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Tag: Training

Military School – Even our soldiers need to go to school

After the Training Ground, the Military School is the second recruiting place we can build. It’s focused solely on close-combat units using swords or axes.

It can be constructed at Village-Level and upgraded twice to recruit more advanced units.

At Village-Level we can train and recruit Swordsmen who just require a sword. And if we we’re planning any sieges we can use axes to recruit Axemen, who are able to climb walls.

Town-Level gives us access to the more advanced armored Knight who additionally needs a Mail Hauberk.

Finally, at City Level, we can recruit mighty Paladins which require a Plate Cuirass and fearless Berserkers wearing Refined Leather Armor.

While we can order the training of a certain amount of units in advance, the recruits will have to wait for the required equipment to be stored at the Military School before they can begin their training.

Upgrading the building will also unlock more training spots, helping you train more soldiers simultaneously.

Please note: Everything described and shown is not final. Graphics and features subject to change.


[Military] [Building] Training Ground

Ah, the Training Ground – that’s the place where we recruit our various military units. Those include our pioneers’ units with cudgels but of course also advanced ranged units like longbowmen and arbalesters. In total there are 4 different Tiers, each unlocking more advanced units. Let’s take a look at them:

At Hamlet-Level we can recruit our very first military units: Pioneers and Bowmen.

Village-Level 2 unlocks recruitment of Spearmen and Crossbowmen.

Town-Level adds Longbowmen.

And with City-Level the mighty Arbalesters can be trained.

In the early game, we need a Weapon Workshop to produce cudgel, bows etc. For the advanced units an additional production building is required (for example the Tannery for leather armor). Ideally, we have these buildings nearby to minimize transportation time – but we should not build the Training Grounds too far from the frontline either.

Soldiers are used for expansion, defense and of course attacks on hostile settlement. Units requiring iron weapons and armor are trained in different buildings – we’ll take a look at those in a future blog.

Rushing or rather waiting for an army of advanced units? Quantity or quality? What’s your preferred strategy? Or are you more of a peace-loving players who only recruits soldiers to expand your territory? Let us know and discuss in the comments!

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[Dev] Path of Glory – Recruitment, Training & Tournament

Detailed insight, explained by Sebastian Knietzsch – Senior Game Designer

Path of Glory is one of the new strategies to take over districts and as a result win games in The Settlers. You can recruit heroes, train them and send them into arena fights. For glory!

Recruitment & Training

If you want to recruit a hero, you need to build the “Heroes’ Retreat” first. Here lives, trains and eats the hero and their sparring partner. It is important to know, that your hero will arrive from the colony ship. Building the Heroes Retreat inland will mean a longer travel time for your hero, building it on a shore could mean a longer walk to the arena.

Currently heroes can be of 3 different weapon schools.

  • School of the Beak heroes fight with swords
  • School of the Pincer heroes fight with clubs and maces
  • School of the Claw heroes prefer heavy weapons like axes

If heroes have enough to eat and do not prepare for an arena fight, they can be trained. Training improves attributes which in turn affect stats, so our hero can take more hits, better evade attacks from the opponent or hit harder.

Tournament Preparation

In order to hold a tournament, you need to build an arena. This requires enough space and plenty of building materials. If you decide to follow the Path of Glory your infrastructure should be ready for it.

Here two worker will take up the job of the herald. If you wish to hold a tournament you select the arena, choose one of your heroes, if you have multiple “Heroes’ Retreats”, and then a spot in the territory of the player you want to challenge. Your hero will immediately go to the arena and will wait for their opponent to arrive.

In the meantime, one of your heralds will go to the location you selected and announce the tournament. Settlers will stop working, gather around and follow your herald to the arena, filling the ranks as spectators. So, initiating a tournament already has an impact on the economy of your opponent.

The player can decide to accept the challenge and send a hero – or to forfeit. If a hero was chosen, he or she will also join the herald. In the meantime, your other herald will announce the duel locally in your territory and idling settlers will go to the arena to cheer for your hero.

The Fight

Once all spectators and both contenders arrived, the spectacle can begin. In a series of blows, parries and counters the heroes will fight until one of them is defeated. Some spectators belonging to the winning hero will receive a confidence boost whereas some spectators supporting the loosing hero will lose confidence. Settlers with low confidence will turn into protesters, which can lead to revolutions – but more on that in the next Dev Blog.


If your enemy forfeits a challenge, the trainer of your hero will join in the arena for a show fight which your hero will always win. Your herald will still bring settlers of your enemy as spectators and these will not be happy. In fact, they will find it worse than watching their own hero lose.

Friendly Tournaments

If you want, you can also invite settlers of an ally to a show fight between your hero and their trainer. All spectators will receive a confidence boost at the end of the match. This can help to make your settlers forget an earlier defeat or prepare for a future one.


Statues can be built not only to honor your heroes but are a counter measure to soothe settlers who watched their idols lose. From time to time settlers with low confidence will visit those statues to contemplate and heal.