Overview
Anatolia is an average-size cold map with two economies running in parallel. The bases face one another across a connected inland field of forests, cliffs, hunt, gold, and expansions, while long navigable seas occupy the two opposite edges and carry thirty-six renewable herring in a complete layout.
The water does not cut between the players. Instead, it frames both sides of the shared land route, so a dock can open a second approach without replacing the direct central contest. Four inland cliffs create local detours and firing positions, but they stay clear of the shore and do not form a continuous wall.
Scout both coastlines early. The land economy is variable, the long-term gold is exposed, and neither sea belongs to one player, so uncontested fishing on either edge can change the map's food balance.
Edge Seas & Coastline
Standard 1v1 places both players on the horizontal center line, then builds one Greek-sea water area along the upper edge and another along the lower edge. Each water area targets 13.5% of the map and follows a full-width edge line, producing two long coastlines with open water behind them.
These are separate edge seas, not internal rivers. They do not divide the bases, join through the center, or create islands. There are no scripted bridges, fords, shallow crossings, or alternate orientations; land armies use the central field while ships can travel along either outer side.
The beaches blend gradually into the cold grass, but the exact coastline bends with each seed. A broad-looking bay in the example view is not a guaranteed dock site, fish distance, or universal shoreline shape.
Cliffs & Land Routes
Anatolia attempts four inland cliffs. Each covers 200–400 tiles and independently has an equal chance to rise 5 meters or sink 6 meters, so one seed can mix elevated plateaus with gorge-like depressions. Every cliff receives two ramps.
Cliffs remain 25 meters apart, 22.5 meters from buildings, 50 meters from every start, and 20 meters from water. They can narrow a local route or protect one side of a resource, but their separation from the coast means they do not seal the sea edges or guarantee a major chokepoint.
Food
A complete Standard 1v1 layout contains 11,900–20,400 initial finite food on land, with about 16,425 expected. This total uses goats at their current fattening level and includes predator carcasses. Renewable herring are kept separate.
Opening food
| Package | Per player | Food on map |
|---|---|---|
| Starting boar | 4 | 3,200 |
| Starting berries | 4–6 bushes | 1,200–1,800 |
| Starting chickens | 4–6 | 800–1,200 |
| Starting goats | 2–4 owned goats | 200–400 initial |
Later land food
| Package | Per player | Distance | Food on map |
|---|---|---|---|
| Close deer | 8–10 | 60–100 m | 3,200–4,000 |
| Outer boar · 75% chance | 3–5 | 60+ m | 0 or 2,400–4,000 |
| Outer berries | 8–10 bushes | 65+ m | 2,400–3,000 |
Close deer and the possible outer boar stay at least 60 meters from every start. Outer berries start at 65 meters. These packages avoid the coast by 20 meters, stay outside tower vision and settlement space, and remain well separated from other food, making the high end valuable but exposed.
Goats & predators
Starting, close, and outer packages can produce 12–24 goats. They enter with 600–1,200 food across the map and can hold 3,600–7,200 when fully fattened. The later groups begin at 50–70 meters and 70 meters or farther.
At 70 meters or farther from every start, one shared roll adds wolves or bears. One or two groups per player contribute 500–2,000 carcass food, about 1,125 expected. Treat this as dangerous bonus food rather than dependable hunt.
Fishing
A complete Standard 1v1 layout attempts 36 renewable herring in twelve groups. Six three-fish groups follow a long line through the upper sea and six more follow an equivalent line through the lower sea. Each group uses a 5-meter grouping radius.
| Water body | Groups | Fish | Shore relationship |
|---|---|---|---|
| Upper edge sea | 6 × 3 herring | Up to 18 | Edge-parallel line; no fixed shore band |
| Lower edge sea | 6 × 3 herring | Up to 18 | Edge-parallel line; no fixed shore band |
The lines are fixed to map coordinates while the generated shoreline can move. That means the fish can be described as spread along both long coasts, but not as a proven number of meters offshore. There is also no exposed minimum between groups, no separate deep-water layer, and no player-owned fishing package.
Herring have unlimited supply. The nominal 10 Food stored on each object is not a finite 360-food total; the strategic questions are which groups complete, where the coast accepts a practical dock, and which player controls each long fishing line.
Wood
Anatolia can generate sixteen 70–90-tile pine forest areas. Three symmetric forests per player form the starting layer, and five more per player fill later player-side positions. Starting stragglers and ten scattered pines supplement them.
Forests remain 25 meters apart, 12 meters from water, and off cliff tops. They also avoid Town Centers, farm-capable settlement space, collisions, and—after the starting layer—owner paths. Wood is therefore distributed inland rather than concentrated on the fishing coast.
Forest area and tree density vary, so no exact wood total is defensible.
Gold Mines
A complete successful layout contains a fixed 48,000 gold. Each player starts with two medium mines, then receives three symmetric large mines in the outer land economy.
| Layer | Per player | Distance | Gold on map |
|---|---|---|---|
| Starting | 2 medium mines | Protected opening area | 12,000 |
| Outer | 3 large mines | 70+ m | 36,000 |
Outer mines stay at least 70 meters from every start, 30 meters from other mines, and 20 meters from water. They also avoid tower vision and settlement space. With no extra late-mine roll, losing control of this exposed outer layer directly removes a fixed share of the map's long-term gold.
Settlements & Map Control
Standard 1v1 is designed around two expansion settlements per player. The first sits 60–80 meters away with a rearward bias; the second sits 80–100 meters away with a forward bias toward contested land. Both pairs are symmetric.
The sites avoid edges, tower vision, and siege-ship range, but neither pair is tied to a particular sea or crossing. Their practical job depends on the seed: one may cover a dock approach, while another anchors pressure over deer, outer gold, or a cliff-shaped land route.
Relics
Anatolia attempts two relics per player, up to four. Every relic begins at least 80 meters from every start, with no maximum distance, and relic locations remain 80 meters apart.
Relics stay 20 meters from water and outside tower vision and settlement space. They are associated with players but are not explicitly mirrored, so the two-edge-sea geometry and local cliffs can make access unequal even with equal placement attempts.
Current stock anatolia.xs/xml and standardmaps.set establish the normal Standard-size 1v1 execution path. The larger-team placement, 10%-water, non-1v1 fishing, non-symmetric resource, bonus-settlement, and large-map hunt branches do not apply. lib2/rm_core.xs is absent from the supplied archive, so helper-owned opening bands, tower and settlement constants, line-placement spacing, retries, and fallback behavior remain unnumbered. Counts describe intended complete layouts and can be reduced by placement failure. The 11,900–20,400 land-food range uses canonical resource values, goats at generated value, the 75% outer-boar probability, and predator carcasses. Herring are reported separately because their proto entry carries UnlimitedSupply. Fish use fixed map-coordinate lines with no fish-to-land constraint, so no screenshot-derived or fabricated shore-distance band is published. The workbook's 18,360 Food lies inside the land envelope, but its renewable-fish convention is undocumented. Its 131,606 Wood, fixed 48,000 Gold, dimensions, and the approved overhead are one stock Scenario Editor seed. The older direction-package overhead and all tournament, Gameathlon, recalibrated, re-imagined, legacy, and custom material are excluded.
- Official game stringQuoted game copy
- Game script inspectionPlacement rules and requested ranges
- Derived calculationTransparent calculations from sourced values
- Scenario Editor observationScenario Editor totals and layout
- Strategic analysisPlayer-facing interpretation