Overview
Elysium is a slightly below-average lush land map whose richest expansion points create the terrain around themselves. Every large gold mine sits in a shallow pond and receives four small surrounding forest patches. At Standard 1v1 that produces eight scattered pond-and-forest systems across otherwise open grassland.
The opening economy is generous, but most later resources sit beyond tower safety. Two close hunt groups begin at least 60 meters from every start, three outer hunt groups begin at 80 meters, and 48,000 of the map's 54,000 gold belongs to the pond network. Scouting the resource pockets matters more than reading one fixed central landmark.
Gold and wood are coupled: controlling a large-mine pond also controls the small forests around it, while the open ground between pockets carries exposed food, settlements, and relics.
Ponds & Forest Rings
Elysium has one normal Standard 1v1 structure rather than a set of named layouts. The eight large-mine positions vary by seed; each position receives a shallow pond with a 20-meter requested radius, a small rocky rise for the mine, and four lush 40–50-tile forest areas around the water.
The four forest patches cluster tightly around each pond while keeping 15 meters from other pond-forest patches and 3 meters clear of water. Pond and forest areas avoid the farm-capable space around settlements. The result is a repeated resource pocket, not a single central choke point.
The view shows one generation of that repeated structure. Pond count and the four-forest package are stable Standard requests, while the pockets' exact positions and the smaller objects between them change with each seed.
Food
Opening package
Each player receives one group of seven to eight deer or gazelle, four to six berry bushes, four to six chickens, and two to four player-owned pigs. One shared 50/50 roll selects the starting-hunt species for both players, and the hunt is placed inside tower vision. Across the map, the full opening package provides 5,000–6,600 initial food.
Close and outer hunt
Close hunt uses another shared 50/50 deer-or-gazelle roll and requests two symmetric groups per player, each with seven to ten animals. All four groups begin at least 60 meters from every player start, remain outside tower vision and settlement ranges, and use 50 meters of requested-location separation. They provide 5,600–8,000 map food.
The outer package is fixed in composition: one group of seven to ten gazelle, one of seven to ten deer, and one of seven to ten crowned cranes per player. All three are placed in symmetric pairs at least 80 meters from every player start, with no maximum distance, outside tower vision and settlement ranges. Together they provide 7,350–10,500 food.
Berries and pigs
Two additional berry groups per player reuse one shared seven-to-ten-bush count. One group sits 70–100 meters from its associated start; the other begins at 70 meters with no maximum. Both stay at least 70 meters from every player start, outside tower and settlement safety, avoid water, and provide 4,200–6,000 map food.
Close pigs form two groups of one to two per player at 50–70 meters. Three more one-to-two-pig groups per player begin at 70 meters with no maximum distance. Both packages stay outside tower vision and keep requested locations 50 meters apart. With the starting pigs, Elysium requests 14–28 pigs across the map.
| Package | Requested map food | Placement |
|---|---|---|
| Opening hunt, berries, chickens | 4.8k–6.2k | Starting area; hunt inside tower vision |
| Close deer or gazelle | 5.6k–8k | 60+ meters from every start; symmetric pairs |
| Outer gazelle, deer, cranes | 7.35k–10.5k | 80+ meters; no maximum distance |
| Additional berries | 4.2k–6k | 70–100 meters plus a 70+ meter group |
| All pigs at generated value | 700–1.4k | 14–28 pigs from start to outer ring |
Initial finite food ranges from 22,650 to 32,100 across both players, with a weighted expected value of 27,375. The same 14–28 pigs provide 4,200–8,400 food when fully fattened instead of their 700–1,400 generated value. Elysium creates no predators, fish, or other renewable food source.
Wood
Most of Elysium's forest count follows the large mines. Each of eight ponds receives four 40–50-tile forest-area requests, creating 32 small forest patches around the gold network. Their exact tree count varies because the map allocates forest area rather than a fixed number of olive trees.
The openings add six larger 50–75-tile forest areas, three per player, paired symmetrically in 1v1. These six forests stay 30 meters from one another and from the pond forests, while avoiding town centers and farm-capable settlement space.
Starting stragglers and ten scattered olive trees per player supplement the 38 forest-area requests. Forest area does not imply a fixed tree or wood total: stragglers and scattered trees add to the forests. The distributed structure makes wood abundant, but a large share is attached to the same exposed pockets as long-term gold.
Gold Mines
Starting reserves
Each player receives one medium starting mine worth 3,000 gold. It uses the normal bounded starting-gold band, avoids the map edge and tower conflicts, and is forced near a starting tower. These two mines provide the map's 6,000 safer opening gold and do not receive ponds.
Close expansion reserves
One large mine per player is paired symmetrically 55–65 meters from its associated start and at least 55 meters from every player start. It has a forward bias, stays outside tower vision, remains at least 30 meters from settlements, and avoids the map edge and its 40-meter corner zones. The pair provides 12,000 gold.
Outer reserves
Three more large mines per player begin at least 75 meters from the associated start and every player start, with no maximum distance. They use independent per-player placement rather than symmetric pairing, while retaining the same tower, settlement, edge, corner, and gold-spacing rules. Their requested locations remain 60 meters apart.
Large mines hold 6,000 gold each. The close pair and six outer mines form all eight pond systems and carry 48,000 of the map's fixed 54,000 gold; the outer package alone holds 36,000. Most long-term reserves therefore sit in exposed, forest-framed control points rather than near the opening towers.
Settlements & Map Control
Each player receives two expansion settlements. The first is paired symmetrically 60–80 meters from the start with a backward bias; the second is paired 80–120 meters away with an aggressive bias. Both remain outside tower vision and avoid the map edge and its 40-meter corner zones.
Because pond and forest construction leaves farm-capable space around settlements, the sites occupy the open lanes between resource pockets. The backward site supports a safer second base; the farther site reaches toward the pond mines, outer food, and crossing routes that decide map control.
Relics
Standard 1v1 requests two relics per player, four total. Every relic begins at least 80 meters from its associated player and every player start, with no maximum distance, and requested relic locations stay 80 meters apart.
Relics avoid water, tower vision, settlement ranges, and the map edge. Their locations are neither paired symmetrically nor confined to a player or team area, so they occupy contestable dry ground between the pond systems rather than protected openings or the shallow water itself.
Values describe current stock Elysium at standard-size 1v1. Exact ranges and inline placement distances come from the current stock map script and canonical game data; shared helper constants that are absent from the supplied archive are left unnumbered. The Scenario Editor total and overhead show one stock seed, while strategic notes interpret how the reviewed geography affects play.
- 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