The Empire Level, part 1

The next few pages will deal with various things to do with the empire pages. The empire level is where you set up trade routes and enemy cities, and add your own city to the map.

The sixth tab from the top (E) is the tab where you will edit the empire level. The screen shows Europe in Roman times, just like in the game itself. At the top of the panel on the right, there are three buttons: “New Province”, “New Activation Site”, and “New Scenario”.

You can ignore the “New Province” button. It seems to allow you to add province names to the empire map, but all provinces will be called “Achaeae” and you can’t move them, making it quite useless.

The other two buttons are much more interesting… with “New Activation Site”, you can add trade cities and enemy camps; with “New Scenario”, you put the player’s city on the map.

Adding the player city

New Scenario menu

Editor menu for adding the player city

To add the city that the player is going to build to the Empire level, click the “New Scenario” button. A screen like the one shown on the right will appear on the right side of the screen.

The “map label” is the name of your city. However, these names are not stored within the scenario itself, but rather in the XML file that accompanies the scenario files. This XML file will not be automatically generated: you’ll have to write it yourself. This means that any name you put in “Map label” is not saved anywhere. You can enter it, but if you exit and restart the editor, it will be reset.

The “X Pos” and “Y pos” text boxes are for entering the X and Y coordinates of the city. The default of 512 for X and 384 for Y is the center of the map. After you add the city, you can still move it. For a list of common cities and their locations, refer to the list of common empire cities.

The graphic is the icon of the city as shown on the map. For the player city, this should be “Your City”.

The “Entrance waypoint” and “Exit waypoint” selections can be ignored: they do not apply to the player city. The “Active”, “Inactive”, and “CarryOver” buttons are not applicable in Caesar IV: they are remnants from the previous game, Children of the Nile, where they did have a meaning.

One thing left to do is check the “Our C” (Our City) checkbox at the bottom. Finally, to add the player city to the map, click “Add city”.

Adding a trade city

New Activation Site menu

Editor menu for adding a new trade city

Adding a trade city to the empire level is a little more complicated than adding the player’s city. To add a trade city, click on the “New Activation Site” button at the top. (If you don’t have this button, click “Cancel” on the current form). A screen like shown on the right will be displayed. It looks a bit like the “New scenario” form but has more buttons.

The “Full Name” and “Site Type” input boxes are the same in concept as the “Map Label” box we’ve discussed already: anything you enter in them will not be saved. The Site Type is used for things like “Roman City”, or “Foreign Trade” or “Enemy camp”. The dropdown control after the site type determines the role of the city: enemy camp or a trade city. I don’t think it matters whether you choose “Roman trade route” or “Non-Roman trade route”: either one will work.

The cost to open the route can be entered next: obviously this is the sum of money the player has to pay to open the trade route. The “Land” button next to it toggles between a water and land trade route: click on it and it will change to “Water”.

The next line, Graphic, is the same as for adding the player’s city.

“Entrance Waypoint” and “Exit Waypoint” are the waypoints on the map where the traders will come from and go to after they ply their trade. They should have been set up when placing objects: if the waypoint isn’t placed yet, the game will warn you about it. Make sure that the entrance and exit waypoints for water trade routes are actually placed in the water: I have no idea what happens when you assign a land waypoint to a water trade route (or vice versa).

Setting up trade goods

The rest of the form is dedicated to setting up the items the city buys and sells from the player. “Cost categories” is the next dropdown, which has two options: “Resources” and “Attributes”. Just leave it on “Resources” and ignore the “Attributes” setting: it doesn’t do anything but might crash the editor.

The dropdown below that has three options: “Imports”, “Exports” and “Activation cost”. Again, ignore the “Activation cost” option: it’s a remnant from Tilted Mill’s previous game, Children of the Nile.

The “imports” setting is used to define goods that the player can sell to the city; the “exports” setting is for goods that the player can buy from the city.

To add a good for import or export, select the type of good from the list (fountain water and water are not valid trade goods), enter the amount in the input box next to it, and click the “Add” button above it. To change the amount, click on the trade item, change it, and click “Add” again. To delete a trade item, click on it and hit “Delete”.

Adding an enemy camp

An enemy camp is added in much the same way as a trade city. The only difference is that you select “Enemy site” as site type, and you can ignore the trade item setup. The entrance and exit waypoints have no meaning for enemy sites so you can leave them at their default settings.

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