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*** In missions where you have to protect your allies, they can be even worse. 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.

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*** In missions where you have to protect your allies, they can be even worse. 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 (which are inconveniently placed near Dark Tribe territory) 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.
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* IdleAnimation: Carriers in ''II'' can be seen reading newspapers and jumping rope while waiting for goods to cart about.

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* IdleAnimation: Carriers in ''II'' can be seen reading newspapers and jumping rope while waiting for goods to cart about. The fourth game has settlers wiping their noses, juggle with stones or blow bubble gums.
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* ResourceGatheringMission: In the mission "Barmecia", you have to deliver 12000 stone-resources to the eponymous city so they can complete their cathedral. You must do so before their rival city Cleycourt attacks so the two of them can make peace. You also have no means to defend any city, since both of them are your allies.
** The mission "The Big Rain" requires you to collect a variety of resources for a scientist, so he can build a weather machine. This combines this trope with StealthBasedMission, since the only way to get enough sulfur-resource is to sneak in your rival city and get a key for a sulfur merchant, so he can trade with you.
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*** Inverted with grain fields. In fist two games, the farm burns down, but the fields remain (and require building a new farm to harvest them). In later games, the fields are destroyed with the building and only already cut bundles remain.

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* DarkIsEvil - In full effect with the Dark Tribe in ''The Settlers IV''.

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* DarkIsEvil - DamnYouMuscleMemory: Every single game in the series has different means of making and promoting soldiers, which requires different gameplay style and focuses to pursuit.
* DarkIsEvil:
In full effect with the Dark Tribe in ''The Settlers IV''.


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** First two games had a detailed tool system, where almost every occupation requires specific tools, including things like crucibles for smelter workers, rolling pins for bakers and separate axes for wood-chopping and butchering animals. Those were either streamlined or removed entirely in later instalments.
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** Resources can't be captured in first two games and are lost once you conquer enemy territory. And in ''III'', if you gain special resources of another nation, they remain useless for you.

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* TheComputerIsACheatingBastard -- After the first level or two, it always has better troops than you do. Although this only applies in the campaign mode. In Free Play (aka Skirmish), the AI starts with the exact same resources as the player. Computer players don't have an infinite resource pool and will in fact run out of resources if they can't gather them.
* ConstructAdditionalPylons -- Not only is this trope in effect, it is actually the whole point of the game (at least early in the series), and its application is what set ''The Settlers'' apart from its direct competitors (early RealTimeStrategy games as we know them today). Instead of building an elaborate field base, the player is building a whole kingdom from scratch - and the objective is usually to expand that kingdom (often, but not necessarily, through violence) to the point where it edges out all competition. This requires careful placement of a very wide variety of buildings, each of which is absolutely necessary for victory. You must create a long economic chain where which slowly converts raw resources step by step into military units. These units occupy guard huts, thereby increasing the size of your territory and allowing you to build more and more buildings. Although military force is often required to actually push your enemies back and eventually raze their castles, the primary skill being tested is your ability to build the kingdom and its economy properly; battles themselves are almost unremarkable in comparison.

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* TheComputerIsACheatingBastard -- TheComputerIsACheatingBastard: After the first level or two, it always has better troops than you do. Although this only applies in the campaign mode. In Free Play (aka Skirmish), the AI starts with the exact same resources as the player. Computer players don't have an infinite resource pool and will in fact run out of resources if they can't gather them.
* ConstructAdditionalPylons -- ConstructAdditionalPylons: Not only is this trope in effect, it is actually the whole point of the game (at least early in the series), and its application is what set ''The Settlers'' apart from its direct competitors (early RealTimeStrategy games as we know them today). Instead of building an elaborate field base, the player is building a whole kingdom from scratch - and the objective is usually to expand that kingdom (often, but not necessarily, through violence) to the point where it edges out all competition. This requires careful placement of a very wide variety of buildings, each of which is absolutely necessary for victory. You must create a long economic chain where which slowly converts raw resources step by step into military units. These units occupy guard huts, thereby increasing the size of your territory and allowing you to build more and more buildings. Although military force is often required to actually push your enemies back and eventually raze their castles, the primary skill being tested is your ability to build the kingdom and its economy properly; battles themselves are almost unremarkable in comparison.



* EarlyInstallmentWeirdness:
** The first game had really, really quirky controls, being made for Amiga mouse. Playing the game on any other machine (or with just other type of mouse) leads to a serious case of DamnYouMuscleMemory.
** In the first game, units promote on their own and only if they are stationed in your starting castle.
** In fist two games, there is just one leveler and one builder working on each construction. Things can take forever to finish, especially when materials arrive infrequently.
** Got entire industry chain set up to produce weapons in ''II''? Even secured gold production for promotions? But did you remember to produce beer to get recruitment going?



* MarketBasedTitle -- The original game ''The Settlers'' was renamed ''Serf City: Life Is Feudal'' in the United States. All subsequent games went out under the ''Settlers'' banner.
* MookChivalry -- In the first two games and their remakes, all fights are one-on-one, and the rest of the knights will simply stand around waiting for the opportunity to step in and pick up where the previous one left off. Since standing knights occupy space, [[ZergRush bum rushing the castle with low to mid-level units]] can be enough to clog up the area and stop them from moving goods and people around, crippling their economy.
* NoPronunciationGuide -- The name of Morbus' assistant in the fourth game (who also happens to be the goddess of the Amazons in the third game), Q'nqüra, is pronounced slightly differently in most cutscenes of the fourth game. Since her name is never seen in print in that game, this doesn't make it easier to call her anything other than "that women in red".
* PainfullySlowProjectile -- In Settlers II, a catapult may fire on an enemy building, only for that building to have been captured by the player by the time the boulder lands, resulting in loss of the building to friendly fire.
* RefiningResources -- Virtually every resource in the game either ''must'' be refined in order to be useful, or ''can'' be refined to make some other resource. Some resources can go through two or more levels of refinement.

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* MarketBasedTitle -- MarketBasedTitle: The original game ''The Settlers'' was renamed ''Serf City: Life Is Feudal'' in the United States. All subsequent games went out under the ''Settlers'' banner.
* MookChivalry -- MookChivalry: In the first two games and their remakes, all fights are one-on-one, and the rest of the knights will simply stand around waiting for the opportunity to step in and pick up where the previous one left off. Since standing knights occupy space, [[ZergRush bum rushing the castle with low to mid-level units]] can be enough to clog up the area and stop them from moving goods and people around, crippling their economy.
* NoPronunciationGuide -- NoPronunciationGuide: The name of Morbus' assistant in the fourth game (who also happens to be the goddess of the Amazons in the third game), Q'nqüra, is pronounced slightly differently in most cutscenes of the fourth game. Since her name is never seen in print in that game, this doesn't make it easier to call her anything other than "that women in red".
* PainfullySlowProjectile -- PainfullySlowProjectile: In Settlers II, a catapult may fire on an enemy building, only for that building to have been captured by the player by the time the boulder lands, resulting in loss of the building to friendly fire.
* RefiningResources -- RefiningResources: Virtually every resource in the game either ''must'' be refined in order to be useful, or ''can'' be refined to make some other resource. Some resources can go through two or more levels of refinement.



* SixthRanger -- The add-on races as a whole: The Amazons in ''The Settlers III'', the Trojans in ''The Settlers IV'', and the Vikings in ''The Settlers II 10th Anniversary''.
* ShieldsAreUseless -- In ''The Settlers II'', low ranking soldiers carry shields. High ranking soldiers do not.

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* SixthRanger -- SixthRanger: The add-on races as a whole: The Amazons in ''The Settlers III'', the Trojans in ''The Settlers IV'', and the Vikings in ''The Settlers II 10th Anniversary''.
* ShieldsAreUseless -- ShieldsAreUseless: In ''The Settlers II'', low ranking soldiers carry shields. High ranking soldiers do not.not.
* SoLastSeason: ''III'' introduced the concept of multiple levelers and builders working on the same project. It also removed roads, so goods are always transported in the shortest way possible and en masse. This speed up the entire game significantly.



* VideoGameCrueltyPotential -- Destroying the last enemy storehouse, harbor, or headquarters in ''The Settlers II'' will cause the settlers, workers, and donkeys within to flee. Usually, they'll head toward the closest storehouse they can hide in--but without one, they'll aimlessly wander around with nowhere to go and nobody to save them. Eventually they starve, let out death knells, and collapse, turning to skeletons.

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* VideoGameCrueltyPotential -- VideoGameCrueltyPotential: Destroying the last enemy storehouse, harbor, or headquarters in ''The Settlers II'' will cause the settlers, workers, and donkeys within to flee. Usually, they'll head toward the closest storehouse they can hide in--but without one, they'll aimlessly wander around with nowhere to go and nobody to save them. Eventually they starve, let out death knells, and collapse, turning to skeletons.



** BleakLevel -- In The Settlers IV, pretty much every level featuring the Dark Tribe can turn into this, if you don't stop the Tribe's expansion. Luckily, the damage can be reversed.

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** BleakLevel -- BleakLevel: In The Settlers IV, pretty much every level featuring the Dark Tribe can turn into this, if you don't stop the Tribe's expansion. Luckily, the damage can be reversed.



** DecadeDissonance -- Heritage of Kings features the cities Cleycourt and Barmecia. While ruled by brothers, Barmecia is much more religious and are mindful of the ecological impact of their economy. Cleycourt simply exploits the local resources with no regard for the consequences.
** GreenHillZone -- Your standard generic green island(s), including the first level of the campaign.
** LethalLavaLand -- The wasteland maps, first introduced in level 5 of the campaign.
* YouRequireMoreVespeneGas -- In fact, this is more the point of the game than fighting is, but at least you can plant more trees.

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** DecadeDissonance -- DecadeDissonance: Heritage of Kings features the cities Cleycourt and Barmecia. While ruled by brothers, Barmecia is much more religious and are mindful of the ecological impact of their economy. Cleycourt simply exploits the local resources with no regard for the consequences.
** GreenHillZone -- GreenHillZone: Your standard generic green island(s), including the first level of the campaign.
** LethalLavaLand -- LethalLavaLand: The wasteland maps, first introduced in level 5 of the campaign.
* YouRequireMoreVespeneGas -- YouRequireMoreVespeneGas: In fact, this is more the point of the game than fighting is, but at least you can plant more trees.
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See also VideoGame/KnightsAndMerchants, a game made by a bunch of Blue Byte people who left the company following the second game with a lot of similar mechanics.
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*** 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.

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*** In missions where you have to protect your allies, they are additonally scripted to behave can be even dumber.worse. 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.



* SixthRanger -- The add-on races as a whole: The Amazons in ''The Settlers III'', the Trojans in ''The Settlers IV'', and the Vikings in ''The Settlers II 10th Anniversary''

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* SixthRanger -- The add-on races as a whole: The Amazons in ''The Settlers III'', the Trojans in ''The Settlers IV'', and the Vikings in ''The Settlers II 10th Anniversary''Anniversary''.



** The Dark Tribe featured in the fourth game uses Shamans to enslave civilian settlers. That alone can be quite a pain in the ass, especially since the tools these settlers used and any resources they carried are lost, but it's particularly infuriating when you see how your settlers will not even try to avoid these shamans. Builders who just worked near your borders, where you may have built defenses, may still be standing there if they weren't assigned another task, and will simply allow themselves to be enslaved.
** The Trojan expansion to the same game has a mission where the Vikings and Mayans have turned on the Trojans and Romans, believing that the Dark Tribe was defeated. As you would expect, the Dark Tribe is still very much present (and is actually scripted to destroy the Romans, even though the tribe is not shown in the statistics menu), and upon viewing the entire map, you will realize that the Dark Tribe was sitting pretty much next door to the Mayans and Vikings.

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** The Dark Tribe featured in the fourth game uses Shamans to enslave civilian settlers. That alone can be quite a pain in the ass, especially since the tools these settlers used and any resources they carried are lost, but it's particularly infuriating when you see how your settlers will not even try to avoid these shamans. Builders who just worked near your borders, where you may have built defenses, may still be standing there if they weren't assigned another task, and will simply allow themselves to be enslaved.
** The Trojan expansion to the same game has a mission where the Vikings and Mayans have turned on the Trojans and Romans, believing that the Dark Tribe was defeated. As you would expect, the Dark Tribe is still very much present (and is actually scripted to destroy the Romans, even though the tribe is not shown hidden in the statistics menu), and upon viewing the entire map, you will realize that the Dark Tribe was sitting pretty much next door to the Mayans and Vikings.



** 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.

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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.
two. Even the AI doesn't use it.
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*** The last three missions of Heritage of Kings also take place in an environment like this.

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*** 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.

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*** On the other hand, the AI will make liberal use of priests priests, special units 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.game's campaign missions. 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.
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* NoPronunciationGuide -- The name of Morbus' assistant in the fourth game (who also happens to be the goddess of the Amazons in the third game), Q'nqüra, is pronounced slightly differently in most cutscenes of the fourth game. Since her name is never seen in print in that game, this doesn't make it easier to call her anything other than "that women in red".
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* IdleAnimation: Carriers in ''II'' can be seen reading newspapers and jumping rope while waiting for goods to cart about.
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** ''The Settlers: Rise of an Empire - The Eastern Realm
* ''The Settlers: Rise of Cultures'' (Sequel to The Settlers II 10th Anniversary, includes features from The Settlers III, Germany only)

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** ''The Settlers: Rise of an Empire Empire'' - The Eastern Realm
* ''The Settlers: Rise of Cultures'' (Sequel (SpiritualSuccessor to The Settlers II 10th Anniversary, includes features elements from The Settlers III, III. Germany only)
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* ''The Settlers: Rise of Cultures'' (Another Remake of The Settlers II with features from The Settlers III, Germany only)

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* ''The Settlers: Rise of Cultures'' (Another Remake of (Sequel to The Settlers II with 10th Anniversary, includes features from The Settlers III, Germany only)
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** The fifth game has a mission where you arrive to help protect an important city. The city's inhabitants are confident that their walls will protect them, and their defenses are actually quite formidable - unfortunately, they completely fail to realize that in winter, the sea around their main fortress will freeze over, completely exposing it.

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** The fifth game has a mission where you arrive to help protect an important city. The city's inhabitants are confident that their walls will protect them, and their defenses are actually quite formidable - unfortunately, they completely fail to realize that in winter, the sea around their main fortress will freeze over, completely exposing it. Unfortunately, while the protagonists are aware of this, they don't bother pointing it out.
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* SixthRanger -- The add-on races as a whole: The Amazons in ''The Settlers III'', the Trojans in ''The Settlers IV'', and the Vikings in ''The Settlers II 10th Anniversary''
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** ''The Settlers II 10th Annivesary - The Vikings'' (Germany only)

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** ''The Settlers II 10th Annivesary Anniversary - The Vikings'' (Germany only)
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** ''The Settlers II 10th Annivesary - The Vikings'' (Germany only)
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'''''The Settlers''''' is a series of {{RTS}}/empire-building computer games from Blue Byte Software, which premiered on the UsefulNotes/{{Amiga}} in 1993.

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'''''The Settlers'''''
''The Settlers''
is a series of {{RTS}}/empire-building computer games from Blue Byte Software, which premiered on the UsefulNotes/{{Amiga}} in 1993.
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*** Ironically, the AI could man towers it captured in the predecessor.

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*** Ironically, the AI could man towers it captured in the predecessor.previous game.
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** At the end of the main Game, the Morbus is turned into a statue.

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** At the end of the main Game, the Morbus is turned into a statue.

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* FateWorseThanDeath: At the end of ''The Settlers IV'', the main villain is turned into a statue.
** After being freed and waging a second war against the Settlers in ''The Trojans and the Elixir of Power'', Morbus manages to avoid this fate, though not by his own accord. While Morbus manages to collect all the ingredients for the titular Elixir, which is supposed to cure him of his green-allergy, the Settlers also managed to manipulate the final ingredient. As a result, Morbus is also cured of his hatred for nature, and is last seen tending to his new garden.

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* FateWorseThanDeath: At The dark god Morbus is banished to Earth in the end of intro sequence to ''The Settlers IV'', IV'' - unfortunately for him, he is allergic to nature.
** At the end of
the main villain Game, the Morbus is turned into a statue.
** After being freed and waging a second war against the Settlers in ''The Trojans and the Elixir of Power'', Morbus manages to avoid this fate, though not entirely by his own accord. While Morbus manages to collect all the ingredients for the titular Elixir, which is supposed to cure him of his green-allergy, allergy, the Settlers also managed to manipulate the final ingredient. As a result, Morbus is also cured of his hatred for nature, and is last seen tending to his new garden.

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* AndIMustScream: At the end of ''The Settlers IV'', the dark god Morbus is turned into a statue due to overexposure to plants.
** While it is not exactly clear how much time passes between the events of the main game and the Trojan expansion, Morbus remains in this state long enough for him to end up on some island with the Trojans, who haven't had contact with the other races at this point and thus do not know who Morbus is.



** 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.

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** Kind of subverted with the The Dark Tribe in ''The Settlers 4'' is an exception - 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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* FateWorseThanDeath: At the end of ''The Settlers IV'', the main villain is turned into a statue.
** After being freed and waging a second war against the Settlers in ''The Trojans and the Elixir of Power'', Morbus manages to avoid this fate, though not by his own accord. While Morbus manages to collect all the ingredients for the titular Elixir, which is supposed to cure him of his green-allergy, the Settlers also managed to manipulate the final ingredient. As a result, Morbus is also cured of his hatred for nature, and is last seen tending to his new garden.

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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.
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**** Ironically, the AI could man towers it captured in the predecessor.

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Arbitrary headcount limit


* 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.
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Expanded info on the third, fourth and fifth game

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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.

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Moved an example to a more fitting trope


* 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.
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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.

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