Armies and Scenario
The ⚑ Armies tab sets players, teams and starting forces; the ⚡ Scenario tab adds rules, economy, trigger zones and triggers. What each map kind allows, and how to script a mission.
Two tabs turn a shaped map into a playable match: ⚑ Armies decides who plays and where they start, and ⚡ Scenario sets the rules and scripts the mission. See the Map Editor Overview for the full tour and Scenarios and Triggers for what triggers can do.
The ⚑ Armies tab
Players and teams
A player is a colour — up to twelve, and Blue is Player 1, which is you in single player. Pick a player first, then place things for that player.
Below the colours, group players into teams. Allied players share vision and win together, and the alliance is part of the map: a 2-vs-2 map is a 2-vs-2 map in every lobby. The Recommended players count tells the lobby how many seats the map is built for.
Melee maps
A Melee map places no armies. Plant one 🚩 Start Spot per player on open ground; the same standard base — Palace, Prime, workers — folds at each flag when the match starts. Click a flag to remove it; placing again moves it. Older melee maps with hand-placed armies still play, and the editor offers to convert them.
Use Map Settings maps
A UMS map places everything by hand for each player: buildings (a Palace and whatever else), units, and resource spots. Anything you place is what that player starts with. Seats nobody fills in the lobby are stripped at launch, so an empty colour does not become a ghost base someone has to raze.
The ⚡ Scenario tab
⚖ Rules
- Economy opens a popup: costs, fold speeds, health, damage and speed for any building or unit; cost and time for upgrades and studies; per-node resource amount and regeneration, or ♾ Perpetual; and availability — what exists on this map at all. Modified types show a ⚙ dot; Reset to stock undoes one.
- Vision — normal fog, Explored, or Revealed.
- 📦 Push-less — no hauling; stores pay directly and Pushers are optional.
- ♻ No un-folding.
- Defeat when the player has nothing left (on by default) and Victory when every enemy is annihilated (off by default — tick it unless a trigger declares the win).
- AI difficulty per player, and a checkbox for which players get a computer brain. Unchecked players obey triggers only.
- Starting stock per player — blank means the fair default.
Melee maps skip all of this: they play by the stock rules.
Trigger zones
Draw ▭ Trigger Zones — rectangles or circles — anywhere on the map and name them. Conditions use them (“units enter the ruins”), and so do actions (“spawn eight Prowlers in the ruins”, “conjure a storm over the causeway”, “pan the camera to the gate”).
Triggers
A trigger reads as a sentence built from dropdowns: WHEN every condition holds, DO the actions in order, and fire once or repeatedly with a cooldown. A trigger can loop for each player in a set, with ⟨that player⟩ standing in for each in turn. The list keeps its scroll position while you edit, and a new trigger scrolls into view. The full catalogue of conditions and actions is on the Scenarios and Triggers page.
Two hints worth knowing: a condition with several players attached shows whether it counts them any one of them or counted together; and a broken reference — a zone you deleted, a tag nothing carries — appears in the Problems panel long before it bites in play.
Next steps
With players seated and the mission scripted, Test Play it, then save and share it from the Library, or go back to the terrain in Land and Decorate.