
The Settlers 7: Paths to a Kingdom
Genre: Strategy
Publisher: Ubisoft Developer: Blue Byte
Publisher: Ubisoft Developer: Blue Byte
Release Date(s): US: 2010-06-30
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The Settlers 7 Hands-on
by Jeff Haynes - IGN.com | 04 February 2010 12:00Dominate your enemies and raise a kingdom.
The Settlers 7 is the latest in the long-running strategy franchise from Blue Byte Software. The series made its name on the basics of 4X-style strategy, but more recent installments in the series strayed from the original approach of developing an economy before building an army or expanding your settlements. At a recent Ubisoft press event, Benedikt Grindel, the senior producer, stated that the developers wanted to "return The Settlers 7 to the classic economy that fans knew well and make them much deeper, while keeping the gameplay more accessible for newer players. "
To accomplish this, Blue Byte pulled in industry veteran Bruce Shelley, who helped Ensemble Studios build the Age of Empires franchise, to consult on the strategy. Shelley mentioned that he "wanted to work on something interesting and something he liked." After receiving the Settlers: Rise of an Empire, he felt he could help Blue Byte expand its reach to a larger audience. "The game was essentially done when I got there, and I think it's a really well done design. It's mostly been a question of tweaking, discussing and trying new things to make the game more accessible and easier to get into," Shelley said.

Welcome to your land -- rule it wisely.
I was shown the tutorial level set in the land of Mohnfelden, where Zoe's advisors helped her set up an economy. The economy revolves around "stones and trees," because they are the raw materials that help you make tools, construct buildings, and put your plans in motion. However, while forests are a renewable resource, stone isn't, and once a quarry has been completely mined out, it's gone forever. According to Shelley, there are only a few ways to combat this problem. For example, you can provide higher quality food for your workers, which will boost their production three to four times that of a starving settler. If this doesn't work, then you'll have to rely on trade and supply lines to replenish your stockpiles.

Getting a bird's eye viewcan always help you plan your next move.
Then again, if you happen to find a neighboring country that has what you want or need, you can always invade and conquer them. Combat within The Settlers 7 isn't about mobilizing large armies with complex tactics. Instead, Benedikt mentioned that there are only four unit types in the game: pikemen, musketeers, cavaliers and cannons. These units will be led by generals, each of whom has their own individual special abilities to boost ranged forces or melee attacks. I noticed that combat seems to function off common sense. For instance, if you have 5 cavaliers and your enemy has 2, you'll probably win. But if you have 5 cavaliers going against 5 cannons, the enemy will probably win because they have cannons and are likely to be in defensible fortifications.
You can also choose to dominate your enemies with technological might instead of military force, using your scientific advances to demonstrate your kingdom's power. This progress is based on educated clerics that are sent to cloisters scattered around each map. In these cloisters, the clerics study various advancements. Creatively, these cloisters aren't exclusive to your clergymen; your rivals can send their monks to these locations as well, placing their own claim on a specific piece of tech by "bidding" on how many resources they'll dedicate to this endeavor. Whoever "wins" this auction-styled bidding war will earn the technology for the rest of the match.

Farming is only one way to boost your profits and goods.
Shelley stated that while most RTSes skip the economic phase and get straight to the fights, the thing that sets The Settlers 7 apart is the flexibility and depth of play. He says, "I like to call it a thinking man's RTS. You have to have a plan and decide, 'Am I going to win this game with technology or trade, or will I win it with an army?'" Benedikt agreed, mentioning that after the quick race to expand and establish your economy, things slow down, and players can pick and choose how they'll try to win, swapping back and forth at will. For instance, you can start out by trading, build up a lot of money, then buy yourself a big army and attack everyone, ultimately winning a military victory.
This plays into the new feature known as Victory Points, conditions that need to be completed to win a session. Each map has a minimum number of points that you can complete. Some of these points, such as building the first cathedral, are permanent points that only one kingdom can earn. Others, such as the amount of money you have, are fluid, so you can gain them and then lose them as circumstances change. You race your opponents to get the minimum number of victory points, and once you get that number, a countdown starts. You have to hold on to your points for at least three minutes in order to win. But because the countdown is broadcast to every other player, your opponents know that you are close to a victory, so they may try last-ditch efforts to derail your society and prevent you from winning.

Improving your cities will boost the prestige of your kingdom.
All of this leads back to the robust multiplayer system. We were shown maps for up to six players, and Grindel mentioned that The Settlers 7 will provide matchmaking for friends or similar level players, as well as random skirmish matches. It will track 250 stats, and players can also choose to match up by these figures, so if you happen to be a trade focused player and want to take on a like-minded opponent, you can do so. There will also be Facebook and Twitter integration so you can send messages out while you're playing and let people know what's happening in your battle. The designers really wanted to focus on the social aspect of The Settlers.

With enough planning, your city can grow from a small territory...

... to a vast urban experience.
Supplied by IGN.com





