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Tag: Production

[Building] Toolmaker

With the copper from the mines, the Toolmaker can finally start his business and produce tools. These are required to train new Workers and Builders in the Guild House. Builders will construct buildings and roads while Workers occupy all resource and production buildings like the Fisherman’s Cot, the Sawmill or the Copper Mine. Make sure to build both buildings close to each other and do not wait too long to set up this supply chain.

The toolmaker can be upgraded twice, let us take a look at the different levels:

At Hamlet-Level, only a single Worker will be busy with producing copper tools.

At Village-Level, a second guy/girl joins, which will surely make worker number one rather happy. They will also be able to create iron tools now.

At Town-Level, there are three Workers producing tools for your settlers, and they can now create the most advanced steel tools too.

Iron and steel tools are required to construct buildings at Town- and City-Level.

With a growing settlement and an ever-increasing demand for tools, the Toolmakers will be quite busy throughout the whole game, so we need to make sure to supply him with resources all the time.

Keep in mind you will also need resources like copper and iron for other production chains.

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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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[Dev] Direct Actions

Last week we talked about the population system and how you get new settlers. Sometimes those settlers are not busy and this is where Direct Actions come into place – another new feature in the new The Settlers game.

Please keep in mind that this feature is in an early stage, we are experimenting with it and there may be changes in the future.

What are Direct Actions?

Direct Actions are initiated by the player to temporarily boost production buildings or resource gathering.

In order to execute Direct Actions we will need an idle carrier and motivation points.

How do we get Motivation Points?

In a perfect The Settlers world all of your carriers are busy and have something to do. But reality is sometimes different. You probably have carriers who are idle and waiting for their next task. While they rest those idle carriers will generate motivation points automatically. These motivation points are an extra reserve, which can be used at any point needed.

If we have idle carriers and motivation points, we can perform Direct Actions to boost our economy. There are multiple ways to do so.

How to perform Direct Actions?

Resource gathering

Direct Actions can be performed on forest areas, copper, stone or coal deposits or any other area where you can harvest / mine goods. Simply click on the resource you want to gather and execute the Direct Actions. Every Direct Action will use one motivation point and requires one idle carrier.

You are low on wood? Simply click on your forest and let you carriers help your woodcutters by chopping down more trees. Forgot to build a gatherer hut and your workers are hungry? Send your carriers to collect some berries.

As long as you have enough motivation points and free carriers you can send them to do those extra little tasks for you.

By using Direct Actions you can avoid bottlenecks or ensure your production chains have additional goods.

Productions:

You can also temporarily boost your productions by using Direct Actions. Since the production of a good is divided into several stages, you can simply send carriers to help the craftsmen working at the buildings!

As an example let’s take a look at the smelter. The production is divided into several phases. One worker uses the coal to heat up the furnace and his/her colleague adds iron ore. Once this step has been completed they will make their way over to the mould. One will put the hot iron bar into the cold water, while the other one waits until it is cold enough to put it on the output pile.

If you now want to boost your production, you send your carriers over to help with the smelting process temporarily with the help Direct Actions. Since they are not trained for the main job, they will only handle the transportation phases. Meaning: They will carry the coal and iron ore to the furnace and transport the iron bar to the output pile. This makes the whole production more efficient and faster.

Each building has a different number of additional carriers who are able to help if you boost your production with Direct Actions. It is completely up to you (and of course the number of Motivation Points and idle carriers available at this time) how many carriers should help up to the allowed maximum of the specific building in this process.

So, we showed carriers are not only useful when transporting materials and goods from one place to another. Even when they are not doing anything, they will generate motivations points, which you can use to your advantage. Never underestimate the carriers 🙂

How will you use your idle carriers? Temporarily boosting your production or gathering resources? What do you think about the system? We are also considering other ways to use direct actions in the game, do you have any ideas about that too? Let us know in the comments below.

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[Dev] Population System

In the previous dev blogs we talked about food system and how your residents take care of your workers. Veterans of the series might have asked themselves if houses have a different function, how do we get new settlers?

Well, we answer this question in this week’s dev blog. We’ll talk about the “Harbor & Population System” and everything that is connected with it.

In the new The Settlers we have different types of settlers. Our workers with the blue shirts take care of constructing, gathering resources and processing materials. We also have the carriers, the girls and guys with the white shirts, transporting goods from A to B – our busy bees.

The Building:

In order to get new carriers we will need to build a harbor. This is done at the shoreline. In the first stage the harbor requires softwood logs as construction material.

Once the building has been constructed the harbormaster enters his small little skiff and leaves the island to unseen shores to convince other settlers to join our settlement.

As the boat is rather small only a handful of new settlers might join us.

While new settlers arrive as carriers on our island, those can be educated and trained to take different roles later.

The waters are rough and we need to make sure our settlers arrive safely. Our harbormaster is not only tasked to bring new settlers to our island, he / she will use hardwood logs to repair the boat as well.

Population Level:

While it is easy to attract new settlers to an adventurous new settlement on an unexplored island, it becomes harder when we already have a higher population level. We can increase the chances of people joining our settlement, if we support that idea with some coins.

So, it is time to construct a coin maker / mint. In the first stage, we can use copper ore to produce copper coins, but we decided to upgrade our mint and use silver ore to produce better coins.

If we offer higher valued coins, the chances will be higher to convince others. Upgrading your harbor should be also a priority. We will not only get better boats, which can load more people, we also have more workers to help loading and repairing them.

If we have space for it, we can build multiple harbors and get new settlers faster. The requirements stay the same. If we already have a high number of settlers in our settlement we will need to provide gold coins to ensure the boats are returning with full load.

With a simple option we can decide (by turning the building on / off) in which harbor(s) the helpers arrive and we can also choose which coin types the harbor should use to attract people.

The game will also offer other methods to gain new settlers, but it is too early to reveal them yet.

Even if we don’t need those guys yet, they are not useless. The Settlers which are able to rest will generate motivation points, but hold your donkeys – this is something for the next dev blog. 🙂

What do you think about the concept art? Do you like the harbor and the population system? Let us know what you think it in the comments below.

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[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.

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.

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