I will not go over the basics of the game - I will assume that
everyone has read the manual (if you haven't, do so!). - I assume that
you are - familiar with the essential dynamics of getting resources in
order to construct buildings, make food etc.
Please note that I may sometimes not use the correct word for some of
the buildings or people (especially the tree-planter, called a
Sylviculteur in French!) - this is because I am playing the French
version. It should, however, be obvious what I am talking about.
Without further ado, here are the tips:
General
Use the Observer to scout, especially in enemy territory as he will
not be attacked and he is cheaper than building the observation
towers. - Place a flag as close to the border and send him to explore
there.
For wood, 1 tree-planter and 1 sawmill will serve 2 lumberjacks. -
Build the sawmill between the lumberjacks and the nearest warehouse. -
Make sure that you don't place a farm near the tree-planter, because
he will happily plant trees in the middle of the crops.
If you are notified that the Emergency Plan is in effect, construct a
tree-planter close to a lumberjack who is no longer productive (use
the S key to show the productivity of all buildings, and C to show
their names).
For stone, quarries are better than granite mines because they do not
require food. - OK they run out - but then so do the mines. -
Quarries also clear ground for more buildings.
Destroy most buildings when they are no longer productive. - Exceptions
may be the lumberjack and the huntsman's cottage, which may be brought
back into service by building a tree-planter.
Unstock items from warehouses if you want to keep certain items in
other warehouses where they are closer to the buildings which require
them. - In particular, keep stocks close to the periphery of your
territory (although be careful if a warehouse is vulnerable to
attack).
Your supply of colonists is inexhaustible - however, they need the
tools - for the job (a scythe for the farmer etc). - If new buildings
stay unoccupied, you need to make more tools (note that you can
determine the priority of tool production if you need one type in
particular).
Control the distribution of goods to buildings using the Distribution
window if certain buildings are inexplicably unproductive and you
have all of the requisite resources.
All levels in Campaign mode end when you find the Magic Portal.
See Appendix 1 for a table showing material requirements for all
buildings.
Roads
Flags should generally be placed as frequently as possible; however,
turn on the Building Help (space bar) to ensure that you do not
remove useful building sites by placing them badly.
Much-used roads will be automatically paved and will become quicker -
you have no control over this.
In busy areas (eg around warehouses), build a complex network of
roads so that there are multiple routes for your goods. - This will
speed up - transportation.
Choose flat ground for roads if possible - the transporters are
slowed - down by hills.
Build a Mule farm to speed up transport. - For this, you will require
2 - farms and a well in order to provide
the necessary wheat and water.
A maximum of 8 items can be kept at a flag. - If your flags are
blocked, - you are losing production from your buildings - get mules
or build - additional roads. - If absolutely necessary, you can remove
the flag, thus losing the items at the flag but possibly freeing up a
blocked route.
Food
Build the huntsman's cabin close to a forest, preferably where you
see - game roaming around on the screen. - He will eventually exhaust
the supply, but if there is forest around it will return (make a
tree- planter to regenerate the forest).
Fish will always be found in the sea, but only sometimes in lakes. -
Destroy the cabins when they exhaust the supply - fish never return.
Farms must be built with open space around them for the fields. -
You can readily see if there is enough space by checking out the
productivity level, which corresponds only to the space available. -
Remember to keep them away from the tree-planters!
For efficient production, build 3 farms to 1 well, 1 mill and 1
bakery. As you see, you will need lots of farms!
For 1 pig-farm you need 3 normal farms (again), 1 well and 1 butcher.
Is it worth it? - Don't know - but you need food to keep your
buildings going. I don't yet know what the most efficient means of
food production is - - if anyone knows, please tell me (obviously the
fisherman and huntsman - are the easiest, but they don't last forever).
Mines
The size of the coloured portion of the signs indicate the level of
resources available for mining. - The signs disappear after a while,
but this does not affect the availability of the resource.
Destroy mines as soon as they are exhausted - they still take food,
and you will free up the miner for another mine.
Militia
To make one soldier, you need a sword, a shield and a keg of beer in
a warehouse (not in separate ones).
Soldiers go up in rank according to the supply of gold coins, and
this affects their strength.
Use the military settings to send troops towards the frontiers rather
than the middle of your territory (unless you have a good reason for
not doing so).
Attack enemy military buildings which protect production buildings -
if you take it, he will lose all of the buildings within it's radius.
- Even if it is taken back, he will have to rebuild.
Catapults are often more useful than soldiers and military buildings
- - crucially, destruction of an enemy building by catapult is not
seen as - an act of war. - Each catapult attack consumes 1 stone and,
if successful, reduces the garrison of a building by 1 soldier until
the building is - destroyed. - Change the transport priorities if you
need the catapults - to fire quicker.
You can affect the use of gold by selecting the "no gold" icon in
military buildings which are away from the conflict zone.
Seafaring
Ships hold up to 40 items (colonists and goods) and can only be built
in a shipyard - suitable sites for building shipyards are very rare. -
You also have to build a naval port in order to supply ships -
remember to take planks and stones with you to build on your new
islands.
Appendix 1 - Material Requirements for Buildings
Building Planks - Stones
Headquarters - - -
Huntsman's Cottage 2 -
Fisherman's Cabin 2 -
Quarry 2 -
Tree-planter's Cabin 2 -
Lumberjack's Cabin 2 -
Sawmill 2 2
Farm 3 3
Well 2 -
Pig-farm 3 3
Butcher 2 2
Mill 2 2
Bakery 2 2
Mule farm 3 3
Mine (any) - 4 -
Foundry 2 2
Mint 2 2
Workshop (tools etc.) - 2 2
Forge 2 2
Warehouse 3 3
Shipyard 2 3
Port Warehouse - 4 6
Boat 1 -
Ship 13 -
Watch Tower 3 -
Barracks 2 -
Guard House 2 3
Guard Tower 3 4
Fortress 4 7
Catapult 4 2
Appendix 2 - Dependency Chart
This chart shows which buildings and resources are required for which
products. - See the manual for details of how to find the resources.
I have this chart as a PowerPoint presentation, in both English and
French versions, which could be uploaded if there is sufficient
interest.
Level select
Note: This procedure involves editing a game file; create a backup
copy of the file before proceeding. Using a text editor, edit the
"mission.dat" or "mission.cfg" file in the game directory. Replace
all characters in the file with "1111111111".
Cheat Codes
While playing a game, type "thunder" or "winter" (for v.1.51) to
enable cheat mode. If you entered the code correctly, an exclamation
mark will appear. Then, enter one of the following codes to activate
the indicated cheat effect: RESULT CHEAT CODE View entire
map[Alt] + [F7] Change game speed[Alt] + [F1] to [F6]
Additional HQs
Enable cheat mode. Clock on any flat area suitable for a fortress
that is not controlled by yourself or an opponent. Then, an option to
Need more cheats? Check the Trainers section for
Settlers 2 cheats
Latest cheat codes for Settlers 2 at Cheatserver.com
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"Submit cheat" and send your modification.
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