Overview
Blue Lagoon Recalibrated is a compact desert tournament map organized around a common flank. The two players' lagoons, expansion settlements, close and outer Gold, and four major hunt packages all follow the same side assignment. The result is a competitive-fairness treatment: both economies read from the same structural cue instead of having major systems pull toward unrelated sides.
That coordination does not make the map rigid. Lagoon shape, requested cliffs, and individual resource positions still vary from game to game, so local routes and access need scouting.
Read the shared flank early: it connects the most important expansion sites, contested hunt, and long-term Gold, while independent cliff requests and local variation keep scouting essential.
Lagoons & Cliffs
Standard-size 1v1 requests either three or four 250–300-tile lagoons. Each player receives one paired lagoon; a third bonus lagoon is added when that pair uses the same flank. When the pair uses opposite flanks, a 50% roll may add a fourth. This safeguard prevents the cramped four-lagoon outcome in which both player lagoons already occupy the same side.
Up to ten raised cliff areas are attempted independently, each with two ramps and six meters of height. They stay 50 m from every start and 25 m from one another, while avoiding water, buildings, and starting forests. The source can stop after a failed origin search, so an intended cliff is not a promise of a completed cliff in every seed.
Food
The complete initial finite-Food envelope is 14,650–26,800, with about 20,515 expected. This includes predator carcasses and six to twenty-two goats at their generated 50 Food each, but no fish. Those goats can instead hold 1,800–6,600 Food when fully fattened.
| Package | Per player | Geography |
|---|---|---|
| Opening | 4 giraffe; 4–6 berries; 4–6 chickens; 1–3 goats | Inside the opening economy |
| First close hunt | 4–6 zebra, 6–8 gazelle, or 3–4 giraffe | 55–85 m; one shared one-third species roll |
| Second close hunt | 1 elephant or 1–2 rhinos, plus 2 gazelle | 65–95 m; one shared 50/50 heavy-hunt roll |
| Third hunt | Zebra/gazelle/giraffe combination | 75–105 m; one shared three-way roll |
| Outer heavy hunt | 1–2 elephants or 1–3 rhinos | 85 m or farther; one shared 50/50 roll |
| Outer support | 5–9 berries; 3–8 more goats; 1–2 predator groups | Berries/predators 80 m+; goats from 50 m+ |
Food may sit only 4 m from lagoon water and 4 m from impassable terrain. Those tighter clearances make cliff and shoreline edges more economically relevant than on the Standard map. Major hunt packages follow the shared flank, but individual positions retain substantial radial and angular variation.
Wood
Each player receives four 75–80-tile starting forest areas, and eighteen additional forest areas are distributed beyond the starts: twenty-six requests overall. Starting stragglers and ten scattered palms per player supplement them. Forest areas stay 28 m apart, 10 m from impassable land, and 6 m from water.
Forest area does not determine an exact tree count, so there is no fixed theoretical Wood total. The reviewed 1.4 Scenario Editor generation contained 174,009 Wood; that is an example, not a guaranteed value.
Gold
The full layout requests exactly 54,000 Gold. Each player starts with one 3,000-Gold mine, gains one 6,000-Gold close mine at 65–80 m, and has three 6,000-Gold outer mines beginning at 80 m. Close and outer mines respect the shared flank and 55 m requested-position separation.
Later Gold remains outside tower vision and settlement space, clears water, and can approach impassable terrain to 6 m. The reviewed 1.4 generation recorded the full 54,000-Gold request.
Settlements & Map Control
Each player has two expansion settlements. The first sits 60–75 m from its player; the second sits 65–90 m away. Both pairs follow the common flank, avoid tower vision and map corners, and use wider pair separation than the underlying Standard placement. The first pair also stays 16 m from the bonus lagoon.
Relics
Four relics are requested, two per player. Each begins at least 80 m from its associated start and every other start, with 80 m requested-position separation. Relics avoid water, impassable ground, tower vision, settlement space, and the map edge.
How this differs from the Standard Maps version
The tournament map now returns to the Standard 254 × 254 m footprint. Its major geography is still coordinated through one shared flank: both settlement pairs, lagoons, close and outer Gold, and all four major hunt packages. Standard Blue Lagoon lets those systems choose more independently.
Food-to-water clearance falls from 8 to 4 m, Food-to-impassable clearance from 6 to 4 m, and Gold-to-impassable clearance from 8 to 6 m. The tournament pond safeguard also prevents four lagoons when both paired player lagoons already use the same side. Its current cliff system instead makes independent requests with tighter mutual spacing, so the stronger objective coordination does not make every terrain feature paired or perfectly mirrored.
This overview compares the current Gameathlon Athens 1.4 Blue Lagoon rules directly with the current Standard Blue Lagoon rules, then checks the tournament economy against one user-confirmed 1.4 Standard-size 1v1 Scenario Editor generation and its overhead. The rules support the stated counts, branches, distances, shared-flank coordination, clearances, and requested placement behavior. They do not prove that every attempted area or object always completes, or that one overhead is a universal layout. The reviewed generation recorded 16,400 Food, 174,009 Wood, and 54,000 Gold; those are observations rather than exact generation averages. Calling the combined treatment a competitive-fairness treatment is Prostagma's interpretation of the proven shared-flank and variation mechanics, not a quoted designer statement.
- 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