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Game Help:Quickstart

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Category: Game Help

Contents

The first game

If you are a settlers II™-veteran, you certainly will fast understand the basics of Widelands, as both games have a similiar base-priniciple.

The game is arranged on the construction of an economical web, which consists of different buildings and streets. In this connection every folk has it's own, individual economy, which has advantages and disadvantages in comparance with the ones of the other folks.

When the game is started, a landscape with a bigger building in the center will show up.
Now, if you want to see, where you can build something, it is a good idea, to switch into buildhelp-mode, via hitting SPACE or clicking the buildhelp-button at the lower border of the screen. Red, yellow and green houses (from small to big) show up the available space for a building. At yellow flags you can place a flag and create street-sections this way.

All buildings, built up as well as construction sites, have to be connected with a street-web. To build a street you need to click on a flag and than at the road-build-button. Now colored points will show up around the flag, showing the acclivity of the possible road-track (green=even, yellow=cliffy, red=very cliffy). Your goal should always be to build the best possible track. Always think about whether your carriers could be faster if you build a longer, but more even street.

Your own territory is expandable, which is important, as you can only build in this area. The different military buildings can hold different amounts of soldiers and capture a different size of land.

Special resources (water, coal, iron, gold, granite) can be found by a geologist. This special kind of worker can be sent out if you click on the geologist-button at a flag. As soon as the geologist reaches his destination, he will start to search for resources on the area around the flag and put labels with colored points (red=iron, black=coal, yellow=gold, white=granite, blue=water) at the places he found a resource. And of course the flag you sent the geologist to must be connected with a street, too.

And finally, if your first mines are up and running, you further need a food-economy to feed your miners. In this connection applies: The bigger and/or deeper the mine, the higher the demand for better food.


Economic System

Resources must be gained and refined to get better buildings and finally weapons so that new soldiers can be acquired. As an introduction the tutorials are hereby strongly recommended. The following summary applies to the barbarians and should facilitate the entry:

Produces
Ranger's Hut trees
Lumberjack's Hut trunks
Wood Hardener blackwood

Gamekeeper's Hut animals (walking on the map)
Hunter's Hut meat

Quarry stone
Stonegrinder grindstone
Well water
Fisher's Hut fish
Farm wheat
Bakery pitta bread (needs wheat + water)
Micro Brewery beer (needs wheat + water)
Tavern ration (pitta bread or fish or meat?)
Inn Snack (pitta bread + fish or meat?)
Big Inn Meal (pitta bread + fish or meat + beer or strongbeer?)
Iron Mine (rotes Schild) iron ore (needs Essensrationen)
Coal Mine (schwarzes Schild) coal (needs Essensrationen)
Gold Mine (gelbes Schild) gold (needs Essensrationen)
Granite Mine (weißes Schild) stone? (needs Essensrationen)
Charcoal Burner Trunks + Coal
Smeltery Iron / Gold (Coal + Iron ore; Coal + Gold Stone)
Toolsmith's Shop Werkzeuge (Iron + Trunks)
Axe Factory Äxte (Iron + Coal)
Warmill (Kriegs)Äxte (Iron + Coal (+ Gold))
Helmsmith (Kriegs)Helme (Iron + Coal (+ Gold))
Fernery = Flax Pressworks = clothes


Military Buildings


Problems and their solution

Upgrading buildings leads to "worker required"


Basic resources are missing


Helpful Links

Retrieved from "http://xoops.widelands.org/modules/mediawiki/index.php/Game_Help:Quickstart"

This page has been accessed 14,121 times. This page was last modified 23:10, 7 September 2008. Content is available under GNU General Public License 2.





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