Overview
Stock Blue Lagoon is a compact desert land map shaped by irregular inland water and raised sandy cliffs. The terrain changes travel lines, but it does not create safe islands: hunt, gold, settlements, and relics all spread through the open ground between it.
Food arrives in layers. The first close hunt begins at 55 meters, the next at 65, the third at 75, and the heavy outer hunt at 85. Gold expands slightly sooner, with one large mine at 60–80 meters and three more per player from 70 meters onward.
The lagoons are obstacles, not fishing economies. Winning Blue Lagoon means scouting which land lanes connect your hunt, mirrored gold, and settlements before cliffs and water turn those resources into isolated pockets.
Lagoons & Cliffs
Lagoons
Standard 1v1 attempts three or four lagoon areas, each covering 250–300 tiles. They are placed independently across the map rather than mirrored or locked to a player's side. Lagoons stay 30 meters apart, 60 meters from every player start, 30 meters from settlements, and inside a 32-meter edge margin.
Cliffs
The map then attempts twelve raised cliff areas in Standard 1v1. Each covers 200–250 tiles, rises 6 meters, and carries two ramps. Cliff areas remain 24 meters apart, 8 meters from water, 20 meters from buildings, and inside a 16-meter edge margin.
Neither system has a fixed side orientation or named alternate layout. Normal seed variation and successful placement determine where the open lanes, narrow approaches, and resource pockets appear.
This overhead is one stock seed. It shows the characteristic mix of green base ground, blue inland water, sandy cliffs, and palms without defining universal positions.
Food
A successful stock Standard 1v1 layout contains 14,650–26,800 initial finite food, with about 20,515 expected. The total includes goats at their initial value and predator carcasses. It contains no fish: the lagoons support no scripted renewable food package.
Opening food
| Package | Per player | Food on map |
|---|---|---|
| Starting giraffes | 4 giraffes | 3,200 |
| Starting berries | 4–6 bushes | 1,200–1,800 |
| Starting chickens | 4–6 chickens | 800–1,200 |
| Starting goats | 1–3 owned goats | 100–300 initial |
The fixed giraffes are the opening's largest food block. Berry, chicken, and goat counts vary, but all four packages begin around the player base and stay off impassable ground.
Hunt layers
| Package | Possible animals per player | Distance | Food on map |
|---|---|---|---|
| First close hunt · 1/3 each | 4–6 zebra; 6–8 gazelles; or 3–4 giraffes | 55–85 m | 2,000–3,200 · 2,700 expected |
| Second close hunt · 50/50 | 1 elephant or 1–2 rhinos, plus 2 gazelles | 65–95 m | 2,100–3,400 · 2,675 expected |
| Third close hunt · 1/3 each | Gazelle/zebra mix; gazelle/giraffe mix; or 4–9 zebra | 75–105 m | 2,000–4,800 · 3,383 expected |
| Outer heavy hunt · 50/50 | 1–2 elephants or 1–3 rhinos | 85+ m | 1,300–3,900 · 2,650 expected |
Each close-hunt location also stays at least its listed minimum from every player start. The outer heavy hunt is symmetric between players. All four layers use 50-meter spacing and stay outside lagoons, impassable ground, tower vision, settlement space, edges, and other food.
Berries, herdables & predators
| Package | Per player | Distance | Food on map |
|---|---|---|---|
| Outer berries | 5–9 bushes | 80+ m | 1,500–2,700 |
| Close goats | 1–2 goats | 50–70 m | 100–200 initial |
| Outer goats | 1–2 groups of 1–3 goats | 70+ m | 100–600 initial |
| Predators | 1–2 lion or hyena groups | 80+ m | 250–1,500 |
Including the starting package, Blue Lagoon can contain 6–22 goats. They begin with 300–1,100 food across the map and can hold 1,800–6,600 when fully fattened. Lions and hyenas add to the arithmetic but are not a safe substitute for the four hunt layers.
The quantity is high; the access is the challenge. The 55–105-meter progression gives time to choose a lane, but lagoons and cliffs can make two equally distant hunt groups very different to defend.
Wood
Blue Lagoon can generate six paired starting forests and twenty later global forests, up to twenty-six 60–70-tile areas. Forests remain 30 meters apart, at least 6 meters from water, and 10 meters from impassable ground, so lagoons and cliff edges naturally split the woodline into separate camps.
Forests also avoid Town Centers and farm-capable settlement space. Starting stragglers and twenty scattered palms supplement the area forests. Because the later forests are global rather than player-side and their shapes vary, no fixed map-wide wood total is meaningful.
Scout replacement wood before the first camp runs thin. A compact map can still demand long villager routes when a lagoon or cliff separates the nearest visible forest from a safe lane.
Gold
A complete successful stock layout contains 54,000 gold. The count does not branch: two 3,000-gold starting mines and eight 6,000-gold large mines make up the full reserve.
| Reserve | Per player | Distance | Map gold |
|---|---|---|---|
| Starting reserves | 1 medium mine | Opening tower area | 6,000 |
| Close expansion reserves | 1 mirrored large mine | 60–80 m | 12,000 |
| Outer reserves | 3 mirrored large mines | 70+ m | 36,000 |
Close mines stay at least 60 meters from every player start; outer mines stay at least 70 meters away. Their locations remain 50 meters apart and avoid lagoons, impassable ground, tower vision, settlement space, corners, and map edges.
Only 6,000 of the map's 54,000 gold is in starting reserves. The mirrored count is fair, but terrain access is not necessarily equal: a lagoon or cliff can make one 70-meter mine much harder to reinforce than its counterpart.
Settlements & Map Control
Each player is designed to receive two symmetrically paired settlement positions. The backward-biased settlement lies 65–80 meters from the base; the aggressive one lies 65–90 meters away. Both avoid tower vision, corners, and the map edge, while the aggressive position also avoids King of the Hill space.
Lagoons themselves stay 30 meters from settlements, which preserves building room but can still leave a narrow approach around nearby water or cliffs. The two settlement bands overlap close hunt and gold, making their connecting lanes natural places to fight.
Relics
Standard 1v1 attempts to place two relics for each player, four total. Every relic begins at least 80 meters from every player start, with no maximum distance, and relic locations remain 80 meters apart.
Relics stay outside lagoons, impassable ground, tower vision, settlement ranges, edges, and other relic exclusions. They are associated with players for placement but are not explicitly mirrored or confined to a player's side.
This overview covers stock blue_lagoon.xs at Standard size in 1v1. It explicitly excludes Blue Lagoon Recalibrated/Gameathlon: that separate script contains shared-side and player-area logic, different pond safeguards, clearances, and resource distances, while the workbook and overhead archive also provide distinct GA rows/captures. Food and gold ranges use canonical Prostagma values and count only stock branches that execute at this size; calculations assume successful placement attempts. The supplied stock archive omits lib2/rm_core.xs, so helper-owned starting bands, default exclusion radii, and low-level fallback behavior remain qualitative. The 21,200 food, 138,207 wood, and 54,000 gold stock workbook row and approved overhead are each one seed, used for reconciliation rather than universal placement.
- 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