Overview
The Random Scenario tools allow you to generate a full map in the same way Age of Empires IV does in competitive matches, granting you greater control over the biome, layout, object, terrain, atmosphere, size and similar parameters than the basic generation tools provide.
These tools also allow you to re-generate aspects of your map, offering you a way to make large changes to your map quickly and efficiently without having to make each change by hand.
This guide covers what the generation tools are, how they work, and how to use them.
How the Random Generation Tools Work
Random generation allows you to start working on your map with a pre-generated layout, based on the well-known Age of Empires IV random map layouts.
While you can generate your map in a similar way when first creating a Crafted Map by selecting the Beginner option, these generation tools offer only the most basic parameters.
The generation tools available within the editor allow for a far higher degree of control over your map's generation parameters. Due to this higher degree of control, if you wish to start with a pre-generated map based on one of the Age of Empires IV random map layouts, it is recommended you generate it using the Random Scenario tool.
Uses for Random Generation
There are two main reasons why you generally want to use the random generation tools.
- To quickly generate a full map to start working with the exact desired base map.
- To regenerate parts of the map using Metadata.
Using the Random Generation Tool
To open the Random Generation tools, navigate to: Main Menu > Scenario > Generators > Random Scenario
The Random Scenario interface will then appear, providing all the options for creating a new random map layout.
Blueprint
These options are the main controls for generating a map, offering two main pathways to generation between random generation of a new layout or using the Terrain Layout Tool.
Biome
This sets the biome used for your new generated map. These options match those available to random Age of Empires IV maps.
Custom Layout
This opens the Terrain Layout Tool to completely re-generate your map.
Using this tool will completely un-do any changes you have made to your map, so it is recommended you only use it early in your map's design before you have put a significant amount of work into it.
Layout
This allows you to switch your map to use a pre-set layout of an existing saved map. These options match those available to random Age of Empires IV maps.
Size
This changes the size of your map. These options match those available to random Age of Empires IV maps.
Default Parent
These options control the clearing of the old map layout and where new generated assets are placed.
Clear Default Parent
This will clear all spawned objects on the map before generating the new map. When re-generating a map, make sure this options is checked to clear the old map data. If not checked, this may result in overlapping map assets.
The image below shows an example of what can happen when you regenerate a map without checking Clear Default parent, where a pair of posts and holy sites are overlapping and trees are duplicated in large clumps.
Default Layer
This is the name of the Scenario Tree layer that will be used as the default layer for the new generated assets to be placed in. This layer must already exist within the Scenario Tree. If you wish to use a new layer, Right-Click on Scenario to create a new one.
Generation
These options control the specifics about exactly what is generated, allowing you enable or disable the generation in a specific area.
Atmosphere
This option re-generates the map's atmosphere, including clouds, sun, ambient, atmospheric scattering, and fog effects. This atmosphere will match the map's selected biome. For additional information on using these tools see: Ultimate Atmosphere Guide
Audio Regions
This option re-generates audio regions on the map, painting forests, hills, oceans, mountains, and plains to the matching ambient sound area. For additional information on using these tools see: Creating Ambient Audio Regions
Camera Mesh
This option re-generates the mesh that the camera rests on when used in-game. For additional information on using these tools see: Adjusting the Player Camera
Distribute Objects
These controls generate trees, gold, stone, relics, and decorative objects on the map. You can select the specific types of objects generated by checking their boxes using the Distribution Categories detailed below.
If this setting is not checked, none of the categories selected below will be generated, even if checked themselves.
Distribution Categories
These categories control resources, trees, and decoration objects on the map.
- Deco_foliage includes ferns, flowers, bushes, and other non-collision decorative plant objects.
- Deco_other includes random non-rock, non-foliage objects such as wagons,
- Deco_rocks includes small rocks, stones, and other non-collision decorative rocks.
- Gaia includes neutral animal units including deer, wolves, sheep, and boars.
- Resources includes gold, stone, fish, and berry bushes, some generated near starting locations and others distributed more randomly.
- Trees_dense This form of dense trees are not available in Age of Empires IV
- Trees_dense_small generates dense tree clusters that units cannot pass through. These are highly valuable for harvesting for wood.
- Trees_loose generates staggered groups or single trees randomly on the map.
- Trees_stealth This form of stealth forests are not available in Age of Empires IV
- Trees_stealth_small generates stealth forests designed for units to hide within.
Grass
These controls randomly generate various grasses, flowers, and other paint-able ground cover according to the terrain shape and biome. Height Map must be checked for grass to properly generate.
For additional information on using these tools see: Ultimate Grass Guide
Height Map
This option generates a new terrain grid for the map according to the Layout chosen for the map. This option must be checked if you want to re-generate Grass, Tiles, and a Water Height Map.
For additional information on using these tools see: Sculpting Terrain
Map Border Decorations
This option automatically generates the golden symbols along the map's border. Un-checking this removes these symbols.
Markers
The Markers Function not available in Age of Empires IV
Starting Positions
This option re-generates the selected number of player start locations. When making a multiplayer map, it is recommended this is always checked as the map's starting resources are placed in relation to these positions.
Note that starting positions are duplicated with each map generation unless Clear Default Parent is checked.
For additional information on using these tools see: Placing Player Starting Locations
Tiles
This option generates all ground texture tiles according to terrain shape, layout, and biome. Height Map must also be checked for tiles to properly generate.
For additional information on using these tools see: Placing Ground Textures
Water Flow Map
This option re-generates the water flow for the map, including any colour, foam, and texture effects according to the biome.
Water Height Map must also be checked for a water flow map to properly generate.
For additional information on using these tools see: Ultimate Water Guide
Water Height Map
This option re-generates all water required on the map due to the terrain and biome, including rivers, lakes, and oceans.
Height Map must also be checked for water to properly generate.
For additional information on using these tools see: Ultimate Water Guide
Water Tiles
This option re-generates water colour and transparency according to the biome.
For additional information on using these tools see: Ultimate Water Guide
Randomization
These options allow you to control aspects of the randomization when re-generating the map.
- Auto Increment Random Seed checking this box will implement your designated increment seed each time you re-generate the map. This is useful if you want to try to regenerate several times while trying to find your desired terrain before you find the one you like.
- Random Seed is a numerical value that controls the map layout, with each number associated with a specific layout. Whenever you generate a random layout, a seed is chosen from a list of millions of possible seeds. Entering a number into this field overrides the random seed selection and allows you to specify which map seed to use. Once you have begun to place buildings, relics, resources, and other objects on a map, the new seed may interfere with the placement of these elements, as rivers and cliffs can fluctuate quite highly between seeds. In addition, changing the map size, biome, and number of starting positions may also affect the rend result of a map seed.
Replicating your Seed
If you enter a Seed number that generates a map layout you may like, be sure to record that number.
At any time, you may enter that number into the Random Seed field to replicate that exact map layout.
Win Condition
These options control the default win condition for the map. These options can affect aspects of the map's random generation, including starting resources, starting age, a d map state, depending on the option selected.
Win Condition
This drop-down menu allows you to set the standard win condition for the map.
- Default sets the map to the standard three win conditions (conquest, relic, wonder), selectable in the game lobby. This option leaves win conditions open so the player can control them before each match.
- Combat sets the win condition to only destruction of enemy forces. Comes with options to set the Starting Age and Starting Resources.
- None removes all win conditions. Comes with options to set Starting Resources.
- Sandbox prevents all win conditions to assure the game continues indefinitely. Comes with options to set Starting Resources.
- Scenario provides a selection of specific custom victory conditions available to players.
- Default allows players to choose the victory condition as normal.
- Combat involves capturing a central outpost three times to win.
- None works identically to Sandbox.
- Sandbox removes all victory conditions.
- Scenario uses the custom victory condition dictated by a script.
- Standard works identically to Default.
- Standard allows you to set the specific win conditions available. Comes with options to choose between Landmarks, Sacred sites, and Wonders. Also includes standard match options that override those normally chosen in the game's lobby.
- Win Condition Options opens the options for the selected associated Win Condition. These options are detailed under each options above.
Before Generating Checklist
Before re-generating your map, there are a number of things you should check first.
Check the items below and make the necessary adjustments before generating your new map.
Check Map Size
Make sure you know the size of your current map and your new map. If the map size and the preset are not the same, it can create unwanted bugs during map generation.
To check your map's size, perform the following steps:
- To check your map's size, select Terrain in the Scenario Tree.
- Then, in the Properties panel check the Playable Size field.
Make sure your map corresponds to one if the preset map_gen_sizes.
To check these preset sizes, open the Random Scenario window and open the Size drop-down.
Create Generated Level
Before generating a map, you must have a layer in the Scenario Tree to place the objects generated by it.
This folder should be named "Generated," and is located in your Scenario Tree.
If this layer does not exist, create a new layer by right-clicking Scenario and selecting +Add.
Name this layer Generated and check Set As Default Parent.
This layer allows to add and keep anything generated in this folder, separate from other hand placed content. Be sure to check Set as Default Parent to cause your new generated assets to appear in this folder.
When creating hand-placed assets, create a new layer and set it as your Set As Default Parent layer for your hand-placed assets to go in. This will prevent any hand-placed content being over overwritten by generation tools if you use them in the future.
If any part of the generated content needs to be changed, it is best to move it out of the Generated layer. For example, if you want to add more bushes along a road, it is best to create a separate layer and hand place extra non-generated bushes.