Design On September 7, 2009,
Blue Byte advertised on their website for players to help them develop "a previously unannounced project". Asking for
PC players expert in
strategy,
construction, and
multiplayer gaming, selected candidates would be "fully integrated into the
development team", and would work specifically on
game mechanics and difficulty balancing. On September 22,
Ubisoft officially announced the game, with Adam Novickas, director of marketing, stating, "
The Settlers 7: Paths to a Kingdom brings
The Settlers franchise to the next level of the strategy-
sim genre, employing the core mechanisms that made the series a success while continuing to innovate in new areas that will give gamers the ability to craft their own unique, thrilling experience". In October, Blue Byte revealed that
Bruce Shelley, co-
designer of
Railroad Tycoon and
Civilization, and lead designer on the first three
Age of Empires games, had been hired as a design consultant, specifically with an eye to making the game more appealing to a North American market and correcting some of the perceived problems with
Heritage of Kings and
Rise of an Empire. He advised the designers to make sure the player always had something to do, explaining that "in
Settlers 6, I found that the
computer seemed to be having more fun than I was, as I often had to wait around, becoming bored because I didn't know what to do next". He also suggested a simpler
HUD than in previous games, arguing that the game should be "transparent, self-explanatory, and challenging", citing
StarCraft as an example. With Shelley's advice in mind, in the early stages of development, Blue Byte looked at
Heritage of Kings and
Rise of an Empire to see what didn't work. With
Heritage of Kings, the series had gone in the direction of
real-time strategy, with far more emphasis on combat than
micromanagement or
city-building. When the game wasn't well received by fans, Blue Byte addressed their criticisms in
Rise of an Empire by reducing combat and focusing on city-building. Speaking to
4players, lead designer Andreas Nitsche explained that the Victory Point system would mean combat is no longer more important than economic micromanagement: "It's always been a pity that behind every fish that was caught, every iron ingot that was cast, there was only one motivation - to fight the enemy. This situation has been changed by the Victory Point system. Now there are many ways to use your economy to win, not just annihilating the enemy; now, economic competition for technologies, trading posts, or land can lead to victory". In January 2010, Blue Byte began a
closed beta, seeking testers for the campaign tutorial missions and skirmish maps. At a press event in February, Grindel stated that the designers wanted to "return
The Settlers 7 to the classic economy that fans knew well and make [it] much deeper, while keeping the
gameplay more accessible for newer players". The game's
cutscenes were created by ChezEddy and the in-game animations by PiXABLE. Karakter provided
concept art during the game's pre-production, adhering to
lead artist Armin Barkawitz's mandate for "a dreamy
fairy tale look" (
GameSpots Andrew Park characterised it as the characters from
Team Fortress 2 in a
Shrek milieu). In March 2010, shortly before release, Blue Byte published a video showcasing the game's graphical components; "
far view distance", "cascaded
shadowmaps", "
speedtree technology", "seasonal leaf colour tint", "
screen space ambient occlusion", "3D
pathfinding", "adaptive decal
lod", "water
lightscattering with
caustics", "freely paintable waterflow", "
volumetric clouds with
backlighting", "squash and stretch animation", "view dependent animation lod", "dynamic weather", "glossy surface
shading", "
glow renderpass", "
depth of field", "
procedural lightning", "wind-driven, terrain-adapted vegetation", "atmospheric lightscattering", "sunray
rendering", "freely adjustable snow level", "soft sprite rendering", "ambient
cube lighting", and "freely paintable lavaflow". Towards the end of development, Karakter was called back for a three-day workshop to provide some "polish" and "extra sheen" in three main areas -
lighting and shadows, atmospheric effects, and
textures. In relation to light and shadows, Karakter's creative director Tobias Mannewitz explains: "Shadows were achieved by simply darkening the unlit parts, but this produced a rather grim, even dirty, desolate feel at times. Instead, we suggested to change the calculation of shadows, so that they were tending towards a saturated cold colour scheme, whereas the lit parts of the buildings would be bathed in warm colours. By infusing colour into the dark spots, we could lose most of the grimness". They also said that the game would be released for
macOS, the first
Settlers title on a
Macintosh since
The Settlers II. In March, Ubisoft released a demo, revealing that the game is the first in the
Settlers series to feature in-game achievements, available through
Uplay. In May, a few months after the game had been released, Blue Byte published a
Facebook tie-in
browser game called
The Settlers: My City (), in which players must run a small city. In December, another tie-in game was released for
iOS. A simplified version of the main game,
The Settlers of Tandria () is a real-time strategy game offering a single-player campaign, single-player skirmish mode, and multiplayer mode (allowing two different players to play on the same device).
DRM controversy In January 2010, Ubisoft unveiled its plans for a new
digital rights management (DRM) system, the Online Services Platform (OSP). Requiring players to open an account with Ubisoft, either via their website or by using Uplay, the OSP called for players to authenticate games upon first launching them and
remain online while playing; if the
network connection is lost, the game will automatically pause until the connection is re-established. When
GameSpy asked Ubisoft if they expected fan backlash, Director of Customer Service and Production Planning Brent Wilkinson stated: "We think most people are going to be fine with it. Most people are always connected to an internet connection". In an official statement issued the same day, Ubisoft responded: "We know this choice is controversial but we feel it's justified by the gameplay advantages offered by the system and because most PCs are already connected to the internet. This platform also offers protection against piracy, an important business element for Ubisoft and for the PC market in general, as piracy has an important impact on this market". The first games to use the system would be
Paths to a Kingdom,
Silent Hunter 5: Battle of the Atlantic, and the PC version of ''
Assassin's Creed II, all of which were scheduled for a March 2010 release. In an interview with PC Games the following day, Ubisoft stated that "this is not a pure anti-piracy software, but a new online service. The goal of this new platform is to add value to the games". In early February, Ubisoft told Gameswelt'' that the system would "provide added value" and "enrich the gaming experience", pointing out benefits such as players not needing the DVD to play the game after the initial installation and, because all
save files would be stored on Ubisoft's
game servers, gamers would be able to resume a game session from any computer on which the game is installed, assuming that computer is online. On February 17,
PC Gamer ran an article by Tom Francis, saying he had tested the OSP on both ''Assassin's Creed II
and Paths to a Kingdom''. In the article, Francis claimed that "if you get disconnected while playing, you're booted out of the game. All your progress since the last checkpoint or savegame is lost, and your only options are to quit to
Windows or wait until you're reconnected". The following day, however, Ubisoft assured
Ars Technica that this was not the case: "As long as you do not quit the game, the game will continue to try to reconnect for an unlimited time. Once the game is able to reconnect, you will immediately be returned to your game at the point where the connection was lost". The next day,
PC Gamer ran an interview with a Ubisoft spokesman, who stated that "the real idea is that if you offer a game that is better when you buy it, then people will actually buy it. We wouldn't have built it if we thought that it was really going to piss off our customers". In a Q&A with
Gameswelt, a couple of weeks prior to the release of
Paths to a Kingdom and shortly after the release of
Silent Hunter 5 and ''Assassin's Creed II'', Ubisoft stated that "we have worked hard to make sure that the requirement of an internet connection does not hinder the gaming experience. Ultimately, the system is a starting point; additional services will follow, and it is these services that will ensure that players who have a lawfully acquired version of the game can experience the full range of gameplay that would otherwise not be possible with a cracked version".
Release and DRM problems Beginning March 31, six days after release, as with both
Silent Hunter 5 and ''Assassin's Creed II
, Paths to a Kingdom'' players began experiencing problems with the OSP; specifically, connection to Ubisoft's servers became erratic, rendering the game unplayable for those unable to connect. Although the problem was international, randomly affecting players across the world, it was especially pronounced in Australia. Although intermittent for most players, some were unable to play the game at all up to April 5. Even users who were able to play reported network-related
crashes and
hanging. Ubisoft's initial response was a generic "contact support" message and a short list of
troubleshooting tips posted on their official forums. Meanwhile,
PC Games reported that the DRM had already been successfully
hacked by players of ''Assassin's Creed II''. On April 6, two weeks after release, Ubisoft made an official statement on the game's forums: The following day, with the thread on the official forum having grown to 114 pages, with over 1,700 posts and over 22,400 views, Ubisoft told
Eurogamer: "
Settlers 7 players have encountered difficulties playing the game over the holiday weekend due to issues with servers that do
matchmaking in multiplayer mode and that keep track of profiles, campaign progression and stats in both solo and multi modes. Our technical teams have made progress but we are not yet able to say that the issue is completely resolved". The OSP was to be included with
R.U.S.E., which was released in September 2010, but the game was DRM-free. In December, players began to notice that ''Assassin's Creed II
and Tom Clancy's Splinter Cell: Conviction (released in April) could be played even whilst players were offline (although online registration was still required upon first launch). In January 2011, Ubisoft told Eurogamer'' that "the permanent online connection is no longer needed for a few of Ubisoft's titles. It is a case-by-case decision, and from the beginning, we have said that we might choose to patch out games at some point".
Paths to a Kingdom, however, still required a permanent network connection. Furthermore, in October 2015, Ubisoft announced they were terminating macOS support, meaning the game is no longer playable on this platform. The DRM for
Paths to a Kingdom was ultimately removed in 2018 when the game was re-released specifically optimised for
Windows 10. ==Reception==