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#The first game ¶

If you are a Settlers II™ veteran, you will quickly understand the basics of Widelands, as both games have similar basic principles. ¶

The game centers on the development of a connected economy, consisting of different buildings and streets. This economy will vary according to the tribe that is chosen; each of tribes in the game has its own unique advantages and disadvantages in comparison to the others. ¶

When the game is started, a landscape with a large building in the center will appear. To see where you can build something, it is a good idea to ¶
switch into buildhelp-mode, by hitting the space-bar or clicking on the buildhelp-button at the lower border of the screen. Red, yellow and green houses (from small to big) indicate space available for a building. At the yellow flags you can place a blue flag to create street sections. ¶

All buildings, whether built or under construction, have to be connected on the street-web. To build a street you need to click on a flag and then the road-build-button that will appear. Colored points will show up around the flag, showing the grade of potential road segments (green=even, yellow=steep, red=very steep). 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 territory is expandable, which is important, as you can only build within it. Territory is expanded by building military buildings. The different military buildings hold different numbers of soldiers and in turn capture different sizes 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 where he finds a resource. And of course, the flag you sent the geologist to must be connected with a street, too. ¶

Finally, once your first mines are up and running, you will need a food-economy to feed your miners. Note that the bigger and/or deeper the mine, the greater 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 help you get started: ¶

###Basic building materials ¶
* Ranger: Trees (grow on the map) ¶
* Lumberjack (and trees): trunks ¶
* Trunks in a Wood Hardener: blackwood ¶

* Gamekeeper: Animals (run around on the map) ¶
* Hunter's Hut (and animals): meat ¶

* Quarry: Raw Stone ¶
* Raw stone in Stonegrinder: grindstone ¶

###Farming-based foodstuffs ¶
* Well: Water ¶
* Fisher Hut: Fish ¶
* Farm (build only on green/fertile lands): wheat ¶
* wheat + water in a Bakery = pitta bread ¶
* wheat + water in a Micro Brewery = beer ¶

###Refined food ¶
* pitta bread + fish/meat in a Tavern = Ration ¶
* pitta bread + fish/meat in an Inn = Snack ¶
* pitta bread + fish/meat + beer/strongbeer in a Big Inn = Meal ¶

###Mined materials ¶
* Food ration* + red sign in Ironmine = Ironore ¶
* Food ration + black sign in Coalmine = Coalearth ¶
* Food ration + yellow sign in Goldmine = Gold Stone ¶
* Food ration + white (not blank!) sign in Granitemine = Raw Stone ¶

The refined food type that miners want depends on the size of the mine; the basic mine uses rations, deeper mines use snacks and meals. Note that you should only build a mine in an area where your geologist has planted coloured signs to indicate what can be mined there. ¶

###Further refinement ¶
* Trunks + Coalearth in Charcoal Burner = Coal ¶
* Coal + Ironore; Coal + Gold Stone in Smelting Works = Iron; Gold ¶
* Iron + Trunks in Metalworks = Tools (Fishing rods and other items used to make workers for buildings) ¶
* Iron + Coal in Axefactory = Axes ¶
* Iron + Coal (+ Gold) in Warmill = (War)axes ¶
* Iron + Coal (+ Gold) in Helmsmith = (War)helmets ¶

__Additionals__ ¶
* Fernery = Flax ¶
* Pressworks = clothes ¶

###Military buildings ¶

In the Training Camp and Battle Arena, warriors can train to improve their fighting abilities when provided with food and equipment, or just with food, respectively. In the case of Barbarians, the foodstuffs needed are pitta bread, meat and fish. ¶

The below military buildings increase your territory: ¶

Category | Name | size of territory increase | Soldier capacity ¶
-------- | ---- | -------------------------- | ---------------- ¶
Small | Sentry |
76 | 2 ¶
Medium | Stronghold | 7 | 3 ¶
Medium | Donjon |
58 | 5 ¶
Medium | Barrier | 8 | 5 ¶
Large | Fortress | 11 | 8 ¶
Large | Citadel | 12 | 12 ¶

##Problems and solutions ¶

As the game is still in development, some problems can be expected - from bugs as well as from insufficient documentation. ¶

###Upgraded building stops working ¶

After a building, such as a mine, is upgraded, it needs more specialized workers. Therefore, if a building stops working after an upgrade and shows the message "One more Worker required" (or "Waiting for 1 workers!"), this may be what you are missing (this information can be displayed by pressing the "S" and the "C" button). The only way to free up a more experienced worker currently (build 13) is to destroy an existing mine which has one. Usually it is best to upgrade a building only after the worker inside has advanced to the next level. ¶

Note also that since upgraded buildings (mostly mines) sometimes need more workers than one, the building may also stop working if you do not have the tools available in stock to produce the (inexperienced) workers to go with the experienced one. To get more workers produced, ensure that a Metalworks has enough resources to produce the tool, and once the needed tool reaches a warehouse or your headquarters, a new worker should be produced automatically when one is needed. ¶

###Simple raw materials are missing ¶

It can happen that you run out of simple raw materials such as trunks or raw stone for construction sites, because the refining buildings (Wood Hardener, Stone Grinder) hog them all up. The most foolproof way of stopping this from happening is to demolish the refining building. ¶

It is also possible to pause the refining buildings but it is slower because wares that are being transported to these locations will be delivered normally. ¶

(It sometimes seems that simply lowering the priority of the raw materials at all the refining buildings helps too, confirm?)