First of all, welcome to Settlement. This game aims to take the popular incremental game style and merge it with the classic real-time strategy genre. If neither of these styles of game interest you, then Settlement probably isn't going to interest you.
Before we continue, please note that Settlement is still heavily in development and may have some structural or aesthetic bugs. Please report any issues you have to the Settlement Sub-reddit.
The first screen you will come across is the main menu. From here, you can get a little more info about the game, how to contact the developer, load an existing save, or start a new game. We'll go ahead and start a new game.
Upon clicking the NEW GAME button, you will be presented with a screen with a few options. Here, you can set the name of your civilization, the name of your first settlement, and roll the dice for a suitable starting location. You will be given an amount of land between 150 and 250 units large, and you will receive 2 locales that will be applied to your settlement. Each locale has positive and negative implications, so be sure to roll until you find one you like.
To further understand the locales, check out the links above to see more information.
Once you're happy with your location, hit START GAME to get things going.
Congratulations! You've started your very own civilization! Lets get to grips with the interface. On the left of the screen, you can see a number of things. Your total play-time, a counter for your earned experience points, a section for your settlement's needs, and a list of your currently available resources. To begin with, you will have access to food, logs, and stone.
On to the main screen. At the top, you have your civilization's name and the age that you are currently in. Below that is the main display. All your settlement specific information is displayed here to the left, with a log and links to other important information to the right.
The middle part of your main display contains your buildings and workers. Here, you will interact with your settlement, creating new structures as they are required and hiring workers to run them. There are a number of tabs available here, and each building/worker combination contains a number of tabs in themselves. These will be explained a little later on.
Below your buildings and workers, you will find the upgrade and achievements display. Upgrades are again split into a number of tabs to allow you to find exactly what you're looking for. They cost resources to purchase, and have a variety of implications. Achievements will be awared and displayed here, each offering an experience gain for achieving them.
So let's get started. Your first task will be to ensure that your workers have somewhere to live. By clicking on the "Basics" tab in the main display, you will find a number of options. In this list, you should be able to find a "Tent". By clicking build, you will produce your first home! Check your settlement display to see the changes. Your max population has now increased, and you're ready to hire your first workers.
Before you do so, however, check the little box under the BUY 1 WORKERS button. This will ensure that any new workers will be automatically assigned as hunters/gatherers, providing food to ensure they won't starve to death. Each worker consumes 1 unit of food per second, and each hunter/gatherer produces 1.1 base food per second. Upgrades and locale modifiers can change this figure, so it's a good idea to see how much they are producing for each settlement.
Buy 1 worker now. You'll see that your hunters/gatherers counter has incremented, your current population has incremented, and your free population has remained at 0. This is because they have automatically been hired. Now look to your resources display. Next to your food counter, you'll find a green number displaying the per second production rate. For a settlement with no modifiers, it will display 0.1. Keep hiring workers and building tents until you have at least 1 production per second.
Now that your production can support a worker outside of food, you'd better get them working on something else. The basic construction resources you will need are logs and stone, the former more so. Switch to the gathering tab in the main display and locate the Wood Cutter Cabin. Build one for now and hire your spare worker into it.
Your counter for log production will show you just how much you're making per second. It's a good idea to have a few workers producing logs to begin with, as you'll need a lot of them later on.
Log production is moving pretty slowly right now, so lets see what we can do about that. Move down to the upgrades display and switch to the production tab. Here, you'll find all the upgrades that can improve the output of your buildings. You'll have just enough stone to buy your wood cutters some better axes, so go ahead and do that now. You'll see your per second income increase.
Let your workers do their thing for a little while. You'll need to build up some resources to get things moving a little quicker. Once your stores are high enough, it's a good idea to get some stone production going. Back in the gathering tab, you'll find your Small Quarry. Go ahead and build one and hire a new worker into it. How's your food production by the way? Still producing enough food for your growing population?
Stone production works just the same as logs, though a little bit slower. It is pretty tough work processing all those rocks ready for use. Why not check out the other upgrades in the production tab. You'll be able to get them working a little bit faster for a relatively small investment.
Congratulations! You've managed to get your basic production line up and running. With these basic resources, you can expand into a bigger and stronger civilization. Perhaps start production of some spears or bows, your hunters might be able to use some! Are you running out of space to store your goods? Why not build a granary or a storage pit to increase your maximum resources?
Now that you've got a bustling little town, it's time to move on. Save up for the Stone Age upgrade and move on up in the world. The stone age brings some more changes. First things first, your needs display has sprung into life! It looks like your workers want some roads. Better get to it!
Roads are useful for a number of reasons. They not only keep your workers happy (which is very important), but they allow your workers to move faster around your settlement. Each new stretch of road increases the production rate of all of your buildings by a small amount. 1 road perhaps isn't too helpful, but 100 could save you a few workers on food!
As you satiate your population's needs for a particular object, the colour will change. Red means that they are demanding it quite strongly, whereas if it doesn't appear on the list at all, they're quite content with the way things are. The higher the supply, the happier they will be, so it's always a good idea to ensure that you have a little extra.
Lets go back to your tent for a moment. See the 0 above the name? There's a 1 next to it now! Click on that. This is the building level system. It allows you to upgrade your old buildings to better, newer versions of them for a fraction of the cost of the new building. It also means that the small population boost your tent gave you is now slightly increased.
The same can apply to buildings with workers. When you upgrade a building, it will automatically take workers with it and return any extras to the free population.
Lets take a look at a new type of building now: processing. Switch to the appropriate tab on the main display, and you will be presented with a sawmill. Processing buildings take one or more resources and make something new out of it. The sawmill for instance will take logs and produce planks, necessary for future development. Building and assigning workers is the same, so go ahead and give it a go.
These new, stronger resources will open up a wide range of new buildings and upgrades in the future, but they will also increase demand on your earlier production lines. You might find that your log production has now dropped into the negative. Don't worry, you're still producing them, you're just using more than you're making. You can alleviate the problem by assigning more workers.
Exploration is an important tool in Settlement, and it's something you'll be using more of a little later on in the game. For now, we'll just give it a quick once over. Exploration requires explorers, which do not need a building (much like hunters/gatherers). You can hire an explorer at any time and head over to the exploration tab (wuich can be found above the log).
On this page, you are presented with a number of options. Land, Resource, and Settlement expeditions. Each of these have a resource cost before you can set out, but the plus side is that any explorers out of the settlement are immune to starvation. Once you've selected an expedition to go on, your explorer leaves with the assigned resources and a display is created below detailing what expedition they are on and how long until they return.
Once they have returned, you will be presented with an alert, a log entry, and your rewards. Your explorer will return to your free population, so make sure your food production is up to scratch!
If you chose to send your explorer on a settlement expedition, any new settlements will be shown in the Locations display, found alongside the Exploration display. Here, you are presented with 2 tabs: Settled and Found. Any locations you have not settled in yet will be displayed in the latter. You can find basic information regarding the location and choose to settle there, assigning a name to it.
Your display will automatically switch to the new settlement. If you want to switch back to another, simply open the locations display and click DISPLAY on the settlement you want.
Your new settlement will not have any resources, workers, or buildings. It's a fresh start. To get the ball rolling, you can open up the Trade window, found alongside the previous displays. This display will take resources from the settlement you're currently viewing and send them to whichever you choose at the bottom of the list. It will also warn you when you're attempting to oversupply or if you are understocked.So there you have it, a basic outline on how to get started and use the major features of the game. If you have any further doubts or queries, there are pages above that may be able to give you hints or tips as to how some of the game mechanics work and what simple steps you can take to ensure that your civilization lives on.