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Stable Version
Version 0.9.5

Developer-/Testversions
Nightly

Unterstützung

Now, almost all of the original game features are implemented. You can download the unstable versions already.
There are either stable releases or developer/test versions - the so-called "Nightly Builds" - available.
You need "The Settlers II Gold Edition"® to play.

If you have any questions, please use the search-function or post your question in the forum.
A look at the bugtracker is often also helpful.

News from the RTTR community:


New Addon: Leather economy

Leather Economy

Greetings Settlers fans,

In the nightly version you will now find a new option in the addons menu: "Enable leather economy".

This adds the following:

New wares:

  • Skins

  • Leather

  • Armor


New buildings:
1. Skinner (Job requires cleaver)

  • Hut: 2 Boards

  • "Skins are gathered from animal carcasses by the skinner. They are sent to the tannery for leather production. The skinner can also be supplied with pigs for extra skins."

  • Note: It gives some incentive to leave some forests up to get free extra skins for leatherworking, otherwise you can invest in more pig farms to also get leather.


2. Tannery (Job requires saw)

  • House: 2 Boards, 2 Stones

  • "The tanner works animal skins to form leather. Before tanning; the skins are cured, scraped and stretched on wooden frames made from boards. Leather is used to produce armor at the leatherworks."

  • Note: Make sure you have adequate wood production before making leather. You can always stockpile skins from early animals and then build a Tannery later when you have more wood.


3. Leatherworks (Job requires rongs)

  • House: 2 Boards, 2 Stones

  • "The leatherworker crafts armor from finely tanned leather. The armor is then transported to military buildings to bolster your soldiers defense. An armored soldier can withstand an additional hit in battle and sometimes survives a catapult strike, but the armor is lost once struck."

  • Note: Unlike coins leather only buffs one soldier at a time. It provides a temporary boost to health and also allows some catapult resistance (as long as the last soldier in a building is wearing armor it will mean when the catapult strikes there is about a 50/50 chance to survive and just lose the armor instead).


Features

  • Leatherworking wares type added to transport priority tree.

  • Skinner and Tannery added to distribution menu.


New Addons to enable:

  • Enable leather economy

  • Armor on captured buildings

  • Disable armor by default


All required buildings in action:


If you can't wait to see all the nations buildings, here is an overwiew:


Credits:
Concept/Graphics/Testing - aztimh
Coding/Testing - Sunrise
Supervisor/Code Review/Optimization - Flamefire

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0 Comments | continue reading
By Spike at 22.02.2026

New Addon: Wine Economy

Greetings Settlers fans,

In the nightly version you will now find a new option in the addons menu: "enable wine economy".

This adds new 3 new buildings: the Vineyard, Winery and Temple (and their workers) and 2 new wares: grapes and wine to the game. Here's how it works:

Wine Buildings:
1. Vineyard (Job requires shovel)
The Vineyard is a Castle similar to the Farm - here the winegrower uses a shovel to set up grape fields. He will need 1 log and 1 water to set up each field. When ripe the grapes are harvested and sent to the Winery.

2. Winery (Job requires no tool)
The Winery is a House; here the vintner processes the grapes into wine which is sent to the Temple.

3. Temple (Job requires crucible)
The Temple is a Castle. Here the temple servant sacrifices: Wine, Meat and Bread (1 of each) to produce: Gold, Iron Ore, Coal or Stones. It has 4 output settings you can toggle in the building menu:
  • Random: 25% chance of Gold, Iron Ore, Coal or Stones

  • Iron Ore: Temple outputs Iron Ore

  • Coal: Temple outputs Coal

  • Granite: Temple outputs Stones


All required buildings in action:


If you can't wait to see all the nations buildings, here is an overwiew:


In summary:
The wine addon adds a new economic chain which provides a renewable source of minerals: Gold, Iron Ore, Coal and Stone. This is most effective on maps with lots of farming space. It is more useful when mines are set to exhaustible.

It requires balancing the economy of wood (logs) and water to set up vineyards and also means you will be required to build pig farms and slaughterhouses in addition to mill and bakery as the temple requires both meat and bread. It is balanced by requiring 2 food per mineral and also the new wine ware meaning it takes a lot of buildings to set up.

It doesn't compete directly with the charburner. Although both can produce coal: the charburner can do so on beach/desert terrain and is only a single building required in order to produce coal.

Credits:
Concept/Graphics/Testing - aztimh
Coding/Testing - Sunrise
Supervisor/Code review & Optimization - Flamefire
Thanks to Spikeone for help brainstorming concepts
Special thanks to bahamaham for assisting with visual design and detail

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16 Comments | continue reading
By Spike at 06.08.2024

Server maintenance today

Hi,

there will be a Server maintenance today, so the webpage and the lobby server might be not available for some time.

We will try to keep the time as low as possible, but as usual, something bad can always happen ;-)

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mfg
Flo
3 Comments | continue reading
By FloSoft at 15.06.2023

Texture pack: Rusty Polar

Greetings fellow Settler Fans,

just in case you are not aware, Merri from settlers2.net created a new texture pack. This pack is partially compatible with Return to the Roots, you can replace the textures, although the palettes and gouraud shading data is not used. Read more about the pack here: New texture pack: Rusty Polar

Here is his preview:


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9 Comments | continue reading
By Spike at 05.04.2022

New stable version 0.9.5 released!

Greetings fellow Settler Fans,

we did another bug fix stable release.

As everybody loves download buttons that seem suspicious:

>> Download 0.9.5 here <<


This version includes the following major changes:
  • Fixed version mismatch bug preventing multiplayer

  • Added progressbar when transmitting/loading maps

  • Display path to savegames in "Load game!" window

  • Musicplayer repeat count is now working correctly: i.e. repeat=0 means to play each track once

  • Playlists will now repeat at the end instead of stopping


Thats it for now, if you have further questions, join our Discord and ask us directly.

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By Spike at 03.03.2022