The Settlers II is one of those brilliant little strategy games that mixes a bit of economics, a bit of combat, and a whole lot of watching cute little men stroll around the screen hitting things with various implements of destruction.
The Settlers II is one of those brilliant little strategy games that mixes a bit of economics, a bit of combat, and a whole lot of watching cute little men stroll around the screen hitting things with various implements of destruction. The problem is, despite very pleasing economic models and visual delivery, there really isn't enough to do to make long-term world-building very satisfying.
From the intro screen, you can tackle individual scenarios (in which you take on the role of different races) or elect the campaign mode, which puts you in the shoes of a lost Roman army. Starting on a small island with a scattering of supplies and men, combatants must learn the secrets of construction from ancient monuments left behind, and the secrets of war from the local inhabitants. As play continues, the ragtag band will discover that their only way forward is to take possession of a series of magical gateways that are protected by increasingly fearsome opponents that include Nubian, Viking, and Asiatic tribes.
The Settlers II's strength is the complexity of its economic engine. Players must acquire raw materials through the actions of laborers who operate out of the buildings that you construct. These base materials are used in turn to develop more complex items that the settlers need like tools, weaponry, and food. One example of how twisted this scheme can get is in the production of the gold coins that are used to improve your soldiers' skill levels. In order to produce coins, you must take raw gold to a worker at your mint - in order to get the raw gold, you must feed meat to the pick-swingers in your gold mine - in order to get meat you must take pigs to the slaughterhouse - in order to get pigs, you must deliver grain and water, produced at the farm and the well respectively, to the pig farm. As you can imagine, trying to sort out which resources are being allocated to which production facilities can get pretty confusing, and a well-run village will require a great deal of patience and administrative skill.
The Settlers II has a few failings that keep it from ever achieving the level of success that it seems capable of. Combat, which is a fairly large part of the game, is merely a matter of sending your troops to attack the enemy's buildings, and hoping that your soldier has enough luck to take the victory. Once combat begins with an opponent, there's usually very little reason to continue expanding the economic development of your country, as most of your resources will be directed towards creating more soldiers and weapons. The game also provides very little to aspire to technology-wise. Once players have learned how to build the basic building types, there's nothing else to discover, a fact that makes world building for sheer entertainment's sake very limited. Each of the levels is designed to provide players with a problem (e.g. low resources, enemies on both sides, etc.) that has a fairly specific solution.
With its crisp graphics and stunning sound effects (let's try to forget about the mind numbingly repetitive soundtrack for now), The Settlers II creates an atmosphere that's hard not to like, at least for a little while. And for those who are into strategy games that require linear thinking and specific problem solving, the game probably will provide multiple hours of engrossing play. But those who are looking for a more open-ended game may find that Settlers II's low number of construction options and snore-inducing combat keep the game well within the bounds of strategy game mediocrity.
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V E N I V I D I V I C I
[F]requently [A]sked [Q]uestions
Post-Release Version 1.1 - MINOR Revision
Last Updated April 2nd, 2006
Written By Alexandru '2 Bad' Duta
Hello. My name is Alexandru '2 Bad' Duta and I welcome you to the
unofficial Settlers 2 FAQ.
This FAQ was written to satisfy my need of writing about a game I truly
love, and fate have it, I chose Settlers 2. With this opportunity I want to
thank Blue Byte Software for their amazing work. This game is beyond its
time in both gameplay and graphics.
During the past years, three more games and a few add-ons were released but
none of them could surpass the marvel that is The Settlers II. I am truly
sorry that the Settlers concept has been destroyed. The Settlers III and IV
are pityful excuses for games that bear that name.
This is what I said back in July, 2003:
"Blue Byte should really consider returning to the old Settlers II system
when thinking of a fifth Settlers game... Enough said. I'll leave you to
your reading. Enjoy!"
In March, 2005, my worst fear happened. Blue Byte released another game,
another Settlers game, the fifth one. Settlers V: Heritage Of Kings, as it
is called brings new ideas and old ideas together, but fails to capture the
magic that was The Settlers. Graphically, it's not the best you've ever
seen, it's not even close. It's sort of Warcraft III, but with a more
detailed resource and micro management. And, in my opinion is not worth the
money. I would love to see a new and improved version of Settlers II, but I
am going to die of old age until that happens.
This is what I said back in June, 2005:
"On a final note, this is the last version of this FAQ. Maybe if I get some
really compelling e-mails I might do a follow-up, but, I stopped working on
this FAQ. I regret not being able to finish through the FANpaign and other
campaign maps. I am an asshole. Sorry again."
It is now April 2006 and roumor has it that Blue Byte is working on a 3D
remake of Settlers 2! YES! You read right, and I am pretty happy about it!
If they actually re-create the beauty that is the Settlers 2 in 3D, it's
going to be the best game ever. I'm actually going to buy it retail.
However, Blue Byte may only release it in German, and that will be awful.
I just hope that some nice people will translate it for the rest of us.
Naturally, I'm going to update the FAQ or maybe even write a new one when
the remake is released. I can't wait!
Part 1 - Introduction
1.1 - Legal Information
1.1.1 - Disclaimer
1.1.2 - Trademark Information
1.1.3 - Copyright Notice
1.2 - A Word From Alexandru Duta
1.3 - About The Unofficial Settlers II FAQ
1.4 - About The Unofficial Settlers II ASCII Logo
1.5 - Getting The Unofficial Settlers II FAQ
1.6 - Adding To The FAQ
1.7 - Acknowledgements/Credits
1.8 - Accurate Information
1.9 - Revision History
1.10 - Settlers II On The Web
1.10.1 - Download The Full Game
1.10.2 - Download Maps
Part 2 - The Basics
2.1 - About The Game
2.2 - General Useful Tips
2.3 - Free Game/Unlimited Play Mode Help
2.4 - Buildings
2.5 - Industry System
2.6 - Soldiers
2.7 - Civilisations/People
2.8 - The H.Q.
2.9 - Advanced Settling
2.10 - Cheating
2.11 - Bugs
2.12 - Keyboard Shortcuts
2.13 - The FANpaign
Part 3 - Roman Campaign Walkthrough
3.1 - Chapter I: Off We Go
3.2 - Chapter II: Initial Contact
3.3 - Chapter III: The Pass
3.4 - Chapter IV: On The High Seas
3.5 - Chapter V: In The Wasteland
3.6 - Chapter VI: Divided Country
3.7 - Chapter VII: The Snake
3.8 - Chapter VIII: Sea Routes
3.9 - Chapter IX: The Grey Island
3.10 - Chapter X: The Last Gate
Part 4 - [World Campaign Walkthrough]
4.1 - [Europe]
4.2 - [Africa]
4.3 - [North America]
4.4 - [South America]
4.5 - [Greenland]
4.6 - [Australia]
4.7 - [North Asia]
4.8 - [South Asia]
4.9 - [Japan]
Part 5 - Free Game/Unlimited Play Walkthrough
5.1 - Old Maps
5.1.1 - [The Dark Path]
5.1.2 - [The Ditch]
5.1.3 - [The Plateau]
5.1.4 - [In The Mountains]
5.1.5 - [The Triangle]
5.1.6 - [Sea Of Lava]
5.1.7 - [The Green Island]
5.1.8 - [Good Old Times]
5.1.9 - [Countryside By A River]
5.1.10 - [The Black Valley]
5.1.11 - [The Oak Forest]
5.1.12 - [Tortoise]
5.1.13 - [Island Of Hills]
5.1.14 - [Four Islands]
5.1.15 - [Plateau Of Dragons]
5.1.16 - [The Amulet]
5.1.17 - [Battle In The Middle]
5.1.18 - [Trough The Desert]
5.2 - New Maps
5.2.1 - The Ring
5.2.2 - Thor's Island
5.2.3 - The Pancake
5.2.4 - Paradise Island
5.2.5 - Green Meadow
5.2.6 - Cold Times
5.2.7 - Christmas
5.2.8 - Dead Land
5.2.9 - Scorpion
5.2.10 - Toe To Toe
5.2.11 - The Gathering
5.2.12 - Adventure Island
Part 6 - FANpaign Walkthrough
6.1 - [Stranded]
6.2 - [In Exile]
6.3 - [The Limes]
6.4 - [Deep Freeze]
6.5 - [Oceania]
6.6 - [Harbour Zone]
6.7 - [New Ways]
6.8 - [Desert]
6.9 - [Intermezzo]
6.10 - [Return To Rome]
Part 7 - [The Map Editor]
7.1 - [Getting Started]
7.2 - [Basic Rules]
7.3 - [Placing Resources]
7.4 - [Placing Enemies]
7.5 - [Clear Way]
7.6 - [Ratios]
7.7 - [Objectives]
7.8 - [Wrap Up]
7.9 - [Testing]
7.10 - [Publishing]
Part 8 - The End
8.1 - What's Next?
8.2 - Bye
Sections in brackets '' were never finished. I am a lazy fat bastard.
P A R T 1 - I N T R O D U C T I O N
1.1 - LEGAL INFORMATION
Please take a moment to read the following important information. It is
designed and placed in this article to save my ass and, on some occasions,
to save your ass.
This statement has NOT been written by me, but taken out of a copyright
enforcement manual. You'd best not fuck with it. I might seem like a nice
guy, but if you fuck with me, I fuck with you!
1.1.1 - DISCLAIMER
This FAQ is to aid in informing the public about the game SETTLERS II by
Blue Byte Software. In no way should this promote your killing yourself,
killing others, or killing in any other fashion.
Additionally, Alexandru Duta claims NO responsibility regarding ANY illegal
activity concerning this FAQ, or indirectly related to this FAQ. The
information contained in this FAQ only reflects Blue Byte Software
indirectly, and questioning Blue Byte Software regarding any information in
this FAQ is not recommended.
1.1.2 - TRADEMARK INFORMATION
All specific names included herein are trademarks and are so
acknowledged: Blue Byte Software, Settlers, Settlers II, Windows, etc. Any
trademarks not mentioned here are still hypothetically acknowledged.
1.1.3 - COPYRIGHT NOTICE
This article is copyright 2004 by Alexandru Duta. All rights reserved.
You are granted the following rights:
I. To make copies of this work in original form, so long as
(a) the copies are exact and complete;
(b) the copies include the copyright notice and these paragraphs
in their entirety;
(c) the copies give obvious credit to the author, Alexandru Duta;
(d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions above, so
(a) this is the original work and not a derivative form;
(b) you do not charge a fee for copying or for distribution;
(c) you ensure that the distributed form includes the copyright
notice, this paragraph, the disclaimer of warranty in their
entirety and credit to the author;
(d) the distributed form is not in an electronic magazine or
within computer software (prior explicit permission may be
obtained from Alexandru Duta);
(e) the distributed form is the NEWEST version of the article to the
best of the knowledge of the distributor;
(f) the distributed form is electronic;
(g) the author is notified of set distribution.
You may not distribute this work by any non-electronic media, including but
not limited to books, newsletters, magazines, manuals, catalogs, and
speech. You may not distribute this work in electronic magazines or within
computer software without prior written explicit permission. These rights
are temporary and revocable upon written, oral, or other notice by
If you would like additional rights beyond those granted above, write to
the author at "firstname.lastname@example.org" on the Internet.
1.2 - A WORD FROM ALEXANDRU DUTA
Sorry for taking SUCH a long time before I did this update. I had a lot to
do... like pass my mid-term and actually think about the future 'cos I'm
not gonna be writing FAQs 'till I hit 50.
It's not often a FAQ of mine gets to this point. I tried to write more than
five FAQs and until now, none of them made it this far. I keep boring
myself... and getting too lazy and never finishing anything. I really don't
know what came over me now. This FAQ got further than I ever expected. And
I thank you, the reader, for that.
I hope everyone likes this version of the FAQ. It has been updated and now
contains Settlers II and Settlers II Gold Edition information, the FANpaign
information and more.
Lately, I've been feeling that it's all gonna end soon. A couple of more
updates and my part will be over. The FAQ will cover just about everything.
I just hope that some of you will contact me to give me pointers on what to
Until the next revision, keep on settling!
- Alexandru "2 Bad" Duta
1.3 - ABOUT THE UNOFFICIAL SETTLERS II FAQ
Welcome to the post-release v0.9 of The Unofficial Settlers II FAQ.
What does that mean? Post-release is after the game is released, version
0.9 is a minor revision written after 0.85, "Unofficial" means absolutely
nothing, SETTLERS II is the name of the game and FAQs are [F]requently
Here's how revision classification works. If a new version of the FAQ only
has a small amount of information changed or added, the version number is
increased by 0.1. This is called a "minor revision."
If a new version of the FAQ has a substantial amount of new information
changed or added, the version number is increased by 0.5. This is called a
If a new version of the FAQ has a huge amount of added or changed
information, major parts of the FAQ are rearranged, or major parts of the
FAQ are rewritten, then the version number is increased by 1.0. This is
called a "major revision."
Currently we're still in the 0.x stage, meaning a very preliminary FAQ. As
soon as I have amassed sufficient info in here, I'll boost the version
number to 1.0.
1.4 - ABOUT THE UNOFFICIAL SETTLERS II ASCII LOGO
The incredible ASCII logo was done by me and added in v0.2 of the FAQ.
Please keep in mind that, as is the rest of this document, the logo is
copyrighted. This FAQ may not be split into parts and distributed.
Therefore, the logo may not be used independently from the Unofficial
Settlers II FAQ.
Thank you for respecting global copyright laws.
1.5 - GETTING THE UNOFFICIAL SETTLERS II FAQ
There are a few places on the Internet where you can get the newest version
of this FAQ. It was designed to fit into the Dirty Little Helper database,
but it got into GameFAQs as well. Whatever the case, it will always be
accessible through my own website. Here are the links:
Dirty Little Helper: www.DLH.net
: (not approved)
AOL: http://games.channel.aol.com/cheats.adp?gameID=3155# (not approved)
FAQ Website: CURRENTLY DOWN
I always check and update the GameFAQs and DLH.Net sites and provide
them with the newest version of the FAQ. Please note that other sites may
not have the latest FAQ version.
If you would like to post the FAQ on your website, please let me know so
that you'll be kept up-to-date and have the latest version available. Plus
your site will be listed here!
1.6 - ADDING TO THE FAQ
If you want something added to the FAQ, please send an e-mail to
"email@example.com", explaining what your addition is. It will be
reviewed, and if accepted, added to the next FAQ version. In the e-mail,
please supply your name and e-mail address.
Please note that all submissions to the FAQ become the property of the
author (Alexandru Duta) and that they may or may not be acknowledged. By
submitting to the FAQ, you grant permission for use of your submission in
any future publications of the FAQ in any media. The author reserves the
right to omit information from a submission or delete the submission
1.7 - ACKNOWLEDGEMENTS/CREDITS
In this section I will try to thank all those who sent me information that
actually made it into the FAQ. They will be forever remembered for their
Geoff Barnard (firstname.lastname@example.org)
Great guy. Really helped me out. His contributions can be seen throughout
the FAQ. Thanks man! The Settlers will never die!
Colin Attle (email@example.com)
Some guys actually do win. I would like to thank Colin for his submission
and for the fact that he put up with my late, late acknowledgement.
James Lowry (firstname.lastname@example.org)
The first guy who actually tried to tackle my chapter three problem. Thanks
man, but I finally got it working. I really appreciate your help. I really
like the "Black Belt! Hit Sir Armor of Gothic here until he stops thinking
conscious thoughts." bit.
1.8 - ACCURATE INFORMATION
An attempt has been made to make the information in this FAQ as
accurate as possible. To my best knowledge, all the information supplied in
this article is 100% accurate.
To this end, I keep reading and re-reading the FAQ, playing the game and
more to make sure that everything is perfect. If for some reason you
noticed something don't hesitate to contact me at email@example.com.
1.9 - REVISION HISTORY
v0.1 - June 1st, 2003 - MINOR Revision
- first public release.
v0.2 - June 7th, 2003 - MINOR Revision
- added two more chapters to the walkthrough... Unfortunately my copy of
Settlers II is fucked up and I can't play chapter 3. I will try to add it
in the near future. Sorry.
- put my head together for a few corrections and alignments.
- got me a new ASCII logo. Worked on it for about 15 minutes. Cute, eh?
v0.3 - June 14th, 2003 - MINOR Revision
- added a few new rookie tips. I think that the Rookie section could get
renamed into something like "Game Tips"... or something; because some of
them are getting really technical. A rookie couldn't handle it.
- some more spell-checks.
- submitted the file to GameFAQs and DLH.Net. I hope it gets approved.
v0.4 - June 21st, 2003 - MINOR Revision
- I managed to add secondary information. I will finish the walkthrough as
soon as possible. I do have a life (not really, I'm just lazy).
- a lot of spell checks and corrections. I refuse to use a normal
spell-checker. They fuck up the FAQ.
- included some comments and suggestions recieved by e-mail.
- found the game to be abandonware ... anyone can get it for free!
- added Gold Edition information.
- FAQ is online at GameFAQs; yee!
v0.5 - June 28th, 2003 - MINOR Revision
- added to the walktrough. Gettin' really fussy 'bout it.
- spelling mistakes got waxed plus some fixation issues.
- corrected some minor problems: forgot to label some paragraphs.
- FAQ is online at NeoSeeker. They really know how to ask. Make you think
you wrote the best FAQ ever. Nice guys.
v0.666 - July 5th, 2003 - MINOR Revision
- completed some more chapters. Not much.
- got a whole bunch of feedback so I included that too.
v0.7 - July 12th, 2003 - MINOR Revision
- almost completed the FAQ. Not long now.
- miscellaneous corrections and additions.
- added FANpaign info.
- FAQ is online at DLH.Net! Bernd Wollfgramm himself asked for my
permission! WOW! I sent it to them a while ago but no reply. Now all of a
sudden the big honcho asks ME?! ...could be a typo. Or a "form" e-mail...
Really, really, really cool! Still, the FAQ is there :)
- FAQ's website is currently down. Makin' it look pretty.
- added the legal information.
v1.0 - June 1st, 2005 - MINOR Revision
- abandoned the rest of the FAQ. I'm sorry, it's just that I am a lazy fat
bastard. Hope you can do well with what you have here.
1.10 - SETTLERS ON THE WEB
Because this game was released in 1996, there aren't a lot of fan-based
websites around. Even the official Blue Byte website leaves the Settlers II
out of the loop. No information about it is given at all. I did a search
but couldn't find more than a few reviews and some cheats...
Blue Byte Software: http://www.bluebyte.com
1.10.1 - DOWNLOAD THE FULL GAME
Yes, it's true. The Settlers I and II are now abandonware! Download them
free of charge and enjoy! Even the Settlers II Gold edition is available.
The best site for abandonware is The Underdogs. Here are the links:
Settlers II Gold Full
Settlers II FANpaign
Settlers II Demo
Settlers II Gold Demo
Settlers II Mac Demo
1.10.2 - DOWNLOAD MAPS
I found only ONE website that still has downloadable Settlers II worlds.
The second one was suggested by Geoff; It's in german but you can handle
it. The third one was submitted by Colin.
Insider Settlers II - http://www.settlers.net/s2/
Welt Siedler?! - http://www.siedler-welt.de/welten/fr_welt.htm
Settlers 4.Net - http://www.settlers4.net/mapsection/bin/s2maps?c=d
P A R T 2 - T H E B A S I C S
2.1 - ABOUT THE GAME
The Settlers II is a strategy/economy game. It features real-time resource
management coupled with a well-designed economy system that can rival any
of today's 3D management sim. Another important part of the game is the
unique fighting technology.
Unlike other sims, where you get to build and provide an army but never get
to use it, in Settlers II you get to conquer enemy territory as ruthless as
possible. An entricate system allows the game to function as a whole,
uniting both types of gameplay into one package.
Is Settlers II a tactical real-time strategy game? Or is it an economy sim?
Like I said before: both game genres beautifully merged into one.
To succeed in the world of Settlers you will need to understand the system.
To build and train soldiers, you'll need a steady economy and ways to train
them. Shields, swords, beer and gold are just a small part of the numerous
requirements that you're going to have to fulfill.
Brace yourself for a ride unlike any other. And belive me when I say that
this will be a long ride. Only one chapter of the game can run for more
than 15 hours. No. Don't even think it. The Settlers II is not a slow game!
The game is carefully balanced to provide the best gameplay, even at such
seemingly long play-times.
Another aspect I must point out is the graphics. It is obvious that it does
not live up to today's 3D high-tech souped-up ultra graphics, but for a
production year of 1996, it really holds its own! 1024x768 hand-drawn frame
by frame animations really make this game a technological marvel.
Play this game, understand it... and you will soon love it.
2.2 - GENERAL USEFUL TIPS
In this section of the FAQ, I will try to point out certain mistakes that
rookie players may come across, and help some intermediate players go pro.
This section addresses people that have played, or have a somewhat
adequete understanding of the game system. If you do not, just advance down
to the walkthrough, and complete the first chapters... they're a tutorial!
* if you ever run out of wood something called "The Emergency Program" will
get activated. You will be notified in the messages box. This "Emergency
Program" gives you enough wood and stone to build a woodcutter and a
sawmill. Just WAIT for those to be built, so that the game can continue.
* if you find your soldiers disappearing from their chosen locations (these
can be Barracks, Guardhouse, Watchtower or Fortress), try looking around
for a Catapult. These things throw stones at close military locations and
kill a soldier per hit! To destroy a Catapult simply conquer the military
building next to/around it. HINT: If a military building is under fire
from a catapult, you will be notified in the messages window.
* `something's not right! I should be getting that particular resource but
it's not working!'. The only real answer to this one is: you screwed up!
The game is fully designed and bug-free (at least my version is). Maybe
you should check the industry chain to see whether you missed something.
* if you find it that your soldiers are all privates and the enemy's are
sergeants, officers or whatever... it means that you're gonna get your
ass kicked. Soldiers will fight better, resist more and serve you better
if they are higher in rank. They advance in rank if you get them gold
coins. Try to make them at the Mint.
* `a mine is exhausted. What now?' This is easy. There are only two things
you can do. Send a geologist there; he will analyze the mountain and tell
you in a few seconds if the entire mountain is dry, or if you need to
build another mine in another location. If the geologist comes up empty,
it means that the mountain has been bled dry of resources. Find another
one! P.S. Sometimes ALL THE MOUNTAINS are without minerals. Also, if a
mine gets exhausted, DESTROY IT, so that you don't lose more food on it.
* if you find that your opponent is capturing more and more of your
military buildings you can HALT his attacks by building catapults. These
kill off his soldiers BEFORE they get a chance to get out and attack. Try
it out. However, this will not last long. If he's not a moron, he'll
figure out a way to overpower your catapults. Always PRE-BUILD your army
to handle ALL kinds of attacks. If this is happening it's all YOUR fault!
* if you have all you need to make a soldier (beer, sword, shield) but he
is still not appearing, remember that you have to have A BEER, A SWORD,
A SHIELD and A HELPER (free guy) in ONE (the same) storehouse (H.Q.,
storehouse, harbor). Try restricting some of them so that everything goes
* remember to place flags as frequently as possible so merchandise traffic
can go A LOT faster. Also, note that flat ground is better than hills,
which SLOW UP your carriers. Always build a Donkey Breeder to speed up
congested roads. At one flag there can be a maximum of 8 items deposited.
* some people actually asked 'How can I attack?'. This is because the game
itself fails to explain some of the basic of actions. To attack another
player, simply click on his military buildings. A menu appears, that lets
you decide HOW the attack will unfold. After that, click on "attack" and
you'll see a battle take place.
* if you find the game too tiersome or demanding, it means that you're some
kind of a retard. Why are you asking me for advice? Delete the game and
go to sleep.
2.3 - FREE GAME/UNLIMITED PLAY MODE HELP
The Settlers II features two main game types. The "Campaign" mode and the
"Free Game" (original) / "Unlimited Play" (Gold Edition) mode.
The first one is carefully dealt with in part three of this FAQ. The latter
is the main attraction in part five. However, there are some aspects that
should be cleared up now.
FREE GAME/UNLIMITED PLAY MODE
When starting a new game in this mode, you are required to make selections.
These settings will greatly affect the game you are about to play. Here's
what you can chose, and what it does:
* Scenario - this determines what map you're about to play. There are 18
maps embedded into the game. They differ in size and player
capacity. In the gold edition you can select the first 18 maps
or the mission CD maps (12 maps) or player-created maps.
* Alliances - throughout the Campaign mode, your alliances are already set.
Well, in Free Game mode, you have the opportunity to change
who you're fighting with. There are several choices: "people
vs. people": every civilisation for itself (read section 2.7)
"human vs. computer": kinda simple to understand, "every man
for himself": need I say more?! Also NOTE that once someone
attacks an ally, all other allys of the attacked become your
enemies. Complicated at first, you'll catch on eventually...
* Objective - here's where you set up what you want to do. Again, you have
several choices. "None": which actually lets you do whatever,
"conquer 3/4 of map": you have to expand your territory, this
can be achieved without any fighting and "total domination"
where you have to be the ruler of all.
* Merchandise In H.Q. - how much stuff will be in your H.Q. when you start
the game. Can be: "low", "normal" or "a lot".
* Exploration - do you want to explore the enitre map, or do you want to
see everything from the start? You choose: "on" or "off".
* Start Position - the last thing you need to decide is the start position
of every player... yourself as well as the others. When
maps are made for Settlers II, the creator assigns
certain spots where the H.Q.s will be placed, so that
everyone has a fair chance. If you want this, choose "In
sequence". Otherwise, choose "random".
2.4 - BUILDINGS
There are a lot of buildings in Settlers II. Most of them can be built. To
ensure a certain difficulty and to make things easier for the player, some
buildings are disabled in the first few chapters of the game. As chapters
progress, so will your knowledge of buildings.
Still I thought it was a good idea to quickly run through all the buildings
in the game... just so you know what's going on.
In Settlers II, there are three main types of buildings. Small, medium and
large, plus a special section: mines. To build something, just hit the
spacebar. Whoah! So many green buildings and so many flags! I know... Well,
now you can see what CAN BE built over that particular part of land. To get
on to building, simply click on a green marker, then select what building
you want to build.
In the world of the Settlers, you have to connect the new building to the
main hall, the H.Q., by roads. This is easily done. Click on the flag in
front of the soon-to-be-built building. Whoah! Circles and arrows! With 'em
you can build roads. Build a road to your H.Q. Good.
Now only one more thing. You can see that a builder and a carrier have come
out from your H.Q. This is good, but not THAT good. Why? Well, the building
materials are going awfully slow. Why? Beacuse the road is too long for one
carrier. You need to build flags ALONG the road, so that more carriers can
help to carry the materials.
Experiment with this and you'll quickly get the hang of it.
Also, remember that EVERY BUILDING needs to be occupied to work. That means
that you have to have THE RIGHT PERSON, with the RIGHT TOOLS and the RIGHT
SKILLS to fill the job. How can you do this? Using the metalworks to make
tools for the needed jobs. People will train themselves in their required
skills. If this sounds all too confusing, just play the game.
For more of a tutorial, read the Roman Campaign walkthrough.
SMALL BUILDINGS - HUTS
WOODCUTTER: The most basic of structures. The woodcutter provides your
settlement with raw, uncut wood.
FORESTER: Pretty soon, you'll see your supply of wood drop. The forester
maintains the woodcutter's needs. IMPORTANT: 1 forester can plant
enough trees for 2 woodcutters! Also, NEVER build a forester next
to a farm! Farms need space around them to grow crops... but the
forester will plant trees ON THE CROPS, so the farm is useless.
QUARRY: This quaint little hut will supply you with another raw material:
stone. You will need stone to build medium and large buildings.
Build these next to stone deposits.
FISHERY: Placed near a water source, the fishery will secure you a good
supply of food. However, after a while, the fish will disappear,
rendering the building useless. IMPORTANT: This is a good source
of food early in the game!
HUNTER: This is the worst supply of food ever. I never build these huts
because pretty soon I find myself destroying them. Hunters provide
meat for a short, very short period of time... untill all the wild-
life in the area dies. After that he's completly useless.
* Geoff Barnard disagrees... *
* `...you were a bit unkind about the hunters too. I use them without any *
* great concern, no point at all to suggest that players shouldn't *
* bother. Yes, they don't produce a lot of food, but like the fish it's *
* free. As long as you replant woods where the wildlife originates, or *
* leave some woodland alone, then the wildlife never runs out. Or seems *
* not to. If a hunter and a fisher can be near your mines, then that's a *
* bit help. Of course, in some maps...' *
LOOKOUT TOWER: If you want to see beyond your territory, then the lookout
tower is for you. I never build these, they're useless. If
for some strange reason I want to explore without expanding,
I call my scout.
WELL: One of the most important buildings in the game is the well. This guy
will provide you with water, needed for pig farms, donkey breeders,
breweries, bakers and so on. IMPORTANT: Always build wells NEXT to
the building it's supposed to supply!
MEDIUM BUILDINGS - HOUSES
SAWMILL: To build you need building materials. The most important one is
made-to-measure planks. They don't just grow on trees... The
sawmill turns the woodcutter's logs into planks. For a normal game
you'll need about six woodcutters and three sawmills. IMPORTANT:
Build the sawmill close to the woodcutter to speed-up the process.
SLAUGHTERHOUSE: The pig farm supplies the slaughterhouse with live pigs, so
that they can become someone's meal. The slaughterhouse
turns pigs into meat for miners. This is a very good source
MILL: The grain harvested at the farm can be turned into flower...
BAKERY: ...which, along with water, gets turned into bread. This is another
steady source of food. IMPORTANT: Keep the mill next to the bakery,
and the bakery next to a well! It will significantly increase the
IRON SMELTER: If you have a few mines going, you're probably extracting
iron ore and coal. The iron smelter takes these and turnes
them into iron. That is distributed to the armory or to the
ARMORY: This is where the weapons that your soldiers will carry get made.
It needs iron and coal to make shields and swords. IMPORTANT:
Usually, the shield/sword ratio is 1:1, but I have seen annomalies.
METALWORKS: Iron can also be used to make tools. The metalworks needs
processed iron and planks to function. IMPORTANT: The
metalworks eats up a lot of planks and iron that need to be
diverted to the armory. Close this building when its tools are
MINT: If you started to extract gold from a gold mine, you need to convert
that gold into coins, so that you can start training your soldiers.
The mint makes gold coins from raw gold and coal. IMPORTANT: Always
give coal to the mint! More gold coins means better soldiers!
BREWERY: After you have a shield and a sword in your H.Q., a beer is all
that's needed to create a soldier (strange, I know). Beer is grain
STOREHOUSE: If you expand your territory a lot, you've probably noticed how
your H.Q. gets overburdened with materials. To take some of the
pressure off it, you can build a storehouse that will house all
the materials from that area of the territory and will act like
SHIPYARD: In certain levels, you will be allowed to expand your territory
by discovering new lands. That can be done by riding the high
seas. For that, you need a ship... lots of ships. Supplied with
planks, the shipyard will build you ships. The shipyard
also builds boats which can be used to transport goods over small
areas of sea. IMPORTANT: When you don't need the ships, close
the shipyard! It builds ships even if they're useless. It wastes
CATAPULT: To keep your borders safe, to prevent the enemy from moving too
close to your territory, you must build catapults. They throw
rocks at your enemies' military buildings, killing soldiers. They
are also useful in slowing down enemy attacks. IMPORTANT: Check
to see if your catapults have stone to throw. Make sure stone is
delivered to them!
LARGE BUILDINGS - CASTLES
FARM: One of the most important buildings in the game is the farm. It grows
crops of grain that are needed throughout the entire system. You'll
need lots of them if you're going to sustain such a powerful empire.
IMPORTANT: Always leave enough space around the farms for the crops
to grow, otherwise the farm's useless.
PIG FARM: Supplied with grain and water, this building will breed pigs,
that will later be turned into food.
DONKEY BREEDER: To help the carriers along the roads, donkeys can be used.
They need grain and water, but can prove very useful in
helping congested traffic around an H.Q. or storehouse.
IMPORTANT: Only build a donkey breeder if you have a stable
economy. It's not THAT important.
HARBOR: One of the most entricate buildings in the game, the harbor acts as
a storehouse/H.Q. The only thing that sets it apart is that this is
the place where expeditions start. This is where you'll send your
ships out to sea. After your shipyard builds you a ship, you need
a harbor to get it going. This will be explained more in the
walkthrough. IMPORTANT: DON'T build a harbor unless the mission
requires it! It really screwes up your material/merchandise traffic
along with your H.Q.!
BARRACKS: The simplest form of military building there is. It can hold only
two soldiers and can control a small area. IMPORTANT: Don't build
a barracks unless you have to. They don't prove to be useful.
* Geoff makes another point... *
* `...I always build barracks. Yes, they are not so much use defensively, *
* but they are faster, and more economical. When I want to expand quickly *
* to get somewhere, I build barracks. Then, when I know where enemy are, *
* then I build the slower (more costly) types. If I do need bigger *
* buildings where barracks are, they can always be replaced. As in many *
* of the games, getting to the resources first is important, then *
* barracks seem a pretty good thing.' *
* James helps me a bit... *
* '...I'll also admit that I've been skipping Barracks completely until *
* lately. Recently, I've been building a few as temporary structures *
* when I can't quite get at that 'perfect spot', and tearing them down *
* when when the 'real' building is done.' *
GUARDHOUSE: The most adequete military building for expanding. Until you
make contact with the enemy, it's the best choice. It can hold
up to three soldiers.
WATCHTOWER: This is a good strong-point military building. This is beacause
of its capacity to hold six soldiers. It is the best border
military building, if you made contact with the enemy. It can
handle attacks and can hold off until support arrives.
IMPORTANT: These buildings take a lot of time to build and they
use a lot of soldiers. Don't build them unless you need a firm
FORTRESS: The biggest, most advanced military building out there. If
properly supplied with trained soldiers, it can hold off a whole
army without any reinforcements, thanks to its capacity to handle
* James completes... *
* '...It should also be noted that each larger size of building has a *
* control radius one greater than the preceding one. If I've got it *
* right, the Guardhouse has the same radius as the Headquarters. So while *
* the larger ones are slower to build, they are a bit more efficient from *
* a space management standpoint.' *
GOLD MINE/IRON MINE/COAL MINE/GRANITE MINE: When you happen to stumble upon
a mountain, build a road up to
it, place a flag then click it.
Send a geologist there to
inspect the area. If he finds
any deposits, build the
appropiate mine on the site.
For mines to work, they must be
supplied with food. IMPORTNAT:
If a mine gets exhausted,
quickly destroy it so that no
more food will be delivered to
There's much more to say about the buildings and the entire industry system
but you're going to have to read trough the walkthrough to find out.
2.5 - INDUSTRY SYSTEM
There are several main industry systems in Settlers II. Here's a brief
overview. To discover and fully understand them all, just play the game.
FISH - Fishery
MEAT - Hunter/Slaughterhouse - Pig Farm/Well - Farm
BREAD - Bakery - Well/Mill - Farm
TOOLS - Metalworks - Iron Smelter/Swmill - Mines/Woodcutter - Food
SOLDIERS - Armory/Brewery/Mint - Iron Smelter/Well/Farm - Mines - Food
I'm sure there are more combinations but these are the only ones I could
think up... it's late and I'm really sleepy. If you can do this list better
go right ahead. I won't mind.
2.6 - SOLDIERS
In Settlers II, you need soldiers to expand your territories and to protect
your H.Q. To create a soldier, you need a shield, a sword (Armory) and a
In the game, there are several ranks of soldiers. A higher ranking soldier
will fight better and resist much longer on the battlefield. Here they are:
PRIVATE FIRST CLASS
To advance in ranks, the soldiers need to be supplied with gold coins. They
can be made at the Mint, which makes coins from raw gold and coal. The
coins are then taken to military buildings, and after a while, the soldiers
in them will get promoted.
* Geoff completes... *
* 'It is FAR more efficient to promote them in a fortress than a barracks *
* I've sort of worked out again the table I had regarding gold coin *
* consumption for military promotion. The way it seems to work (given a *
* start point of all privates) is that the first coin promotes one *
* soldier one step. The second coin promotes two soldiers one step each, *
* the third three soldiers, the fourth 4 soldiers. By now the first *
* soldier is a 'general', so the next coin promotes the next 4 by one *
* step. And so on. So, the table is as follows, for promotion of eighteen *
* privates all the way to Generals: *
* Soldiers Buildings Coins per Bldg Total Coins *
* -------- --------- -------------- ----------- *
* Fortress 9 2 12 24 *
* Watchtower 6 3 9 27 *
* Guardhouse 3 6 6 36 *
* Barracks 2 9 5 45 *
* As a rule I would very rarely let gold go to the two smaller buildings, *
* as they are so much less efficient. A watchtower is not much less *
* efficient, so will not be any problem.' *
2.7 - CIVILISATIONS/PEOPLE
Throughout the game you will be faced with the meeting of other races. They
will be your allies or they may be your foes. You can tell them apart by
their appearance, and by the fact that each civilisation has their own
Here is the list of civilisations and their leaders:
ROMANS: Octavius, Julius, Brutus
VIKINGS: Erik, Knut, Olaf
JAPANESE: Yamauchi, Tsunami, Hakirawashi
AFRICAN: Shaka, Todo, Muga Tscha
There are NO differences between the races. The buildings and the people
are the same... unfortunatley. They may look different but the economic
system is identical.
2.8 - THE H.Q.
The center of your settlement will always be the Headquarters. The H.Q. is
a building, the only building you have when you start a new chapter/game.
From there, the settlement will start.
The H.Q. can hold virtually everything in the Settlers II world. From every
type of person (woodcutter, carpenter, stonemason, etc.) to donkeys, grain,
gold and soldiers. Everything can be stored here.
You clearly understand now that the loss of the H.Q. means a terrible blow,
even if not fatal. Destroying an enemy H.Q. will completely disorient him
and leave his economy crippled.
This can also happen to you, so remember to build storehouses that can take
over the role of H.Q. Also remember that when an H.Q. is destroyed, all the
merchandise that was in it will get destroyed. The people, soldiers and all
will not perish, they will run around the surrounding territory looking for
a storehouse. If there is one IN THE NEAR VICINITY, they will be saved, if
not they will slowly DIE.
To access the H.Q., click on it. A menu will appear that reveals everything
it can hold and their amounts. There are NO LIMITS to how much merchandise
the H.Q. can store.
Playing the game will reveal more about the H.Q. and its importance.
2.9 - ADVANCED SETTLING
To better control your world and industries, you are given the chance to
survey and adapt them to your needs. This can be achieved at the "Main
Selection" menu (bottom, second button from the left). Here's what you can
DISTRIBUTION OF GOODS
Foodstuff - Here you can decide: Where is the food taken? Which mines get
the most of it?
Grain - There are several industries based on grain. Here you can chose
how much grain each of them gets.
Iron - Both the Armory and the Metalworks require iron made in the Iron
Smelter. You can chose which of them gets more. IMPORTANT: Always
give the iron to the Armory! Only supply the Metalworks if it's
Coal - One of the most needed resources is coal. It is used to make iron,
swords and shields and gold coins. IMPORTANT: When available, always
get the coal to the Mint!
Boards - A basic need of the settlement is wood. Processed lumber is needed
by the Metalworks as well as the Shipyard. However, it is wise to
only supply them when they need it. If not, leave it all for
Water - This is a pretty straight-forward requirement. Changing this is not
needed, because it's much wiser to just build more wells.
Ever notice how the carriers always know what to pick up from the ground?
There's an order of importance, of what items are needed more and should be
transported first. Here is where you make that list. Here's what you can
chose: - coins; and here's what I recommend: - coins;
- weapons; - weapons;
- beer; - beer;
- iron; - gold;
- gold; - coal;
- coal; - food;
- iron ore; - boards;
- boards; - stone;
- stone; - iron;
- logs; - iron ore;
- water; - tools;
- food; - logs;
- tools; - water;
- boats. - boats.
In this menu, you can decide what tools should be built by the Metalworks.
Here's what you have to choose from: tongs, axe, saw, pick-axe, hammer,
shovel, crucible, rod and line, scythe, cleaver, rolling pin, bow.
* James has a bit of advice... *
* 'It should be noted that if you don't like Hunters (I avoid using them) *
* then it is wise to turn off bow production on the tool production menu, *
* as they're the only ones who use them.' *
This is where you can make adjustments to all military matters. The upper
value corresponds to the recruiting rate of your army. The higher it is,
the more inhabitants are recruited as soldiers. Below this is the setting
to protect your huts. If this value is set at maximum, your huts are
defended by the strongest unit. To raise the number of attackers leaving
your huts per attack, choose the next setting. The number of defenders who
counter the enemy in the event of an attack is shown by the fourth display.
The final three values correspond to the occupation of your huts in the
interior, in the center of the country and on its borders.
The best idea is to max them all out. Put as many soldiers as you have; if
you have them.
There are some more menus present in the "Main Selection". They're all just
statistics and such. Browse through them to see what they're for. Some are
quite useful and some are just... crap.
2.10 - CHEATING
This is a section I would've rather not added. But it's already so obvious
that people are gonna cheat. It's our nature. Since I want this FAQ to be
one of the best ones out there, I have to cover this too. Enjoy.
Cheats taken from Dirty Little Helper, without permission.
1. Type THUNDER while playing the game, you will see an exclamation mark
and this enables some cheats:
[Alt][F7] - Reveals the entire map
[Alt] through [Alt] - Changes the speed of the game.
If you have version 1.51 (Gold Edition) use WINTER instead of THUNDER.
2. You can edit the .rtx files in the directory SETTLERS2DATA MISSIONS as
!ADD_WARE 0 20 - change it to - !ADD_WARE 0 199
!ADD_WARE 1 50 - change it to - !ADD_WARE 1 199
!ADD_WARE 2 46 - change it to - !ADD_WARE 2 199
and so on...
!ADD_PEOPLE 0 100 - change it to - !ADD_PEOPLE 0 199
!ADD_PEOPLE 1 4 - change it to - !ADD_PEOPLE 1 99
!ADD_PEOPLE 2 2 - change it to - !ADD_PEOPLE 2 99
and so on...
Notice you can change people 0 (unemployed guys) to 199 OK!
You'll start with some 298 privates and 99 of the other soldiers due to
the 199 swords and shields being allocated to the 199 unemployed guys.
Go to the Settlers II savegame directory and edit the "mission.dat" file
to play all the missions: Remove everything from the file... type in
1111111111 and save it. You'll now be free to chose whatever chapter you
4. Play Settlers 2 in "Campaign mode", start a game, save it. Then start a
Free Game and DISABLE (off) exploration. Reload the previously saved
game and you'll be able to see the whole map.
2.11 - BUGS
This is a new section that is currently under development. There are a few
bugs in the game, especially in long games (many hours) with lots of
players. I didn't (have the nerve to) find any but...
* Geoff noticed some... *
* 'One I have hit on a number of occasions (in bigger games) is where a *
* battle has taken place over a building, which is now empty. A soldier *
* (of either side) is just about to re-enter the building, either to *
* capture it or to re-occupy it. Just as he is at the flag, the building *
* is destroyed. The game seems to 'lose' the soldier, but also lock the *
* flag-point so you cannot do anything else with it. The soldier stays *
* frozen at that point. The rest of the game continues OK. *
* Another (again in bigger games) is that you build a building, and it *
* never gets occupied. The person to occupy it is certainly there, so *
* it's not lack of tool etc. The game has just 'lost' the event. If you *
* slow down other activity in the game, destroy the new building and then *
* re-build, then it gets occupied. I think there is a maximum capacity *
* on the Event Pending list, and sometimes it just overflows. Maybe the *
* 'New Occupy' is a low priority amongst the other events.' *
* ...and so did James. *
* 'I have on occasion encountered a crash bug that terminates the game. *
* I generally don't know what causes it, but in a recent game I did find *
* that something had happened to kill the message queue. That is, *
* whenever I looked at it, the game died. This was especially annoying *
* at the end of a long game...' *
Geoff also spotted the fact that the computer DOES NOT send out geologists.
It already knows exactly where the minerals are. Seems the computer has a
2.12 - KEYBOARD SHORTCUTS
Taken from the game's readme file, without permission.
Normal Keyboard Layout
P - Pause.
H - Go to the Headquarters.
B - Go back to previous position.
N - Opens the messages window.
L - Shows map.
M - Main selection menu.
SPACE - Switches construction aid function on or off.
C - Display building names.
S - Shows status of houses.
Z or Y - Zoom current window.
V - Acceleration (turbo mode) on or off.
I - Info window.
ALT-W or ESC - Closes active window.
ALT-Q - Exit from game.
F1 - Load game menu.
F2 - Save game menu.
F8 - Readme "Keyboard layout".
F9 - Readme "What's new".
F10 - CD Audio Player. (can crash the game)
F11 - Midi Player. (can crash the game)
F12 - Option window.
Cursor Keys - Scroll the main map.
In The Messages Window
DELETE - Deletes the current message.
G - Go to site of event.
+/- - Next/previous message.
2.13 - THE FANPAIGN
When Geoff and I first started to talk he mentioned something about another
Settlers II campaign. I had never heard of it. It seems that a while back,
in 1998, some big Settlers II fans started to do another massive campagin
with worlds they created to be VERY challenging. This seems interesting.
Another 10 missions filled with intreaguing riddles? New puzzles and sea-
worthy challenges? And it's just 2 megs to download? Wow!
The FANpaign was created to be VERY difficult, to present seasoned Settlers
II fans with almost unsolvable maps that would keep them busy for a fairly
long time. So, to help people out and to have the best Settlers II FAQ, I
decided to include a walkthrough for it too.
If you don't have the FANPAIGN there is a link to it in the 1.10.1 section.
The FANPAIGN walkthrough is part six of the FAQ.
P A R T 3 - R O M E C A M P A I G N W A L K T H R O U G H
Boardlog of Octavius, captain of the Tortius. The morning entry for the
12th day in the month of Mars in the fourth year of the god-like emperor
Travianus Augustus Caesar. The Tortius is on course, driven by a wind from
the southwest. Tomorrow we will have crossed the treacherous Sea of Storms,
if all goes well, we will have reached the Latonic Provinces in four days.
The second entry on the evening of the same day. Clouds are gathering on
the horizon. We are still on the sea of storms and I am praying to all the
gods, we are expecting a long and dark night.
The morning entry for the 18th day in the month of Mars. The storm pounced
upon us like a predator in the night, and I had to throw out the drag
anchor. For four terrible nights the wind drove us deep into the darkness.
The lookout was the first to notice the danger, when a lightning bolt
illuminated the fighly close rocks.
The Tortius no longer exists. What remains of my trusty ship is now
driftful on the sandy coastal beach of this unknown island. The stars tell
me that we are nowhere near the familiar Trading Rocks. We cannot hope to
be found soon, but let the gods be thanked we are still alive, and th