Prostagma? Age of Mythology: Retold tools
All Map Overviews

Ranked Random Map · Standard 1v1

Cloud Forest

“A mist-shrouded mountain rainforest along the Aztecs’ migration route features steep paths and dense canopies that form natural chokepoints and ambush points.”
Map Scale Above Average 318 × 318 m

Cloud Forest covers 101,124 square meters: about 34.5% above the complete 20-map Standard mean of 75,165 square meters and tied for the largest square footprint in the pool.

Food Rich & Variable Food: Rich & Variable; editorial rating 4 of 5

Thirty unique worlds contained 16k–28.5k practical initial food, averaging 23.13k. The main variation comes from the Deer, Tapir, and sometimes Spotted Deer hunt mix.

Wood Very Abundant Wood: Very Abundant; editorial rating 5 of 5

Observed wood ranged from 504.0k to 563.0k across 2,520–2,815 trees. Dense canopy creates plentiful lumber, but ridge-broken routes still decide which line is safe.

Gold Consistent & Contested Gold: Consistent & Contested; editorial rating 4 of 5

All 30 reviewed worlds contained 48k gold in four medium and six large mines, with the large reserves extending into the contested mountain-forest field.

01 Article

Overview

Cloud Forest is a large, dry land map where abundant economy does not make movement easy. Impassable ridge terrain and heavy forest break the interior into passable corridors, so the valuable line is usually the one that connects a resource, a settlement, and a defendable route.

Across 30 reviewed worlds, food varied substantially, wood remained exceptionally deep, and the 48k gold layout stayed stable. The five neutral settlements and three or four relics turn scouting into route selection rather than a simple race across open ground.

Treat Cloud Forest as a map of gates. Before committing to a second economy, find the corridor that reaches both a useful objective and a resource line without exposing your army to a longer flank.
02 Layout

Mountain Forest & Routes

All 30 reviewed worlds were dry. The map repeatedly combined 8.2k–10.6k square meters of impassable land with 20.0k–22.1k square meters of forest-classified ground. The result is not a single fixed maze, but a large mountain-forest field with broken interior movement.

Road ground was present in every reviewed world, while rocky terrain and ridges repeatedly shaped the accesses around objectives. The last ten worlds changed exact ridge and forest shapes, not the player-relevant pattern of constrained corridors through a dense canopy.

Mountain forest layout · Standard 1v1 example Click to enlarge
One generated Cloud Forest world shows the recurring large mountain-forest field: ridges break movement into corridors while dense canopy frames the exterior. Exact terrain and resource positions vary by world. This image is one Standard 1v1 world and supports visible structure only; the 30-world dataset supplies aggregate counts, ranges, and frequencies.

The overhead is one example, not a route diagram to memorize. Use it to recognize the mountain-and-canopy character, then scout each world’s actual passes before choosing a fight.

03 Economy

Food

Practical initial finite food ranged from 16,000 to 28,500 across the 30 unique worlds, with a 23,127 mean and 23,800 median. This total combines normal hunt, berries, and chickens; Cloud Forest had no observed herdables at generated value. Jaguars are reported separately.

Food layerObserved rangeMeanMedian
Practical initial total16,000–28,50023,12723,800
Hunt · predators excluded10,000–22,40016,74017,000
Berries4,500–6,0005,3805,400
Chickens800–1,2001,0071,000
Jaguar carcasses0–1,500754625

Observed hunt families

Broad species familyObserved worlds
Deer + Spotted Deer + Tapir16 of 30
Deer + Tapir14 of 30
Worlds with Jaguars22 of 30

These are observed cohort frequencies, not generator probabilities. Deer and Tapir appeared in every reviewed world, while Spotted Deer changed the hunt mix in 16. Confirm the local species and the corridor it occupies rather than planning around an assumed high-food branch.

04 Economy

Wood

Observed wood ranged from 504.0k to 563.0k, averaging 528.9k with a 529.5k median. The worlds contained 2,520–2,815 trees, and forest-classified ground covered 20.0k–22.1k square meters. This is a genuinely deep map-wide wood reserve.

That abundance does not turn every lumber camp into a safe camp. The largest forest component remained substantial in every reviewed world, but ridges and corridors determine which edge of the canopy is exposed to a flank or can be covered by an army.

Wood is plentiful enough to reward a route-aware plan. Take the nearby line that supports your current army movement rather than drifting toward an isolated patch simply because the total map supply is high.
05 Economy

Gold Mines

All 30 reviewed worlds contained 48,000 gold in ten mines: four 3,000-gold medium mines and six 6,000-gold large mines. The two nearest medium mines per world sat 21.6–24.7 meters from a player start; the larger reserves extend into the broader contested field.

Every observed mine lay on rocky terrain. That makes the gold total stable in this cohort, but it does not make access stable: a ridge line can make a comparable mine an easy hold in one world and an exposed commitment in another.

Secure gold by corridor, not by count. A large mine that shares a defended pass with a settlement or food route is more valuable than a nominally similar reserve reached through a separate opening.
06 Objectives

Settlements & Map Control

All 30 reviewed worlds contained five neutral settlements. Nearest-player distance ranged from 64.0 to 120.1 meters, with a 91.8-meter mean and 102.3-meter median across all placements.

The recurring pattern is several route-bound opportunities rather than a formal ownership split. Settlements frequently sat close to rocky terrain and within the mountain-forest network, so the best first expansion is the one your army can actually reinforce.

Five settlements make vision and route control unusually valuable. A scout that identifies the reachable pair can save an army from contesting an expansion that is closer on paper but cut off in practice.
07 Objectives

Relics

The cohort contained four relics in 27 worlds and three in the other three. Nearest-player distance ranged from 62.1 to 189.4 meters, while pairwise relic spacing ranged from 54.6 to 320.4 meters.

Relics tended toward the interior-to-outer mountain network rather than a simple mirrored allocation. Their frequent proximity to rocky terrain means a relic search often doubles as a check of the passes around the next gold or settlement contest.

Sources & methodology

Cloud Forest's current stock script is protected, so this overview does not invent script counts, placement rules, or probabilities. Prostagma analyzed 30 unique current-build Standard-size 1v1 worlds from build 606844. Observed minima and maxima are cohort endpoints, not hidden-script limits; observed frequencies are not probabilities; and generated worlds cannot reveal inaccessible branches or failed placement attempts. The approved overhead illustrates one seed, while strategic conclusions are Prostagma's interpretation of the observed recurring structure.

  • Official game stringQuoted game copy
  • Generated-world observationIndividual generated-world facts
  • Multi-world empirical evidenceRanges and frequencies across unique generated worlds
  • Documented heuristicReproducible grouping or distance interpretation
  • Scenario Editor observationScenario Editor totals and layout
  • Strategic analysisPlayer-facing interpretation

Cloud Forest · Mountain forest layout · Standard 1v1 example

Analytical overhead view of stock Cloud Forest showing opposing bases, broken rocky ridges across the interior, passable corridors, and dense forest around much of the map edge.

One generated Cloud Forest world shows the recurring large mountain-forest field: ridges break movement into corridors while dense canopy frames the exterior. Exact terrain and resource positions vary by world.

Prostagma? is unofficial fan work and is not affiliated with Microsoft, World’s Edge, Xbox Game Studios, or the Age of Empires/Age of Mythology teams.