How do you set about designing a scenario?
I start by buying a spiral notebook. I keep all my notes in it, in pencil. I find it's much easier than using a computer program for notes, especially when you're referring to your notes while changing files from the scenario. I generally write most of my ideas down before making changes to the game files.
Second, I develop the concept. I take out books from the library on the period and the campaign or war I'm interested in, and dig out various atlases, including historical ones. Often I have an old wargame that is very useful for maps and orders of battle. I decide 3 things initially: The time frame for the scenario - when it starts and ends, the area to be covered by the map, and the specific civs to be included.
Third, I make the map. If there's a good one already made that covers the right area, I check it for accuracy and usually add more detail. Most often I make one specifically for the purpose. I draw a grid on an inexpensive atlas in pencil over the area I want for the map. Then I replicate the grid on a blank (all ocean) civ2 map, using icecap terrain as reference points. (Remember that the horizontal distance on the civ2 map must be twice the vertical).
Getting the scale right is tricky. Usually, I try to figure out what cities will be on the map when the scenario is done. Then I scale the map so that there are no major gaps between the city radius of the various cities, generally allowing between 2 and 4 squares between cities in fertile areas.
Once the map is done, I make a list of all the unit types I think I'll need. If possible I try to find an Order of Battle for the various civs and convert it to the needs of the scenario.
After this, I don't really follow a set order. Usually I'm thinking about units and stuff in the Rules txt, including unit stats, terrain costs, wonders and city improvements. I try to develop a concept for the tech tree at the same time. I begin to gather unit art from various sites or my own collection. In order to get high quality and uniformity in the style of units, I try to prevail on skilled artists to help out.
Once the units and rules are shaping up, I add improvements to the cities, size them and add the starting units. I finish the map at this stage, adding irrigation and roads, etc. Then I check the cities for food, unrest, etc.
At this point, I do the leaders stuff on the cheat menu - who's at war or allied with whom, etc. I save the game as a scenario for the first time. Also at this point, I decide who can see what on the map. If the map is to be partly unexplored, I cover the entire map, and then explore it for each civilization with a 40 mp air unit with a 2 space visibility.
After that I do some preliminary playtesting, just to see how the civs and units interact. Then I start the events. Once I've added the first events, I always work from a save game, never starting as a scenario and saving that. Otherwise, your 'scenario loaded' events won't work later.
Then its' just a matter of fiddling and tweaking, adjusting everything. Once it's playable, I go through the Game, Labels, Describe and other assorted files to modify names and messages in order to add color to the scenario. I also look at the other gaphics files like Icons, Improvements, Cities and People, to see what needs to be changed.
Only when it seems finished to me, do I ask for playtesters. I prefer 1 or 2 reliable playtesters who know what they're doing, to a general beta release. The objective is to get practical suggestions for improvement, not to generate reviews. Bugs you may have missed or flaws in your design that a cunning player could drive a semitrailer through are what you're looking for.
My usual mistake is to add too many extra improvements and weaker units that can be sold off to pay for a bunch of powerful units that disrupt the balance of the scenario.
Once it's playtested I make the final adjustments and release it.
I'm curious if others use the same general approach, or if they do something entirely different.
I start by buying a spiral notebook. I keep all my notes in it, in pencil. I find it's much easier than using a computer program for notes, especially when you're referring to your notes while changing files from the scenario. I generally write most of my ideas down before making changes to the game files.
Second, I develop the concept. I take out books from the library on the period and the campaign or war I'm interested in, and dig out various atlases, including historical ones. Often I have an old wargame that is very useful for maps and orders of battle. I decide 3 things initially: The time frame for the scenario - when it starts and ends, the area to be covered by the map, and the specific civs to be included.
Third, I make the map. If there's a good one already made that covers the right area, I check it for accuracy and usually add more detail. Most often I make one specifically for the purpose. I draw a grid on an inexpensive atlas in pencil over the area I want for the map. Then I replicate the grid on a blank (all ocean) civ2 map, using icecap terrain as reference points. (Remember that the horizontal distance on the civ2 map must be twice the vertical).
Getting the scale right is tricky. Usually, I try to figure out what cities will be on the map when the scenario is done. Then I scale the map so that there are no major gaps between the city radius of the various cities, generally allowing between 2 and 4 squares between cities in fertile areas.
Once the map is done, I make a list of all the unit types I think I'll need. If possible I try to find an Order of Battle for the various civs and convert it to the needs of the scenario.
After this, I don't really follow a set order. Usually I'm thinking about units and stuff in the Rules txt, including unit stats, terrain costs, wonders and city improvements. I try to develop a concept for the tech tree at the same time. I begin to gather unit art from various sites or my own collection. In order to get high quality and uniformity in the style of units, I try to prevail on skilled artists to help out.
Once the units and rules are shaping up, I add improvements to the cities, size them and add the starting units. I finish the map at this stage, adding irrigation and roads, etc. Then I check the cities for food, unrest, etc.
At this point, I do the leaders stuff on the cheat menu - who's at war or allied with whom, etc. I save the game as a scenario for the first time. Also at this point, I decide who can see what on the map. If the map is to be partly unexplored, I cover the entire map, and then explore it for each civilization with a 40 mp air unit with a 2 space visibility.
After that I do some preliminary playtesting, just to see how the civs and units interact. Then I start the events. Once I've added the first events, I always work from a save game, never starting as a scenario and saving that. Otherwise, your 'scenario loaded' events won't work later.
Then its' just a matter of fiddling and tweaking, adjusting everything. Once it's playable, I go through the Game, Labels, Describe and other assorted files to modify names and messages in order to add color to the scenario. I also look at the other gaphics files like Icons, Improvements, Cities and People, to see what needs to be changed.
Only when it seems finished to me, do I ask for playtesters. I prefer 1 or 2 reliable playtesters who know what they're doing, to a general beta release. The objective is to get practical suggestions for improvement, not to generate reviews. Bugs you may have missed or flaws in your design that a cunning player could drive a semitrailer through are what you're looking for.
My usual mistake is to add too many extra improvements and weaker units that can be sold off to pay for a bunch of powerful units that disrupt the balance of the scenario.
Once it's playtested I make the final adjustments and release it.
I'm curious if others use the same general approach, or if they do something entirely different.
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