I think we would need a currency and clearing systems - yes, it sounds strange, but my idea is: Only items for sale would be stored there Trading post would be the type of warehouse, where you would have arrows indicating: ![]() ![]() I was thinking a bit about this, so my opinion With ships, this also would be pretty exciting. Another case would be with an emergency: player C attacks and player A needs helmets and soliderly equipment fast, so he brokers a deal with player B to deliver these, presumably at a good rate for player B. A player might even broker a good enough deal for, e.g., iron, that he would no longer need to support farms/food production. I can imagine a situation where one play is flush with some resource but lacks some other resource. Trading would add some new dynamics, to be sure. Either player can unilaterally break off a trade. I'd imagine trading would continue even if player A and player B fight each other. Once a "deal" has been brokered, player A carriers will carry 10 wood to Player B's TRADING POST and player B carriers will carry 1 gold to Player A's trading post. Provided this, then Player A can click on, say, wood and offer 10 wood for 1 gold. Player A builds a TRADINGPOST next to player B player B builds a TRADINGPOST next to player A. Here's a suggestion.Īdd a new building (or extend the warehouse) called TRADINGPOST. In the end, Widelands will be extensible, so that you can create your own tribe with their own set of buildings, create new worlds to play in, and even create new types of worlds (who says you can't build a settlement on the moon?).It'd be neat to implement a trading system. Widelands also offers an Artificial Intelligence to challenge you. Widelands offers single-player mode with different campaigns the campaigns all tell stories of tribes and their struggle in the Widelands universe! However, settling really starts when you unite with friends over the Internet or LAN to build up new empires together - or to crush each other in the dusts of war. You're really a ruler: You delegate in times of war and in times of peace! Similarly, whenever you want to attack an enemy, just place an order to attack one of their barracks, and your soldiers will march to fight. There is no need to tell every single one of your subjects what to do - that would be impossible, because there can be thousands of them! Instead, all you need to do is order them to build a building somewhere, and the builders will come. It is your job to lay out the roads as efficiently as possible.Īnother refreshing aspect of the game is the way you command your clan. This is done by carriers, and those carriers always walk along the roads. For example, a system of roads plays a central role in your economy: all the goods that are harvested and processed by the tribe must be transported from one building to the next. ![]() However, if you want to rule the world, you will have to train soldiers and fight. Some of them may be friendly and you may eventually trade with them. The economic network is complex and different in the three tribes (Barbarians, Imperials, and Atlanteans).Īs you are not alone in the world, you will meet other clans sooner or later. Every member of your clan will do his or her part to produce more resources - wood, food, iron, gold and more - to further this growth. In the course of the game, you will build an ever growing settlement. You start out with nothing but your headquarters, where all your resources are stored. In Widelands, you are the regent of a small clan. Still, it is easy to get started through playable tutorials. ![]() The game was inspired by Settlers II™ (© Bluebyte) but has significantly more variety and depth to it. Widelands is a free, open source real-time strategy game with singleplayer campaigns and a multiplayer mode.
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