excess wood nor the sanding process.

This  would just grow in complexity without any real value for the player.

“We aim for the player to be able to understand everything about the game by just watching it.”

We define the information the player can access as information layers. On the first layer, you have the world you play in – WYSIWYG. You see where you can place what building, farm resources, fish, hunt, gather etc. In the other layers you find everything else, you might want to know. The second layer is the building information. You see what goods can be produced, how many of those goods are waiting to be used / transported or how many workers are working. Again: You can simply zoom in and see if the workers are waiting around or maybe in the forest cutting down wood. You can even count the logs if you want, but this second layer will give you the information as well. The third layer is a filter in a menu. Statistics how many goods you have overall, how many workers of this type etc.

There are other great things about it too. Because of WYSIWYG every resource has to be moved; because you see it in the world. This leads to lots of people living and going somewhere. This sometimes can lead to traffic jams. Organic gameplay and city livelihood are the result of our efforts, and it’s very rewarding!

Thank you very much Christian for your time and insights about “What you see is what you get”.

As Christian already teased, next week we will talk about traffics jams, road systems and vehicles, but before we do that. We want to know what you think about WYSIWYG. Do you like the level of detail? Which statistics would you like to have about your economy? Let us know in the comments down below.

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[Com] First Community Update

Hello everyone and welcome to our first community update. As you might know every Thursday we try to update you with the on-going development of new The Settlers. We will share with you what we are currently working on, explaining (new) features an, in the future introduce the team to you.

On Tuesday, we will be doing things differently. We will update you on the latest news around our community. What is going on? What is everyone talking about and everything that might be interesting to know.

How to post comments / Website Login

Since we launched our community website, we have received some questions and also some bug reports and suggestions. We can assure you, that we are working on those reports and improving the website bit by bit.

Community Team visibility:

We made it easy for you to see if someone from the community responded to your comment. It will be visible like this

Register process / Leaving a comment:

Besides that, we have received some queries that people cannot comment on the website. We wanted to explain how it works as it might be a bit confusing in the beginning.
If you arrive from another Ubisoft website, the forums or if you were signed in with your Ubisoft account before, you might see the screenshot below, but comments are still closed. Please log out and go to register.

Click on the PC icon and click on register. You will need to confirm you email address.

If you do it for the first time, you will get a confirmation that the registration was successful.

Go now to log in and enter your details. After that, a window will pop up and you will need to choose a new nickname. This nickname can be the same as you already have on the Ubisoft forums or on other Ubisoft platforms or something completely new.

After you have chosen your nickname, you should be able to leave a comment. Feel free to post one in this comment section and say hello. 🙂

Discord:

Do you feel the wusel in you? Or is it missing somewhere? Why don’t you join the fan discord created from HarroLP – our awesome community member. Even in this early stage, we have some true fans and amazing people in our community.

Hey Wuselfans ! My name is HarroLP and I am the founder of the Settlers Wuselworld. I hope that our small Wuselworld will welcome new members soon and we can discuss all the different titles in the future. Additionally, this server will offer a nice place to talk about anything else.

As soon as I heard that there will be a new The Settlers game and a community platform, my first thought was: “Is there already a Discord server for The Settlers !?” Apparently, this was not the case and that is why I started planning something and thought: “You can create a temporary solution if no one else creates something.” Some of you might know I am an Annofan through and through and had little to do with the Settlers so far. However, I did not want to disappoint the Settlers fans.

As you can see now, a proper server has emerged from the emergency solution and thanks to the support of my moderators and helper’s muf and haep, who you may know from the Ubisoft forums, always stood by my side with their help and advice.

Of course, I did not want to be completely ignorant either and started playing the Settlers 1 History Edition. I am really looking forward to the newest part! I really like the previous reports and the shown gameplay very much and I hope some settler’s experts can help me at the release!

Forum Contest Winner:

If you followed gamescom 2018 or any gaming news closely, you might have seen that we announced The Settlers History Editions and The Settlers History Collection, which is dated for release November 15. The Settlers 1 History Edition is already available on Uplay, but we thought, it might be awesome to see the community’s favorite idyllic screenshots from previous The Settlers games.

Our forum moderator haep created a thread on the forums and asked for exactly this. The task was easy: Create a self-made screenshot of a particularly idyllic, beautiful moment in your favorite The Settlers game.

We wanted to use the opportunity to thank everyone for participating and submitting their favorite screenshot. We were blown away by the creativity and beauty of those screenshot. We could only pick 10 winners – 10 for each language – but rest assured, we will have more contests in the future. Keep your eyes open, we will definitely announce more contests on all our channels.

Share your story:

Of course, we want to hear from you. If you have an interesting story to share or want to highlight and awesome community project, maybe you have some amazing The Settlers fan art feel free to e-mail us via thesettlers-community@ubisoft.com.

– Your The Settlers Team

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