Topic: Road and transport configuration

manphi
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Posted at: 2026-04-07, 12:25 UTC+2.0

Is it possible to add a option to configure roads? I think about it this way: If you play on a very big map, you want to "split up" your economy. Not entirely, but at least for some wares.

E.g. food should be produced in every single split-economy, but not transported across the entire map. But building materials, weapons, ... should go anywhere. You can manage this in some kind with warehouse settings. But I think that would be a nice addition. Maybe we will also need a new kind of building. One with two flags, where you can setup the building itself.

Also would it be possible to order ships only to use some ports? I mean if I have 10 ships and 3 ports. I want 5 of them to use two ports only- for a faster and more predictable transport of goods. So I am thinking of options for each single ship which ports to use. At least 2 must be selected, otherwise that might cause problems. Another thing about transport ships: It is very cool that you are able to set the max. amount of ships. But I only have found the possibility to enter this option when I click on a building spot of the ship. If no ship is build (if the my is reached), you have to make a guess where this spot is. I don't know if I am just blind, but it should be nice to have this option in the shipyard (or port) as well.


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kaputtnik
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Posted at: 2026-04-07, 17:32 UTC+2.0

manphi wrote

Is it possible to add a option to configure roads? I think about it this way: If you play on a very big map, you want to "split up" your economy. Not entirely, but at least for some wares.

E.g. food should be produced in every single split-economy, but not transported across the entire map. But building materials, weapons, ... should go anywhere. You can manage this in some kind with warehouse settings. But I think that would be a nice addition. Maybe we will also need a new kind of building. One with two flags, where you can setup the building itself.

This is partially implemented with economy districts, imho: https://codeberg.org/wl/widelands/pulls/4708

Also would it be possible to order ships only to use some ports? I mean if I have 10 ships and 3 ports. I want 5 of them to use two ports only- for a faster and more predictable transport of goods. So I am thinking of options for each single ship which ports to use. At least 2 must be selected, otherwise that might cause problems.

Such a feature is wanted from time to time… Something like "shipping routes" where one can defne a route between two ports and assign ship(s) to this route. Such ideas were always rejected in the past. Personally i would like to have some more influence on the shipping routing.

Another thing about transport ships: It is very cool that you are able to set the max. amount of ships. But I only have found the possibility to enter this option when I click on a building spot of the ship. If no ship is build (if the my is reached), you have to make a guess where this spot is. I don't know if I am just blind, but it should be nice to have this option in the shipyard (or port) as well.

There are more spots… To understand where these are you can activate "show working area" of a shipyard, then you can see some pink colored spots. Clicking on one of those spots will then open the window where you can set the amount of ships (also without showing the workarea)


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Ron_of_Nord
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Posted at: 2026-04-10, 10:04 UTC+2.0

I too would like to see more control over shipping routes
Most of the time the route chosen is fine as the game attempts to find
the shortest path, but being able to route shipping past an enemy
installation would be good too, allowing you to keep an eye on what
the enemy is doing if something is in the visible range of a ship
while that ship is going past transporting goods.
It may seem under handed doing that, but intel is intel and may
give valuable insights into what the enemy is doing, especially
in an economic game where mines are near navigatable water
I don't mean making a ship detour well out of the way here, just
detour slightly if the new route is fairly close to the original path.


The aussies are coming, ya ho! ya ho!

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hessenfarmer
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Posted at: 2026-04-10, 10:07 UTC+2.0

for the purpose of intel you might use a warship as well which already has directional control


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kaputtnik
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Posted at: 2026-04-10, 11:12 UTC+2.0

@Ron_of_Nord As hessenfarmer stated you can use a warship for this kind of things. It is also possible to use an achored warship as an "attack range extender": In some situations attacking a foreign military building at the coast line is prevented because of the limited visual range. If you are able to anchor a warship near the foreign military site and thus make it visible, you can attack it.


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Ron_of_Nord
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Posted at: 2026-04-11, 02:53 UTC+2.0

kaputtnik wrote

@Ron_of_Nord As hessenfarmer stated you can use a warship for this kind of things. It is also possible to use an achored warship as an "attack range extender": In some situations attacking a foreign military building at the coast line is prevented because of the limited visual range. If you are able to anchor a warship near the foreign military site and thus make it visible, you can attack it.

I have partly thought of that, although I was thinking more along the lines of
an economic victory, although admittedly I had forgotten about warships
being able to be anchored. The variety of options in unit use in widelands never ceases to amaze me.


The aussies are coming, ya ho! ya ho!

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