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Spike am 06.08.2024 17:16 #16368

Im Ruhestand
Greetings Settlers fans,

In the nightly version you will now find a new option in the addons menu: "enable wine economy".

This adds new 3 new buildings: the Vineyard, Winery and Temple (and their workers) and 2 new wares: grapes and wine to the game. Here's how it works:

Wine Buildings:
1. Vineyard (Job requires shovel)
The Vineyard is a Castle similar to the Farm - here the winegrower uses a shovel to set up grape fields. He will need 1 log and 1 water to set up each field. When ripe the grapes are harvested and sent to the Winery.

2. Winery (Job requires no tool)
The Winery is a House; here the vintner processes the grapes into wine which is sent to the Temple.

3. Temple (Job requires crucible)
The Temple is a Castle. Here the temple servant sacrifices: Wine, Meat and Bread (1 of each) to produce: Gold, Iron Ore, Coal or Stones. It has 4 output settings you can toggle in the building menu:
  • Random: 25% chance of Gold, Iron Ore, Coal or Stones

  • Iron Ore: Temple outputs Iron Ore

  • Coal: Temple outputs Coal

  • Granite: Temple outputs Stones


All required buildings in action:


If you can't wait to see all the nations buildings, here is an overwiew:


In summary:
The wine addon adds a new economic chain which provides a renewable source of minerals: Gold, Iron Ore, Coal and Stone. This is most effective on maps with lots of farming space. It is more useful when mines are set to exhaustible.

It requires balancing the economy of wood (logs) and water to set up vineyards and also means you will be required to build pig farms and slaughterhouses in addition to mill and bakery as the temple requires both meat and bread. It is balanced by requiring 2 food per mineral and also the new wine ware meaning it takes a lot of buildings to set up.

It doesn't compete directly with the charburner. Although both can produce coal: the charburner can do so on beach/desert terrain and is only a single building required in order to produce coal.

Credits:
Concept/Graphics/Testing - aztimh
Coding/Testing - Sunrise
Supervisor/Code review & Optimization - Flamefire
Thanks to Spikeone for help brainstorming concepts
Special thanks to bahamaham for assisting with visual design and detail

---


Editiert von Spike am 07.08.2024 10:20

Cmdr am 09.08.2024 11:31 #16369


Great to see the game beeing still further developed!
I also love that new features are beeing added to the game.

I really like the idea of having a temple "producing" rare ressources.
Although I would have seen the wine economy as a Roman alternative to beer,
for having more diversity between the factions.

My suggestion for the future:
Add different alcoholics for the factions. Replace beer with wine for Romans, met for Vikings, sake for Asians
(Nubians und Babylonians stay with beer).
For the temple: Instead of wine, use the nation specific alcohol to have a second objective for the ressource
beyond soldier generation.
Maybe you add logs as a necessity too - because it shouldn't be any longer at the vineyard, for obvious balance reasons.

Editiert von Cmdr am 09.08.2024 11:38

anty am 18.08.2024 09:21 #16370


Nice, makes the endgame more enjoyable, after all resources have been mined and the game stagnates. Love the artwork, good
job!


matnally am 22.08.2024 11:23 #16371


Amazing! Great job guys, this new functionality works well and is in fitting with the aesthetics of the game. Well done to everyone
involved in the release. Keep 'em coming.


Porco am 08.11.2024 03:40 #16391


Wow great job guys!


Matony am 15.11.2024 11:50 #16402


Awesome job, fit´s right in!


Matthias am 13.12.2024 00:13 #16420


Buildings look great and the gameplay integration is very thoughtful.


Arivald am 10.01.2025 13:21 #16440


Love it! Absolutely fantastic! :)


vatano am 12.01.2025 14:15 #16443


I have been playing RTTR for a couple of years, but today I decide to registered an account to expression my appreciation! Great work and I really love it, I think it is a very much needed feature.


Connacht am 29.01.2025 15:09 #16459


I really like the idea of having a vineyard and new resources.

But I don't like much that the usage is for magic, I would like something more "mundane".

Would it be possible an alternative option to make wine simply an alternative to beer for the recruitment of soldier? And/or a
requirement for the training of workers besides the necessary tools. Or anything else.

The temple could be repurposed in some other way? What about coin-training takes places here and not in military building? Would
it be strategically interesting? Or what about instead training with multiple food packs rather than coins, would it be
overpowered?

Editiert von Connacht am 29.01.2025 15:11

aztimh am 30.01.2025 14:37 #16460


The purpose of the addon is explained above: renewable mine resources when you have mines set to exhaustible so that the end
game doesn't result in a stalemate when iron runs out and you run out of soldiers. I borrowed a tiny bit of the
magical/supernatural from Settlers 3&4 where sacrificed alcohol could then grant manna which allowed the priest to cast "gift of
goods" but just did it in a slightly more Setters 2 style. Remember that this game has magical gateways that transport you in
the Roman campaign :)

I find it is more exciting to add on to the existing chains rather than replacing existing ones coz then you are taking stuff
away from the game as well.

Gameplay wise it is designed to be inefficient (like the charburner) as it is essentially an infinite wildcard mine.

I don't really feel like any of the alternative gameplay suggestions are exciting or provide anything new for the player
strategically in which case why would I want to use them?

There's no need for a coin training building because with the full military control addon you can easily set up an interior
Watchtower or Fortress to collect coins and automatically eject generals thus efficiently training your soldiers.


Berciq am 13.02.2025 22:04 #16470


Like privates would come to temple, be trained and as general leave to go to military building to replace lower
ranked solider and this soldier would go back to temple and be trained, all without my participation? ;D

You are right about "how magically resources appear" and that it could destroy mechanic of some stages and
overall feeling of this game that when you drain map out of resources there is nothing more to do. But look that
if this would work as brewery, you need additional log -> two more building as forester and woodcutter

Anyway to the topic: graphis are incredible, aztimh You did great work!


aztimh am 16.02.2025 13:55 #16471


Well that's why it's optional haha. So you don't use it if it breaks a map. But also I didn't want any new chains to replace or
remove the need for existing stuff otherwise you miss out on building half the buildings. Some people like that with infinite
fish/mines but I've never used those addons haha.


Foregone am 07.03.2025 20:25 #16477


I like the new buildings too very much!

One small thing i noticed, cause the last times i played were with gold beeing replaced by granite:
The coin maker is still not availiable due to that option, though you now can produce a little gold thanks to the temple ;)


frog am 26.09.2025 23:38 #16562


I would like to say: Super thanks!!!

This is amazing. I'm so grateful that you are
still working on this.

Please keep adding new things. Keep the game
alive!

---
Frog


Shadow4040 am 06.11.2025 20:05 #16571


Great job, thank you from the bottom of my heart for keeping this game going and keeping it updated in your own way.


aztimh am 11.11.2025 16:09 #16572


There is another addon currently being programmed in: the Leather economy.

Skinner (hut), Tannery (house) and Leatherworks (house). Makes armor adding temporary health to soldiers (a bonus until struck)
also gives a slight chance to resist dying from a catapult strike.

Adds new use for pigs for skins but also the skinner can gather skins from wild animal carcasses in the early game or you can
keep some forest up to gain extra free skins this way from wild animals.

Renewable way to strengthen soldiers but not as strong as gold with minor catapult counterplay.

I'm not sure how long it will take till it is added to the public version but it is being worked on.