- Release Year: 2007
- Platforms: Windows
- Publisher: Noviy Disk, Ubisoft Entertainment SA, ak tronic Software & Services GmbH
- Developer: Blue Byte Studio GmbH
- Genre: Strategy, Tactics
- Perspective: Diagonal-down
- Game Mode: LAN, Online PVP, Single-player
- Gameplay: Base building, Business simulation, Managerial, Real-time strategy (RTS), Resource Management
- Setting: Fantasy, Medieval
- Average Score: 69/100
Description
The Settlers: Rise of an Empire is a city-building and real-time strategy game set in a medieval fantasy world. Returning to the series’ roots after a more combat-focused predecessor, the game emphasizes complex economic management and empire building. Players must construct and upgrade a variety of production buildings, manage intricate resource chains, and ensure their settlers’ needs are met—from basic food to more advanced demands like clothing as their society progresses. While military elements are present, they are tuned down in favor of a deeper focus on logistical challenges and creating a thriving, self-sufficient settlement.
Gameplay Videos
Where to Buy The Settlers: Rise of an Empire
PC
Crack, Patches & Mods
Guides & Walkthroughs
Reviews & Reception
metacritic.com (66/100): Mixed or Average Based on 19 Critic Reviews
mobygames.com (73/100): Returns to the roots of the series and adds some 1701 A.D. on top.
gamepressure.com (72/100): The game’s main purpose is to manage a medieval town, which starts as a small village and grows into a large, well fortified metropolis.
videogamegeek.com (66/100): Average Rating: 6.64 / 10
The Settlers: Rise of an Empire: Review
Introduction
In the annals of city-building and real-time strategy, few series command the reverence and nostalgia of Blue Byte’s The Settlers. By 2007, the franchise stood at a crossroads. Its previous entry, Heritage of Kings, had pivoted sharply towards combat-heavy RTS conventions, leaving many longtime fans feeling alienated. The Settlers: Rise of an Empire thus arrived not merely as a new game, but as a crucial course correction—a deliberate attempt to recapture the series’ soul. It is a title defined by its contradictions: a visually sumptuous and atmospherically rich experience that, for all its charm, struggles under the weight of its own simplified ambitions. This review argues that Rise of an Empire is a beautifully flawed gem; a well-intentioned return to form that ultimately prioritizes accessibility over the deep, complex economic simulation that once made the series legendary.
Development History & Context
Developed by Blue Byte Studio GmbH and published by Ubisoft, Rise of an Empire was conceived in the direct aftermath of the mixed reception to 2004’s Heritage of Kings. As producer Benedikt Grindel stated, the team felt they had “strayed too far from the basic concept of The Settlers.” The development philosophy, as articulated to 4Players.de, was an almost archaeological one: to identify the quintessential “Settler gene” and synthesize the best elements from the franchise’s history.
The early 2000s gaming landscape was dominated by fast-paced, combat-focused RTS titles like Warcraft III and Age of Empires III. In this environment, Blue Byte’s vision was a bold counterpoint. They sought to re-establish city-building as the series’ core, drawing inspiration from the road networks of The Settlers II, the territorial expansion via outposts from III and IV, and the hero units and taxation from Heritage of Kings.
Technologically, the game utilized a heavily modified version of the RenderWare engine, first used in Heritage of Kings. The team invested significantly in graphical fidelity, quintupling polygon counts for buildings and tripling them for settlers, while quadrupling texture resolution. The goal was to create a living, breathing “aquarium effect” where every character and creature had a detailed, observable routine. This ambition came with a cost; the game was notoriously demanding on hardware at release and plagued by performance issues and crashes that required subsequent patches to address.
Narrative & Thematic Deep Dive
Penned by veteran fantasy author Jeff Grubb, the narrative of Rise of an Empire is set centuries after the events of Heritage of Kings in a fractured medieval world. The once-great Darion Empire has splintered into warring provinces. The player assumes the role of a new king from the province of Vestholm, tasked with reuniting the realm against the tyrannical Red Prince and his formidable general, Crimson Sabatt.
The campaign’s 16 missions are structured as a classic heroic journey. The player is joined by a cast of six loyal knights—including the shrewd merchant Elias, the noble Lord Marcus, and the wise Hakim—each with unique personalities and abilities. The story unfolds through scripted cutscenes and in-game dialogue, painting a tale of betrayal, redemption, and imperial restoration. A notable twist reveals Lord Marcus’s temporary betrayal, seduced by the promise of ruling his homeland, before ultimately seeking redemption.
Thematically, the game explores leadership, community, and the very idea of civilization. The king’s progress is measured not just by military conquest, but by the prosperity and happiness of his settlers. The narrative cleverly ties this to gameplay; your authority and military strength are directly proportional to your settlement’s well-being. The final epilogue, jumping 600 years into the future to a father recounting the king’s tale to his daughter, underscores the game’s central theme: that a legacy is built not on battles won, but on a society forged and sustained.
However, critics widely panned the story as “linear and predictable” (GameSpot) and its characters as “infantile” (User Review). The dialogue, while functional, often lacks depth, and the plot serves more as a vehicle for gameplay objectives than a compelling drama in its own right. The 2008 expansion, The Eastern Realm, added a new eight-mission campaign introducing a new knight, Saraya, and a new antagonist, the cult leader Khana, but did little to elevate the narrative beyond its formulaic roots.
Gameplay Mechanics & Systems
Rise of an Empire represents a fundamental overhaul of the series’ famed economic mechanics, a change that proved to be its most contentious aspect.
The Streamlined Economy: The developers drastically simplified the intricate daisy-chain production lines that defined earlier titles. In previous games, a forester would cut wood and place it outside his lodge, a carrier would then transport it to a sawmill, where a worker would turn it into planks, and another carrier would take those planks to a construction site. In Rise of an Empire, this process is centralized. Harvesters bring raw materials directly to a central Storehouse. Producers then retrieve these materials from the Storehouse to create goods. This eliminates the need for a dedicated carrier class and much of the micromanagement associated with logistics. While this made the game more accessible, veterans decried it as “dumbed down” (GameSpy), removing the deep, satisfying puzzle of optimizing a complex logistics network.
Needs, Wants, and Reputation: A new layer of complexity was added through a “needs and wants” system. Settlers’ demands escalate as your knight gains promotions. Initially requiring only basic food, they soon demand clothing, cleanliness (via bathhouses), and entertainment (via taverns and festivals). Unmet needs lead to strikes, crippling your economy. Your settlement’s overall Reputation—a score affected by fulfilled needs, building upgrades, and decorations—directly impacts your military strength and economic efficiency. This system successfully ties the player’s economic management to tangible gameplay benefits.
Construction and Expansion: The process of building was also streamlined. Instead of requiring a construction hut and carriers to deliver materials, placing a building immediately deducts the cost from your resource pool. A settler then emerges from the Storehouse, constructs the building himself, and becomes its first worker. Buildings can be upgraded twice, each upgrade adding more workers and increasing efficiency. Territorial expansion is achieved by sending your knight to an unclaimed sector and building an outpost, the cost of which is determined by the resources available in that sector.
Military Simplification: Reflecting the shift away from Heritage of Kings, military combat is deliberately de-emphasized. Players can only recruit two unit types: swordsmen and bowmen, in fixed groups of six. Military engagements are simplistic, requiring soldiers to use limited torches to burn buildings. Siege engines like catapults and battering rams add some tactical variety but are cumbersome to manage. The game’s combat was universally criticized; IGN called it “sad by strategy standards” and “simple to the extreme.”
The Knight System: The player’s chosen knight acts as a hero unit and a personification of their progress. Each of the six knights (seven with the expansion) has unique active and passive abilities. The knight’s promotion level gates access to new buildings and technologies and triggers the settlers’ escalating demands. This system provides a clear sense of progression but also contributes to the repetitive structure of each mission, which often follows the same formula: build the same core buildings, fulfill needs, promote your knight, and complete the objective.
World-Building, Art & Sound
If there is one aspect of Rise of an Empire that approaches universal acclaim, it is its audiovisual presentation.
Visual Design and Atmosphere: The game is visually stunning, even by today’s standards. The art direction rejects the darker realism of Heritage of Kings and returns to the idealized, colourful, and slightly caricatured style of the earlier games—what Blue Byte famously calls the “Wuselfaktor” (the “bustle factor”). The attention to detail is extraordinary. The game world feels truly alive: settlers dance at festivals, dogs nap in the sun, butterflies flit between flowers, and lights flicker in windows at night. The changing seasons are not just a visual backdrop but a core gameplay mechanic, as winter halts farming and fishing. The ability to zoom in and watch each settler’s animated routine is a masterclass in world-building, fostering a real sense of attachment to your burgeoning empire.
Sound Design and Music: The soundscape is equally meticulous. The clang of the blacksmith’s hammer, the bleating of sheep, and the chatter of settlers create a rich acoustic tapestry. The orchestral score by Michael Pummel is a highlight, perfectly capturing the game’s tone—shifting from serene and pastoral themes during peaceful construction to tense, dramatic strains during attacks. The score won awards and remains one of the most beloved elements of the game.
Technical Performance: This beauty came at a cost. The game was notoriously hardware-intensive upon release, suffering from framerate issues, long load times, and crashes. While patches eventually alleviated the worst of these problems, the initial technical state undoubtedly marred the experience for many.
Reception & Legacy
Upon its release in September 2007, The Settlers: Rise of an Empire received a mixed to average critical reception, garnering a Metacritic score of 66/100 and a MobyGames aggregate score of 73%.
Critical Response: Reviews consistently praised the game’s graphics, atmosphere, and sound. However, the simplified economy was a major point of contention. German magazine PC Games (74%) noted that “even the worst settlement somehow runs fine,” criticizing the lack of challenge. Eurogamer (5/10) concluded it was “an average offering in terms of depth, challenge and longevity,” while GameSpot (7/10) called it “the most fulfilling game in the series” but acknowledged its shallow campaign. The common refrain was that the game was perfectly enjoyable for newcomers but a profound disappointment for veterans seeking the series’ traditional complexity.
Commercial Success and Awards: Commercially, the game was a hit, particularly in its home territory. It became the best-selling German-made game of 2007, moving over 100,000 units in Germany within months. At the 2007 Deutscher Entwicklerpreis, it achieved a stunning victory, winning six awards including Best German Game, Best Graphics, Best Level Design, and Best Score—a clear recognition of its artistic achievements.
Legacy and Influence: The legacy of Rise of an Empire is complex. It successfully staunched the bleeding from Heritage of Kings and reassured fans that Blue Byte had not entirely abandoned its roots. However, its simplified direction ultimately failed to satisfy either camp completely. It proved that the “Settler gene” was a fragile thing—easily diluted in the pursuit of broader appeal. The game’s influence can be seen as a cautionary tale about balancing accessibility with depth. Its immediate sequel, The Settlers 7: Paths to a Kingdom, would attempt yet another formula, introducing card-based mechanics in a continued search for identity. The 2018 History Edition re-release ensured its preservation but did little to alter its mixed reputation.
Conclusion
The Settlers: Rise of an Empire is a fascinating and conflicted chapter in the storied history of its franchise. It is a game of exceptional beauty and charm, a loving homage to the series’ origins crafted with undeniable technical skill and artistic passion. Its bustling, idyllic world remains a joy to inhabit, and its atmospheric sound design is second to none.
Yet, it is ultimately undermined by its core design decisions. The simplification of the economic system, while making the game more approachable, stripped away the very complexity that defined the series’ appeal for its most dedicated followers. The shallow combat and repetitive mission structure further limited its long-term engagement.
For strategy newcomers or those seeking a relaxed, visually captivating city-builder, Rise of an Empire retains a unique allure. But for veterans of the series, it stands as a poignant “what if”—a gorgeous shell that perhaps never quite contained the intricate, demanding heart of a true Settlers game. It is not a failure, but a noble, flawed experiment that reaffirmed the series’ soul even as it failed to fully recapture it. Its place in history is secure as a visually breathtaking, albeit simplified, stepping stone in the ongoing evolution of a beloved franchise.