DungeonSettlers.wiki

Difficulty Scaling

Dungeon Settlers has two independent difficulty axes, both picked at campaign start and both running the same five tiers (Easy, Normal, Hard, Very Hard, Devastation). Combat difficulty scales the monsters - their health and damage - while Management difficulty scales the economy (crafting, construction, research, settler mood). They are chosen separately, so you can run an easy economy with brutal fights or vice-versa. Numbers below come straight from the game's tables (AffecterTable for combat scaling, GameSystemTable for the economy).

Official tier descriptions

Verbatim texts from the new-campaign screen (TEXTKEY_CreateCampaign_*). Combat and management difficulty are picked independently; the top tier is Devastation.

TierCombat difficulty Management difficulty
EasyEnemies are weak.
You can easily win battles.
Recommended for players who haven't played many strategy games before.
Everything is generous and abundant.
NormalIt requires some strategy, but a little cleverness is enough to handle it.
Recommended for players familiar with strategy games but new to this one.
Balanced resource flow that requires a moderate level of management strategy.
HardEnemies are tough, dungeons unforgiving. For experienced strategy players.Resources are extremely scarce and goods are expensive.
Your long term planning and delicate management skills will be put to the test.
Very HardEnemies are formidable! For players familiar with the game seeking a merciless challenge.
Forcibly disables free saves.
Management conditions are extremely harsh.
Resources and time are very limited, requiring precise long term planning and loss control.
DevastationDo not play this difficulty, we warned you. Enemies are unreasonably strong.
Forcibly disables free saves.
Management begins on the brink of collapse.
Every choice has a cost, and even small waste can lead to downfall.

Combat difficulty scales the monsters

Combat difficulty is applied to every monster as a hidden affecter (AFFECTER_MonsterDifficulty*). Hard is the baseline. Easy and Normal make monsters far weaker; Very Hard and Devastation make them tankier and hit harder. On Devastation a monster has x1.5 the health and x1.5 the attack power of the same monster on Hard, and on top of that attack speed +20%, movement speed +15%, critical chance +10, critical damage bonus +50 and dodge chance +15.

Monster statEasyNormalHardVery HardDevastation
Max healthx1.0x1.0x1.0x1.25 (+25%)x1.5 (+50%)
Physical attack powerx0.15 (-85%)x0.4 (-60%)x1.0x1.25 (+25%)x1.5 (+50%)
Magic attack powerx0.15 (-85%)x0.4 (-60%)x1.0x1.25 (+25%)x1.5 (+50%)
Attack speedx1.0x1.0x1.0x1.2 (+20%)x1.2 (+20%)
Movement speedx1.0x1.0x1.0x1.1 (+10%)x1.15 (+15%)
Critical chance (flat)---+10+10
Critical damage bonus (flat)----+50
Dodge chance (flat)---+10+15

Your units get a bonus too

High combat difficulty does not only buff monsters. Your own units get a bonus that does not exist at Hard or below (on Devastation: critical chance +10, critical damage bonus +50, dodge chance +10).

AFFECTER_PlayerDifficulty*

Your unitsEasyNormalHardVery HardDevastation
Critical chance (flat)---+10+10
Critical damage bonus (flat)----+50
Dodge chance (flat)---+10+10

Two more combat-difficulty levers pile on top of that flat scaling:

Environment effects

Every expedition rolls a set of environment effects from the region's pool. Higher combat difficulty rolls fewer helpful and more harmful ones. Harmful effects weaken your units (e.g. a stat −30%, reduced hit chance, nausea) or strengthen the monsters - so they directly cut into your damage and survivability. Counts per tier:

Combat difficultyPositive effectsNegative effects
Easy20
Normal10
Hard11
Very Hard12
Devastation13

Respawn interval & Magic Saturation

Monsters respawn faster on higher combat difficulty (every 1200 min on Easy, 900 on Normal, 600 from Hard up), so floors refill quicker. And when Magic Saturation is on - the default from Hard upward - monsters grow progressively stronger the longer a run lasts (AFFECTER_MagicSaturation), stacking on top of the flat tier scaling.

What scalesEasyNormalHardVery HardDevastation
Monster respawn interval1200 min900 min600 min600 min600 min

Management difficulty the economy

Management difficulty never touches combat. It scales what you pay to craft, build and research (and how demanding your settlers are). The material and workload numbers listed everywhere else on this wiki are the Hard baseline (factor x1.0, the game's design default); the game multiplies them by the factor below and rounds, never dropping below 1.

An ingredient listed as 3 costs 1 on Easy, 2 on Normal, 3 on Hard / Very Hard / Devastation.

Crafting and building labour, output counts, sell prices and unlock gates stay fixed.

What scalesEasyNormalHardVery HardDevastation
Crafting ingredient amountsx0.34x0.67x1x1x1
Construction material amountsx0.34x0.67x1x1x1
Research workloadx0.34x0.67x1x1.33x1.66
Drop ratex1x1x1x0.67x0.34
Loot scales with management difficulty.
Drop rates are multiplied by Very Hard x0.67, Devastation x0.34, and every other tier is x1.0. Combat difficulty still does not touch loot directly, though faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time. Drop amounts and item quality are unchanged, only the rate.
GAMESYSTEM_Management_DropRateFactorByDifficulty

Treatment expectation (mood) by unit level

The baseline mood a settler of each level expects from their treatment (housing/food standard). Higher management difficulty lowers the baseline - on Devastation a level-5 settler starts at -9 mood expectation vs -2 on Easy.

DifficultyLv1Lv2Lv3Lv4Lv5
Easy+10+7+4+1-2
Normal+8+5+2-1-4
Hard+5+2-1-4-7
Very Hard+4+10-3-8
Devastation+30-1-4-9

Dungeon-stay mood penalty

Mood penalty applied the longer a unit stays on an expedition, in four escalating stages.

DifficultyStage 1Stage 2Stage 3Stage 4
Easy-1-4-7-10
Normal-3-6-9-12
Hard-4-10-16-22
Very Hard-5-11-17-23
Devastation-6-12-18-24

Campaign options

The other switches on the new-campaign screen, with their official descriptions.

Free Save Mode
On: You'll be able to save freely at the settlement.
Off: The game auto saves to a single slot on exit.
Recommended for intended gameplay experience.
Magic Saturation
On: Abyss enemies in dungeons gain Magic Saturation, growing stronger as days pass.
Off: Abyss enemies in dungeons do not gain Magic Saturation.
Seed
A random string value for generating a settlement map.
Related: recipes (ingredient amounts shown at Normal) · mechanics guides · all game constants.