Welcome to Supreme Ruler 2010
Scenario Design Tutorial - Session # 1
by Chris Latour

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Introduction to Session #1
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While Supreme Ruler 2010 offers a high level of modability, the range of data that can be changed and the choices during scenario design can be somewhat daunting. Nonetheless, the thrill of playing a map you have created is usually more than worth the effort. Over the next few sessions we will show you the benefits of diving into this work by taking you through the creation of a custom scenario. This process includes a number of mapediting tools and techniques, many of which can be applied separately to existing scenarios to create custom versions. Some sessions may also cover optional tools, which you may come back to as you become more familiar with the process or will perhaps omit entirely. The fact that scenarios are divided into so many parts allows for editing one part while borrowing the rest from existing scenarios. Default files for elements like tech tree and equipment file also offer shortcuts to scenario creation.

The steps we will go through in these sessions will generally mirror the information found in the Mapeditor documentation but with a less technical edge. We will also be providing screenshots and files to follow along as we create the scenario. Be sure to check the website for the most up to date mapeditor documentation as it will contain the most comprehensive details.

In this session we will cover the first steps of creating a new scenario. Following sessions will continue the process and offer the files from the previous session for comparison.

1-A. Find a Map

The first step suggested for creating a scenario is finding a map image. This is not required but can really help get the process started. It’s much easier to decide on terrain types when you have a picture to work from. For this scenario I am using an imagery file. The file I’m using was created from an existing satellite imagery file in the game folder. Taking an existing .PNG file and a graphics editor, it is possible to create new imagery that looks seamless. Adobe Photoshop was used to create this file in less than an hour. A good habit is to save original raw images before saving the .PNG file format. Some elements may be reused for future scenarios.

All imagery files go into the /MAPS/IMAGERY folder. The imagery used for this workshop is available here. (.PNG format)

1-B. Choosing the design

Many scenarios are created to try and recreate a real world scenario but others, such as the one we are doing, are entirely fictional. This does not mean there is less data to work with, simply that the data in many cases is neither right nor wrong, it is simply a decision of the scenario designer. Some designers will start with a very clear idea of what they intend to create; others will have very little idea.

Having made a few notes on what I hope the scenario to be, it is currently intended to be a futuristic, fictional area. I’ve chosen 3 players, higher tech levels to start and the regions will have access to German technologies. From this I was inspired to call the map “New Bavaria”.

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