History VideoGame / TheSettlers

17th Oct '17 11:27:43 AM UltimateSpinDash
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''Heritage of Kings'' dropped the quirky, adorable presentation in favor of more realistic looking Settlers. Territory is no longer limited by borders and more emphasis was placed on a story-driven campaign centered around a young prince reclaiming the kingdom once ruled by his father. Hero units with special abilities also become important to combat, and research is introduced to the series.

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''Heritage of Kings'' dropped the quirky, adorable presentation in favor of more realistic looking Settlers. Territory is no longer limited by borders and more emphasis was placed on a story-driven campaign centered around a young prince reclaiming the kingdom once ruled by his father. Hero units with special abilities also become important to combat, and research is introduced to the series.
series. The economy on the other hand is simplified - there are only five resources, as well as money, which are stored in pools and no longer need to be refined, thus removing the production chains from the predecessors.



** In ''Heritage of Kings'', resources are no longer refined to create other resources. Instead, buildings like the sawmill multiply resources you already have and allow for research related to it.



** The Settlers III has dying settlers turn into coloured smoke. The Settlers IV advances this to angels, who then rise towards the sky.

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** The Settlers III has dying settlers turn into coloured smoke. The Settlers IV advances this to angels, angels (or demons for the Dark Tribe), who then rise towards the sky.
16th Oct '17 12:38:51 PM UltimateSpinDash
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**** Ironically, the AI could man towers it captured in the predecessor.
13th Oct '17 10:33:13 AM UltimateSpinDash
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* AdamSmithHatesYourGuts: In The Settlers IV, priests can use mana to perform miracles. Unfortunately, each individual miracle becomes more expensive the more you use it.

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* AdamSmithHatesYourGuts: In The ''The Settlers IV, IV'', priests can use mana to perform miracles. Unfortunately, each individual miracle becomes more expensive the more you use it.it.
* ArbitraryHeadcountLimit:
** Justified in ''The Settlers IV'': Regular settlers and builders require a bed to sleep in, else they will go on strike. This isn't a big deal though, as beds are provided by the houses the settlers spawn from and only exist so players don't just demolish their houses once it has spawned all the settlers it can provide. Most other civilians live in the buildings they work in and soldiers as well as specialists don't require beds at all.
*** In the manual, this is explained as specialists sleeping under the night sky and soldiers sleeping in the barracks. Ironically, players rarely need more than one barracks-building, so apparently, hundreds of potential soldiers can be housed in a medium-sized building. And even when the barracks are demolished or destroyed, it won't affect your soldiers.
** In ''Heritage of Kings'', the limit is as arbitrary as it can get. How many units (both civilian workers and soldiers - only heroes are excluded) you can own depends entirely on how many city centers you own, which you can't even build whereever you want - they can only be constructed on special locations.



** In ''The Settlers IV'', the AI doesn't use certain buildings a human player would find useful. The most notable examples are large towers and fortresses for defensive purposes - if the AI doesn't start with them, it will never have any at all. They also won't build warehouses to store surplus goods, build or use ships (meaning that if you are on different islands, you don't have to worry about being attacked at all).

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** In ''The Settlers IV'', the AI doesn't use certain buildings a human player would find useful. The most notable examples are large towers and fortresses for defensive purposes - if the AI doesn't start with them, it will never have any at all. They also won't build warehouses to store surplus goods, build goods or build, let alone use ships (meaning unless scripted to do so. This means that if you are on different islands, you don't have to worry about being attacked at all).all.
13th Oct '17 10:09:29 AM UltimateSpinDash
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The third and fourth game take a different approach. While the basic principles remain the same, roads are no longer placed manually, now appearing on any path settlers frequently use and speeding them up. Maps are no longer tile-based, allowing for more precise placement of buildings. Additionally, soldiers and specialists can be moved freely and emphasis is shifted from individual soldiers fighting duels to skirmishes and battles between larger armies.

''Heritage of Kings'' dropped the quirky, adorable presentation in favor of more realistic looking Settlers. Territory is no longer limited by borders and more emphasis was placed on a story-driven campaign centered around a young prince reclaiming the kingdom once ruled by his father. Hero units with special abilities also become important to combat, and research is introduced to the series.
13th Oct '17 9:59:30 AM UltimateSpinDash
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* ArtificialStupidity:
** In ''The Settlers IV'', the AI doesn't use certain buildings a human player would find useful. The most notable examples are large towers and fortresses for defensive purposes - if the AI doesn't start with them, it will never have any at all. They also won't build warehouses to store surplus goods, build or use ships (meaning that if you are on different islands, you don't have to worry about being attacked at all).
*** The AI is also incapable of manning towers to their full extent. This means that if you take an enemy tower and they retake it, it pretty much stops being a threat since they will only put one soldier in there.
*** On the other hand, the AI will make liberal use of priests and squad leaders, the latter of which are often neglected by human players.
** Allied AI players usually behave very passively in the fourth game, at least in the campaign. They will build their settlements as usual and can occasionally be manipulated into expanding towards the enemy, but unless it's scripted, don't expect any help from them. In missions where you have to protect your allies, they are additonally scripted to behave even dumber. One such mission requires you to protect a roman and a trojan settlement for two hours, which in this case means making sure both of them retain more than ten settlers. Now, the trojans will actually try their hardest and only require a little military support to make sure their barracks don't get blockaded. The romans on the other hand will not finish building their houses even if you give them the resources to do so, and the two large towers that protect them from the Dark Tribe are manned by one lone archer each, compared to the three each of those towers could house.



** Allied AI players usually behave very passively in the fourth game, at least in the campaign. They will build their settlements as usual and can occasionally be manipulated into expanding towards the enemy, but unless it's scripted, don't expect any help from them. In missions where you have to protect your allies, they are even scripted to behave even dumber. One such mission requires you to protect a roman and a trojan settlement for two hours, which in this case means making sure both of them retain more than ten settlers. Now, the trojans will actually try their hardest, but they placed their barracks in a less than ideal spot and thus can't expand. The romans on the other hand will not finish building their houses even if you give them the resources to do so, and the two large towers that protect them from the Dark Tribe are manned by one lone archer each, compared to the three each of those towers could house.
8th Oct '17 11:25:41 AM UltimateSpinDash
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** Allied AI players usually behave very passively in the fourth game, at least in the campaign. They will build their settlements as usual and can occasionally be manipulated into expanding towards the enemy, but unless it's scripted, don't expect any help from them. In missions where you have to protect your allies, they are even scripted to behave even dumber. One such mission requires you to protect a romand and a trojan settlement for two hours, which in this case means making sure both of them retain more than ten settlers. Now, the trojans will actually try their hardest, but they placed their barracks in a less than ideal spot and thus can't expand. The romans on the other hand will not finish building their houses even if you give them the resources to do so, and the two large towers that protect them from the Dark Tribe are manned by one lone archer each, compared to the three each of those towers could house.

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** Allied AI players usually behave very passively in the fourth game, at least in the campaign. They will build their settlements as usual and can occasionally be manipulated into expanding towards the enemy, but unless it's scripted, don't expect any help from them. In missions where you have to protect your allies, they are even scripted to behave even dumber. One such mission requires you to protect a romand roman and a trojan settlement for two hours, which in this case means making sure both of them retain more than ten settlers. Now, the trojans will actually try their hardest, but they placed their barracks in a less than ideal spot and thus can't expand. The romans on the other hand will not finish building their houses even if you give them the resources to do so, and the two large towers that protect them from the Dark Tribe are manned by one lone archer each, compared to the three each of those towers could house.
4th Oct '17 9:33:33 AM UltimateSpinDash
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** In The Settlers IV, Sulphur is pretty much uselessium. The mayans and trojans can use it as ammo for warships and catapults, which are rarely useful. The trojans can also convert it into iron using magic. The romans and vikings have no use for it at all, making you wonder why the devs put sulphur on maps where you play as any of those two at all.

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** In The Settlers IV, Sulphur is pretty much uselessium. The mayans and trojans can use it as ammo for warships and catapults, which are rarely useful. The trojans can also convert it into iron using magic. The romans and vikings have no use for it at all, making you wonder why the devs put sulphur on maps where you play as any of those two at all.
two.
4th Oct '17 9:33:10 AM UltimateSpinDash
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** In The Settlers IV, Sulphur is pretty much uselessium. The mayans and trojans can use it as ammo for warships and catapults, which are rarely useful. The tronjans can also convert it into iron using magic. The romans and vikings have no use for it at all, making you wonder why the devs put sulphur on maps where you play as any of those two at all.

to:

** In The Settlers IV, Sulphur is pretty much uselessium. The mayans and trojans can use it as ammo for warships and catapults, which are rarely useful. The tronjans trojans can also convert it into iron using magic. The romans and vikings have no use for it at all, making you wonder why the devs put sulphur on maps where you play as any of those two at all.
26th Sep '17 12:17:58 PM UltimateSpinDash
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** Subverted with the Dark Tribe in ''The Settlers 4'' - while they are assigned a regular colour like all other players, their units are all black and grey regardless. In the rare instances of more than one Dark Tribe being present, this makes it impossible to tell which unit is part of which Tribe.

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** Subverted Kind of subverted with the Dark Tribe in ''The Settlers 4'' - while they are assigned a regular colour like all other players, their units are all black and grey regardless. In the rare instances of more than one Dark Tribe being present, this makes it impossible to tell which unit is part of which Tribe.
22nd Sep '17 10:20:53 AM UltimateSpinDash
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** Justified by being a strategy game, and by the fact that units of the same race, but belonging to different players would be indistinguishable without otherwise.
** Subverted with the Dark Tribe in ''The Settlers 4'' - while they are assigned a colour like all other players, their units are all black and grey. In the rare instances of more than one Dark Tribe being present, this makes it impossible to tell which unit is part of which Tribe.

to:

** Justified by being a strategy game, and by the fact that units of the same race, but belonging to different players would be indistinguishable without otherwise.
** Subverted with the Dark Tribe in ''The Settlers 4'' - while they are assigned a regular colour like all other players, their units are all black and grey.grey regardless. In the rare instances of more than one Dark Tribe being present, this makes it impossible to tell which unit is part of which Tribe.
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