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Nice article about The Settlers 2 at Eurogamer

Infinitron

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http://www.eurogamer.net/articles/2...nnected-world-of-the-brilliant-the-settlers-2

The serene, interconnected world of the brilliant The Settlers 2
Veni, vidi, vici.

By Richard Moss Published 14/12/2014

I find The Settlers 2 spellbinding. I could watch my tiny happy village dudes for hours as they march back and forth between checkpoints along roads, passing goods and raw materials up and down the chain. One moment they're transporting the flour and water sent off to the bakery to be made into bread to feed the miners who dig iron ore out of the ground for smelting into slabs that are combined with coal to forge tools and weapons. The next, they're hauling logs to the sawmill and ferrying pigs to the slaughterhouse so that they have boards and meat, respectively, for the builders and miners to do their jobs.

Everything in The Settlers 2 feeds into everything else in a remarkable economic simulation of village life, and you get to watch it all unfold before your eyes - all made reality by hundreds or thousands of nearly-identical little men in blue who exude personality in spite of their sameness. It could easily be tedious, especially with its pedestrian pace, but the game has soul.

Its many abstractions take on a life of their own. The simulation entrances as its agents entertain. And just as The Sims succeeded by inspiring players to find meaning in actions where there was none, The Settlers - this second entry especially - makes you feel as though that little dude with the cape is a masterful swordsman itching for a fight while this little dude loves his job but the other little dude - the chubby one assigned to a seldom-used patch of road - is bored stiff and would rather be chasing the cute rabbits that hop around the nearby grassland.

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When production goes belly-up, you have to figure out how to bring things up to speed again

The Settlers 2 charms you in the small and quiet moments. The dogsbody "helper" villagers intermittently skip rope, wave at you, check their watch, throw snacks into their mouths, and read the newspaper while they wait for work to do. You can watch wildlife - or anything, really - through an observation window that has three zoom levels, three sizes, and both "follow" and "still" modes. It's handy for keeping tabs on what's happening at the other side of the map, sure, but I used it mostly to observe behaviour.

Ever wonder how computer pathfinding algorithms work? Watch enough builders wind their way along your network of roads en route to a construction project and you'll develop an intuition for it. Confused as to why certain tasks in your village are taking so long? Have a look for stress points in your transport network and keep an eye on where the relevant resources are going, then relay some roads or tweak the transport and distribution priorities. In an era when simulations tended to be opaque and imprecise, The Settlers 2 was exactingly transparent. It was an agent-based, small-scale city builder 17 years before the SimCity reboot made a hash of the idea.

Let me walk you through a couple of examples. You need soldiers to guard your borders and protect the interior of your mini-empire. To get soldiers you need swords and shields - one of each makes a private. Swords and shields are forged in the armoury from iron and coal. The coal comes straight from a mine (which itself requires food to feed the miners), while the iron comes from smelting iron ore and coal. It's important to note at this point that all buildings require raw materials for construction - boards processed from chopped wood, and perhaps also stone from a quarry or granite mine - as well as a builder, a road leading to them, and specialist workers to occupy them. (And each specialist requires specific tools forged by a metalworker, and so on down the rabbit hole.) But let's skip those complications and get back to the soldiers.

So you now have a sword, a shield, and an empty barracks or fortress or whatever other military building. At some point a spare helper stationed in your headquarters will be recruited, and he'll traverse your road network to the building in question. That expands your territory and lends you some basic protection against your encroaching rivals. But to be properly protected you'll need both more soldiers and higher-ranked ones, as well as alcohol-infused gallantry. Soldiers gain rank from oversized coins dropped off where they're stationed. Those coins are made in a mint from coal and gold. Beer, meanwhile, comes from wheat and water, and it gives the soldiers a little fighting boost when they get recruited.

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Catapults are way overpowered, sadly

The Settlers 2 is really just one big interconnected system. It's a miniature-yet-sophisticated economy, a lesson in supply management and distribution of goods wrapped around an idyllic island community. And it's a fascinating study in the failings of Sir Thomas More's Utopia. Your village takes on much of the Utopian ideal - everybody does their share of the work for the good of the community, nobody owns anything or demands pay except in kind (miners won't work without food), they all wear clothes of the same colour and style, and there's no conflict at all. Until, that is, you meet another tribe - either natives or settlers marooned from another far-off civilisation.

Then the baser side of human nature comes into force. Tensions rise at the borders between your two peoples. Rather than forging together to create a more prosperous society, you fight. Because history has taught us that architectural and dress preferences are irreconcilable differences. Blue-clad white folks who like Romanesque architecture could never get along with yellow-clad white folks who like Nordic boathouse-style buildings. And neither of them could possibly cooperate with the seemingly strange purple-clad foreigners or the stranger red-clad, dark-skinned natives. Differences sow distrust, and scarcity - be it of resources or territory to expand into - drives all-out war.

You start with hope and optimism and naive faith in the potential of a Utopian society, then fade into greed and fear. What if I run out of resources and my economy crumbles? Who are those strangers with pointy metal sticks? What is this magical gate we're hearing whispers about, and where does it lead to? You chase these questions because your economy - and by extension the security of your village - depends on answers. And that takes you through 10 islands or networks of islands, each of which you purge of minerals and stone and fish and animals on the way to the next. Veni, vidi, vici.

jpg

'They look slightly different to us, so we don't trust them'

This economic focus got dumbed down in later Settlers releases, which made a point of reducing the need for micromanagement (of road networks in particular) to double down on the military aspects of the game, leaving many fans - myself included - to long for a return to the roots of the series rather than what looks to be more of a clean break in the upcoming Kingdoms of Anteria. The 10th Anniversary Edition back in 2006 showed that the old formula has scarcely aged at all, and that with a lick of fresh paint and a reworked interface it's as good as new, but Blue Byte seems reluctant to once again emphasise economics at the expense of warfare.

We needn't worry, though, as two separate groups of fans have taken on the task themselves. German project Return to the Roots (which requires The Settlers 2 data files) is a kind of Settlers 2.5, with a subtle facelift, speed control, internet and local multiplayer for up to six players, diplomacy, and a new building called a charburner (for producing coal), along with bugfixes, custom rulesets, and enough maps to keep you busy for years. And Widelandslooks and plays like a spiritual successor, albeit with much less polish (despite several years of development), that piles on more complexity and variety - more buildings, more materials, more dependencies, and differences between tribes that run more than skin deep.

But in a world where real-time strategy games are big on glitz, glamour, and conflict, I wish there were more efforts to embrace the slow, methodical Utopian critique that exemplified the first two games. We have economics-heavy city building in the Anno series and village simulation in Banished, but nothing with the innocent, optimistic tone (pessimistic underpinnings aside) of The Settlers 2. That, to me, is a terrible shame.

HobGoblin42
 

Surf Solar

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God I loved that game. There was also some kind of clone of the settlers series where one of the civilisations controlled insects (?) that I also loved. Anyone remember its name?
 

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Meh, whatever others tell me, Settlers 4 will always be my favourite. I just don't care about road management, and the later games have more charm.
 

insukk

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God I loved that game.

That was the first thing that came to my mind after reading thread's name. Crap, i'm still in love with Setttlers 2. There is something almost magical or metaphysical in watching your settlement grow. And then you're saving the game, and the time-counter says "15 hours", and you're like "Fuck, i've spent 15 hours on that map already"? What a brilliant and addictive game. Also i have to disagree with J_C. Yes, Settlers 3-4 are good games with really nice artstyle (even if it is somewhat silly), but for me they don't have the charm of second game in the series.

Settlers fucking 2. :love:

Also this:


Fuck, brb, installing S2.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I like the main "Roman" theme:



IIRC, there were also a bunch of MIDI tracks.
 

Raapys

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Settler 2 was awesomeness. First was great too, though second improved p.much every aspect, before the sequels just made everything worse again.
 

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J_C

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Meh, whatever others tell me, Settlers 4 will always be my favourite. I just don't care about road management, and the later games have more charm.
and the later games have more charm.

:what:
I don't get the reaction, Settlers 3-4 have wonderful visuals, artstyle and music. S2 is much more barebones in this regard. Still nice, but not as S3-4.
Ban J_C
If only I had a dollar each time someone said this.

I don't think saying that I like S4 more is such a blasphemy, since it is still a good game. Whether S2, 3 or 4 is the best is up on personal preference.
 

vonAchdorf

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I don't think saying that I like S4 more is such a blasphemy, since it is still a good game. Whether S2, 3 or 4 is the best is up on personal preference.

S1 is, of course ;)

Definitely not the upcoming The Settlers: Kingdoms of Anteria though, which will apparently mix a full price release with F2P elements ("gems", premium items and storage, timer, oh and of course always online).
 
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So road constructing/simulating was removed, and some players wistfully grieve its passing. A few say it's a shame and should be resurrected, but the great masses say no, it's no good, it's history, it's dead, leave it alone, seek greener places.

Reminds me of this:
http://www.eldergame.com/2010/09/being-aware-of-genre-conventions/

The likeness for old mechanics in old games, is it just an inability for some to embrace modern conventions? Maybe with some time and an open mind people who yearn for the old days, the old ways, will move on.

I share the same feelings or thoughts, is why I reply. I too have yearnings for things in old games which have seemed to be banished and scorned. And me, one of hte moarning, is cast to the wilderness. I'm old, they say. I'm intolerant, they say. I've a closed mind, they say. Happiness is not my domain, they say. I am a ghost, wandering long forgotten ruins.

If I'm a ghost, so be it. I'll be the best ghost I can be. I will die knowing I was playing games where I can fall off cliffs or lose because my roads were constructed badly. If the games are not out there then I'll make them myself.

I will fight!
http://www.artofmanliness.com/we-shall-fight-on-the-beaches-by-winston-churchill/
.......Even though large tracts of Europe and many old and famous States have fallen or may fall into the grip of the Gestapo and all the odious apparatus of Nazi rule, we shall not flag or fail. We shall go on to the end, we shall fight in France, we shall fight on the seas and oceans, we shall fight with growing confidence and growing strength in the air, we shall defend our Island, whatever the cost may be, we shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender, and even if, which I do not for a moment believe, this Island or a large part of it were subjugated and starving, then our Empire beyond the seas, armed and guarded by the British Fleet, would carry on the struggle, until, in God’s good time, the New World, with all its power and might, steps forth to the rescue and the liberation of the old.


Ok, maybe I'm not THAT crazy, just crazy, but .... rain or shine .... long days and windy nights .... nazi germany or soviet assassins .... ebola or cometary annihilation .... I will find a way .... a way to play what -I- want.

Tongue in cheek, of course.
 
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Duke2010

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Settlers 2 was my favorite. Managing paths was part of the fun but that wasn't the only thing that made it the best. From Settlers 3 onwards you had direct control of the army units. Having that control changed the game as you could do the usual RTS tricks of building up a huge army and rushing the computer. The computer is no way intelligent enough to play against a human like that. The only challenge was making sure you made a big army before the computer does then you pretty much cant lose.

But Settlers 1 and 2 was more a like a puzzle as the battles would play themselves out. The skill was placing the right type of army building and placing it in the right place and quantity. This kind of game the computer CAN compete against a human. That made it addictive for me!

Anyway a heads up for Settlers lovers. There is a new game called Banished. Its totally based on management, no combat at all. Its hard at first and a bit rough around the edges but its still fun and amazingly its made by one guy all on his own! worth checking out, its on steam too. http://www.shiningrocksoftware.com/game/
 

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Anyway a heads up for Settlers lovers. There is a new game called Banished. Its totally based on management, no combat at all. Its hard at first and a bit rough around the edges but its still fun and amazingly its made by one guy all on his own! worth checking out, its on steam too. http://www.shiningrocksoftware.com/game/

We have a thread: http://www.rpgcodex.net/forums/index.php?threads/banished-medieval-simcity-released.81538/
 

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