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The Settlers 7 Economy

 

The Settlers 7 Economy
January 29, 2010
by Ubisoft

ECONOMY

 

In S7 economy covers construction and logistics of the settlement.

 

Regardless of how you plan to obtain Victory Points to win the map, your economy must be

efficient and productive. The end product of your economy is the units you need to produce victory, whether they are soldiers, monks, merchants, or a combination of the three.

Each player starts the game with a castle and a few basic buildings and settlers:

A Constructor that can erect your first buildings and a Storehouse with some resources

already available. If you have the necessary type and amount of resources, you can

build houses, work yards (manufacturing sites), special buildings, and prestige objects.

After constructing buildings you need, your transport system should be optimized to move goods quickly from their source to where they are needed. This is mainly accomplished by building an efficient network of streets (all settlers move on streets) and Storehouses throughout your realm.

 

To get a better overview of all the elements of economy it‘s useful to subdivide them into six different groups.

 

The main elements of economy are:

 

1.       Buildings

2.       Prestige Level

3.       Goods

4.       Population

5.       Settlers

6.       Transport System

 

 

1.       Buildings:

 

There are multiple types of predefined objects:

 

 

1.1   Base Buildings:

 

Base Buildings are devided into gathering and residential buildings. Each gathering and each residential building has the ability to add up to three specific workyards. These workyards

are subdevided into gathering, and refining workyards.

 

Gathering workyards (G) gather goods such as fish, gold, coal, iron ore, wood, grain, animals

and stones. 

 

In a refining workyard (R) gathered and other delivered goods such as wood, iron ore, water, grain and wool are refined to more valuable goods such as planks, iron, coal, paper, flour, horses, cloth and pigs that can also be used for further processing.

 

 

Ø  Gathering Buildings:

 

·         Farm:

§  Grain Barn (G)

Input: /

Output: Grain

§  Shepherd (R)

Input: Water

Output: Wool

§  Piggery (R)

Input: Grain + Water

Output: Pig

§  Stable (R)

Input: Grain + Water

Output: Horse

§  Wind Mill (R)

Input: Grain

Output: Flour

 

·         Lodge:

§  Fisher (G)

Input: /

Output: Fish

§  Forester (G)

Input: /

Output: /

§  Hunter (G)

Input: /

Output: Animal

§  Sawmill (R)

Input: Wood

Output: Plank

§  Woodcutter (G)

Input: /

Output: Wood

·         Shelter:

§  Coal Miner (G)

Input: /

Output: Coal

§  Coking Plant (R)

Input: Wood

Output: Coal

§  Gold Miner (G)

Input: /

Output: Gold

§  Iron Miner (G)

Input: /

Output: Iron Ore

§  Iron Smelt (R)

Input: Iron Ore + Coal

Output: Iron

§  Stonecutter (G)

Input: /

Output: Stone

 

Ø  Residential Buildings:

 

·         Residence:

§  Bakery (R)

Input: Flour + Water

Output: Bread

§  Brewery (R)

Input: Grain + Water

Output: Beer

§  Paper Mill (R)

Input: Wood + Water

Output: Paper

§  Toolmaker (R)

Input: Wood + Iron

Output: Tool

§  Weaver (R)

Input: Wool

Output: Cloth

§  Wheel Wright

Input: Wood + Iron

Output: Wheel

·         Noble Residence:

§  Blacksmith (R)

Input: Iron + Wood

Output: Weapon

§  Bookbindery (R)

Input: Paper

Output: Book

§  Mint (R)

Input: Gold + Coal

Output: Coins

§  Goldsmith (R)

Input: Gold + Iron

Output: Jewelery

§  Tailor (R)

Input: Cloth

Output: Garment

§  Butchery (R)

Input: Animal

Output: Meat

 

 


 

 

1.1   Consumer Buildings:

Ø  Export Office

In the export office Traders can be recruited.

 

§  Level 1

Hawker can be recruited for different goods

§  Level 2

Hawker and Salesman can be recruited for

different goods

§  Level 3

Hawker, Salesman and Merchand can be recruited for different goods

 

Ø  Church

In the church clerics can be recruited.

 

§  Level 1

Novice can be recruited for different goods

§  Level 2

Novice and Brother can be recruited for different goods

§  Level 3

Novice, Brother and Father can be recruited for

different goods

§  Level 4

Novice, Brother and Father can be recruited for

different goods.

The first player who upgrades his church to a cathedral gains a victory point.

 

Ø  Stronghold

In the stronghold military units can be recruited.

 

§  Level 1

Musketeer and Pikeman can be recruited for

different goods

§  Level 2

Musketeer, Pikeman and Cavalry can be recruited for different goods

§  Level 3

Musketeer, Pikeman, Cavalry, Cannon and Standard bearer can be recruited for different goods

 

Infastructure Buildings:

Ø  Normal Street

All settlers walk and transport goods on streets. There are two types of streets:

 

§  Standard Street

A regular street that for example connects a building

to a High Road

§  Upgraded Street

Settlers (except clerics, traders and soldiers) walk 70% faster on upgraded streets

 

Ø  High Road

A High Road is a predefined road.

 

§  Upgraded

Settlers (except clerics, traders and soldiers) walk 70% faster on upgraded streets

 

 

1.2   Ornamental Objects:    

o   Prestige Objects (can be placed at streets)

See below 2. Prestige Level

o   Ornamentals (can be attached to consumer buildings)

Ornamentals can be build to gain prestige points (1 ornamental gives 1 prestige point). They are cheaper than prestige objects but require more space.

§  Graveyard (can be attached to a church)

§  Birdpark (can be attached to an export office)

§  Training Ground (can be attached to a stronghold)

 

 

1.3   Special Buildings:

o   Construction Building

The more construction buildings a player has build the more constructors he‘ll have at his disposal. This means that constructors  will take care of construction areas faster and that more buldings at one time can be constructed. Construction buldings also can be build in distant sectors to shorten constructors ways.

o   Storehouse

A high number of storehouses means a higher number of carriers, shorter ways and more storage room.

o   Well

A well is needed to gain water for different workyards such as the bakery, the brewery, the paper mill,  piggery, stable, shepherd.

 

1.4   Economy Bulidings

Economy buildings are predefined buildings the player can exchange goods with or recruit special settlers from.

 

o   Tavern (exchange beer for coins, exchange coins for tools, recruit pikemen and musketeers, recruit new generals)

o   Water Mill (different good exchanges)

o   Foundry (recruit cannons)

 

 

1.5   Trading Centers

Trading centers are buildings the player can trade with. Traders send out to establish new trading posts on the tradeboard also go here.

 

o   Port

o   Marketplace

o   Mobile Trader

 

 

1.6   Monasteries

Clerics send out to research new Technologies on the techboard go here.

It depends on the technologies the player researches on the techboard which monastery the clerics will walk to.

 

o   Monastery Agriculture

o   Monastery Handcraft

o   Monastery Science

 

 


 

 

2.       Prestige Level

The Prestige Level is an abstract value defined by cumulated prestige points.

You can increase your prestige by constructing prestige objects at streets or ornamentals at consumer buildings, researching the technology „Ornamentation“, conquering neutral territories or establishing special trading posts.

If the players Prestige Level reaches a certain value he will get a prestige reward. With this reward the player is able to unlock additional features such as residence upgrades (increases te population limit),  consumer building upgrades (gives the player the ability to recruit other kinds of units) or even road upgrades (increases the speed of settlers).

 

 

3.       Goods

Goods cover objects which can be gathered, refined, produced, consumed or traded with.

They are present ingame anytime and are displayed in single units (one bread, one plank).

goods can be transported and be stored in a Storehouse.

 

 

4.       Population

The Population is a global value and limits/represents the current available slots for settlers of a player.  Aside from that the population is increased by the conquest of sectors and the construction of base buildings and workyards. The population must be increased to match the population requirements.

 

 

5.       Settlers

Settlers cover every player related unit and are created in the player’s castle, economy buildings like the tavern or in the consumer buildings.

There are two different types of settlers:

 

-          Special Settlers

§  Clerics

o   Novice

o   Brother

o   Father

§  Generals

Thera are several generals who have different influences on the properties of

the army.

§  Military Units

o   Cannon

o   Cavalry

o   Musketeer

o   Pikeman

o   Standard bearer

§  Traders

o   Hawker

o   Salesman

o   Merchand

 

-          Worker

§  Gatherer

o   Coal Miner

o   Fisher

o   Gold Miner

o   Grain Farmer

o   Hunter

o   Iron Miner

o   Stonecutter

o   Woodcutter

 

§  Refiner

o   Baker

o   Blacksmith

o   Bookbinder

o   Brewer

o   Butcher

o   Coiner

o   Goldsmith

o   Tailor

o   Toolmaker

o   Wheel Wright

o   Coker

o   Horse Breeder

o   Miller

o   Papermaker

o   Pig Breeder

o   Sawyer

o   Shepherd

o   Smelter

o   Weaver

§  Special Worker

o   Constructor

o   Forester

6.       Transport System

The transport system covers the transport of goods.

 

There are multiple aspects of the Transport System:

 

§  Streets

Goods of all kinds can only be transported on streets.

§  Storehouse

The Storehouse is a container for endless number of goods and can be upgraded to a level of three. Depending on the upgrade level it is a container for up to three carriers. Work yard settlers will always fetch the materials they require

from the nearest Storehouse but transport between Storehouses is carried out by carriers.

§  Task List

The Task list prioritizes every current task and includes every recruitment, construction or upgrade.

§  Carrier

The carrier is a transporter. He is based at the Storehouse.

 



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