When I first tried to make a map, I used up all my triggers... Then I learned to reuse them...
Reusing triggers work best if you can find a system to keep track of both its identities.
For example, I walked onto a location and chose a marine as my hero. Unless this location is going to always follow my hero, it's useless. What can I do with this trigger now? Well, I could place a token for let say... the begining of your adventure, the hometown right by the mayor. It moves the location to the mayor and then moves your hero there. If you're creative, you can cycle locations wonderfully... Sometimes you can even place a token somewhere, move the location there, then delete the token there, then do whatever you want with the location (such as move unit there).
Right now I'm working on that everytime my hero walks into a town, it zooms all my upgrade locations onto the upgrade buildings, in this way you don't have to set upgrade buildings' locations at every town. Instead, you could set one location over all the upgrade buildings, then when the player gets to the town, all the upgrade building locations are there. The problem is that you have to decide if it's worth doing that or not. If you do, that means you have to have it for each player.
Let's pretend you have 4 players and 3 towns. Would it be better for you to set 3 locations for upgrade buildings for each player, or simply set 3 locations at every town?
Well,
4(players)*3(upgrade buildings) = 12
3(towns)*3(upgrade buildings) = 9
Then you would want to use the locations normally, one on each building at each town.
If you had 4 players and 6 towns...
4(players)*3(upgrade buldings) = 12
6(towns)*3(upgrade buildings) = 18
So you would want to cycle your triggers. Though this involves slightly more triggers, but can be easily done with death counters.
Sometimes you could even do this:
Have a location follow your hero. Once your player runs into an upgrade building, you own it so long as no one else does. You can do that with switches or death conters.
so
cond.
'p1 upgrade_eBay' (eBay for engineering bay, lol) is cleared.
(same for p2)
(same for p3)
(same for p4)
act.
give Engineering bay owned by player (computer) to current player at 'player locaton'.
Set player 1 'own_upgrade_ebay'.
preserve triggers.
Then you do that for each player. Then you have
cond.
player 1 brings exactly 0 engineering bay to 'player location'
'p1 upgrade_eBay' is set
act.
clear 'own_upgrade_ebay'
preserve triggers
And then
cond.
player 1,2,3,4 brings exactly 0 engineering bay to p1,2,3,4 locations
act.
give unit back to computer.
preserve.
Of course, there are flaws which you can figure out how to fix such as if two players walked to them in different towns, one of them walks off, the one upgrade buliding with the player who walked off still owns it.. until EVERYONE is off. So you can figure out how to do that (Death counters is a good way to do that actually).
You can use these techniques for a lot of things, nto just rpgs and upgrade buildings. Be creative
