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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: 5 September 1994
- Version 2.42
-
-
-
- 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:
- 1) What is this game?
- 1.1) Review by Tim Chown
- 2) Strategies
- 2.1) The Basic Strategy
- 2.2) Soldier strategies
- 2.3) How I deal with an aggressive opponent
- 2.4) Using lakes to advantage
- 2.5) Lots of soldiers at startup
- 2.6) Border Garrison strategy
- 2.7) Start small and WAIT
- 2.8) Hints on building your road system
- 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)
- 4.01) Serf Buildings
- 4.02) Building Construction Costs
- 4.03) Statistics Menu
- 4.04) Distribution Menu
- 4.05) The world map
- 4.06) Geologists, or How do you find a good spot for mines?
- 4.07) Transporting goods by sea
- 4.08) Knights and attacking the enemy
- 4.09) Two player play with two mice
- 4.10) Roads and traffic
- 4.11) Mission codes (spoiler)
- 5) Reported Bugs and Problems
- 5.01) Computer hanging with sound (Gravis Ultrasound)
- 5.02) Computer hanging due to memory
- 5.03) OS/2
- 5.04) Computer hanging due to smartdrv - and a fix
- 5.05) Missing page 59 in US manual
- 5.06) Computer hanging after winning a battle
- 5.07) Logitech mouse doesn't seem to work
- 5.08) Disappearing soldiers
- 5.09) Computer reboots on attacks
- 5.10) Joystick doesn't work from a saved two-player game
- 5.11) Message Level bug
- 5.12) Won but No Win
- 5.13) Stuff can't leave Castle
- 6) Cheats and clever tricks
- 7) Where can I get this game?
- 8) Differences between demo and commercial release
-
-
- 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.
-
- 1.1) Review by Tim Chown <T.J.Chown@ecs.Southampton.ac.uk> 7 July 1994
-
- I've played Settlers for a few hours. Here are some comments in the
- form of a medium sized review. I played mainly on a 486/33 with 8Mb RAM.
- The game comes on two disks with a 120 page manual, taking up probably
- about 5-6Mb of hard disk. I think Settlers == Serf City in the USA.
-
- Settlers is a strategic game of city building set in the middle ages.
- As leader of a group of settlers, you start with just a castle and have
- the task of expanding your territory while providing food, resources and
- defenses for your city. It's not a particularly novel concept, being
- a bit of a mix between the Populous type of "god-game" and SimCity.
- The appeal of Settlers comes from the style in which you control all your
- people and the graphic way in which it is presented.
-
- Settlers is a beautiful game. So much so you can let the game play with
- just computer controlled cities and just sit back and watch. To fully
- appreciate it, you need SVGA, a good graphics card and a large monitor,
- but you can run the game on a 14" plain VGA screen. The larger screen
- lets you see more land, and gives you a much better feel for the way your
- people are behaving. You can see all of your people "living" ... the
- farmer plants and reaps his corn, the lumber jack cuts and strips trees
- before carrying them to his cabin, the miner goes up and down his pit
- bringing out ore, etc. All superbly animated, though the figures are no
- bigger than "lemmings" in SVGA mode.
-
- The control system is split in two ... one pair of icons let you construct
- and demolish new buildings and roads, the other pair let you look at all
- manner of statistics and graphs and change how your people behave. Your
- most important buildings are the military ones (huts, watch towers, forts)
- as only they can be attacked, and you can claim new land by building them.
- Your territorial boundaries are set automatically based on where all the
- military huts, etc are, and if a boundary moves such that one of your non-
- military buildings falls into someone else's land, it is destroyed in a fast
- raging fire.
-
- Expanding your land is important, because at the start there is a lot of
- neutral ground to grab. The hills have hidden resources that can be mined;
- granite, coal, iron and gold. Forests can be cut down for timber. Rocky
- areas can be dug out for building stones. Lakes can be fished. Flat areas
- can be used for wheat farming. You also need flat areas to build the
- larger useful buildings like armorers, lumber yard, warehouses, forts and
- iron and gold foundries. As important as the buildings is the road network
- between them. Roads are linked by flags; each building has a flag, but you
- can put flags at road intersections (up to 6 roads can meet at one point).
- As all resources are transported by road (you actually see your settlers
- carrying planks of wood, sacks of coal, etc) an efficient road network is
- vital, as only one settler can carry items along one road between two flags.
-
- You can play Settlers with no computer opponents, so it's more like playing
- SimCity than a strategic conquest game. You can also play tutorial games,
- or you can play through the 30 or so included "missions", or you can use the
- random world and opponent generator. The latter uses a long integer seed,
- so that the same number always gives the same world and opponents, so you can
- pass good challenging scenarios onto other people to try out. There are 11
- different computer opponents to pick from, with differing styles. You can
- set their (and your) initial resource levels, AI levels and population growth
- rates to make your game harder or easier. More resources at the start let
- you expand a lot faster.
-
- So, at the start you'll probably just plop down a few guard huts, a stone
- cutter, a lumber jack and forester (who plants new trees), and link these
- with roads and just sit and watch. Buildings are constructed slowly .. as
- each load of planks and stones arrives at the building site the new building
- gradually rises until complete. The sound of workers hammering and chopping
- away adds to the atmosphere, in fact all the background sounds are very
- effectively done (on a Sound Blaster at least :). Soon you will have your
- first mini-city working, and it's very satisfying just to watch it in action.
- The fun starts when you have to defend your land from attack, and when you
- want to expand into someone else's land. You *could* play with pacifist
- computer opponents, but if you want that gold mine that's just across the
- border temptation will get the better of you :)
-
- It's at this point that you realize you're playing a simulation and *not* a
- war game. You can't control exactly where your troops go. Instead you are
- able to set general behavior for how many troops occupy huts by setting
- values for huts at the front line, behind the front line, in the middle
- ground and in the "hinterland". Yes, the "hinterland" ... Settlers was
- produced by the same German company (Blue Byte) that made Battle Isle 2.
- Like Battle Isle 2, it's a great game, but it has a *terrible* manual,
- translated into pigeon English, and with little or no structure at all.
-
- Anyway, by tweaking the occupancy levels you can set how well your military
- buildings are guarded based on how close to the front line they are, and also
- how many troops will leave a hut to fight a battle. You can also attack with
- either your weakest or strongest troops, but you cannot pick which individual
- troops will fight a battle; the computer picks them for you ... if you like
- being in full control you may find this frustrating. Also, the only troops
- you can get are knights. No cavalry, no artillery, no archers, no mages.
- But you can train knights to 5 levels by leaving them in castles/garrisons,
- and you can make your knights fight better by owning more gold.
-
- Combat is quite entertaining. If you ask say 10 knights to attack an enemy
- hut, they'll slowly waddle over from wherever they're at and attack one by
- one (not all at once) and you'll see your knight and an enemy knight having
- a sword fight, usually with 3 hits proving fatal. If your men kill all the
- occupants of a hut you capture it, and your territorial boundary will expand,
- possibly causing some enemy buildings to burn down.
-
- As your city (or territory) grows, you'll get a lot of congested roads with
- resources being carried around and possibly hitting "traffic" jams. You can
- reduce these by tweaking control menus to say which materials have priority,
- i.e. an ordered list of priorities for everything, so you can make iron and
- coal high priority if you need weapons to be made (to get more knights).
- You can set priorities for which types of building get the resources ... do
- you send your wheat to the pig farmer to feed his pigs or to the miller for
- flour? It's all there for you to control (once you overcome the rather
- hapless manual).
-
- You can view graphs and charts to see what resources you're lacking, whether
- you're running out of trees or fish, how your mines are doing (maybe you need
- to send out more geologists, or capture new mountain land). You can see your
- strengths compared to your opponents. You can see if you have enough lumber
- yards to handle all the logs you are making, etc. If you can measure it,
- there's probably a chart or graph to summarize it. You can even set timers
- to bring up charts/menus after a certain time, so you can tweak something,
- and then (say) 20 minutes later have the menu back for further alteration.
-
- Overall, it's a visual feast of a game, with great sound effects too. There
- are many ways to play Settlers ... principally as either a SimCity game or
- as a strategic "war game". But note it's not a traditional war game because
- you don't have control over where your troops and resources go ... like
- everything else in Settlers you change the general rules for your people to
- obey and they do their best to carry them out. And in theory there is the
- potential for great replay value with the random world/opponent generator,
- though I'm not yet convinced how diverse the maps can be. The map size can
- be altered from size 1 (max 500 settlers) to size 8 (max 64000 settlers),
- but the latter needs a 16Mb machine (8 Mb - Ed.).
-
- Having played it on a 486/66 with a 17" screen in SVGA mode, I feel rather
- cramped at home on a 486/33 and 14" VGA screen. If you have a big screen
- then you'll really like this, or at least enjoy it more. There are a few
- elements which if added would have made a better game ... the main one is
- that there is no diplomacy. The default condition seems to be war, though
- that varies depending on the opponent's style. Some MOO-like diplomatic
- relations, combined with trading, would have made this good game a real
- winner (though as is it is hard to fault, and I've spotted no bugs yet).
-
- More troop types would have been nice. Some element of research for new
- items too, though there is plenty to play with anyway. Good strategy games
- usually have research (Civ, MOO, UFO), but none on offer here I'm afraid.
- Two player modem/serial link play would also be interesting, though the game
- could get long (and there is no time skip feature, it's all "real-time").
- And it has copy protection ... type in 3 symbols from page X ... yuck!
-
- It seems like a lot of "if only's", but I feel Settlers stands up as released
- as a very worthwhile game. I got my copy in England from Premier Mail Order
- for #26.99, and I've seen it in the shops for #29.99 in Game. At that price
- it seems good value for money. I'm looking forward to the next Blue Byte
- release, but please please let the manual be written properly!
-
-
- 2) Strategies
-
- 2.1) The basic strategy
- 2.2) Soldier strategies
- 2.3) How I deal with an aggressive opponent
- 2.4) Using lakes to advantage
- 2.5) Lots of soldiers at startup
- 2.6) Border Garrison strategy
- 2.7) Start small and WAIT
- 2.8) Hints on building your road system
-
- 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.
-
-
- 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 need to have them sitting in the castle,
- storage houses or either of the two large guard stations (tower and
- garrison). In order for guards in the huts to get stronger, they need to
- go back to the nearest castle/storage house and swap with any stronger
- knights there. If there aren't any stronger knights the soldiers will
- simply return to their original posts.
-
-
- 2.3) How I deal with an aggressive opponent
- [Thanks to Richard Abbott <R.J.ABBOTT@dundee.ac.uk>]
-
- "I must not fear, Fear is the mind killer"
- also
- "Use greater force against itself"
-
- My plans for dealing with an aggressive opponent are that of a flexible
- defensive response. Primary to this are the construction of a counter
- attack force as a priority, build a big garrison behind the front line and
- ensure that it gets filled with gold. Keep this full at all times.
-
- Put a strong border force of huts, so that the loss of one is not a major
- calamity, if there is the space a double row is better but his is an ideal
- and not very likely. Knights defending have an advantage and so use the
- aggressive instincts to give your knights the edge, and should a building
- fall, respond immediately with a counter attack. Possibly changing over
- from strongest defending to attacking before this occurs.
-
- Expand away from the aggressive opponent who will be losing more soldiers
- (and hence serfs) than you, and also will be expending more resources than
- you, and in time when your empire is big enough it is time to turn the
- tables and attack.
-
-
- 2.4) Using lakes to advantage
- [Thanks to Richard Abbott <R.J.ABBOTT@dundee.ac.uk>]
-
- If possible I like to build my transport main net to include a lake where
- the transport of goods is faster than over land. I have found that three
- flags and a triangle of routes works well in rounder lakes, and four flags
- with a diamond of routes plus the diagonal that is most important also
- works well. I always use fishermen in a lake, being careful to avoid over
- fishing as this gives a steady supply of food for the mines. The only draw
- back is that the route to the mines is often long, steep or even both.
-
-
-
- 2.5) Lots of soldiers at startup
- [Thanks to bwade%dlemail1@relay.nswc.navy.mil]
-
- At the very start of the game, look how many swords and shields you have in
- stock. Bump up the number of knights in the castle by this number. (This
- can be fairly high). They will quickly be built (you may have to bump up
- the knight/serf percentage). When you build guard huts etc. draw off this
- stock until you've got a positive knight growth rate. This gives you the
- advantage of ready knights, a strong castle, and early training for your
- knights.
-
- [This is done by going to the knight training/recruiting menu and bumping
- up the number of knights used to guard the castle.]
-
-
- 2.6) Border Garrison strategy
- [Thanks to Bradley Richards <bradley@lia.di.epfl.ch>]
-
- I find the larger garrisons very useful to place on an established border.
- It's just too easy for the computer to attack and take a small guard hut,
- since it only contains three soldiers. So my general strategy, anywhere I
- expect to place important buildings, goes like this:
-
- 1. Claim the territory quickly, by building guard huts. The huts must be
- near enough to the border to protect step #2, but you can't build two military
- buildings right next to each other either. So positioning takes a bit of
- thought.
-
- 2. Protect the area by building large garrisons (I usually build the
- 12-person one--not sure what it's called in the English edition).
-
- 3. VERY IMPORTANT!!! Destroy all guard huts which are in range of the
- enemy (i.e., have the thick black cross). It does no good to have strong
- border garrisons, and then leave the enemy a wimpy little guard hut to attack.
- This means that your second-line guard huts must be positioned so that you
- still "claim" all of the territory you want, while being far enough back from
- the front-line so that they can't be directly attacked.
-
- You mentioned the problem of running out of soldiers to man new guard huts.
- It seems that the game insists on filling all existing huts before it sending
- soldiers to new ones. You can force it to send soldiers to the new ones by
- reducing the manning-level of buildings (this is in one of the two knight
- menus). This is useful if you just *have* to take that particular bit of
- land, but haven't gotten your blacksmith going yet.
-
- 2.7) Start small and WAIT
- This one is courtesy of Carla Dunagan <dunaganc@dekalb.DC.PeachNet.EDU>
- The surest winning strategy I have found is this:
- 1. Clear out some good land.
- 2. Expand to mountains and find _gold_.
- 3. Figure out where your mines are going to be; at a minimum, a coal mine and
- two gold mines (I usually go two coal and three gold, coal seems to produce
- faster).
- 4. Find a place to put the bakery, with the windmill nearby, such that they can
- feed bread directly into the mines _without_ going past/into the castle.
- 5. Find another place to put two gold smelters, preferably without using the
- same road as your food supply.
- 6. Lay another road to feed gold straight into the nearest storage facility
- (I rarely build warehouses, but if you do, it's just as good as the castle).
- 7. Drop two farms if possible, and feed the roads as straight as possible
- to the windmill. Keep in mind that the less zigzagging you do, the more
- land is available to the farmer; you can afford steep hills here to avoid
- switch backs.
- 8. Make sure there's a road from your mines to your castle and from your bakery
- to your castle; this way the excess has somewhere to go.
- 9. Ensure that everything critical (mines, food supplies, and foundries) is
- WELL defended. Again, towers if possible.
- 10. Leave. Go to work or to bed, whichever.
- 11. Come back eight hours later. You'll have a horde of messages; some will
- say you've been attacked, some that mines no longer produce (these are
- repeated periodically, so expect duplicates), several that because of such
- and such building you've lost some land. Scan through these, burning down
- mines that don't produce (and kiss that food goodbye; I wish there was a
- way to tell mines to drop their food at the road before going up in flames,
- but I haven't found one).
- 12. Check out the knights menu. Your morale will be incredibly high (expect
- 200%+; I usually get somewhere in the 300%'s, and last game I came back
- to a whopping 617%).
- 13. Attack. Attack everything you can reach, one knight to a target. If it's
- a castle, attack with more than three but less than ten. You will win
- almost all of the fights; expect a 5:1 to 10:1 kill ratio in your favor.
- Most of your troops will be captains, as you haven't got supplies to make
- new wimpy knights.
- If your enemies didn't attack much while you were away, or if they've got
- only one or two knights in their huts, you can safely turn the bottom
- setting of _every_ building-range-staffing-thing to "minimum". I do this
- without bothering to look around and haven't regretted it yet. It makes
- a massive difference in how fast you can attack.
-
- Notice that nowhere in there did I mention tool shops, iron mines, iron
- foundries, blacksmiths, etc, etc, etc. At least in the first ten or twelve
- missions, there are enough supplies to get by; the supply of swords and shields
- you start the game with is usually enough to handle 40-80 knights. When you
- can take a castle with losses of one or two rather than 20 or 30, you don't
- NEED any more weapons than that.
-
- Note with regards to available knights: the more efficiently you guard your
- land (using small numbers of towers, ideally) the less knights are tied up
- in defense. This may seem obvious, but for several of my first games I built
- more huts than I really needed to hold my borders. Sometimes while advancing
- on an enemy I will burn down huts just after I take them (checking for gold
- first, of course) just to free that knight up. Sure, he's gotta walk all the
- way home first, but better that than hold a hut that guards empty land I'll
- never utilize.
-
- If you prefer to avoid the eight-hour-idle strategy, and thus don't have
- overwhelming motivation when you attack, I've found this to be extremely
- effective: your first targets should be, in no particular order: 1. Huts
- between you and the enemy castle. 2. huts that, when captured, will burn down
- enemy warehouses. 3. huts all around the enemy castle.
-
- When you isolate or destroy all the enemy storage facilities, they will find
- themselves unable to create more, expand, etc, etc, etc. They also can't
- train soldiers worth a damn. Even if you're not ready for a real strong
- offensive, isolating their castle alone can damage them more than any other
- single action.
-
- Oh, almost forgot: go for their sawmill too. I've noticed wood has to go all
- the way back to the castle before it comes out to be used, but I don't know
- that this is still true if the castle is unreachable.
-
-
- 2.8) Hints on building your road system
- This is provided courtesy of Alan Ho <g1alan@cdf.toronto.edu>:
-
- Hints on building your road system:
-
- It is very easy, if you are not careful, to have overwhelming
- congestion at your roads. Understanding how the road system
- works helps to avoid this problem and allows you to build a
- large, prosperous city with no traffic jams.
-
- 1. Merchandise versus personnel: in this game, when you build
- a city normally, personnel flow is /insignificant/ when compared
- to merchandise flow. People do not travel to and from work every
- day like we do (they stay at their work place, with a few
- exceptions, such as constructors), but merchandise is produced
- every minute or so. If you build your road network thinking
- about the merchandise flow, there will be no problem. An
- exception is at war time: knights add a sudden large load to
- your roads.
-
- 2. Basic concept: network flow problem: the best way of
- understanding your road system is by thinking of it as a network
- flow problem. Think about shops, farms, mines and castles as
- places that generate and receive merchandise. To be free of
- traffic jams, your road system must have a /flow capacity/
- adequate to handle all the flow of merchandise (and people, but
- that is minor). It must be able to transport [x] number of
- stuff from location A to location B per minute, and [y] stuff
- from C to D, and so on, /per minute/. Otherwise, the roads will
- all clog up.
-
- Note that this is a quite different concept than first
- impressions; as long as traffic jams are concerned, it doesn't
- matter so much how long it takes for your coal to get to your
- foundry, but rather how many pieces of coal can go through that
- road from the mine to the foundry per minute. Traffic jams
- occur when more merchandise has to go through your roads and
- flags than their flow capacities.
-
- 3. Roads: merchandise are transported along roads by "transporters".
- Each road has (normally) at least one transporter working on it.
- If the road is busy, more transporters are sent to the road, up
- to a maximum of half (rounded down) the length of the road.
- Therefore, the "flow capacity" of a road does not depend so
- much on its length, but on /the single steepest section/ of the
- road. This is similar to a water pipe: a pipe's flow capacity
- doesn't depend on its length, but its narrowest point. Of course,
- this is only an approximation; the flow capacity of a long road is
- somewhat reduced (because transporters have to stop and wait
- momentarily when they "meet and swap"), and there is also personnel
- flow and other matters. That "rounding down" also has an effect.
-
- This is an important consideration when building roads on
- slopes: a long, winding road of eight yellow sections can transport
- more coal per minute than a road of four red sections, even if a
- miner can transverse the red road faster. Say if it takes 30
- seconds to go through the yellow road and 24 seconds to go through
- the red one. Since there are 4 transporters on the yellow road,
- it can handle 8 coal per minute, while the 2 transporters on
- the red road can handle only 5 coal per minute. If a road have
- some very steep sections and some flatter sections, the road tends
- to "clog up" at the steepest section, where the transporters line
- up and wait for "swapping". Try to build an evenly steep, winding
- road to your mine, because personnel flow is scarce to the mine and
- the main flow is merchandise.
-
- The transporters go from this flag to that flag, and then back
- to this flag. This means that they can conveniently take merchandise
- in both directions with no delay. In mathematical terms, a road
- has a flow capacity in each direction. It doesn't matter that your
- food and your coal use the same road to the mine, because they go
- in different directions, but avoid having several mines using the same
- road. Keep this in mind; it makes your roads twice as effective.
- Don't put mine/warehouse, windmill, bakery, farm on a road in that
- order, because the wheat will be going the same way as the bread.
- In this case, double up on that section between the windmill and
- the bakery. Do not build your city so that several different (or
- same, whatever) merchandise use the same road in the /same/ direction.
-
- 4. Flags: at all times, only one serf can be "active" in a "space",
- whatever that means (two serfs meeting on a road can "swap"). When
- many roads meet at a flag, the flow capacity through the flag limits
- that of the roads leading into it. This does not mean that we construct
- less roads; on the other hand, construct more roads, so that people and
- stuff can go around a crowded intersection. The flow capacity of a
- flag is about twice the weighted mean of the very sections of the roads
- leading into it. The weight is, of course, the relative frequency
- of use of each road. The doubling is due to the fact that a road has
- transporters half its length. This is largely reduced if the flag
- is a building flag and merchandise has to go in (going out doesn't
- matter that much; merchandise going out takes 1 time, going in takes
- 3 time. It's the worker that takes stuff out, but it's the transporter
- that takes stuff in). In short, you don't have to worry about a flag's
- flow capacity unless goods enter its building or more than four roads lead
- to it. This also means that three parallel roads using the same flags
- doesn't work much better than two.
-
- Intermediate flags on a road slow transportation of merchandise
- somewhat, due to co-ordination problems of transporters. A long road
- has a higher flow capacity than a shorter road with several flags on
- it.
-
- 5. Castle/Warehouses and Personnel: near castle/warehouses, the
- personnel flow is larger (especially at wartime) and you have to take
- that into consideration. The main personnel flow in the game is
- knights (they go in tens); following them are the transporters,
- geologists, constructors and levelers. Knights are especially
- bad because they tend to come and go in packs. Avoid excessive road
- construction/modification during wartime (and, no geologists!).
- Knights and transporters can block the passage of more important
- personnel (such as a blacksmith or a boat transporter), so be careful.
-
- One personnel counts somewhat like half a merchandise item,
- because he doesn't need a transporter. (It's like a pig that can
- run by itself). For personnel, the actual travel time is often
- more of a consideration than the flow capacity of roads (think
- about knights reinforcing during a structure being attacked).
-
- 6. Waterways: waterways have the highest flow capacity. In practice,
- the flow capacity of a waterway is limited only by its flags (and the
- land routes leading to it), as long as you have enough boats. As
- already mentioned above, the length of a waterway has little or no
- effect on its flow capacity, as long as you have enough boats. Make
- sure that you have all the boats you need: 1 boat per 2 sections of
- waterway.
-
- A flag has six routes leading out of it. Depending on the
- shape of the coastline, you can have more or less water or land
- routes. Contrary to popular belief, in critical areas try to place
- the flag at a point where you can have more land routes than waterways
- leading out of the flag, because it's the land routes that limit the
- flow capacity of the waterway. If you special-click on a waterway
- flag that appears crowded, you can see that it is usually the land
- routes that are jammed. If you need several waterways out of a flag,
- instead place two flags close to each other, and build a short coastal
- road between them (which are always flat; sorry, fisherman). You can
- then build your waterways from these flags. Parallel waterways are
- hardly ever needed; save your boats for somewhere else.
-
- 7. Factories : forgers and blacksmiths make one item out of two.
- Build foundries and blacksmiths near the mines to cut down on the
- number of items that has to be transported.
-
- 8. Conclusion: in order to build a large, prosperous, high-productivity
- city, lots of flat lands on which to place large buildings is very
- important. When you don't have to worry about shortage of land, you
- can make a much better city plan. A well-planned city with several
- gold foundries and several blacksmiths is much more productive than
- one with lots of mines and hungry miners because their food is all
- laying out in the open waiting to be transported. Do not place your
- castle too close to the mountains, because you'll need to build your
- foundries and blacksmiths between your castle and the mines. Deserts
- near the castle are extremely inconvenient, but lakes are no problem
- as long as you can conquer the other side.
-
- Following the above guidelines, I've built large, highly-
- productive cities with no traffic jams at all. Try it!
-
-
-
- 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. Also, the quarryman
- always climbs onto a rock from the space to the lower right of the rock.
- If that space is occupied by a building, the quarryman cannot access the
- rock. (Thanks Alan Kwan <kwan@cs.cornell.edu>)
-
- 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 you have available workers. This is
- talked about in the section about the statistics menu, but not very well.
- Basically, if the dial is red for that profession, then there are none
- available until you either create their tools (usually) or have new serfs.
- 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?
-
- (See pages 27 and 41 of the US manual)
- Thanks to Kip DeGraaf for help here
-
- Knights are trained (improve levels) while they are in the castle, storage
- houses, guard tower or garrison. They do not train in guard huts. They
- train slower in guard towers and garrisons than in storage "because they
- are working". This all happens automatically. If you want stronger
- knights in guard huts, you must send your knights back for training.
- Knights can be trained by sending them back to storage houses (or the
- castle) which have excess knights. Clicking on the knight training icon is
- only useful if there are more highly-trained knights in the store
- houses/castle. Special click on the store house/castle and look at the
- personnel (second page) to see if there are well-trained knights residing
- within. Training is conducted by clicking on the icon in the lower right
- which shows a picture of soldiers going to and from the castle.
-
- The down side to this is that ALL guard posts which can send knights back
- to store houses/castle leaving you defense slightly lower than you might
- like. You will also not be able to attack while your knights are being
- transported about. All the knights on the road tends to cause major
- traffic jams, particularly if you have a large settlement and not many
- storage houses.
-
-
- 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. Knight morale goes up by 25% if you manage to take an enemy's
- castle. Of course their morale will decrease by the same amount if you
- lose your own castle.
-
- 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, even though
- no one seems to be able to find it. Both the US and German versions of the
- manual are uniformally panned as being pretty horrible. If you have the
- demo, this much more than the one page README.
-
- 4.01) Serf Buildings.
- 4.02) Building Construction Costs
- 4.03) Statistics Menu
- 4.04) Distribution Menu
- 4.05) The world map
- 4.06) Geologists, or How do you find a good spot for mines?
- 4.07) Transporting goods by sea
- 4.08) Knights and attacking the enemy
- 4.09) Two player play with two mice
- 4.10) Roads and traffic
- 4.11) Mission codes (spoiler)
-
-
- 4.01) Serf Buildings.
-
- Small buildings and mines must be at least two spaces apart. Large
- buildings and guard posts must be three spaces apart. Nothing can be built
- upon a rock, tree, wheat field, desert, snow, water or coast.
-
- Every building has a flag to the lower right. If the flag cannot be placed
- in the lower right, the building can't go there. Flags cannot go on trees,
- rocks, wheat or water. They must be placed at least two spaces apart.
-
- 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.
-
- Guard hut - they push the boundary out, and keep you safe.
- 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.
-
- Ranger hut - cutter will run out one day, so he replants them.
-
- 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.**
-
- 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.***
-
- 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).
-
-
- 4.02) Building Construction Costs
- Thanks to Alan Kwan <kwan@cs.cornell.edu> for compiling this very usefull
- table.
-
- This is the complete table for how many wood and stone are
- required for each building. "Sequence" refers to the sequence by
- which the constructor utilizes the material.
-
-
- Building Wood Stone Sequence
- -------- ---- ----- --------
- Quarryman's Hut 2 0 ww
- Lumberjack's Hut 2 0 ww
- Forest Ranger's Hut 2 0 ww
- Fisherman's Hut 2 0 ww
- Ship Maker's Shop 3 0 www
- Windmill 3 1 wwsw
- Guard Hut 1 1 ws
-
- Butcher Shop 2 1 wsw
- Blacksmith's Shop 2 1 wsw
- Bakery 2 1 wws
- Sawmill 3 2 wwssw
- Iron Foundry 3 2 wwsws
- Gold Foundry 4 1 wwsww
-
- Farm 4 1 wwwsw
- Pig Farm 4 1 wwwsw
- Tool Maker's Shop 3 3 wwssws
- Warehouse 4 3 wwwsssw
- Guard Tower 2 3 wwsss
- Garrison 5 5 wwwwsssssw
-
- Gold Mine 5 0 wwwww
- Iron Mine 5 0 wwwww
- Coal Mine 5 0 wwwww
- Granite Mine 4 1 wwsww
-
-
- 4.03) 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).
-
- 4.04) 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.
-
-
- 4.051) 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.
-
-
- 4.042) 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.
-
-
- 4.043) 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.
-
-
- 4.044) 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." The four levels of knights
- are
-
- Level Flag at guard post
- Frontier - thick cross
- Second line - thin cross
- Interior - thin line
- Interior/safe - white flag
-
-
- And the manning levels are as follows for each type of guard post: (thanks
- Devin Ben-Hur)
-
- Hut Tower Garrison
- Full 3 6 12
- Good 2 4 9
- Medium 2 3 6
- Weak 1 2 3
- Minimum 1 1 1
-
- These 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.
- One of the strategies involves setting these all to their lowest values so
- that knights remain in the castle and continue training.
-
-
- 4.045) 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. This only works when
- soldiers can be "built" and that is indicated by the number to the right of
- the sword/shield and serf pictures.
- - 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.
-
-
- 4.05) 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 Mb of ram and am limit to a
- size 5 world. With a minimal boot (as described on the insert card), one
- needs 8 megs for a size 8 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.
-
-
- 4.06) 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 hammer 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 hammers in
- storage (he won't have anything to dig with).
-
-
- 4.07) 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.
-
-
- 4.08) Knights and attacking the enemy
-
- See the section on the Distribution Menu for details on how knights are
- trained and the decision on which knights conduct the attacks (4.034, 4.035)
- and some of the knight questions in section 3.
-
- Attacking other settlements can only be done via their guard posts and
- castle. A special click on the building will bring up the attack menu if
- you are close enough and it is occupied. The screen shows four pictures of
- knights, indicating how many knights are close (wielding sword), nearby,
- far away and really far away (sleeping knight). At the bottom of the
- screen is the number of knights you wish to use for the attack. Knights
- are drawn from the closest buildings first, since they get there fastest.
-
- Once you've decided how many knights are going to attack, a click on the
- crossed swords will send them off with no possibility of recall.
-
-
- 4.09) Two player play with two mice
-
- This is from a discussion on the internet from the newsgroup
- comp.sys.ibm.pc.games.strategic. Some people have tried the following
- suggestions and found it did not work.
-
- Badger <badger@coho.halcyon.com>:
- Two mice do work. Load up your computer normally, do NOT try to
- get a second mouse driver working. The game itself is a mouse driver,
- when it knows where to look. (DOS doesn't like two mouse drivers.)
-
- In the options menu, click on the "right side" words with your normal
- mouse. You will then see a little window that lets you set joystick
- sensitivity and control type. Switch to second mouse, and tell the
- beastie where your second mouse is. Proceed to start a two-player game
- (or one-player co-op) and you'll get a split screen with two active mice.
-
-
- 4.10) Roads and traffic
-
- The main traffic limitation occurs at flags. If a road is heavily trafficked,
- the game will eventually place several people on it to transport goods.
- However, only one serf can be at a flag at one time. What this means is
- that intersections are the choke-points of your traffic system. [Bradley
- Richards]
-
- One interesting function that doesn't appear to be in the manual is that
- when you have a road running just past a flag, you can special-click on
- that flag and bring the road to the flag. If this is possible, there will
- be small red arrows on the flag, indicating the direction which the road
- should be "pulled" to the flag. This is particularly useful when you place
- a building just off the road - you can pull the road to the building and
- not lose one of the transporter serfs. (The best way to understand this is
- to try it and see.)
-
- Traffic moves slowest on the steepest roads, of course. The manual says
- something about the speed on the entire road being set by its steepest
- section, but I am not sure that is true. The serfs speed and slow
- depending on what section of the road they are.
-
- Roads along a coast obstruct fishing.
-
- Comments from Chris Smith <csmith@convex.com>:
- The manual says someplace that a single red segment makes a road slow even
- if the rest is all green. That's clearly false; it looks to me like it's
- full speed for green, half speed for yellow, 1/4 speed for red. Steep or
- shallow doesn't seem to matter, just the color.
-
- What I think they're talking about there is throughput, not latency. If
- an all-green road can hold 12 serfs, a road the same length with a yellow
- segment can only hold 6, and a road with a red segment can only hold 3.
-
- So yellow+yellow is the same speed as red but has twice the capacity.
- Yellow+green is faster than red (and has twice the capacity).
- A red segment connected to a flag is particularly bad, it bottlenecks
- the whole intersection to 1/4 of its all-green capacity.
-
-
- 4.11) Mission codes (spoiler)
-
- Here are the mission codes, as posted by Paolo Pesci
- <paolop@fishbowl.Italy.Sun.COM>. If there are errors, please mail him
- directly and he can contact me.
-
- Level 1 : start (of course) Level 11 : chopper Level 21 : pasture
- Level 2 : station Level 12 : gate Level 22 : omnus
- Level 3 : unity Level 13 : island Level 23 : tribute
- Level 4 : wave Level 14 : legion Level 24 : fountain
- Level 5 : export Level 15 : piece Level 25 : chude
- Level 6 : option Level 16 : rival Level 26 : trailer
- Level 7 : record Level 17 : savage Level 27 : canyon
- Level 8 : scale Level 18 : xaver Level 28 : repress
- Level 9 : sign Level 19 : blade Level 29 : yoki
- Level 10: acorn Level 20 : beacon Level 30 : passive (the fun one)
-
-
-
- 5) Reported Bugs and Problems
- 5.01) Gravis Ultrasound
- 5.02) Computer hanging due to memory
- 5.03) OS/2
- 5.04) Computer hanging due to smartdrv
- 5.05) Missing page 59 in US manual
- 5.06) Computer hanging after winning a battle
- 5.07) Logitech mouse doesn't seem to work
- 5.08) Disappearing soldiers
- 5.09) Computer reboots on attacks
- 5.10) Joystick doesn't work from a saved two-player game
- 5.11) Message Level bug
- 5.12) Won but No Win
- 5.13) Stuff can't leave Castle
-
- Bugs 5.11-5.13 Reported by Alan Kwan
-
- 5.01) Gravis Ultrasound
- 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.
-
- 5.02) Computer hanging due to memory
- 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.
-
- 5.03) OS/2
- Doesn't seem to run well under some versions of OS/2.
-
- 5.04) Computer hanging due to smartdrv
- From: Scott Whitecross <scottw@geomag.gly.fsu.edu>
- "Due to smartdrv, the game wouldn't save till after I was out of the save
- game box, after it said game saved. It would then lock 50% of the time
- (very frustrating.) After turning smartdrv off, the game saves
- immediately when I hit the save game button, and the computer hasn't
- locked since." Scott also has the Gravis Ultrasound board.
-
- 5.05) Missing page 59 in US manual
- From: lorini@netcom.com (Jennifer Schlickbernd)
- Look on Pg. 8. You'll see 3 symbols. The code for page 59 uses the
- first 2 symbols (a circle bisected by a squiggly line and a Roman numeral
- 2 leaning to the left)
-
- The code is:
-
- Roman 2 Circle Roman 2.
-
- This information was posted by SSI in CIS's Game Vendor forum.
-
- 5.06) Computer hanging after winning a battle
-
- Problem: Computer hangs after winning a battle. Seems to occur on
- non-MSDOS machines.
- Solution: Use MS-DOS or OS/2.
-
- It was also mentioned that cracked versions of the game will also crash at
- this point. If this is happening to you, go out and buy the game.
- Unfortunately, this has also been happening to people who have store-bought
- versions of the games. Cross your fingers.
-
-
- 5.07) Logitech mouse doesn't seem to work
-
- A couple people have reported that the mouse pointer will not respond to
- mouse movement with the Logitech mouse.
-
-
- 5.08) Disappearing soldiers
-
- I noticed recently when watching a battle that one of my soldiers simply
- disappeared. It was just after he beat up an enemy soldier and was going
- to hit a guard hut. (This is August 6, 1994.)
-
-
- 5.09) Computer reboots on attacks
-
- This is probably related to the computer handing after winning a battle,
- but half-a-dozen people reported this problem on the newsgroup. The
- situation varied, but the computer rebooted with no warning when attacking
- the enemy.
-
-
- 5.10) Joystick doesn't work from a saved two-player game
-
- Problem (as reported by Keith Pyle <keith@ibmoto.com>):
- If you choose a two player game, one player will use the mouse and the
- second will use the joystick. The joystick player will be asked to
- calibrate the joystick before the game is started. All will work
- correctly until you save, quit, and later restart the game. After you
- restart, the joystick won't be recognized and the second player will
- not be able to move the cursor in the right hand window.
-
- Solution:
- You can work around this problem by starting Serf City and picking a
- new two player game. As soon as you calibrate the joystick and the
- new game is started, quit back to the main screen and load your saved
- game. The joystick will continue to work until you next save and quit.
-
-
- 5.11) Message Level bug: when you select message level 2 at the
- options menu, messages for geologists and new buildings are not
- supposed to pop up (at times they may become annoying). But
- they do. When you switch to message level 1, they stop appearing,
- along with some others.
-
- This bug renders message level 2 ineffective. Any patches?
-
-
- 5.12) Won but No Win: sometimes the victory screen (the one
- that states that your enemies surrendered) doesn't show
- up in a clearly won game. I encountered this bug once
- during mission 7. I captured every (enemy) guard post except the
- castle, but no victory screen. I then burnt the (enemy) castle,
- but still no victory screen. I was then the only kingdom
- in the world, and controlled more than 90% of the map.
- All the four statistic graphs showed (naturally) 100%.
-
- Even more strange is that after I exit the game, at the main
- menu screen it was still showing the password for mission 7,
- but I could select and play mission 8.
-
-
- 5.13) Stuff can't leave Castle: once somebody I know encountered
- this bug. Suddenly, nothing stored in the castle can come out.
- No wood, or coal, or anything. This isn't due to any traffic
- jam, because all intersections around the castle are empty, and
- all transporters in the region are idle. Even when we ordered
- the castle to evacuate stuff, still nothing comes out. People
- (knights, geologists, transporters etc.) can still come and
- go. He went on to win the mission, but after many hours.
- Saving and reloading doesn't do any help.
-
- The save file for that game is still available. If anyone
- wants it, send me a mail with the address you want the file
- sent to.
-
- Solution: Although fairly drastic, destroy all roads from castle and
- destroy all half-built constructions. Then build a road directly to a new
- construction site. [Thanks Lucian Wischik]
-
-
- 6) Cheats and clever tricks
-
- So far there haven't been two many cheats turned up in this game. There is
- the obvious "saved game cheat" which exists on most games -- If you don't
- like what happened, go back to the last saved game a play differently.
- This is also useful if the game ever decided to lock up on you.
-
- "Magic Guard Post" cheat: In general when you lay guard posts, you are
- unable to build another one "close by." However, if you find a position
- where you want a post, but the game won't let you this cheat will help.
- Special click on the main display (right button first) and then drag to
- move the view. Now clicking on the construction menu will allow you to
- build a guard post.
-
- "Where'd they go?" cheat: When an enemy attacks a guard post, you cannot
- destroy it to prevent them from getting the gold inside. HOWEVER, you can
- order a new construction on the same site, but opening the construction
- menu and special-clicking on any building will destroy the guard post and
- confuse the enemy. Be carefull with this, because I ended up crashing the
- game after doing this.
-
-
- 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
-