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Author Topic: Settlers 7 Hints, Tips, Walkthroughs  (Read 17034 times)
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« on: April 04, 2010, 05:06:23 AM »

First off let me invite anybody that is playing (should I say able to play) The Settlers 7: Paths to a Kingdom, please feel free to add your own Hints, Tips or walkthroughs to this thread.  It will be stickied so that it's easy for anybody that is looking for it, to find.  I can't do it myself, my memory isn't that good.

Also use the icon that looks like a radiation symbol that appears in the row of icons above the message body when you post any tips, hints, cheats, walkthroughs etc so that people that don't want to immediately read it, won't have to, they'll have to click on the spoiler link in your post to read it.

Thanks,

Edit Please, when you are posting something that is going to be a spoiler, follow this instructions to avoid really spoiling it for anybody that is subscribed to this thread and or message category area....

1. Post a basic message explaining that you are going to post about campaign map # but do NOT use the spoiler icon or post the info that would be considered a spoiler.
2. After you have posted the basic message, edit your post and use the spoiler tag and then add the spoiler information inside of the spoiler tags.

Why?  Because whatever you write, including what is inside of the spoiler tags gets sent to everybody that is subscribed including the text that you put inside of the spoiler tags, so by doing it with the above 2 steps, people only get notified with the information you post in step 1, and won't get the spoiler text from step 2.

Thanks, I appreciate your cooperation.
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« Reply #1 on: April 04, 2010, 05:08:20 AM »

I'll start off with Campaign Map 6 and 7 since they are both reasonably fresh in my mind how I managed to win the maps.  Remember there are multiple ways to win, and as such I'd welcome anybody else that wants to post hints, tips, walkthroughs on the same campaign maps, the more the merrier, it will be interesting to see how many different ways people managed to win the campaigns.


Campaign Map 6 [Expanding an Empire]
(click to show/hide)
Campaign Map 7 [Steam over the Meadows]
(click to show/hide)
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« Reply #2 on: April 04, 2010, 12:43:36 PM »

Don't Fall Victim to Economic Panic, or "How I drank myself rich!":

The one thing that I have found to be a saving grace when various maps or scenarios make it difficult to get your economy going is BEER.

Beer can be used to recruit acolytes who can convert territories w/out military action.  Beer can be used to trade for gold in the tavern.  Beer is good.  Beer can make you smile, and beer makes Homer a passable father and husband!

Beer is like...well...magic!

So anytime you're saying to yourself, damn, where is the copper, where is the gold....just remember, if you plant two farms w/ five fields, a windmill and a residence w/ two breweries and a bakery, you've got yourself a mighty fine start to economic stability!

later,
pat!
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« Reply #3 on: April 04, 2010, 05:05:13 PM »

Great Tips Pat, I'm going to try them out tonight when I get home from dinner with the parents.  I generally fall victim to economic panic myself when I don't see needed resources close enough to me to help.

I guess I really need to think outside the box more.
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« Reply #4 on: April 09, 2010, 03:53:31 AM »

Quote from: City Builder link=topic=2080. msg23251#msg23251 date=1270382900
I'll start off with Campaign Map 6 and 7 since they are both reasonably fresh in my mind how I managed to win the maps.   

kewl. . . cant wait for map 6 im stuck and am its driving me nuts
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hcgb: mickyd.  wordpress.  com
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« Reply #5 on: April 13, 2010, 07:19:40 AM »

One thing that I discovered yesterday is the ability to make miners, hunters, fishers, etc.  work in other areas without having to tear down the lodge and rebuild it somewhere else.

If you click on the work camp you will see a little set of brackets with arrows.   If you then click in that bracket area you can then click somewhere else on the map that contains the resource and the people from that work camp will go to that area and continue working.

Another great hint is unlocking the geologist.   Once unlocked if a mine runs out of resources and you change all the miners to geologists, the miners will continue to work that mine and even though it takes longer will continue to be able to pull resources from it along with occasionally bringing out stone which will help if you are running low on stone.

My last hint is with prestige.   If you need prestige and you have a church, then create your clerics and let them do some technology upgrades.   You will get instant prestige.   For a big prestige upgrade try unlocking the ornamental area of the tech.   It raises you two points or more.
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« Reply #6 on: April 13, 2010, 08:07:55 AM »

The thing with Geologists is that I babysit them, what I mean is that I keep an eye on them and the resources that they are geolosizing (not a real word Im sure), so that when their mine is back up to full amount of the ore that it originally had I change them back to full time mining so as to maximize the ore instead of getting more rock in there.  Of course it depends on whether i need rock too and don't have any stone mines to get it from in which case I just leave them to geologist so that I get both.

And when I need a mass amount of rock for say a public works project like converting all roads to streets, then all miners get changed into geologists to maximize the amount of stone since it takes a lot of stone to pave the streets.

Edit Oh and sorry about campaign map 6, I forgot about it for so long that now it's not fresh in my mind to write it up, but if I have the time and desire I'll replay campaign 6 and then do it.  Or if anybody else wants to do a write up for campaign 6, feel free.
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« Reply #7 on: April 13, 2010, 11:29:49 AM »

Oh I wasn't aware that the mines would replenish on their own.   I thought when the mine ran out, that was it.   So they do replenish on their own?
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« Reply #8 on: April 13, 2010, 01:21:05 PM »

They only replenish with the use of a geologist.  You can let them sit there on their own without a geologist from now until doomsday and they will stay empty, but once the geologist goes to work in the mine he does one of three things (maybe it's only 2 things)...
1. He finds stone and brings out a piece of stone
2. He finds the ore that was in the mine and now the mine that said 0 ore will now say 1 ore.
3. He doesn't find stone or ore.

The thing that I am unclear on, is whether the geologist leaves the ore in the mine and only brings out the stone.  I wonder this because I've tasked a geologist onto one of my mines, and when I finally got around to looking to see what was going on with that mine it showed that it had 40 pieces of ore inside of the mine, this leads me to believe that the geologist simply found more ore in the mine but didn't bring it out like he did the stone in which case you'd either want to babysit the mine and turn the geologist back into a miner or have a second (or 2nd and 3rd) miner that you do not make into a geologist.

Of course there is another possibility, which is that he found more than one piece of ore.  And since he was on regular or no food he only brought out one piece of ore and over time it built up to the point where the mine was full again.  I'm going to assume that it's just that he discovered the ore but didn't bring it out and that the geologist while finding stone or ore only brings out the stone while working as a geologist.

So in a nutshell, no the mines don't auto replenish on their own, they need the geologist to discover more ore inside of them.
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« Reply #9 on: April 13, 2010, 01:30:07 PM »

They do continue to bring ore out.   I tasked 3 miners as geologists on an empty gold mine and about every 3rd trip they would bring out gold ore.   The other trips would be nothing or stone.

Now what I do is task one of the geologists with finding more minerals and the other 2 to continue mining as geologists.   I think when you do that there is a possibility that they might find an additional vein of ore.
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