Tiled – Create/edit in-game assets


How to edit an existing city?


In Tiled, you select any Objectlayer named city_[NameOfTheCity] within the Objects window.

In the Properties window you can edit the things mentioned in the chapter General information.

If you want to change the position of a city I’d recommend to toggle the grid on by pressing CTRL+G. You might notice, that the top left corner of the grid (0, 0) is exactly where the city centre is supposed to be (and it is roughly the point where all connections to any rural business or any other city starts/ends. For a closer look you can zoom in and out with your mouse wheel. You don’t want to move the city off the grid’s origin as this will affect the traditional transports (basic supply if no rail is connected).

For moving the whole city it is recommendable to use the Offset Layers [M] tool as it will not only move the city, but the layer (and thus the grid) as well – note that this will move the whole layer regardless if anything is selected. For slight changes or adjustment of single streets it is recommendable to use the Select Objects [S] tool, as it will not affect the layer/grid. As soon as you have selected a street, you will be able to scale or move it.

Rotating objects woks similar to scaling – use the Select Objects [S] tool and click an already selected object to go to rotation mode – click again to go back to scale mode. It is desired to have every street’s ending/starting point right on another street (in case you didn’t exactly hit a street with that start/end point, the game might even snap those points onto the other street, but be aware even this has its limits – so don’t be too sloppy). The number or the length of streets will have no further impact on things like inhabitants and so on.

In order to keep things working as intended, you should only scale one street at the time and use the scale arrows for adjusting the length only, because otherwise it might cause some blocks to be (at least in parts or even completely) empty. Internally, we have created templates for whole cities, but for block patterns as well. You can find those templates in city_templates.tmx (background image). The block patterns mentioned before are created with certain distances between streets on mind, so that you can use them without having to worry about empty street blocks. You might want to use those block pattern templates, if you want to expand a city. Therefore, you simply copy them from the template files and paste them into the right Objectlayer – from there you can move, delete and adjust the streets as you would like to.

Don’t forget to edit/add some connections to your city. The best way for creating those is to create a two point line with the Insert Polyline [L] tool and edit those connections with the Edit polygons [O] tool and move them into the right Objectlayer.

If you want to connect two cities to each other in order to create an exchange of their produced commodities, you should take the distance into consideration. In other_templates.tmx (background image) there is a layer called city_city_range in which both city centres should be located for optimal balance. However, if you decide to connect two cities out of range to each other you will still be able to do it, but you should not take the exchange of commodities into consideration in regard to the game’s balance, as due to the extended distance for traditional commodity transport there will be a supply shortage.


How to build a city from scratch?


Well, it is not that different from editing an existing city (above). Create a new Objectlayer in the Objects window and name it city_[NameOfTheCity]. Go to the Properties window and fill in all required information (you are able find more information about this issue in the chapter General information under „city_[city_name]„). Make sure you match those properties to those in Tome. Now, you can hit CTRL+G, select the Offset Layers [M] tool and move the grid’s origin the point where you want the city’s centre to be. From here on, it is basically the same as mentioned above under „How to edit an existing city?„.


How to edit or create rural businesses?


If you already read through „How to edit an existing city?“ or „How to build a city from scratch?“ and if you have already read through “How to create a map in an at least somehow balanced state?”, you probably should have already an idea on how editing/creating rural businesses works by now.

Each rural business type is predefined and has its own Objectlayer – you can find a complete list here: “What can I find in those files and how does it work?”. Within each of those Objectlayers you can have several rural businesses of the same type. Each rural business itself is made from its streets (around here the buildings will be spawned; the first point of this will be the centre of the rural business) and its fields (or pits, depending on the type of rural business). You can either use our templates (production_templates.tmx [background image]) or create/modify those with the same methods and tools described under „How to edit an existing city?„. From what we’ve learned so far, there is no limit in size of fields/pits apart from looking silly. Anyway, you should not place fields/pits to close to a rural businesses‘ centre in order to prevent buildings from clipping into fields/pits – therefore, you can use an object called „rural business_distance_to_fields/pits“ as a distance marker which is located in other_templates.tmx (background image).

We have set the number of fields/pits to 15 per rural business, even in its biggest state not all 15 fields/pits will be visible. This is because we assumed that there will be a station build over some at some point of time. Building a station over some fields/pits will make them despawn and the rural business will spawn others (which have been unused before). We didn’t test it a lot, but we assume that it will still work with more or less fields/pits.

If you want to connect two rural businesses in-game with only one station, you will have to place their rural business centres within a certain range. This range depends on the type of station (small, medium, big) and you can find templates called station_radius_small, station_radius_medium and station_radius_large in other_templates.tmx (background image).