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- NOTE: This FAQ is under construction. If you are interested in helping
- with writing various sections or if you have suggestions, please do not
- hesitate to let me know.
-
- Jack Vinson
- vinson@unagi.cis.upenn.edu
-
-
- Last Update: 8 July 1994
-
-
-
- Answers to Frequently Asked Questions about
-
- SERF CITY
- SETTLERS
- DIE SIEDLER
-
-
- This is an older German game that has recently been ported to MS DOS and
- imported to the United States. Written by Blue Byte Software and
- distributed by SSI in the United States. For the purposes of this FAQ, I
- will call it Serf City.
-
- Jack Vinson
- vinson@unagi.cis.upenn.edu
-
-
- Contents:
- 0) Thanks
- 1) What is this game?
- 2) Strategies
- 2.1) The Basic Strategy
- 2.2) Soldier strategies
- 3) Questions and Answers (This is really the FAQ)
- 3.01) Redistribution of goods
- 3.02) Long roads or bucket brigade?
- 3.03) Geologists and ore veins
- 3.04) Depleting ore veins
- 3.05) Can you deplete nearby ore veins?
- 3.06) When is quarryman done?
- 3.07) Over fishing
- 3.08) Serf reproduction
- 3.09) How can I tell what produced items are lying on the ground?
- 3.10) How do I know when I can or cannot do something (tools/supplies)?
- 3.11) Which knights are used in raids?
- 3.12) How does knight training work?
- 3.13) How does knight morale change
- 4) Game Operation Details
- (for demo players and people who can't be bothered to read the manual)
- 4.1) Serf Buildings
- 4.2) Statistics Menu
- 4.3) Distribution Menu
- 4.4) The world map
- 4.5) Geologists, or How do you find a good spot for mines?
- 4.6) Transporting goods by sea
- 5) Interesting Worlds
- 6) Reported Bugs and Problems
- 7) Where can I get this game?
- 8) Differences between demo and commercial release
-
-
- 0) Thanks
-
- Thanks to the following people for help with this FAQ:
-
- Richard Abbott
- Ake Possiel
-
-
- 1) What is this game?
-
- Serf City (Life is Feudal) is a strategic simulation of feudal empires
- vying for space on the same "world." You are the king and direct your
- serfs to expand your empire buy constructing a variety of buildings from
- farms, various mills, mines and guard posts. These buildings give your
- serfs more food, raw materials, tools, etc so that you can continue
- expanding your empire.
-
- The game is played on a randomly generated world (which wraps in all
- directions). The numbers used to create the world are given, so that you
- can reply the same world against different opponents, with different
- starting conditions, or challenge friends to play the same world.
-
- The game can also be played with two players working together or as
- opponents at the same computer (one on the mouse, one on the joy stick).
-
- So far, I can't tell whether the computer cheats, although it doesn't
- appear to do so.
-
-
- 2) Strategies
-
- 2.1) The Basic Strategy:
-
- [Thanks to Ake Possiel and the manual for the basic ideas here. I've
- rewritten some things based on my experience.]
-
- The basic strategies are outlined in the manual. There are several
- economic considerations happening at once in a fully developed game:
- ranger --> plants new trees for lumber jack to cut down
- logs --> lumber from the saw mill
- stones and lumber --> new construction
- wheat --> flour at windmill --> bread at baker
- wheat --> pigs at animal farm --> meat at butcher
- food (bread, meat, fish) --> mines (ore and stones)
- coal and iron ore --> steel bars from steel mill
- coal and steel --> weapons from weapon maker
- lumber and steel --> tools from tool maker
- coal and gold ore --> gold bars from gold smith
- gold bars --> guard posts
-
- So, for a well-developed game, one must take all these factors into account
- and develop a road and storage network that doesn't get too clogged with
- goods moving back and forth. Initially, you want to produce building
- materials, so you'll want to set yourself in a location good for these
- things.
-
- Very quickly, you want to move towards mountains for mining. For a
- successful game, you must find gold and iron (and coal, but that is the
- most abundant ore). These raw materials are used to produce swords and
- shields for your ever-expanding army, and to pay your troops. Once you
- find iron and gold, set up the mining operations and begin construction on
- the buildings that process these materials. You may want to build the gold
- smith and steel mill before the mines get built as there is frequently some
- ore stored in the castle. Once you have steel build a weapon maker and
- tool maker. If you start several iron mines, you may be able to build
- multiple steel mill + tool maker combinations, but make sure they are near
- your castle or storage houses. Weapons must go to storage to make soldiers
- (a sword and shield for each soldier). You should only need one tool
- maker.
-
- Don't forget to have a food supply ready once you start mining. Fishing
- huts are the easiest, but the farm combinations seem to produce more.
- The ideal situation is to have food go directly to the mines,
- bypassing the castle and store houses to lessen traffic congestion. If you
- have difficulty finding clear areas for farming (crops), destroy any ranger
- huts in the area and build a lumber jack or two to clear-cut the forests,
- providing more land for farming. Make sure not to build too many buildings
- near the farm.
-
-
- 2.2) Soldier strategies
-
- I have found myself over building guard posts and running out of soldiers
- to populate new posts. Solutions to this include not building garrisons
- which use up lots of soldiers and take too long to build (sometimes getting
- burned down by the encroaching enemy). They are useful in protecting
- important real estate or in launching attacks on the enemy. To get more
- soldiers, you'll need to get the weapon smith moving early along with the
- steel mill.
-
- If, at some point, your guard posts are not getting filled stop building
- new ones and concentrate on improving your transportation infrastructure.
- It may also be necessary to change the transportation priorities in the
- distribution menu so that weapons, steel, iron ore and coal move faster
- than building materials.
-
- To gain in soldier strength, you'll need to send existing soldiers back for
- training. Training only works if there are existing better-trained
- soldiers already in your storage huts and castles. (Someone please make
- this clearer, I'm not completely sure how when training helps.) Also,
- giving your soldiers gold will make them happier and they will fight
- better.
-
-
-
- Okay, people, give me your best strategies!!! You will get credit for the
- write up.
-
- Here are some ideas:
-
- What to do when an aggressive computer player is nearby.
- How to play with low initial supplies.
- How to best take advantage of mountains and lakes.
-
-
- 3) Questions and Answers
- 3.01) Redistribution of goods
- 3.02) Long roads or bucket brigade?
- 3.03) Geologists and ore veins
- 3.04) Depleting ore veins
- 3.05) Can you deplete nearby ore veins?
- 3.06) When is quarryman done?
- 3.07) Over fishing
- 3.08) Serf reproduction
- 3.09) How can I tell what produced items are lying on the ground?
- 3.10) How do I know when I can or cannot do something (tools/supplies)?
- 3.11) Which knights are used in raids?
- 3.12) How does knight training work?
- 3.13) How does knight morale change
-
- In this section, we attempt to answer common questions about the game.
- This is really the FAQ...
-
-
- 3.01) Redistribution of goods
-
- Q. Is there any way to redistribute goods from one storage facility to
- another? I have three warehouses. One has over 200 units of lumber, and
- the others have none. So ALL construction has to wait for delivery from
- the first warehouse.
-
- A. Yes, but it is a bit tricky. In the distribution menu, second row, right
- icon you get to specify which items are most important to get out of the
- castle or store house when it's being emptied. Set that to what ever you
- want to get out of a particular storage facility, then special click on the
- facility and go to the third screen. The top section lets you tell the
- serfs whether they should deliver to, not deliver to, or empty the
- facility. If you tell them to empty (needs a special click), you will then
- see goods start piling up in front of the facility while it is emptied.
- When you want to stop, just go back into the menu and tell them to start
- picking things up again. The stuff removed from the building will
- (generally) go to other storage facilities. It may be wise to give
- transportation priority to the items you removed so they don't clog the
- road ways too long.
-
- 3.02) Long roads or bucket brigade?
- Q. The manual leads me to believe that having one non-stop road is a
- more efficient way to get goods delivered from point 'A' to point 'B',
- but it seems to me that if you have lots of 'x' that has to be moved,
- you're better off having a sort of bucket-brigade method.
-
- A. The computer decides when you are moving too much along a particular
- routes and assigns more transportation serfs to that route to relieve the
- congestion.
-
- 3.03) Geologists and ore veins
-
- Q. I'm not too thrilled with the way a geologist tells you about the
- "underground riches". In many cases, I'm looking for something in
- particular, like iron. I'll send out a handful of geologists, and
- they'll tell me about all the stones and coal that they found, but
- is there any appreciable iron in the same locations? They also tend
- not to dig where I want them to dig.
-
- A. The various types of ore tend to collect, mimicking ore deposits of the
- real world. Geologists seem to do random walks, so I try to start them
- from a couple different locations in the same mountains. Note how
- many mines can be placed on the mountain before laying paths and flags.
- This will give you some idea how many mines may appear. It also seems that
- the more of the mountain you own, the longer the geologist will search.
-
- 3.04) Depleting ore veins
- Q. Once you excavate all of one resource from a spot, is that spot
- useless for any other mining? I could swear that at the beginning
- of my game, one area showed "Very Much" in all of the resources.
- Then after I exhausted the gold, the geologists planted blank signs
- in all those spots.
-
- A. Basically, yes. Each spot only contains one type of ore and they become
- depleted, although I have been able to get up to 25% output from a second
- mine at the same spot (geologist told me there was more ore). I don't
- trust the assessments at the beginning of the game, since they never seem
- to be completely accurate with the findings of my geologists.
-
- 3.05) Can you deplete nearby ore veins?
- Q. If you set up one mine and exhaust that spot, do you also exhaust
- the surrounding sectors?
-
- A. No. I've mined out one spot, destroyed the mine and surrounding paths
- and then been able to mine in nearby locations.
-
- 3.06) When is quarryman done?
- Q. How do you know if/when a quarryman has exhausted all of the
- local resources?
-
- A. The easy solution is if all the rocks in the area have been removed. If
- there are still rocks nearby and your quarry man has done nothing lately,
- destroy his house and build another somewhere else.
-
- 3.07) Over fishing
- Q. They speak briefly of over-fishing an area. How do you know if
- you've done this? Is there some way to get the status of a lake?
-
- A. The Statistics menu can give you some idea of your fish output. This
- would be the icon in the lower left. Click on the fish symbol to see a
- graph of recent fish output.
-
- 3.08) Serf reproduction
- Q. I'm a little confused about the way that serfs are generated. Do
- you only have so many to draw on? If I ask for 100 geologists,
- will I get them? And if I only have a certain amount, how do I
- know how many I have? What can I do increase my population?
-
- A. This depends somewhat on your initial set up. Each player has three
- bars under their picture. The first is supplies, the second intelligence
- (humans are always max intelligence) and the third is reproduction rate.
- If the reproduction rate is high, you will get Serfs faster than if not.
- Food has no affect on reproduction rate.
-
- 3.09) How can I tell what produced items are lying on the ground?
-
- A. Unfortunately, there doesn't seem to be a way to find out. If there is
- a serious log jam, it will show with a minus on the flag's status screen
- (special click the flag). Create more paths from that flag or make more
- routes that bypass the area. The serfs will use them, if they need/can.
-
- 3.10) How do I know when I can or cannot do something (tools/supplies)?
-
- Q. I built several mines at one point and since my city was rather large at
- the time, I just let them go on their merry way. It was nearly an hour
- later when I noticed that two of the mines weren't producing because they
- didn't have miners. This was due to the fact that there weren't any
- available picks. Is there somewhere that will tell me if something cannot
- happen due to a lack of something else?
-
- A. This isn't easy, but the statistics menu, top row has information
- telling you (via those dials) whether your production is high or low. This
- is talked about in the section about the statistics menu, but not very
- well. It may be better to just check your current storage to see if you
- have to tools/supplies required for the particular job. I've also noticed
- that if the tools are far away from the structure it takes quite some time
- before the serf gets there.
-
- 3.11) Which knights are used in raids?
-
- Raids are conducted by those knights which are nearest the enemy guard post
- being attacked. Each of your guard posts will let a number of knights go,
- depending on their capacity information which you can set from the
- distribution menu. For example, a hut on the frontier has a default
- setting of Full/Good which says that in normal situations there should be
- three knights (full), but on raids and for training there can be two
- knights (good). Therefore, if you raid an enemy near that hut, one of the
- three knights will attack. Similar checks are made for all posts that are
- close enough and they will supply the number of knights you request in the
- attack menu (one each from several huts).
-
- Which knight in the post attacks? You can tell your posts to send out the
- strongest into battle, or keep them at home (for defense) and send the
- weakest into battle. This is done from the bottom middle icon of the
- distribution menu (knight running amok). Within this menu, there is an
- icon in the lower-middle section which has a check-mark and a "-". The
- default check-mark is in the top for "stronger knights stay home."
-
- 3.12) How does knight training work?
-
- Knights can be trained by sending them back to storage houses (or the
- castle) which have excess knights. To train knights and find whether there
- are extra knights in storage, open the "knight running amok" menu from
- within the distribution menu. The number of knights awaiting assignment
- is found in the top half, to the right of the percentage which indicates
- your troops' morale. Training is conducted by clicking on the icon in the
- lower right which shows a picture of soldiers going to and from the castle.
-
- Troop morale is also affected by taking enemy castles or by losing your
- own.
-
- Knights may also train while sitting in the garrisons without clicking on
- the training button.
-
- 3.13) How does knight morale change
-
- As far as I can tell, the morale of your troops is only affected by how
- many gold bars is in storage at the guard posts (and in storage
- facilities). When knights take over enemy guard posts, morale only goes up
- if there is gold in that hut. The reverse happens if a hut with gold is
- lost.
-
- Morale is indicated in the knight training and recruitment screen as a
- percentage. The number just below morale is how many gold bars are in
- storage and at the guard posts.
-
- 4) Game Operation Details
-
- This is basically information that is available in the manual and not
- written as well. Also, the European release has 132 pages (with 20 blank
- pages) to the US release with only 50, so eventually there may be some
- information from that as well. If you have the demo, this much more than
- the one page README.
-
- 4.1) Serf Buildings.
- 4.2) Statistics Menu
- 4.3) Distribution Menu
- 4.4) The world map
- 4.5) Geologists, or How do you find a good spot for mines?
- 4.6) Transporting goods by sea
-
-
- 4.1) Serf Buildings.
- This section describes each building that can be built in Serf City, along
- with what it creates and what their inhabitant need to be able to do his
- job. Buildings are listed by screen and then left to right, top to bottom.
- The buildings in the second and third screens take up more land and must
- have the land leveled (by a shovel-wielding "leveller") before construction
- may begin.
-
- FIRST SCREEN:
-
- Quarry man - he goes out and cuts up the rocks surrounding, brings back
- some stone for building.
- Needs a pick.
- Two loads of lumber to build.
-
- Guard hut - they push the boundary out, and keep you safe.
- One lumber and one stone to build.
- Holds max of three guards and two gold bars.*
-
- Lumber jacks house - he chops down trees, and brings back logs. These can
- go to the lumber mill to be made into lumber for building.
- Needs an axe.
- Two lumber to build.
-
- Ranger hut - cutter will run out one day, so he replants them.
- Two lumber to build.
-
- Fisher - he goes fishing if water nearby and increases fish in castle, need
- that to retain birthrate. Also need food for miners.
- This guy needs a fishing pole.**
- Two lumber to build.
-
- Windmill - Takes the wheat from crop farmer and grinds them into flour
- bags (for the baker).
-
- Boat maker - Makes boats from lumber (not logs).
- Needs a hammer.***
- Two lumber to build.
-
- SECOND SCREEN:
-
- Butcher - takes dead pigs and makes meat (food). Needs a butcher knife.
-
- Weapon maker - takes coal and steel to make swords and shields. Needs
- hammer and pliers
-
- Steel - Takes coal and iron ore to make steel for the weapon maker and tool
- maker. Needs hammer?
-
- Lumber mill - cuts up logs to provide lumber. Needs a saw.
-
- Baker - takes flour bags and makes bread (food).
-
- Gold - takes coal and gold rocks and makes gold bars to pay the soldiers,
- making them fight better. Needs hammer (?)
-
-
- THIRD SCREEN:
-
- Tool maker - takes steel and wood to make tools. Needs hammer and saw.****
-
- Farmer (crops) - creates wheat for pigs farmer or wind mill. Needs scythe.
-
- Store House - exactly what it sounds like. When you city/kingdom get big
- these are nice to have. Probably not necessary for demo. Very necessary
- in the full game.
-
- Farmer (animals) - raises animals (pigs) using wheat from crop farmer.
- Produces dead pigs for the butcher.
-
- Garrison - guard post, hold maximum six knights and four gold bars.*
- Two lumber, two stone to build.
-
- BIG garrison - holds maximum of twelve knights and six gold bars.*
-
-
- NOTES:
- * To get soldiers you need a sword and a shield (for each soldier) in your
- castle or store house.
-
- ** Fishers can deplete lakes, but large lakes can handle two or three
- fishermen.
-
- *** Boats are pretty cool when you have lots of water in your world,
- although you generally don't need more than what is already in the castle.
- See below for how to use them.
-
- **** The tool maker makes all the tools. For the demo he may or may not be
- needed, depending on how many supplies you start with. You can control
- which tools he makes, or at least the proportion of tools that he makes in
- the distribution menus (click on 'computer icon' and then the middle-left
- icon with a picture of a guy and some tools).
-
-
- 4.2) Statistics Menu
- Icon with a picture of a graph (second from right). This menu gives you
- the statistics of your kingdom.
-
- The top row describes your capabilities with those small dial-like
- indicators. Red shows that you don't have the possibility to perform a
- particular function (no serf, wrong equipment, bad routing), green is that
- you probably have too much.
-
- The middle row shows how much you have in storage (left), what buildings
- you have and are constructing (middle) and what your serfs seem to be doing
- (right).
-
- The bottom row shows you things like your supply of every one of your goods
- (bottom left), and your overall comparison to the other kingdoms (bottom
- right).
-
- 4.3) Distribution Menu
-
- Icon with a computer and a bunch of arrows (right icon). This menu allows
- you to set various distribution and job priority preferences.
-
-
- 4.31) Raw material distribution
-
- The top row directs raw material distribution. For each type of product
- there is a bar and a picture of the building where it can go. If you want
- all the steel to go to the Weapon Maker, make his bar completely green and
- turn off the one for the Tool Maker. The size of the green bar gives you
- some indication of what proportion each building will get. If the bar is
- twice as big for the weapon maker as it is for the tool maker, the weapon
- maker will get twice as much steel.
-
- In all of these distribution menus there is an icon with two very small
- arrows (up/down) which you can click to get back to the default settings.
-
-
- 4.32) Tool maker priorities
-
- The second row, left is for the tool maker and tells him what his
- priorities should be for the various tools. As above the amount of green
- indicates relative production rates.
-
-
- 4.33) Delivery and emptying priorities
-
- The other two icons in the middle row indicate transportation priority.
- The one in the middle tells the "transporter serf" which things they should
- pick up first, and the one on the right tells the serfs in the castles
- which things they should take out of buildings first when they are being
- emptied.
-
-
- 4.34) Knights: Manning guard posts
-
- The icon on the bottom right (two soldiers and arrows) lets you decide how many
- soldiers should be at their posts. There is a maximum and minimum value
- which both range from "full" to "bare minimum." There are also four levels
- of 'closeness' for each guard post, from close to the enemy (frontier) to
- very far away (interior defense). This can be important for attacking the
- enemy and your strategy for defending your kingdom. The default settings
- tell you knights to heavily defend the frontier, and leave interior guard
- posts less well-defended.
-
- 4.35) Knights: Training and recruiting
-
- The bottom-middle icon (with the crazy soldier) gives you a menu with several
- functions.
- - At the top, you can select the percentage of serfs that become soldiers.
- - Below that are a pair of numbers: the morale (%) of your soldiers (100%
- is not the limit) and how much gold (total) is in storage and at your guard
- posts.
- - To the right of that there is information about how many
- serfs can become soldiers according to the number of jobless serfs and the
- amount of weaponry in storage.
- - The square with the numbers 1/5/20/100 allows you to "force recruit"
- soldiers from your existing serfs. Clicking on the number recruits that
- many new soldiers, limited by the number of swords & shields (need both for
- each new soldier) and the number of jobless serfs.
- - Near the bottom and middle is an icon which indicates whether the
- stronger soldiers defend your guard posts (top half) or be used for
- attacking.
- - The icon near the bottom-right allows you to send your less-trained
- soldiers to go back to the castle/store houses for training.
- - The bottom two numbers indicate how many soldiers remain in the castle
- for defense. The top number is how many you wish to have in the castle,
- and the bottom is how many are currently there. Click on the +/- to change
- the top number.
-
-
- 4.4) The world map
-
- In the demo version you can only have worlds sized 1, 2 or 3. In the
- commercial release, you are able to go from size 1 (very small) to size 8
- depending on how much RAM you have. I have 4 meg of ram and am limit to a
- size 5 world.
-
- In any case the map does "wrap" so that if you take over the world, your
- kingdom is contiguous and touches on all sides. If you look at the
- overview, a size 5 world will just fit in the entire over view window.
- (According to the manual).
-
-
- 4.5) Geologists, or How do you find a good spot for mines?
-
- If you watch the computer players, you will notice that they have little
- guys in white hats running around the mountains with a pick and placing
- flags indicating ore veins (black for coal, red for iron, yellow for gold,
- white for stone, and blank for no ore).
-
- To get this geologist, place a flag in the mountains and build a road to
- it. Click on the flag, and you will see an icon of a serf with a white
- hat. Click on him and a geologist will leave your castle/store house and
- start looking. The geologist will not come out if there are no picks in
- storage (he won't have anything to dig with).
-
-
- 4.6) Transporting goods by sea
-
- To use the boats, place a flag at two points along a lake and then
- construct a path over the lake connecting them. Any sea lane that runs
- against the shore is illegal. The sea lane will show up as a slightly
- different color line on the lake. They can help ease congestion if there
- is lots of traffic. They will not transport serfs, just material.
-
-
- 5) Interesting Worlds
-
- This section was suggested by Bob Kollmeyer so that we could describe our
- favorite "interesting" worlds. Each world can be described by the 16 digit
- starting code and the world size, resulting in something like 10^16 * 8
- different worlds.
-
- If you want to add to these, just send the 16 digit code, the world size
- and a one line description of why it was so interesting (geographically).
-
- For instance,
- xxxx xxxx xxxx xxxx - 50% water, 1 huge lake, no desert.
-
-
- 6) Reported Bugs and Problems
-
- People have complained that the game will occasionally hang with Gravis
- Ultrasound. The (repetitive) music can be turned off so that you only hear
- the sounds of construction and fights.
-
- Some have complained that the computer hangs because they have just barely
- enough memory. The suggestion from SSI is to create a boot disk (floppy)
- that doesn't load anything besides the bare minimums. I've had to do this
- with a few games and have not had any problem, yet.
-
- Doesn't seem to run well under some versions of OS/2.
-
-
- 7) Where can I get this game?
-
- This is a commercial game by Blue Byte Software in Muelheim, Germany where
- it is called "Die Siedler". In Europe it is "The Settlers" and is
- distributed by Kompart UK Ltd. It is distributed in the USA by SSI and
- available and various software stores. (Some have had it faster than
- others, i.e. Electronics Boutique.) Price is around $40 US.
-
- There is also a demo version which limits you to one hour of play and does
- not allow for saving or have some of the features of the commercial
- release. The demo version is available at some FTP locations. (If you
- don't know what ftp is, ask around your local site.)
-
-
- ftp.wustl.edu /pub/MSDOS_UPLOADS/games/settlers.zip
- /pub/MSDOS_UPLOADS/games/settlers.txt
- [note, this site is often overloaded. your best chances are during off-hours.]
-
- ftp.funet.fi /pub/msdos/games/gamedemos/settlers.zip
- /pub/msdos/games/gamedemos/settlers.txt
- [yes, this is Finland.]
-
-
- 8) Differences between demo and commercial release
-
- The biggest difference is that the demo only runs for 1 hour. This really
- changes how one plays the game as some strategies just cannot develop over
- the course of an hour of play.
-
- Other features in the commercial release that are not in the demo:
- - SVGA mode: smaller pictures showing a larger playing area
- - Save and load game features
- - Wide variety of sound cards are supported
- - Combats with other kingdoms: add a wonderful dimension to the game
- - Training/practice games are available
- - "Mission games" where you accomplish a given task
- - Worlds up to size 8 (really huge), the demo world is size 1,2 or 3
- - Messages about happenings in other parts of your kingdom
-