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The
Parent Trap
by Cherub bobT
This
article is presented as an extension of the scenario
creation article.
The
creation of your parent city map is one of the most important aspects
for you to consider when finally getting up the nerve and desire
to create a playable scenario. When entering the parent city editor
you are presented with a plain map. Lots of barren land with no
shape or feel to it. The other thing to note is that the map size
is defaulted to medium. I like to change that to enormous for parent
maps. By doing this you have a lot more area to work with to create
a graphically pleasing map. Remember always consider terrain as
a hazard, so a large map does not mean a large area for building.
When
first planning your parent city map, remember where you have placed
it on your worldview. If the city was placed in the middle of a
mountainous continent, it makes no sense to surround your map with
water. If your city was placed on an island in the worldview, make
sure that the parent map looks like an island.
A
few things to remember here as well. All travelers to your city
must have some form of land access. If you build an island map,
you are going to need an area of land attached to the outside of
your map. It is not necessary that this land be attached to your
main parent land mass but if it is not, you must provide the player
with the option to build bridges or water crossings to get to the
land.
Also
remember that trade routes you establish in the worldview will be
the way the in game trade works. If you planned a parent city on
an island and then left all the trade routes set to trade by land,
sea trading would not happen on your island. Also once you do have
your trade routes established in the world view you will still need
to add entry and exit points on your map in order to get traders
and population to move through your city. If any of your trade routes
were set to trade by sea, you must make sure that there is a water
mass located at the side of your map somewhere. Be sure that you
set up an entry and exit point for water trade as well.
Adding
spawning points, monster points and invasion points is also a very
critical part of creating a good looking and feeling adventure.
If you decide to use fish as one of your food sources make sure
you place your fishing points a little distance away from land areas
where docks may be placed. This will provide the player with a little
bit more pleasure watching their boats head off to get their catch
of the day. Also remember that if you do choose fishing as one of
your food sources, you must provide the player with an area of straight
land next to the sea where they may place fishing docks. This is
also the case with urchins. Make sure the player has access to them.
When
doing the set up for your fishing docks, also consider whether or
not you want to make this difficult for the player. Adding tidal
waves can cause havoc to the cities resources.
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