Overview
Alfheim is a compact autumn land map broken into open corridors by eight high rocky cliff areas. The cliffs are not a single wall: their locations shift from seed to seed, leaving broad lanes, local pockets, and changing angles between the two circularly opposed starts.
The economy spreads into those lanes quickly. Close deer and the first large expansion mine begin around 55 meters, while far hunt, both outer berry packages, most cows, relics, and three or four later mines per player sit beyond the opening towers. The map rewards early route scouting as much as raw resource counting.
The cliffs create movement choices, not safe ownership. Gold, food, settlements, and relics occupy the same pass network, so fortifying one lane usually leaves another route open for raids.
Cliffs & Passes
Standard 1v1 attempts to place four cliffs per player, eight total, each covering 200–250 tiles. Two per player lean toward aggressive ground and two use neutral placement. All begin at least 40 meters from that player's base, with no maximum, and their starting points remain at least 60 meters apart.
Cliff areas keep 45 meters from one another and carry 20-meter building and 30-meter Town Center clearances. Narrow player-connection roads thread through the resulting terrain while avoiding impassable ground, King of the Hill, and resources by 3 meters.
The overhead shows one arrangement of Alfheim's eight-cliff layout. Each cliff can cover 200–250 tiles, while the exact shapes, pass widths, roads, and objects between them change with the seed.
Food
Opening package
Each player receives seven to eight elk inside tower vision, four to seven berry bushes, four to six chickens, and two to four player-owned cows. Across both starts, that is 5,100–7,100 initial food, with the cows counted at their initial 75 food each.
Close and far hunt
One symmetric group of five to nine deer per player sits 55–80 meters from its player's base and at least 55 meters from every start. The pair stays outside tower vision and settlement ranges, with at least 40 meters between the two group locations, and provides 2,000–3,600 food.
Far hunt uses one shared one-third roll for both players: six to nine elk, six to nine caribou, or two to four aurochs per player. The symmetric pair begins at least 75 meters from every start with no maximum distance, remains outside tower and settlement safety, and supplies 2,000–4,000 map food.
Outer berries, cows, and predators
Two independent berry groups per player begin at least 70 meters from every start with no maximum: one has seven to ten bushes and the other six to ten. Together they supply 3,900–6,000 food, stay outside tower and settlement safety, and remain at least 40 meters apart.
Close cows form one group of two to three per player at 50–70 meters. One or two outer groups of one to two cows per player begin at 70 meters with no maximum. Both packages sit outside tower vision and use 40-meter spacing, bringing the map total to 10–22 cows. Fully fattened, those cows hold 4,000–8,800 food rather than their 750–1,650 initial value.
A shared 50/50 predator roll creates wolves or bears in one or two groups per player. They begin at least 80 meters from every start with no maximum, outside tower and settlement safety. Their 500–2,000 carcass food belongs in the finite total, but it is less dependable than ordinary hunt.
| Package | Food on map | Placement |
|---|---|---|
| Opening elk, berries, chickens | 4.8k–6.5k | Starting areas; elk inside tower vision |
| Close deer | 2k–3.6k | 55–80 meters; at least 55 from every start |
| Far elk, caribou, or aurochs | 2k–4k | 75+ meters; symmetric; no maximum |
| Two outer berry packages | 3.9k–6k | 70+ meters; no maximum |
| All cows at initial value | 750–1.65k | 10–22 cows from start to outer ring |
| Predator branch | 500–2k | 80+ meters; strategically unreliable |
Initial finite food ranges from 13,950 to 23,750, with a weighted expected value of 18,687.5. The total includes cows at their initial value and predator carcasses; cow fattening raises their separate potential to 4,000–8,800 food.
Wood
Alfheim can generate six symmetric starting forests, three per player, followed by seven more forest areas on each player's side of the map. The twenty forests each cover 80–120 tiles and stay at least 30 meters from one another.
Forests avoid impassable ground, Town Centers, and farm-capable settlement space; the fourteen later forests also stay clear of owner paths. Starting stragglers and ten scattered oaks per player add local timber. Because forest shape and tree density vary, neither a fixed tree count nor a fixed wood total is guaranteed.
Gold Mines
Starting reserves
Each player receives one medium starting mine worth 3,000 gold. It uses Alfheim's normal starting-mine safety rules near the opening towers, giving the map 6,000 opening gold before the pass network matters.
Close expansion reserves
One large mine per player is mirrored 55–65 meters from that player's base and at least 55 meters from every start. The pair stays outside tower vision and settlement ranges, avoids impassable ground, map edges, and 40-meter corner zones, and provides 12,000 gold.
Outer reserves
Three or four more large mines per player begin at least 70 meters from that player's base and every player start, with no maximum distance. They use symmetric pairing and the same tower, settlement, edge, corner, and terrain exclusions as the close pair; mine locations stay at least 40 meters apart.
Large mines hold 6,000 gold each. The six-or-eight outer mines therefore carry 36,000–48,000 gold, making the cliff lanes the decisive long-term reserve. Across all packages a complete layout contains 54,000–66,000 gold, with 60,000 expected.
Settlements & Map Control
Each player receives two symmetric expansion settlements. The first uses a backward bias at 60–80 meters; the second uses an aggressive bias at 80–120 meters. Both avoid tower vision, the map edge, and 40-meter corner zones, while the aggressive site also stays clear of King of the Hill.
The nearer site can anchor a player-side lane, but the farther site reaches into the same contested ground as far hunt, outer mines, berries, and relics. A settlement can secure one pass without sealing the whole map, so cross-lane vision remains important.
Relics
Standard 1v1 attempts to place two relics per player, four total. Each begins at least 70 meters from that player's base and every player start, with no maximum distance, and relic locations stay at least 80 meters apart.
Relics avoid impassable ground, tower vision, settlement ranges, and the map edge. Their locations are not symmetrically paired or confined to one player's side of the map, so they become scouting objectives among the outer passes rather than guaranteed home-side pickups.
Values describe current stock Alfheim at standard-size 1v1. Counts, probabilities, and inline placement distances come from the current stock map script and canonical resource data; shared helper constants absent from the supplied archive remain unnumbered. Requested ranges assume successful placement. The workbook total and overhead show one stock seed, while strategic notes interpret the reviewed geography.
- Official game stringQuoted game copy
- Game script inspectionPlacement rules and requested ranges
- Scenario Editor observationScenario Editor totals and layout
- Derived calculationTransparent calculations from sourced values
- Strategic analysisPlayer-facing interpretation