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Tag: townhall

[Building] Farm

After building our Townhall and being able to upgrade, for example, our Residences, it is a good time to provide better food for our settlers. No settler likes to eat only berries and fish the whole time and upgraded residences give us access to better recipes. Preparing these much tastier dishes provides our workers with more stamina.

Building a Farm is a good way to supply our Residences with several new ingredients.

At Village-Level, 4 farmers will plant corn. The Farm has twice as many workers in each Tier compared to most other buildings, as it needs a good amount of farmers to prepare the ground, plant the seeds and harvest the grown plants. Choosing the right location for the Farm is important cause wild boars like corn as well.

At Town-Level, another 2 workers join and wheat is unlocked. Wheat needs to be further processed in the Windmill to flour, which is then used by the Bakery.

City-Level not only brings another 2 farmers, but also the option to plant and harvest vegetables. If there are rabbits nearby, we may need hunters to protect our farmland or the rabbit population may explode.

If we have several Farms, we can decide for each of them which goods we want to produce. This allows for a larger variety of recipes prepared by our residents.

All three goods are not only ingredients for dishes but are also used as fodder for our animals by the Ranch.

If used as ingredients, the goods from the Farm are sold at the Grocery Market Stand.

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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] Sawmill

We have previously covered the Woodcutter so it makes sense to go one step further now and cover the Sawmill.

For the first basic buildings, we only need raw logs but soon we will need slightly more refined resources: wooden boards. One building requiring those is: The Townhall. Since this building enables further upgrades and also unlocks more advanced buildings, we want to get that Sawmill running after we’ve secured the very basic resource supplies and expanded our territory a bit.

The different levels allow for more craftsmen and additional products:

At Outpost-Level, one craftsman is busy sawing softwood trunks into softwood boards.

At Village-Level, another craftsman joins – and together they are now able to produce hardwood boards out of hardwood trunks.

At Town-Level, yet another craftsman will help.

Softwood boards are used to construct buildings; at village level, they already fully replace the softwood trunks. Hardwood is important to craft wooden weapons like bows and clubs, to craft vehicles in the wainwright like pull-carts or ox-carts and to repair the ships that set sail in the harbour. As with previously presented buildings, if we have a bottleneck we can have our craftsmen solely focus on one of the two goods: softwood or hardwood boards.

What’s your preferred approach to resource production? Always keeping production close to how much is needed and then reacting to shortages or aim for surplus production to have a buffer should anything unforeseen happen? Let us know in the comments!

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[Building] Woodcutter

Let’s continue our building overview series with one of the most important buildings for any The Settlers colony: the Woodcutter.

Our Settlers do bring some softwood and hardwood with them on the ship, but since all early construction-work requires it, we should quickly get our own softwood production going.

Every Woodcutter will cut down trees in a certain area around his work place and store the lumber in front of his hut. The target area, called focus point, can be moved, e.g. when wanting to focus on trees in a specific place. The gathered wood can then be used for construction or be further processed via the Sawmill.

As we discussed in our blog about the Townhall, all buildings can be upgraded to unlock various advantages – and the woodcutter is no exception:

At Outpost-Level there is one woodcutter working who is able to gather soft wood for the first basic buildings (Outpost-Level) and hard wood for weapon creation and to repair ships.

At Village-Level a second woodcutter will join to help and therefore speed up production.

At Town-Level the building will be supported by a third craftsman.

There are even more options of how the wood can be used. With the support of the Sawmill, softwood boards can be used for further building construction while hardwood is required to craft pull-carts for the carriers. The building menu allows us to prioritize: only cut softwood, only hardwood, or both. While more craftsmen speed up production, we need to keep in mind this will also increase the amount of food required.

You will also be able to decide if all trees should be cut or if the woodcutters should focus on older, fully-grown trees to preserve the forest. While shorter walking distances will boost your initial wood output, if you place many woodcutters and cut down too many trees the forest may not regrow fast enough and you will deplete it.

Please keep in mind the game is still in development, so certain functions or even the looks of buildings can still change.

With episode two of our buildings overview series done, which building would you like us to cover in one of the future blogs? Are there any additional info you would like to see in these articles? Let us know!

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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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[Dev] Townhall & Upgrades

In the last few dev blogs, we sometimes mentioned that we upgraded our buildings and promised that we will talk about it in detail later. Wait no more, the day has come. In this blog we cover how we unlock new buildings and why we should upgrade them.

After we landed on an undiscovered island, we only have access to very few basic buildings. In order to change this, we need to build the very important Townhall. It is the first building that needs softwood boards produced by a sawmill. Once we have the necessary materials we can build it.

By constructing the Townhall we unlocked new buildings and the possibility to upgrade others. In addition to the very first buildings we can now build Coal & Ore Mines, Smelters, Animal & Crop Farms, Weaponsmiths, Caserns and Mints. Please keep in mind that the building list might change in the future.

In order to get access to every building in the game, we will need to upgrade the Townhall multiple times. Each upgrades unlocks new buildings and giving us the opportunity to upgrade our existing ones even further. The buildings in The Settlers are divided into several Tiers. Those upgrades unlock new Tiers. Tier 1 is called the Outpost level, Tier 2 Village level, Tier 3 Town level and Tier 4 is the City level.

Going back to the unlocked Tier 2 or Village level buildings: The Ore and Coal Mines provide us with the necessary resources to smelt iron for better military equipment.

Additionally, we also unlocked new food production buildings. In order to use the new food we need to upgrade our houses, as explained in the Food and Stamina dev blog, to have access to new recipes.

We can also upgrade all previously placed buildings, not only making them more efficient, but also granting them the ability to harvest / gatherer / produce new goods.

Let us take a look at the Gatherer, how the building evolves and what changes throughout the upgrades.

The Tier 1 Gatherer is available right from the start, has one worker and can only collect berries. This is sufficient when we start a new settlement, but with the growing needs of our workers we need herbs or mushrooms soon. Our basic gatherer cannot collect those resources. It is time to upgrade.

For this we need softwood boards. Once the construction is done our Gatherer can collect herbs and he or she gets company: A second gatherer will join to assist.

By upgrading our Gatherer Hut another time with softwood boards and stone we get third worker and the possibility to collect mushrooms. If we don’t fancy any herbs or mushrooms, we can simply turn this production / collection off in the building’s menu.

Upgrading buildings will be crucial later on: we can use more workers without consuming additional precious building space and we can harvest or produce other, better goods. We have to keep in mind that we need to provide more food as more workers occupy the building. This also means we should keep related buildings close together, reducing the transport routes. While upgrading a building the workers will stop working and don’t provide any products anymore.

Of course we want to offer you the choice to immediately place higher tier buildings, or to stay with lower tiers and upgrade them at a later point.

If we place a new Gatherer, it doesn’t have to be Tier 1, we can also build Tier 2 (or 3 respectively) directly. Sometimes, if we are short on higher tier resources for example stone, we might want to build some lower tier buildings. Tier 2 buildings only use wood, this saves us stone, which can be used somewhere else.

We may intentionally placing a lower tier building and upgrade it immediately. Why so? Here is an example:

To place a Tier 1 Gatherer we need 4 softwood logs.
To place a Tier 2 Gatherer we need 8 softwood boards.
To upgrade a Tier 1 Gatherer we need 6 softwood boards.

Upgrading only consumes 75% of the Tier 2 building costs, so you can save some materials through upgrading instead of directly building the higher tier. The downside is a longer construction time and the additional consumption of lower tier building materials. This is a nice playground for optimizer among us.

What is your stance on upgrading versus building several buildings of the same type to boost production? Do you like the evolution of the gatherer hut? Are you an optimizer or is this not your focus? Let us know and discuss it in the comments.

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