![]() ![]() ![]() None of them are particularly engaging, while many - such as the besieged monastery that begs for your help in the crucial task of delivering nine brooms - are almost hilarious in their pointlessness. These range from basic exploration - make contact with the village to the north - to more complex military goals - like sneaking a thief into a fortified town, an arcade-style task which proves horribly problematic for a strategy game engine. So rather than the challenge coming from your ability to design and maintain an evolving settlement, the actual city-building aspect soon takes care of itself leaving you to tackle the flimsy mission objectives with the knight. Forcing you to repeat the same basic settlement building steps over and over may pad out the gameplay, but it soon becomes a patronising chore. You can't even place additional storehouses, forcing you to ferry goods all the way across the map even when your coffers are groaning with cash, wood and stone. Even though the campaigns are all linked, and you're clearly playing the same ruler across all of them, all promotions and cash reserves are rewound each time. This is just as well, since the game annoyingly wipes the slate clean and starts you from scratch at the start of each mission, regardless of how well you did previously. ![]() For anyone with even a sliver of experience with this sort of game, you'll be able to upgrade your town, promote your knight and fill your storehouse within an hour or so. What at first seems like a pleasant change from the usual tedious micro-management soon leaves you feeling rather redundant. While you can build paths and roads to link your sprawling domain, they're simply a way to speed up Settlers movement rather than to guide them to the things they need. Indeed, the importance of trade routes has all but vanished, since Settlers will find their way around the map with uncanny accuracy. ![]()
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