The Settlers
The Settlers is a video game franchise comprising real-time strategy titles centered on city-building, intricate resource management, and economic simulation in a medieval setting, originally developed by Blue Byte Software and published by Ubisoft.[1] The series originated with the debut title, The Settlers, released in 1993 for MS-DOS and Amiga platforms, where players construct settlements, oversee production chains from raw materials to finished goods, and expand territory while minimizing direct military involvement in favor of logistical strategy.[2] Subsequent mainline entries built upon this foundation: The Settlers II: Veni, Vidi, Vici (1996) introduced Roman-themed campaigns and enhanced trade systems; The Settlers III (1998) added fantasy elements with multiple races like Romans, Egyptians, and Asians; The Settlers IV (2001) expanded to include Mayans and Trojans alongside multiplayer features; The Settlers: Heritage of Kings (2004) shifted to full 3D graphics and hero units; The Settlers: Rise of an Empire (2007) emphasized historical progression and large-scale city management; and The Settlers 7: Paths to a Kingdom (2010) incorporated prestige mechanics and multiple victory paths.[2] In 2018, Ubisoft launched The Settlers History Collection, a compilation remastering all seven core games with updates such as Windows 10 compatibility, 4K support, online multiplayer, and quality-of-life improvements like autosave and customizable controls.[2] The franchise's eighth main installment, The Settlers: New Allies, developed by Ubisoft Düsseldorf (formerly Blue Byte), arrived in February 2023, introducing three distinct factions—Elari, Maru, and Jorn—alongside revamped real-time battles and a focus on environmental interaction in a lush, explorable world.[1] Renowned for pioneering detailed supply chain mechanics and peaceful expansion strategies within the RTS genre, The Settlers series has sold millions of copies and inspired spin-offs like the browser-based The Settlers Online (2010), maintaining its legacy through a blend of simulation depth and accessible storytelling.[3]Games
Main series
The main series of The Settlers comprises the core numbered and titled entries that form the canonical progression of the franchise, emphasizing real-time strategy with city-building elements. Developed primarily by Blue Byte Software (later rebranded as Ubisoft Blue Byte following Ubisoft's acquisition in 2000), these games were published by Blue Byte for the initial titles and by Ubisoft thereafter. Each installment introduced refinements to the series' economic simulation and visual presentation, while maintaining the focus on settlement expansion. The Settlers was released on July 7, 1993, for Amiga and MS-DOS platforms. This debut entry established the franchise's signature isometric perspective, featuring detailed 2D sprites and a complex chain of resource production that required players to manage serfs in constructing and operating buildings. No expansions were released for the original game.[4] The Settlers II: Veni, Vidi, Vici launched on October 31, 1996, for MS-DOS and Windows (with a Macintosh port in 1997). It expanded on the original with enhanced graphics, three distinct civilizations (Romans, Vikings, and Japanese) each with unique buildings and units, and added strategic depth through improved military options and a campaign mode. The expansion The Settlers II: Mission CD, released in 1996, introduced additional missions and maps.[5][6] The Settlers III arrived on November 6, 1998, exclusively for Windows. The game innovated with the "Divine Intervention" mechanic, allowing players to invoke god-specific spells and miracles for economic or military aid, alongside unique national styles for Romans, Egyptians, and Asians with specialized resources and priest units. Expansions included The Settlers III: Mission CD (May 1999, adding new scenarios) and The Settlers III: Quest of the Amazons (October 1999, introducing the Amazon faction with jungle-themed mechanics).[7][8] The Settlers IV (also known as The Settlers: Fourth Edition) was published on November 23, 2001, for Windows. It refined the 2D isometric engine with smoother animations and introduced customizable settler professions for more flexible production chains, while featuring four races (Romans, Vikings, Mayans, and Trojans) with elemental affinities. Tied expansions were The Settlers IV: Mission CD (December 2001, with extra missions) and The Settlers IV: The Trojans and the Elixir of Power (2002, expanding the Trojan storyline and adding new units).[9] The Settlers: Heritage of Kings debuted on October 29, 2004, for Windows. Marking the series' shift to full 3D graphics, it emphasized a story-driven campaign across medieval Europe, with dynamic environments including changing seasons and destructible terrain, alongside scholar-based technology research for unit upgrades. The Expansion Disc (April 2005) added new campaigns, maps, and multiplayer modes.[10] The Settlers: Rise of an Empire released on September 25, 2007, for Windows. Building on the 3D foundation, it incorporated seasonal cycles affecting production (e.g., crop growth in summer) and a prestige system for unlocking advancements, with a focus on historical empire-building in a single, evolving world map. The The Eastern Realm expansion (March 2008) introduced Eastern-inspired architecture, new trade goods, and additional scenarios. The Settlers 7: Paths to a Kingdom came out on March 17, 2010, for Windows and macOS. It hybridized economy and conquest paths to victory, with modular production chains, trade route control for bonuses, and a prestige-based tech tree allowing multiple kingdom development strategies. Expansions included Conquest: The Empire (September 2010, adding conquest-focused content) and The Two Kings (February 2011, with new campaigns and units).[11][12] The Settlers: New Allies launched on February 17, 2023, for Windows PC via Ubisoft Connect, Epic Games Store, and later Steam, and on July 4, 2023, for PlayStation 5, Xbox Series X/S, and Nintendo Switch. This entry reimagined the formula with three playable factions (Elari, Maru, and Jorn), each with faction-specific bonuses in areas such as farming, industry, and warfare, alongside real-time battles and deep settlement customization in a fully 3D world with modern visuals. It received ongoing updates through 2025, including the "Gears of Prosperity" content update on March 22, 2024, which added new gadgets like the Boom Drill and Smokescreen along with balancing changes and gameplay refinements, and a minor patch on April 15, 2025. No major expansions have been released as of November 2025, though free content packs continue to expand features.[1][13][14][15]Spin-offs and ports
The Settlers series has expanded beyond its mainline entries through various spin-offs and ports that adapt the core settlement-building themes to alternative platforms and formats. One prominent spin-off is The Settlers Online, a browser-based massively multiplayer online game developed by Ubisoft Blue Byte and released in beta in October 2010, with the full version launching worldwide in September 2011.[16] This free-to-play title emphasizes persistent world-building and player interactions, diverging from single-player campaigns by incorporating social features and ongoing events. In April 2025, operational responsibility transferred to CipSoft, marking a community-driven milestone with the "New Beginnings" update that ensured continued development and server stability.[17] Ports have brought the series to handheld and mobile devices, enhancing accessibility for on-the-go play. The Settlers for Nintendo DS, released in 2007, serves as a direct adaptation of The Settlers II: Veni, Vidi, Vici (1996), tailored for the portable console with stylus-based touch controls for unit selection, building placement, and resource management on the lower screen while the upper displays the overview map.[18][19] This port retains the Roman-era setting and economic simulation but optimizes interface interactions for the DS hardware. Similarly, The Settlers (also known as The Settlers HD) arrived on iOS devices in 2009 via developer Gameloft, adapting the original 1993 game's mechanics for touch-enabled iPhone and iPad screens, including gesture-based commands for expanding settlements across four campaigns featuring Romans, Vikings, Mayans, and a dark tribe.[20][21] Remastered collections have preserved and updated legacy titles for modern audiences. The Settlers History Collection, released exclusively on PC via Ubisoft Connect in November 2018, compiles the first seven mainline games—including The Settlers, The Settlers II, The Settlers III, The Settlers IV, The Settlers: Heritage of Kings, The Settlers: Rise of an Empire, and The Settlers 7: Paths to a Kingdom—each as "History Editions" with all expansions, improved resolutions up to 4K, and compatibility enhancements for contemporary systems.[22][2] These efforts maintain the series' focus on resource chains and empire growth while addressing technical limitations of older releases.Gameplay
Settlements and resource management
In the Settlers series, core gameplay revolves around directing autonomous settler units—such as miners who extract ore, builders who construct structures, and farmers who cultivate crops—to develop thriving settlements from rudimentary outposts. These settlers function independently, navigating the map to gather, transport, and process materials without constant player intervention, creating a dynamic economy of activity that emphasizes long-term planning over direct control. To ensure settlers remain productive, players must provide essential needs: housing in residences or headquarters to accommodate growing populations, food from farms, fisheries, or bakeries to prevent starvation and maintain morale, and specialized tools like pickaxes for miners or scythes for farmers, which are crafted through dedicated production facilities.[23][24][25] Building mechanics require strategic placement of facilities to optimize efficiency and connectivity, with structures like mines positioned near resource deposits, farms on arable land, and residences clustered for quick access to workplaces. Resource extraction operates via interconnected chains that simulate medieval production: for instance, woodcutters supply logs to sawmills for planks, which carpenters then use to create tools essential for worker assignment and building upgrades. This system demands balancing supply lines, as bottlenecks in one stage—such as insufficient iron for smiths—can halt downstream activities like tool or weapon production, forcing players to expand or reconfigure their layouts.[26][27] Over the series' history, these mechanics have evolved from the 1993 original's 2D top-down isometric perspective, where settlers followed simple flag-based paths for resource transport, to more immersive 3D implementations in titles like The Settlers: Rise of an Empire (2007) and The Settlers: New Allies (2023). Later games introduce advanced 3D pathfinding algorithms, allowing settlers to dynamically navigate uneven terrain, avoid obstacles, and interact more realistically with the environment, enhancing the visual and logistical complexity of settlement expansion. These developments preserve the series' focus on autonomous worker simulation while integrating seamlessly with broader economic resource flows.[28][27]Economy and trade
The economy in The Settlers series revolves around intricate production chains that transform raw materials into finished goods, sustaining settlement growth and enabling strategic expansion. These chains typically involve sequential dependencies on multiple buildings and specialized settlers, such as miners extracting ore, smelters processing it with fuel like coal, and smiths crafting tools or weapons from the refined output. For instance, in The Settlers II, iron ore mined from deposits is transported to an iron foundry where it is smelted into iron bars using coal, which are then forged into swords or shields at an armory, requiring additional coal for the forging process.[29] Similar sequences appear across titles; in The Settlers IV, grain from farms is milled into flour, combined with water at a bakery to produce bread, while livestock from ranches is processed at a slaughterhouse into meat, both serving as essential food sources to maintain worker productivity.[25] These chains highlight the series' emphasis on interdependent resource flows, where bottlenecks in one stage—such as insufficient coal—can halt downstream production, necessitating careful planning of settler assignments and building placements. Trade mechanics facilitate resource circulation beyond local production, using automated systems to balance supply and demand across settlements. In early entries like The Settlers II, carriers—controlled settlers—automatically transport goods along road networks flagged at key points, with priorities set via the headquarters menu to favor critical items like gold coins or weapons; donkeys from breeders can accelerate routes in congested areas.[30] Later games expand this with dedicated marketplaces and sea routes: The Settlers IV employs donkey caravans for land trade between marketplaces and ships from harbors for inter-island exchanges, all automated once routes are established, allowing players to offload excess goods like planks or tools.[25] In The Settlers: Heritage of Kings, trade occurs at marketplaces where resource values fluctuate based on availability, enabling buying and selling to allies in multiplayer, with serfs handling transport to prevent shortages.[31] Settlers execute these trades as carriers or specialized workers, ensuring efficient logistics without direct player micromanagement beyond initial setup. Economic strategy centers on optimizing these systems for efficiency and dominance, often tying victory to superior resource output. Players must prioritize chain expansions to avoid shortages, such as scaling coal mines to support multiple smelters and forges, while monitoring stock levels to prevent overproduction that ties up carriers. In The Settlers IV, economic victory modes require amassing the highest production in categories like food or metals within time limits, rewarding balanced chains that minimize transport distances—e.g., clustering woodcutters, foresters, and sawmills.[25] Across the series, tools like geologists for resource scouting and priority adjustments help circumvent bottlenecks, fostering a gameplay loop where economic mastery enables sustained growth and outpaces opponents.[28]Military and strategy
The military mechanics in The Settlers series complement the resource management by enabling territorial expansion and defense through armed forces, where players produce units via specialized buildings like barracks or fortresses that rely on prior economic output such as weapons and food.[32] Common unit types include melee infantry such as swordsmen and pikemen for close-quarters combat, ranged units like archers or bowmen for attacking from afar, and cavalry for faster assaults and flanking maneuvers; later titles introduce specialized variants like healers to support troops or fire-throwers for area damage.[28] Naval units, including ships for transport and bombardment, appear in games with water maps, allowing coastal raids and blockades.[33] Combat unfolds in real-time tactical battles, where early entries like the original The Settlers (1993) feature largely autonomous units that pathfind to targets based on player directives, such as assaulting enemy structures, while emphasizing strategic placement of defensive towers and walls to fortify borders.[30] In 3D titles from The Settlers: Heritage of Kings (2004) onward, players gain more direct control, including splitting squads, setting waypoints for ambushes or feints, and leveraging terrain like chokepoints for sieges, with AI opponents dynamically raiding unprotected expansions to force adaptive defenses.[34] Campaign modes integrate these elements through scenario-based objectives, such as conquering rival kingdoms via coordinated army advances, balancing offensive pushes with supply line maintenance.[28] Multiplayer modes, first introduced in The Settlers II (1996) via hotseat and LAN play, allow competitive territorial conquests where players target opponents' headquarters or military outposts, evolving to full online support in later releases like The Settlers: New Allies (2023) with PvP and co-op skirmishes on shared maps.[35] AI in single-player campaigns and skirmishes simulates human-like strategies, such as bandit ambushes or opportunistic expansions, challenging players to outmaneuver computer-controlled foes through unit upgrades and tactical formations.[34]Development
Origins and early titles (1993-1996)
The Settlers series originated at Blue Byte Software, a German studio founded in 1988 by Thomas Hertzler and Lothar Schmitt in Mülheim an der Ruhr, which had been developing strategy titles since its inception. The first game, The Settlers (known as Die Siedler in Germany), was conceived, designed, and primarily programmed by Volker Wertich, a student who submitted a demo to Blue Byte in the early 1990s after taking a year off from college to focus on the project. Wertich drew inspiration from economic simulation games like SimCity and Populous, aiming to create a real-time strategy title emphasizing complex resource management and medieval kingdom-building rather than direct god-like control. Released initially for the Amiga in June 1993, the game utilized an isometric projection engine to render its detailed world, allowing for smooth visualization of economic flows such as resource transport by autonomous workers.[36][23][37] Blue Byte handled additional aspects like graphics and sound in-house, with Wertich programming remotely from southern Germany using assembler code, resulting in a single Amiga executable file exceeding 70,000 lines. The MS-DOS port followed in 1994, developed collaboratively by Blue Byte and Massive Development to adapt the isometric engine for PC hardware, broadening its accessibility beyond the Amiga audience. The title achieved significant commercial success, selling over 200,000 copies in its early years and ultimately reaching approximately 500,000 units worldwide by 1998, which rescued the studio from near-bankruptcy and established the series' foundational tone of intricate, non-violent economic simulation.[37][36][23] Building on this momentum, Blue Byte released The Settlers II: Veni, Vidi, Vici in April 1996 for MS-DOS, with Wertich returning as lead designer to introduce enhancements such as improved graphics for more vibrant environments, increased on-screen unit capacity for busier simulations, and a Roman Empire-themed campaign narrative. The game maintained the isometric engine while refining economic mechanics, and an expansion pack, The Settlers II Mission CD, followed later that year in December, adding new missions and content exclusively for the German market. The Settlers II outperformed its predecessor in sales and popularity, further solidifying Blue Byte's reputation in the strategy genre during the mid-1990s.[23][36]Brand evolution and expansions (1997-2004)
Following the establishment of core mechanics in the series' initial entries, Blue Byte Software expanded The Settlers franchise with The Settlers III in November 1998, introducing three playable civilizations—Romans, Egyptians, and Asians—each with distinct architectural styles, units, and divine patrons that enabled magical interventions in gameplay.[8] The game featured two campaigns per faction, centered on quests to appease gods like Jupiter, Horus, and Ch’ib-Yu while competing against a rival goddess, Q'nqura, incorporating elements of strategy through ritualistic and supernatural events such as summoning divine aid or unleashing area-effect spells.[8] This title simplified prior road-building systems to emphasize fluid settlement expansion and resource chains, alongside real-time battles and a mission editor for custom content, marking an evolution toward more narrative-driven single-player experiences.[8] In 1999, Blue Byte released the Quest of the Amazons expansion for The Settlers III, adding ten new single-player maps, ten multiplayer maps, and Amazon-themed quests that integrated female warriors and enhanced AI for opponents, further deepening the quest-based progression.[38] Building on these foundations, The Settlers IV launched in March 2001, shifting focus to multiplayer capabilities with built-in voice chat and support for up to eight players, while introducing three initial playable races—Romans, Vikings, and Mayans—each boasting unique technologies, weapons, attire, and magical abilities, such as the Vikings' runic spells or the Mayans' ritualistic buffs.[39] The game's story-driven campaign united these races against the antagonistic Dark Tribe, led by the villainous Morbus, who sought to eradicate all vegetation; players alternated control among factions in a multi-mission arc emphasizing alliances, economic sabotage, and tactical warfare.[40] The period's corporate milestone occurred in February 2001, when Ubisoft acquired Blue Byte for approximately 26 million Deutsche Marks (around $11 million USD), integrating the studio as Ubisoft Blue Byte and enabling wider international marketing, distribution, and publishing support for ongoing Settlers titles, which bolstered the series' visibility in Europe and North America.[41][42] Under this new structure, The Settlers IV: The Trojans and the Elixir of Power expansion arrived in late 2001, adding the fourth playable race—the Trojans—with their own 12-mission campaign, three shorter faction-specific arcs, and 26 new maps focused on economic challenges and elixir-based power mechanics, while introducing squad leaders for refined military control.[39][43] These developments, including random map generation and seamless zoom interfaces, refined the franchise's blend of economic simulation and strategic depth, setting the stage for broader accessibility without altering its PC-centric roots.[39]Shift to 3D and new directions (2005-2010)
The shift to 3D graphics began with The Settlers: Heritage of Kings (2004), the first entry in the series to utilize Criterion's RenderWare engine for fully rendered three-dimensional environments, including dynamic elements like swaying trees, falling snow, and active wildlife such as deer and wolves.[44] Developed by Blue Byte, the game introduced hero units—powerful characters with special abilities that players could control directly, blending real-time strategy with role-playing game elements to expand tactical options beyond traditional settlement building.[44] This transition marked a significant departure from the series' isometric 2D roots, emphasizing immersive medieval scenarios with alchemy mechanics for weather prediction and 70 building types to support resource chains involving iron, stone, sulfur, and silver.[44] The move to 3D posed technical hurdles for Blue Byte, including adapting the engine to handle active terrain that influenced unit efficiency, such as thought bubbles revealing settlers' needs for food or rest amid changing seasons.[44] Integrating RPG-inspired hero units required balancing their combat prowess with the core economic simulation, ensuring they complemented rather than overshadowed trade and construction systems inherited from earlier titles. By this period, Ubisoft Blue Byte had achieved full integration following the 2001 acquisition, with the studio relocating to Ubisoft's Düsseldorf headquarters in 2003 to streamline development under a unified corporate structure.[42] This alignment enabled a push toward greater accessibility, targeting broader audiences through intuitive interfaces and narrative-driven campaigns that appealed to both strategy veterans and newcomers. Subsequent titles further explored these directions. The Settlers: Rise of an Empire (2007), also developed by Blue Byte, shifted emphasis toward expansive city-building, where players managed producers within walls and gatherers in surrounding lands to foster bustling medieval towns.[45] The game prioritized visual feedback for building performance over dense statistics, simplifying resource oversight while maintaining real-time strategy layers like trade routes and defense. Producer Benedikt Grindel highlighted this focus as a way to evolve the series' economic foundations into more narrative-integrated simulations of urban growth and expansion. The Settlers 7: Paths to a Kingdom (2010) introduced hybrid path-to-victory systems via a prestige-based Victory Point mechanic, allowing players to pursue dominance through trade, science, military, or faith branches, each granting points for achievements like sector conquests or technological advancements.[46] Lead designer Andreas Nitsche noted that this system equalized non-combat paths with warfare, preventing economic playstyles from being undervalued and encouraging diverse strategies across multiplayer and single-player modes. Under Ubisoft Blue Byte's integrated operations, the title emphasized modular progression to enhance replayability and appeal to casual players seeking flexible kingdom-building experiences.Recent entries and updates (2011-2025)
The Settlers Online, launched in 2010 as a free-to-play browser-based entry in the series, continued to receive ongoing support and content updates through 2025, marking over 15 years of operation under Ubisoft Blue Byte. In April 2025, Ubisoft announced a significant transition, handing over lead operations and further development to German studio CipSoft, known for the MMORPG Tibia, to ensure the game's long-term sustainability without interruption. This "New Beginnings" initiative allowed the game to persist with its existing team relocating to a new office in Düsseldorf, while CipSoft committed to continued investments in updates and community features.[47][48][49] The most recent mainline installment, The Settlers: New Allies, was released on February 17, 2023, for PC via Ubisoft Connect and the Epic Games Store, introducing a reboot with real-time strategy elements focused on settlement building and faction-based multiplayer across three playable factions: the Elari, Maru, and Jorn. Developed by Ubisoft Düsseldorf using the Snowdrop engine, the game emphasized cooperative and competitive multiplayer modes, diverging from earlier 3D experiments by prioritizing accessible online play. It later expanded to consoles including PlayStation 4, Xbox One, and Nintendo Switch on July 4, 2023, with cross-play support.[50][51][52] Post-launch support for New Allies included a Steam release on March 26, 2024, accompanied by the "Gears of Prosperity" update, which added new buildings, production chains, and balance adjustments to enhance strategic depth. A subsequent content update in May 2024 introduced additional gameplay features and bug fixes, while an April 2025 patch focused on balance changes, particularly to worker efficiency and multiplayer matchmaking, as tracked in official patch notes. These updates aimed to address launch feedback on performance and accessibility, sustaining player engagement into late 2025.[53][13][14] As of November 2025, no new mainline titles in the series have been announced, with Ubisoft shifting emphasis toward maintaining legacy entries like The Settlers Online under CipSoft's stewardship and providing incremental patches for New Allies to support its active community. This period reflects a stabilization phase, prioritizing digital distribution enhancements and cross-platform compatibility over expansive new developments.[54]Reception
Critical reviews
The Settlers series has received varied critical reception across its iterations, with early entries earning strong acclaim for their innovative blend of real-time strategy and economic simulation, while later titles faced criticism for technical issues and deviations from core mechanics. The original 1993 release garnered high praise, achieving an average score of approximately 90% from contemporary reviews, including 90% from The One magazine and 97% from Amiga User International, lauded for its addictive resource management and charming visuals.[55][56] The sequel, The Settlers II (1996), marked a peak in the series' early reception, with an aggregate of 84% on GameRankings and user scores averaging 8.9/10 on Metacritic, celebrated for enhancing the economic depth and introducing more strategic layers without overwhelming complexity.[57] Subsequent 2D entries maintained solid but slightly tempered reviews, with The Settlers III (1998) averaging around 70% from outlets like GameSpot (6.1/10) and IGN (6.9/10), appreciated for colorful graphics but critiqued for repetitive gameplay loops. The Settlers IV (2001) held steady at 74% on Metacritic, praised for its polished building mechanics and variety of resources, though some noted interface crudeness.[58][59][60] The shift to 3D in the mid-2000s led to a noticeable dip in scores, exemplified by Heritage of Kings: The Settlers (2004) at 58% on Metacritic, where critics highlighted addictive world-building but faulted clunky controls and unbalanced combat. This trend continued with The Settlers (2007) scoring a low 39% on Metacritic, derided for slow pacing and lack of innovation, and Rise of an Empire (2007) at 66%, which improved visuals but was seen as competent rather than groundbreaking. The Settlers 7: Paths to a Kingdom (2010) rebounded to 79% on Metacritic, commended for atmospheric music and strategic choices, though gameplay mechanics remained unclear to some reviewers.[61][62][63]| Title | Release Year | Metacritic Score | Key Praise | Key Criticism |
|---|---|---|---|---|
| Heritage of Kings | 2004 | 58% | Addictive gameplay, 3D visuals | Clunky controls, unbalanced elements[61] |
| The Settlers (2007) | 2007 | 39% | Loyal to economic roots | Slow progression, minimal events[62] |
| Rise of an Empire | 2007 | 66% | Enhanced city-building, visuals | Lacks depth in strategy[63] |
| Paths to a Kingdom | 2010 | 79% | Immersive atmosphere, music | Unclear mechanics, trial-and-error[64] |