Looking at the fifth tab from the top, “U”, you are confronted with a menu like the one on the right. From this tab, you can place buildings, resources, waypoints, rocks, trees and shrubs on your map. We’ll call all these things “Objects” from now on.
The objects are divided into three groups, available through the three sub-tabs at the top of the panel.
- You can place walkers on your map. However, these walkers won’t belong to any building. Most of them will disappear when you load the scenario to play, and as such are quite useless. Others will crash your game. This option was only used by Tilted Mill to get people into their early screenshots from the game. Best not to use them in your scenario.
- As expected, you can place all of the in-game buildings here, except walls. Buildings can be added to let the player start with a half-built city or a ruin with a few buildings left standing. Do note that houses and some other buildings that store resources will behave in an unpredictable way: the goods in stock will vary and houses may add “phantom people” to your population count. Use with care.
From this tab, you can also place resources.
- This is where it gets interesting: here you can place waypoints, resources, trees, shrubs and rocks and other bits of scenery.
On all three of these tabs, a list of objects that can be placed is displayed. Above each list, there are two buttons named “Alpha” and “Family”. These buttons are used to sort the items in the list. “Alpha” sorts the list alphabetically, “Family” groups related items together, which can be useful if, for example, you don’t know the exact name of the object you want to place.
There are few items in each list which have an empty name. Some of these are “regular” objects and can be placed, others are “phantom” objects that crash the editor. Beware!
Placing an object works exactly like in the game itself: select it, then click somewhere on the map to place the object. To rotate an object, click and hold the mouse when you’re placing it, and drag the mouse into the direction you wish the object to face.
The “Random rotation” checkbox above the list of objects does just that: it randomly rotates the object you’re placing. If you want an object in a specific orientation, such as buildings or a waterfall, uncheck this box before selecting the object. The “Tilt with terrain” checkbox doesn’t appear to do anything.
The rest of this page explains a number of more important object types and what they do.
Waypoints are fairly important objects and come in two types: migration points and waypoints. They’re both available from the “Other” tab. Both types are placed near the map edge, and are used as the points where walkers will enter and leave your map, be they immigrants, traders or invaders.
There has to be one migration point on the map, and predictably that is where the immigrants to your city come from (and emigrants depart to). Waypoints are used for locations where traders and invaders will appear on your map.
Resources such as clay pits, iron mines and timber trees are placed using the “Buildings” tab. If you sort by “Family”, all resources are grouped together at the top, in group number 1.
To remove erroneously placed objects, go to the Terrain tab (third from the top), and click the “Remove sprites” button there. Next, click on the object you want to remove. Beware, though, that the remove tool does not accurately point, so you might delete the wrong object.
A note regarding elevation: first sort out the elevation and only then place objects on the terrain: the objects do not adjust their elevation if you change the terrain underneath. If you lower the elevation after placing objects, the objects will float in mid-air. If you raise the elevation, the objects will (partly) disappear under the terrain.
The “Capture camera” button you see at the bottom of the panel can safely be ignored: it doesn’t do anything. Even though it says that it will record the camera orientation and position, it doesn’t save this anywhere.