The Emperor Editor: The City Map

The following article is offered as a guide to your map making and campaign creating skills. Use this article only as a guide and I hope that in some way it will assist you in creating some exciting missions.

This document will be broken down into three separate sections. Each section will concentrate on specific areas of the editor and its overall purposes.

Part one:

The City Map

When you first open up the Emperor Editor you are placed into the world map or Empire Map view. Each time you enter the editor this is where your starting point will be. As you get familiar with the editor, navigation will become rather easy and you will find yourself immersed in creating some very exciting new maps.

Once you have opened the editor and are looking at the Empire Map view, you can start your personal city map creation. Along the top navigation bar are several choices. For now we will only be focusing on the creation of city maps. So from here you will select the CITY MAP choice from the navigation bar. This is indicated by the yellow arrow in the image above.

After you have clicked on this selection you will be presented with a large drop down menu.

Since we are creating a new city map, our selection will be NEW from the choices listed on the drop down menu. Click on this and proceed to the next screen.

Once you have selected NEW as your option a list of all the maps presently in your city maps folder will appear. This is the first screen that can create a bit of confusion. Since you are making a NEW map, all you need to do now is type in the name you wish to call your map in the box provided at the bottom of this drop down menu.

In this example, I have just typed in mycitymap. After you have filled in the name you wish, click on save and you will be sent off to the city map view of the editor. Please note: If you name your city the same as any city that is presently in your CITIES folder, the map will be overwritten. This is also the case for any saved campaigns you may create. Be very careful not to name missions, or maps the same as those already provided in the game.

Now that you have given the new map a name you will be given the option of both size and climate for your map. Make the suitable selection and continue on to your new map.

When you first see your new map, you may wonder why everything you see is sand. Until you have placed water on the map, this view will remain. With that in mind, I find that laying out some water at this point is the most convenient. Once you have laid down a river or two, click refresh as located on the top of your map browser and the land will take shape. The water table will now fill in the areas of land that vegetation may grow on. If you decide you want more or less water, just add that to your map as you go.

The menu choices for your map are located on the right hand side of the screen. Each of the icons represent a task or feature you may add to the map. The game provides information on each of these icons and I will not go into great detail for each of them. If you run your mouse over each of the icons, you will see a pop up text message describing the button.

City map creation is one of the most important parts of creating your campaign. Presenting a realistic looking landscape or a landscape suited to the area you are trying to portray will add a great deal of enjoyment for the players. Always look over your map for glitches in the tiles. If you notice small green triangles on your map, then you have not properly blended the terrain and you will need to do so in order for your map to look appealing. Also, try not to run water right up to raised land. Try not to place trees or bamboo next to beaches. Try not to place rocks in the sand. All of these things cause slight graphics problems that are not very appealing.

If you have ventured into the Zeus or Poseidon editor at all, most of the map making features will be familiar to you.

When designing your city map remember that other players will be very critical of your work. Blend landscapes, smooth corners, and present a view that is pleasing to the eye. If you do not feel that the map is natural looking then chances are others will feel the same way. I have provided a few tips on landscaping in Zeus Heaven under the topic of Making a good scenario. Check out the link to those pages for some landscaping tips that will certainly help with the use of this editor.

The last thing you must consider when designing your city map is whether or not it will be used by others when they create missions. Add resources to the map whether they will be used or not. Add iron, bronze and prey points. Also, make sure you add predator points. When doing your predator points, remember that not all players enjoy having to deal with waves of attacking animals. Most predators in the game will travel long distances and it is really not a wise idea to add too many points. I like to add one or two points maximum for this.

To wrap up your city map make sure you add both land and sea entry and exit points. Without sea points, you will not be able to trade with cities that have sea trade. Also, add several invasion points to your map. This will provide a much more random attack location and give your map a better playing longevity.

The next section will cover the Empire map.