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The Settlers (video game)

The Settlers
Settlers boxscan amiga.jpg
European cover art
Developer(s) Blue Byte Software
Publisher(s) Blue Byte Software
Producer(s) Thomas Hertzler
Designer(s) Volker Wertich
Programmer(s) Volker Wertich
Artist(s) Christoph Werner
Composer(s) Haiko Ruttmann
Series The Settlers
Platform(s) Amiga, MS-DOS
Release Amiga
  • DE: June 30, 1993
  • UK: November 24, 1993
MS-DOS
  • DE: May 18, 1994
  • UK: May 22, 1994
  • NA: December 31, 1994
Genre(s) Real-time strategy
Mode(s) Single-player, multiplayer
Review scores
Publication Score
CGW 4.5/5 stars (MS-DOS)
PC Gamer (US) 75% (MS-DOS)
Amiga Computing 93%
Amiga Format 94%
Amiga Power 88%
Amiga User International 97%
CU Amiga 90%
The One 90%
PC Games 82% (MS-DOS)
PC Player 83% (MS-DOS)

The Settlers (German: Die Siedler) is a 1993 real-time strategy video game developed and published by Blue Byte Software for Amiga. It is the first game in The Settlers series. In 1994, it was ported to MS-DOS by Blue Byte and Massive Development. Blue Byte published the DOS version in Europe under its original title, but in North America, it was published by SSI as Serf City: Life is Feudal.

The game is set in a medieval milieu, and controlled via a point and click interface, with the primary goal on each map being to build a settlement with a functioning economy, producing sufficient military units so as to conquer rival territories, ultimately gaining control of the entire map. To achieve this end, the player must engage in economic micromanagement, construct buildings, and generate resources. The game can be played in one of two modes; a series of fifty sequential missions against computer controlled opponents of increasing difficulty, or a free-game style mode, in which the player competes in individual games involving either computer-controlled opponents, human opponents, or a combination of both.

Originally envisioned as a standard god game, similar to Populous, the concept of The Settlers was altered by the game's designer and programmer, Volker Wertich, after development had already begun. Wanting to create something unlike other titles available at the time, Wertich decided to focus on creating a game which could simulate a complex economic system, and which would feature gameplay built around a simulation of real-world supply and demand. However, due to the complexities of writing a codebase which understood and could realistically duplicate such a system, as well as ensuring the computer could handle military and economic matters simultaneously, the game required over two years of development. Wertich worked on the programming for a year, writing 70,000 lines of raw code, before any work began on the graphics.


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