- Release Year: 2003
- Platforms: Windows
- Publisher: Ubisoft Entertainment SA
- Genre: Compilation
- Game Mode: Single-player
- Average Score: 67/100

Description
Die Siedler IV: Sonderedition is a compilation that includes the base game ‘The Settlers: Fourth Edition’ and its expansion ‘The Settlers IV: The Trojans and the Elixir of Power’. Set in a world where three civilizations—the Romans, Vikings, and Mayans—initially clash before uniting against the exiled god Morbus and his Dark Tribe, the game blends real-time strategy with city-building mechanics. Players must manage resources, build economies, and engage in combat to thwart Morbus’ plans to eradicate nature and later, in the expansion, prevent him from creating a powerful elixir. The game emphasizes supply-and-demand gameplay, balancing economic planning with military strategy.
Where to Buy Die Siedler IV: Sonderedition
PC
Die Siedler IV: Sonderedition Cracks & Fixes
Die Siedler IV: Sonderedition Patches & Updates
Die Siedler IV: Sonderedition Reviews & Reception
mobygames.com (75/100): The Settlers IV is the 4th real-time strategy game in The Settlers series, building upon its predecessor with some graphical improvements, new buildings and features.
mobygames.com (60/100): The fourth add-on to The Settlers: Fourth Edition features over 60 new single- and multiplayer maps as well as four new campaigns which were all created by members of the community.
Die Siedler IV: Sonderedition Cheats & Codes
PC (Version 1.00.756 bis 1.04.791)
Enter codes at the chat line by pressing Enter first.
| Code | Effect |
|---|---|
| !wqsa | Activate cheat mode |
| !win | Win current level |
PC (Version 1.05.795)
Enter codes at the chat line by pressing Enter first.
| Code | Effect |
|---|---|
| !ympq | Activate cheat mode |
| !win | Win current level |
PC (Version 1.12.916)
Enter codes at the chat line by pressing Enter first.
| Code | Effect |
|---|---|
| !dwm/mm | Activate cheat mode |
| !win | Win current level |
PC (Version 2.00.1056)
Enter codes at the chat line by pressing Enter first.
| Code | Effect |
|---|---|
| !mkolp | Activate cheat mode |
| !win | Win current level |
PC (Version 1.4 and below)
Enter codes at the chat line by pressing Enter first.
| Code | Effect |
|---|---|
| !wqsa | Activate cheat mode |
| !win | Win current level |
| !lose | Lose current level |
| !incr | Increase resources |
PC (Version 1.4 to 1.5)
Enter codes at the chat line by pressing Enter first.
| Code | Effect |
|---|---|
| !ympq | Activate cheat mode |
| !win | Win current level |
| !lose | Lose current level |
| !incr | Increase resources |
PC (Version 1.5 to 2.0)
Enter codes at the chat line by pressing Enter first.
| Code | Effect |
|---|---|
| !mklop | Activate cheat mode |
| !win | Win current level |
| !lose | Lose current level |
| !incr | Increase resources |
PC (Version 2.01 to 2.49)
Enter codes at the chat line by pressing Enter first.
| Code | Effect |
|---|---|
| !hannetorben | Activate cheat mode |
| !win | Win current level |
| !lose | Lose current level |
| !incr | Increase resources |
PC (Version 2.50 and above)
Enter codes at the chat line by pressing Enter first.
| Code | Effect |
|---|---|
| !incubation2 | Activate cheat mode |
| !win | Win current level |
| !lose | Lose current level |
| !incr | Increase resources |
PC (General)
Press F12 during gameplay.
| Code | Effect |
|---|---|
| F12 | Advance time by one minute |
Die Siedler IV: Sonderedition: A Comprehensive Retrospective
Introduction
Die Siedler IV: Sonderedition (2003) stands as a fascinating artifact in the storied history of The Settlers series—a franchise that has, since its inception in 1993, oscillated between city-building mastery and real-time strategy experimentation. This “Special Edition” compilation, released two years after the base game, bundles The Settlers: Fourth Edition (2001) with its second expansion, The Trojans and the Elixir of Power, offering players a complete, if somewhat flawed, vision of Blue Byte’s early-2000s design philosophy. To understand Sonderedition is to grapple with the tensions of a series at a crossroads: a franchise torn between its roots in economic simulation and the commercial pressures of combat-driven real-time strategy. This review will dissect the game’s development, narrative, mechanics, and legacy, arguing that while Die Siedler IV is often dismissed as a derivative misstep, its ambitions—particularly in its expansion—reveal a nuanced attempt to reconcile the series’ conflicting identities.
Development History & Context
The Studio and the Series’ Evolution
By the late 1990s, The Settlers had cemented its reputation as one of Germany’s most beloved strategy franchises. Developed by Blue Byte, a studio founded in 1988, the series was the brainchild of Volker Wertich, whose 1993 original introduced a groundbreaking economic simulation model. Unlike contemporaries such as Age of Empires or Command & Conquer, The Settlers prioritized the intricate ballet of supply chains over direct military control, tasking players with managing serfs who autonomously transported goods, constructed buildings, and maintained a functioning medieval economy.
The series’ trajectory, however, was not linear. The Settlers II (1996) refined the formula, while The Settlers III (1998) introduced 3D elements and a greater emphasis on combat—a shift that alienated some fans. By the time The Settlers IV entered development in the late 1990s, Blue Byte faced a critical juncture. The studio had been acquired by Ubisoft in February 2001, a move that promised global distribution but also imposed commercial expectations. Fans, meanwhile, were vocal in their discontent with Settlers III’s combat-heavy design, clamoring for a return to the economic depth of the first two entries.
The Vision for The Settlers IV
Announced at the European Computer Trade Show (ECTS) in August 1999, The Settlers IV was positioned as a course correction. In interviews, project manager Hans-Jürgen Brändle emphasized a desire to “reposition the settling aspect of the game in the foreground,” while still retaining military mechanics. The game’s central innovation was the introduction of the Dark Tribe, a non-playable faction whose defeat required not just military might but also environmental reclamation—a mechanic intended to underscore the series’ economic roots.
Yet, the development process was fraught with challenges. Volker Wertich, the series’ creator, was conspicuously absent from The Settlers IV’s development, later stating that Blue Byte’s accelerated timeline (aiming for a Christmas 2000 release) was insufficient to craft a “worthy title.” The game’s delay to February 2001 was accompanied by a troubled launch: the initial release was riddled with bugs, prompting a swift patch that, ironically, introduced further issues. German gaming magazine PC Games reported that 76% of players encountered technical problems, a damning statistic that tarnished the game’s reputation out of the gate.
Technological Constraints and Design Choices
Technologically, The Settlers IV was a product of its era. Running on a modified version of The Settlers III’s engine, it supported resolutions up to 1280×1024 and featured zooming without discrete steps—a modest but notable improvement. The art direction, led by Torsten Hess, adhered to a hand-drawn, “lived-in” aesthetic, with textures deliberately “dirtied” to avoid sterility. Settlers themselves were rendered at a mere 32 pixels in height, necessitating exaggerated proportions and oversized tools to ensure visibility.
The game’s AI, however, remained a weak point. Pathfinding, while improved over Settlers III, still struggled with efficiency, and the AI’s economic decision-making was often predictable. These limitations were compounded by the game’s reliance on a point-and-click interface, which, while intuitive for city-building, faltered in the heat of combat.
The Gaming Landscape of 2001
The Settlers IV arrived in a crowded RTS market. Age of Empires II (1999) had set a new standard for historical strategy games, while Zeus: Master of Olympus (2000) demonstrated the potential of city-building mechanics in a mythological setting. The Settlers IV’s insistence on blending economic simulation with real-time strategy placed it in an awkward middle ground: too combat-focused for purists, yet too economically complex for fans of faster-paced RTS titles. This identity crisis would come to define its critical reception.
Narrative & Thematic Deep Dive
The Base Game: Morbus and the Dark Tribe
The Settlers IV’s campaign unfolds across two acts. The first introduces three playable factions—the Romans, Vikings, and Mayans—each embroiled in territorial conflicts. The narrative’s inciting incident is the exile of Morbus, a rebellious god banished to Earth by the supreme deity HE. Morbus, allergic to greenery, seeks to eradicate all plant life, deploying his Dark Tribe to spread “shadow-weed,” a substance that transforms fertile land into barren wasteland.
The Dark Tribe’s mechanics are central to the game’s thematic tension. Unlike traditional RTS enemies, the Dark Tribe cannot be defeated through military force alone. Their temples, which produce manna (a resource used to spawn units), are protected by toxic barriers that can only be dismantled by destroying nearby mushroom farms. Moreover, the Dark Tribe’s corruption of the land must be reversed using “gardeners,” specialist units who reclaim terrain—a mechanic that forces players to balance aggression with environmental stewardship.
The campaign’s structure is episodic, with each faction initially suspicious of the others. The Romans, for instance, initially blame the Mayans for the Dark Lands, leading to a misguided attack. Only after uncovering the truth do the factions unite, culminating in a final assault on Morbus’s stronghold. The narrative’s resolution—Morbus’s petrification by HE’s vines—is thematically rich, framing nature itself as the ultimate arbiter of justice.
The Trojans and the Elixir of Power: A Sequel of Sorts
The Sonderedition’s inclusion of The Trojans and the Elixir of Power expansion is its most compelling selling point. Set centuries after the base game, the expansion introduces the Trojans as a fourth playable faction and revisits Morbus, now freed from his stony prison by his assistant, Q’nqüra. The narrative’s hook is Morbus’s quest for an “elixir of power,” a potion that would cure his allergy to greenery and grant him dominion over Earth.
The expansion’s campaign is more ambitious than the base game’s, featuring a twelve-mission arc that weaves together all four factions. The Trojans, initially unaware of Morbus’s history, must rally the Romans, Vikings, and Mayans to combat the Dark Tribe’s new threat: manacopters, aerial vehicles that allow for rapid strikes behind enemy lines. The narrative’s climax—Morbus’s apparent triumph, only to be undone by a Viking priest’s poison—is a clever subversion, with the elixir’s side effects reducing the god to a harmless gardener.
Thematically, The Trojans and the Elixir of Power explores the cyclical nature of conflict. The factions, having united against the Dark Tribe in the base game, have since returned to infighting, mirroring real-world historical patterns. The expansion’s environmental themes are also deepened, with the elixir’s creation requiring rare herbs—a metaphor for humanity’s exploitation of nature in pursuit of power.
Characterizations and Dialogue
The Settlers IV’s characters are archetypal, with each faction embodying broad cultural stereotypes. The Romans are disciplined and expansionist, the Vikings are raiders with a spiritual bent, the Mayans are mystical and resourceful, and the Trojans are diplomatic but militarily adept. Dialogue is minimal, conveyed primarily through mission briefings and in-game notifications. While the writing lacks the depth of modern narrative-driven RTS games, it serves its purpose, reinforcing the factions’ distinct identities.
Morbus, as the primary antagonist, is the most developed character. His motivations—rooted in a literal allergy to nature—are unusual for a strategy game villain, lending him a tragic dimension. The Dark Tribe’s mindless soldiers, created by converting captured settlers, evoke themes of dehumanization and forced labor, adding a layer of moral complexity to the conflict.
Gameplay Mechanics & Systems
Core Gameplay Loop: Economic Simulation Meets RTS
At its heart, The Settlers IV is a game about chains of production. Players begin each mission with a small settlement, a handful of settlers, and limited resources. The primary objective, whether in campaign or skirmish modes, is to build a self-sustaining economy capable of supporting a military force.
The economic model is daisy-chain in nature. For example:
– Wood Production: Logs are cut by woodcutters, transported to sawmills, and processed into planks.
– Food Production: Fish are caught by fishermen, grain is grown on farms and milled into flour, and livestock are raised and slaughtered.
– Military Production: Iron ore is mined, smelted into bars, and forged into weapons by blacksmiths.
Each step requires specific buildings, tools, and settlers, creating a web of interdependencies. The player’s role is to ensure that these chains function smoothly, adjusting priorities and distribution as needed.
Settlers and Transportation
Unlike The Settlers II, which required players to construct road networks, The Settlers IV allows settlers to move freely within the player’s territory, with pathfinding handled by the AI. This design choice was intended to streamline gameplay, though it occasionally leads to inefficiencies, such as settlers taking circuitous routes.
Specialist units add strategic depth:
– Pioneers: Expand territory by digging at borders.
– Thieves: Scout and steal resources from enemies.
– Geologists: Prospect for mineral deposits.
– Gardeners: Reclaim land corrupted by the Dark Tribe.
– Saboteurs (multiplayer only): Destroy enemy buildings.
These units are controlled directly, offering a rare moment of hands-on interaction in a game otherwise dominated by indirect management.
Faction Asymmetry and Economic Models
Each faction in The Settlers IV has a distinct economic model:
– Romans: Balanced resource requirements (equal wood and stone for construction). Unique ability to produce manna with only two buildings.
– Vikings: Wood-heavy construction. Can build warships and war machines that use manna instead of physical ammunition.
– Mayans: Stone-heavy construction. Can cultivate agave in deserts.
– Trojans (expansion only): Similar to Romans but with unique military units, such as backpack catapultists.
These differences encourage varied playstyles, though the core economic mechanics remain consistent across factions.
Military Mechanics: Strength Tied to Economy
Combat in The Settlers IV is tied to the player’s economic strength. Military units are recruited from settlers, with higher-tier units requiring gold and specialized weapons. The game introduces “squad leaders,” who boost the combat effectiveness of nearby troops, adding a tactical layer to battles.
A notable innovation is the “offensive strength” system, where a settlement’s economic value directly influences the power of its units when fighting outside its territory. This mechanic incentivizes players to balance economic growth with military expansion, as a wealthy settlement can field stronger armies.
Warships and war machines (catapults, ballistae, etc.) further diversify combat, though naval warfare is underdeveloped compared to land battles.
Magic and Divine Intervention
Each faction has access to unique spells, cast by priests using manna. These spells range from economic boosts (e.g., turning fish into stone) to combat utilities (e.g., freezing enemy units). While not as central to gameplay as in The Settlers III, magic adds a layer of strategic flexibility.
Multiplayer and Game Modes
The Settlers IV supports both LAN and online multiplayer, with modes including:
– Conflict Mode: Traditional RTS competition.
– Cooperation Mode: Players team up against AI-controlled factions.
– Economic Mode: Victory is determined by production output.
– Settlefest: Players race to achieve objectives on identical maps.
– Free Settle Mode: Sandbox-style play.
The expansion adds adjustable difficulty and improved AI, though multiplayer was not as robust as in contemporaries like Age of Empires II.
World-Building, Art & Sound
Setting and Atmosphere
The Settlers IV’s world is a fantastical amalgam of historical and mythological elements. The Romans, Vikings, and Mayans coexist in a shared universe, with the Dark Tribe’s corruption serving as a unifying threat. The expansion’s introduction of the Trojans further blurs historical lines, creating a setting that is more thematic than accurate.
The game’s art style is charmingly cartoonish, with exaggerated settlers and vibrant, hand-drawn textures. The “dirtied” aesthetic—buildings and terrain marked by wear and grime—lends the world a lived-in feel, though the low-resolution sprites occasionally strain credibility.
Visual Design and Animation
The settlers themselves are the stars of the visual design. Their exaggerated proportions and oversized tools, while necessitated by technical limitations, imbue them with a whimsical personality. Animations are fluid, with settlers seamlessly transitioning between tasks, though pathfinding quirks can lead to comical congestion.
The Dark Tribe’s corruption effects are visually striking. Shadow-weed spreads across the map like a creeping blight, transforming lush forests into monochrome wastelands. The contrast between fertile and corrupted land serves as a constant visual reminder of the narrative stakes.
Sound Design and Music
Haiko Ruttmann’s soundtrack is a highlight, blending orchestral and folk influences to evoke each faction’s cultural identity. The Romans’ music is martial and grand, the Vikings’ is rhythmic and tribal, and the Mayans’ incorporates indigenous instruments. The Dark Tribe’s theme, meanwhile, is ominous and dissonant, reinforcing their otherworldly menace.
Sound effects are functional but unremarkable. The clatter of construction, the hum of markets, and the cries of battle are all present, though the lack of voice acting limits immersion.
Reception & Legacy
Critical Reception: A Mixed Bag
The Settlers IV received “mixed or average” reviews upon release, with critics praising its visuals and economic depth but criticizing its similarity to The Settlers III and its over-reliance on combat. PC Player’s Damian Knaus awarded it 85/100, calling it the best Settlers game to date but lamenting the lack of innovation. PC Games’ Rüdiger Steidle was harsher, scoring it 77% and criticizing its buggy launch.
International reviews were similarly lukewarm. IGN’s Dan Adams scored it 7/10, comparing it unfavorably to Zeus: Master of Olympus and Age of Empires II. GameSpot’s Ron Dulin gave it 6.4/10, arguing that it was “just the same old game with the same old problems.”
The Sonderedition itself received little critical attention, as it was essentially a repackaging of existing content. However, the inclusion of The Trojans and the Elixir of Power was widely seen as a positive, with the expansion’s narrative and gameplay improvements partially redeeming the base game’s flaws.
Commercial Performance
Despite its mixed reception, The Settlers IV was a commercial success, becoming the highest-selling German-developed game of 2001. By August 2002, it had sold over 300,000 units in Germany alone, earning a “Platinum Award” from the Verband der Unterhaltungssoftware Deutschland (VUD).
The game’s longevity was extended by its expansions and the 2018 History Edition re-release, which bundled the Gold Edition with modern quality-of-life improvements (e.g., 4K support, autosave).
Influence and Legacy
The Settlers IV’s legacy is one of transition. It marked the end of the “classic” Settlers era, with subsequent entries (Heritage of Kings, Rise of an Empire) shifting toward 3D graphics and more traditional RTS mechanics. The series’ attempt to balance economic simulation with combat would continue to define its identity, though later games would struggle to recapture the magic of the first two entries.
The Sonderedition, in particular, serves as a time capsule of early-2000s RTS design—a game caught between the economic depth of its predecessors and the combat expectations of its contemporaries. Its expansions, especially The Trojans and the Elixir of Power, hint at a path not fully explored: a Settlers game where narrative and environmental themes take center stage.
Conclusion: A Flawed but Fascinating Artifact
The Settlers IV: Sonderedition is not the best entry in its series, nor is it the most innovative. It is, however, a fascinating study in design tension—a game that strives to honor its roots while adapting to the demands of a changing genre. Its economic systems remain engrossing, its visuals are charming, and its narrative, particularly in the expansion, is more ambitious than the series’ usual fare.
Yet, it is also a game hampered by its era’s technological limitations and its own identity crisis. The AI is lackluster, the combat is shallow, and the mission design often feels repetitive. The Sonderedition’s value lies not in its perfection but in its completeness—it offers a definitive, if flawed, vision of what The Settlers IV could have been.
For fans of economic simulation, Die Siedler IV: Sonderedition is a worthy, if imperfect, addition to the series. For historians of RTS design, it is a case study in the challenges of balancing depth with accessibility. And for those who appreciate a good redemption arc, the expansion’s transformation of Morbus from a villain to a gardener is a narrative gem worth experiencing.
Final Verdict: 7.5/10 – A flawed but essential chapter in The Settlers saga, best appreciated for its economic depth and environmental themes.