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Читы для Settlers, The

Чит-файл для Settlers, The

Settlers, The

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Альтернативное название:Serf City: Life Is Feudal
Разработчик:Blue Byte Software
Издатель:Blue Byte Software
Модель распространения:розничная продажа
Жанры:Strategy (Manage/Busin. / Real-time)
Multiplayer:(2) split-screen

Даты выхода игры

вышла в 1994 г.

Hint [ENG]

Информация актуальна для
The Settlers

A complete selection of hints and tips  -  By Simon Burrows


Well, it's  a little  time now  since this  smart little strategy
game from  Blue Byte  software was  released.  It is said to be a
cross between  Sim City and Populous, but also has links to games
like Utopia,  Powermonger, Genesia,  and more  vaguely  to  Theme
Park, Mega  lo Mania  and even  another of Blue Byte's creations,
Battle Isle.

The game  itself has two titles: "The Settlers" being the English
release, and  "Serf City:  Life is  Feudal", the  American. It is
really a  sort of medieval foray in which you must build your own
little settlement  with the  aim  of  ultimately  attacking,  and
defeating, your enemies.

After my  successes in  writing about  games like  Sim City 2000,
Theme Park,  UFO: Enemy  Unknown, and  Desert  Strike,  I've  now
decided to  create this huge selection of hints and tips to cover
the widest area of features  deserving of mention in this game.

This documents covers the main aspects of the game  in parts 1 to
nine,  (for example, buildings, roads, food, mines etc.) then the
final part, part ten, covers  a very loose step-by-step guide you
could  follow to  help yourself  through the first few minutes of
the game.

Anyway, enough chat.  Onto the tips...

Part One  -  Placing your castle

Obviously, the  first building  you've got to worry about is your
castle.   The positioning  of this  at the start of the game is a
big factor in how successful you can be later on - so choose your
position wisely.

Firstly, take  a bit of time to survey the whole area to see what
the possibilities are.  There are a few obvious hints in location
choice like you must be near mountains, forests and lakes.  Also,
remember that  deserts are  completely useless,  so it's  no good
building in one of these.

There are  two options available to you really:  either you place
your castle  quickly before  his, or you let him go first to give
yourself longer  to think.   The  first of  those two can lead to
your opponent  placing his  castle near your border to limit your
movement once  he knows where you are, but if you take the second
option you  could find that your opponent takes the prime spot in
the landscape  leaving  you  in  a  less  desirable  position.  I
recommend that you take this second option, because, although you
may lose  out on  the best  spot, this  is far  better than being
crippled by  your enemy starting up near your border and shutting
you off from some vital resources.

Part Two  -  Starting up

When you have your castle down you need to start building up your
little town.   It's quite likely that the area around your castle
worth building  on   (ie, the  flat land)  is cluttered with rock
and trees,  so by  placing a  quarryman and  a lumberjack you can
clear the  area ready  for building,  and  generate  some  useful
building materials  at the same time.  When the area is clear and
ready for  building on,  burn down the two huts, and you're ready
to go.

Probably your  first job  after doing this is to build some guard
huts at the limits of your territory.  This will expand your area
quickly, which  is, or  course, one of the main ideas of the game
in the first place.

Now you  need to think about creating the rest of your town. When
you initially  start up, don't try to build too many buildings at
once. If  you do  this, your workers will be slowed down and your
knights spread thinner over your territory.

At the  beginning of  the game  you will  find that you will need
quite a lot of everything, but things should get easier as you go
through.   Just remember  that you  WILL run  out  of  wood,  for
example, if  you forget to build a sawmill early on, so always be
on your toes and build everything that you're going to need.

One of  the best  layouts for  a town is to have your castle near
the centre, and the different 'industries' to each side.  So, for
example, you could have your castle in the middle, then mines and
metalworks to one side, food and farming to another, and forestry
and saw-milling to  a third.  This will reduce travelling time to
a minimum, and avoid clogging up roads.

Part Three  -  Construction

One thing  to think  about before  constructing a new building is
enemy presence.   Do  not build anything new if you know that the
enemy is  within reach,  especially if that enemy is building, or
is about  to build,  a watch-tower  or guardhouse.   If you do do
this, and you are unlucky enough for his building to be completed
before yours,  his border will sometimes approach and invade your
territory,   cutting off  some of  your buildings.  This leads to
the building  being destroyed, together with all the stock inside
it, which is a big loss to any player unless you're cheating!

As well  as putting  buildings near  to the  stocks they will use
(Eg, fisherman's huts near to the lakes), it is also important to
think  about   where  to  position  them  in  relation  to  other
buildings. For  example, buildings  that rely on each other would
be much  better close  by to save lots of time travelling between
them,  and   buildings  that  go  together  to  create  a  little
'production line'  would be  best in  that order,  with the  last
building near to where the final product will be used. Two useful
examples of this may be :-

ж  A lumberjack, a forester and a sawmill close by will create an
   almost constant stream of building planks ready to be sent off
   to wherever  they're needed,  and it  involves no  interaction
   with the castle, saving time, and reducing congestion.

ж  By having  foundries on the foothills of mined mountains, and
   then blacksmiths  and toolmakers  in  between  there  and  the
   castle, you  create a  little production line.  Basically, the
   iron ore  from the  mine goes  to the  foundry, the  coal from
   another  mine  and  the  iron  from  the  foundry  go  to  the
   blacksmith and the toolmakers, then the weapons and tools from
   the tool-maker  and blacksmith  can be transported directly to
   the castle for distribution.

...Creating  these   little  set-ups   will  save   time,  reduce
congestion, and  probably increase  output as well, so it's worth
thinking about it when laying down your buildings etc.

Part Four  -  Buildings

Early on  it is  advisable to  set building  occupancy  to  weak,
because there  is no  need to  guard buildings  which  won't  get
attacked this  early on  in the  game. It  is far better to leave
your knights  in the  castle  where  they  will  get  trained  up
quicker, and  be ready for attack.  Later on in the game when the
enemy comes  close in  a threatening mood, increase the occupancy
level again ready for the oncoming attack.

Boatyards are  only important in those levels where there is lots
of water  about.   Remember that  you will  only need  a  certain
amount of  boats, so  to conserve wood, turn off it's delivery to
the boat-yard  as soon as you have enough boats, otherwise you're
just wasting it.

Obviously castles  are very  important, and  you will undoubtedly
know quite  a lot  about them  from playing the game and from the
manual.   One thing  I can add is a little cheaty tip you can use
when placing your castle.  If your enemy finds an excellent place
to put  his castle  in a level, immediately restart the level and
place your castle there before he can!  Ooooh, what fun!

Farms are  the other main food source for your settlement. A farm
can produce corn for flour then bake the flour for bread, as well
as growing  corn straight  for pig  food.  (Don't you ever wonder
where they  get the yeast from??)  You should find that two farms
will suffice  for a  small settlement, but after a while you will
find the  need to  build  more  as  demand  for  food  increases.
Obviously, the  best place for farms is in wide, flat areas where
farmers can have the best fields.

Fishermen's huts  are also  very important  at the  start of  the
game, because  fish are  the easiest way of feeding your workers.
As an  added problem  in the game, it is quite possible to 'over-
fish' a  lake, so it's best not to build too many huts around one
lake, and,  instead, to  conserve stocks  by allowing reserves to
re-build after each fishing spree.

Sawmills are  very important  buildings because  they process the
trees cut  down by  your woodcutters into planks ready to be used
in building.  You are really going to need a sawmill right at the
start of  the game  to get  straight  to  work  at  creating  the
necessary materials for early building.

A warehouse  is very  similar to a castle, so is a very important
building and  should be  protected by at least one stronghold. If
you lose  a warehouse it can be a very big blow to your campaign.
One of  the best  'uses' of  a warehouse  is for training knights
because they  will be taught much faster in a warehouse than in a

These two  are obviously also very important because without them
you won't  even have  the wood for the sawmill to plank.  Because
the two  do completely  opposite jobs  (ie, one cutting down, and
one planting  trees), it's a good idea to have the two working in
harmony with each other, so that as one chops down an old forest,
the other  can start planting another.  If you're wondering about
the best  place to  start a  new forest,  one that  grows on  the
slopes of  a mountain  is  your  best  bet  since  this  uses  up
otherwise useless  land and  conserves the flat land for building

Part Five  -  Roads

If you  are to  become successful  in this  game you will need to
have a  good road  network at all times. If your network is poor,
or non-existent,  things can  get completely  clogged up  as  you
build a bigger and bigger empire.  Important goods can get slowed
down as  transporters move  less-important goods  out of the way,
and this  leads to everything slowing down and becoming much less

The best road-network to construct is a little Milton Keynes type
grid of  roads that  covers your  whole land.  This is best as it
gives your  workers and  transporters the best chance of a direct
route to  their destination,  saving valuable time and helping to
reduce congestion.

The worst  road-network you can build is one where all roads lead
to and  from your  major buildings  in sort of star shapes.  This
doesn't work  at all because, for anyone to go anywhere they have
to take  long routes  to places  they don't want to go to, before
they can then go on to their desired destination.

One thing  you musn't  do is  to change  the path  to a  building
whilst rock  or wood  is being  transported  there.    This  will
bewilder the  men doing  the transporting,  and more  than  often
they'll just turn around and head back the way they came!

Another aspect of transporting is the 'flags'.  Transporters will
always take the shortest route possible to their destination, and
this is calculated by the number of these 'flags' that are passed
- the  more 'flags',  the longer  the journey.   Because of this,
reducing the  number of  flags to  the minimum will also minimise
transportation times.

When laying roads, try to keep them as flat as possible. If it is
a necessity to lay a steep road  (appearing red), then put a flag
either side of the hill, so you have one transporter going up and
down the  hill slowly,  while other  transporters can go further,

Whilst building  roads, you must take into consideration the land
that they  take up.   If  you build too many roads you will start
taking over  more and  more land  leaving less space for planting
new trees  to replace  those already cut down.  The more and more
you do  this the less and less trees you will have in the future,
and as trees are the most important ingredient in expansion, this
is no  good thing.   Basically,  although you  do need roads, you
need to be a little careful in where you put them, so you need to
plan ahead and not just chuck them down all over the place.

Part Six  -  Mining, Tools and Weapons

When deciding  which mines to build, remember that coal mines are
far more  important than  the other,  so you should have at least
twice as many of these that the alternatives.

It is important to get a tool maker up and running BEFORE you run
out of  tools because  he cannot  make them  quickly.  It doesn't
really matter  where you  build his hut, so just slot it into any
available space.

When attack  is impending,  it  is  important  to  build  several
blacksmiths with  their support  structures, plus  mines and gold
foundries.   If you  don't take  these precaution  you won't have
weapon stocks  when battle  arrives, and it will be too late then
because weapon production is very slow.

It is  best to  space your  blacksmiths, gold mines and foundries
widely around your land so that your enemy cannot halt your whole
production   with just  the capture  of one  of your guard posts.
(Ie,  he  may  stop  the  production  of  one  mine,  foundry  or
blacksmith, but  you will  have many  others, a long way from the
captured one, which can continue production for you.)

Part Seven  -  Food

At the very beginning of a new game then the best food to produce
is fish,  because this  is a quick and easy way to feed your mine
workers.   All you  need to do is build your fisherman's hut near
the water and you're away.

One of  the silly  parts of  this game  is the fact that the only
need for  food is  in feeding  miners. But,  hey, don't complain;
this means that if, for  some reason, you  don't  have any  mines
working, you don't need to produce any food at all!

The above  means that  you don't  need to produce as much food as
you might  think.  Over-producing just wastes time as your little
men lug  bread,  bacon  and  fish  around  your  roads,  creating
congestion too.  It also  means that  if you  are busy making too
much food  you're wasting  land with  farms that  you don't  even

If you  do have  mines running  (which 95% of the time you will),
then  I  recommend  that  you  don't  bother  with  pig  farming.
Instead, once  you've got up and running a bit, rely less on your
fisherman by building up until you have three corn farms, a baker
and two  windmills.   This lot  should do  the job of feeding the
workers from at least ten mines all year round.

Part Eight  -  Attacking

Unlike in  other, similar  games, battle  isn't the  best way  of
doing things.   It  is far  better to hang on and not fight until
you absolutely have to, in order to give yourself the best chance
of winning.  Also, there  is  no  point  in  fighting  for  small
pickings, so  only fight  when there's  something good  to be won
like a mountain containing a vital material.

Instead of  directly attacking  your enemy   (ie, sending in your
knights), it  is better  to  keep  enlarging  your  territory  by
building guard  posts on  your border.   Doing this gives you the
opportunity to  rotate your  knights between  the castle  and the
guardpost, so  some are  defending  the  guardposts,  whilst  the
others are  training in  the castle.   You can then keep rotating
this, ensuring  that the  guardposts  are  always  satisfactorily
defended, and  you will  ultimately get  a good  strong  army  of
highly ranked knights ready to attack when needed.

Getting your  knights into  good nick  before making  your  first
attacks is vital.  At the start of the game you'll find that your
knights have  low armour,  and are in bad training.  The best way
to get  them trained up is to build plenty of warehouses, because
they offer  the best  training.  If that's not an option, knights
can also  be trained  in the  garrisons, although  this  is  less
proficient.   The best rule to use is that your knights should be
used as  late as  possible to  give them the best chance of being

The first  thing to  remember is  that only  'military' buildings
(watch-towers, strongholds,  and guard  towers)   can be attacked
during play.   The  first  thing  to  do  when  weighing  up  the
possibility of  attacking a building, or just when trying to find
out about  it, is  to look at the flag that is flying outside it.
Of course,  the colour of this immediately shows you who occupies
the building,  but you'll  also find  that the higher the flag is
flying on the pole, the more soldiers are defending the building.
This allows  you to  see whether  it's likely  you'll be  able to
capture the building or not.

The best  attacking tactic  is to  save your  game  before  every
battle, and  then again  if you win the battle.  That way, if you
lose, you  can re-load  and be  none the  worse for  wear.   This
allows you  to try  some more  risky attacks  like using only one
captain to  attack an  enemy castle.   This  kind  of  battle  is
possible to  win -  one in  about five tries usually - so you can
keep restarting until you make it.

When you  do come to make an attack, don't just attack anything -
it is  important to make the attack count.  Try to select targets
that will  cause the  most problems for your enemy if you control
them.   For example,  if you  can find  a well-used  road in  his
empire, then  attacking and  controlling this means that whatever
used to pass down it cannot any more.  An example would be a road
where raw  materials go  from a  mine to a foundry  -  after all,
it's no  good your  enemy mining iron ore if he can't get it to a
foundry to process!

Another possibility  might be  to attack  and cut  off  a  little
'pocket' of  your enemy's  territory, so  there's no  way he  can
expand it or try and get it back.  This allows you to destroy it,
or keep  it and  gloat to  your enemy for as long or as little as
you like!

Finally, when  selecting a  post to  attack, look  to see whether
your opponent  is fickle  enough to  have but  one blacksmith  or
foundry.   If he  does, and it is possible to attack these, it is
possible for  you to  halt your  opponent's entire weapon or tool
production in one fell swoop!

Another good  reason for  attacking might be to take control of a
guard post  which has  an extremely valuable resource piled up by
the flag  outside.   It may  get to  the stage  where it is worth
doing this  at the loss of a few knights, because the resource is
so valuable  for you  to get control of. (Or, if you're mean like
that, so your enemy can't have it!)

If you  are looking  to attack  a big enemy fort, you must have a
strength and  morale level  of at least 90%.  To increase morale,
collect gold, as each piece collected will increase your knight's
morale, and  you'll also find that winning battles has a positive
effect on morale.  Another thing to think about is your supply of
weapons. I  suggest that  you build  a weapon  maker as  soon  as
possible to  give  a  large  collection  of  weapons.    The  raw
materials needed  for swords  and shields  are coal  and iron, so
take these into consideration when you position things too.
Another thing  to bear  in mind  with knights is their tiredness.
If they  have to  walk a long way to the front line they will get
tired on  the journey  and be  less effective  in battle.   Their
status is shown with four symbols ranging from active on the left
to sleeping  on the  right, so refer to this to help you plan out

Part Nine  -  Defending

Defensive possibilities  in this  game are  rather limited to say
the least!   If you find yourself in a situation where your front
line has  an unsatisfactory number of knights, you can reduce the
number manning  third line  and inner  guard posts, and some will
then leave  these areas  and go  back to  the castle.   From  the
castle the  knights can  then go  onto the front line and man the
unsatisfactorily defended guard posts. The main problem with this
method is that the knights will spend a long time walking around,
so you  must act  quickly so  you don't  get attacked  before the
knights arrive.

If it comes to the situation where you can see the enemy marching
upon one  of your  guard posts,  there is little you can do about
it!   As long as the enemy is still a fair way away,  (if they're
close you  won't be  able to  do  this)  you  could  destroy  the
targeted guard  post so  that, although it will be lost, it won't
get into enemy hands.

Another possibility  would be  to find the nearest enemy garrison
and attack  this. If  you are  lucky, your  troops will  begin to
march on  this, but  they will meet the approaching enemy army on
the way,  and begin  to attack  them there.  This means that your
building stays in safety  -  at least for now.  The only thing to
worry about is the fact that your troops must see the enemy ones,
or vice-versa,  for the  confrontation to  occur, so if there's a
mountain in the way, for example, the two armies could march past
each other and you'll look incredibly silly!

Part Ten  -  An Example Step-by-Step Start

The following  guide by  no means compensates the tips in parts 1
to 9.  It does not cover many aspects of the game, and misses out
some vital  tips.   It's just  a quick piece to help you get into
the game and start your own little civilisation.

The first  decision is  placing your  castle.  It might be a good
idea to survey the different mining locations first, and position
it at  the best of these; one with water and forests if possible.
The first  buildings to  construct should  be guard posts on your
border to expand territory.

After this  you can loosely say that you now need at least one of
each construction except for the boat yard, butcher and pig farm.
The first  to get up and running should be some mines, so get the
geologists out  and find  some good  mines, then get them set-up.
Next you'll  need to find some food for the miners, so build 1 or
2 fisherman's huts by a lake.

Next you  need some building materials. Build a woodcutter with a
forester so  that one  compensates for  the other,  then build  a
stone cutter.  When the latter of these has exhausted the surface
stone in  the area,  burn down his hut then build another for him
somewhere else,  otherwise he'll  be forever perambulating around
your land trying to find his way home!

You now  need to  convert the  logs from the woodcutter into some
wood planks  ready for  building.   To do  this, build  a sawmill
close to  your  castle.    As  well  as  this,  build  the  other
manufacturing buildings,  going in  the order of production, with
the final  building closest  to your  castle   (ie, mine furthest
away, then  foundry, then  tool-maker, blacksmith  and  goldsmith
closest to the castle).

Soon you will find that your miners start running out of food, so
get a corn farm up and running.  To process it's corn you'll also
need a windmill or a baker nearby.

As your  power becomes  greater, it  would help  to build  a  new
goldsmith to  get more morale-boosting gold, and another armourer
to increase your fighting power.

                    That'll do for now folks...

     Hope this increases your success in this smart game...

                         Simon Burrows

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