Scenario Editor (Age of Empires II)

The Age of Empires II scenario editor features everything its predecessor has along with newer features allowing greater customization and versatility in game design and architecture. Among the most notable feature is the ability to create triggers, which enable more sophisticated gameplay.

Map
The map function is no different from its predecessor other than offering a more varied collection of random or real world maps. In addition to map size, the recommended number of players are also displayed. Map size can be either of the following:


 * Tiny (2 player)
 * Small (3 player)
 * Medium (4 player)
 * Normal (6 player)
 * Large (8 player)
 * Giant
 * LudiKRIS

Like its predecessor, blank maps can be generated based on default terrain, with a few changes. There are 3 different terrain types for each category based on their number. Frozen terrain makes its first appearance in the series. In addition, desert is renamed to dirt. The default terrain for blank maps are the following:


 * Bamboo
 * Beach
 * Desert Sand
 * Dirt 1-3
 * Farm
 * Farm 0-67%
 * Farm, Dead
 * Forest
 * Grass 1-3
 * Grass, Foundation
 * Grass, Other
 * Ice
 * Ice 2
 * Ice, Beach
 * Jungle
 * Leaves
 * Oak Forest
 * Palm Desert
 * Pine Forest
 * Road
 * Road, Brorken
 * Road, Fungus
 * Road, Snow
 * Rock 1
 * Shallows
 * Snow
 * Snow Dirt
 * Snow Grass
 * Snow Pine Forest
 * Snow, Foundation
 * Water 2D, Bridge
 * Water 2D, Shoreline
 * Water, Deep
 * Water, Medium
 * Water, Shallow

HD Changes
Added new terrain that are moddable;
 * Moddable Beach 90-91
 * Moddable Deep Water 99
 * Moddable Land 70-89
 * Moddable Shallow Water 95-96
 * Moddable Walkable Shallows 1-3
 * Moddable Water 97-98

African Kingdoms Changes
Added new terrain:
 * Acacia Forest
 * Baobab Forest
 * Black
 * Desert, Cracked
 * Dirt 4
 * Dragon Tree Forest
 * Moorland
 * Quicksand
 * Road, Desert
 * Savannah

Random maps are more varied in terrain and some feature more realistic geography and terrain. The following random maps that can be generated are:


 * Arabia
 * Arena
 * Archipelago
 * Baltic
 * Black Forest
 * Coastal
 * Continental
 * Crater Lake
 * Fortress
 * Ghost Lake
 * Gold Rush
 * Highland
 * Islands
 * King of the Hill
 * Mediterranean
 * Migration
 * Mongolia
 * Nomad
 * Oasis
 * Rivers
 * Salt Marsh
 * Scandinavia
 * Team Islands
 * Yucatan

Terrain
There are more varied terrain types compared to its predecessor as aforementioned. The following terrain includes:


 * Bamboo
 * Desert
 * Dirt (1-3)
 * Forest
 * Grass (1-3)
 * Ice
 * Jungle
 * Leaves
 * Oak forest
 * Palm desert
 * Pine forest
 * Road (paved, broken, fungus and snow)
 * Shallows
 * Snow (pure, dirt, grass, pine forest)
 * Water (deep, medium, shallow)

Besides including more varied terrain, this tab features new components, most notably, the ability to erase units or buildings in a larger area and the copy map function. This "map-copy" feature enables the player to copy a certain object/patch of terrain into another area. This also enables the player to make contraptions of buildings that looks like a huge, custom building, very popular with designers that concentrate on the aesthetics of their map.

Players
This tab has not changed much compared to its predecessor. The most important addition is having the option to change the population limit for each player. However, the default personality is more limited compared to its predecessor with only two options.

Units
The "units" tab has been edited so that there now are smaller tabs that ease navigation. There are 4 tabs and these include Units (standard, usually in-game soldiers), Buildings (standard, usually in-game buildings), Heroes (Heroes, usually from the campaigns, but also others) and Other (Miscellaneous objects like flags etc.). Military units controlled by the computer do not distribute themselves evenly across the map in default settings compared to the previous edition. If too many units are placed on the map, the game may lag which may vary depending on the amount of units placed and the performance of the player's operating computer. Placing too many buildings, especially towers, may also cause this problem although to a lesser extent.

Diplomacy
Like the previous version, this tab allows the player to adjust diplomatic relations for each player. Under default settings, computer players are more likely to randomly change diplomatic stance of the user from enemy to neutral the more computer players are on the map. Besides the additional ability to change diplomacy using special triggers, not much has changed.

Global Victory
Like the previous edition, this tab serves to determine how the overall game should be played. Gameplay can be set to standard, conquest, score with or without the time limit or using custom settings. If custom win or lose conditions are set for each player and the box is checked, then fulfilling that condition ends the game.

Options
This tab is no different from its predecessor, allowing the player to disable the creation or development of certain units, buildings or technologies. Full tech tree can be checked for each player as well as the difficulty of the scenario. The player's starting view can also be changed under this tab.

Messages
This tab serves a similar function to the previous game in that it offers the player to create and edit crucial background information about the scenario which is always presented before the game starts if available. Sections include scenario instructions, hints and information from scouts and spies, victory and loss conditions as well as history.

Cinematics
Like the previous edition, this tab is optional and provides the player to insert a short video clip related to the scenario both before and after the game based on whether the player successfully completed the scenario. To perform this action, the video file must be present in the "data" folder of the "Age of Empires II" folder.

Triggers
This feature enables the player to create and activate a variety of effects once certain conditions are meet. Triggers can be used to enhance scenarios and simulate many genres, e.g. Defend-the-Spot, Role-playing games and Fixed Force effectively. If used creatively, triggers can be used to create objects that can be found nowhere else in the game.