Overview
Budapest Recalibrated is a square Greek-temperate water map where four broad ponds enter from the map edges and leave the middle as the primary land contest. Players are placed on an axis that can rotate between generations, so the visible orientation changes without changing the four-sided water structure.
The confirmed Scenario Editor figure of 20,020 Food is one observed editor total. It is not treated as finite land Food: mahi fishing is renewable and is reported separately.
Water & Fishing
Each of the four ponds pushes inward from one map edge, creating water approaches from north, south, east, and west while central land remains open and player base areas stay clear. The source does not define a permanent central crossing, island, or shallow route; use the overhead as one example of the shore geometry rather than a universal layout.
Budapest requests 32 renewable mahi: two at each of sixteen positions arranged along four near-edge water rows. The rows belong to the four water approaches rather than to player-owned fishing packages. Their completed spacing and shore position vary by generated map, so they are a renewable water economy rather than a fixed finite Food capacity.
Food
The documented finite land-Food core runs from 12,400 to 22,700, with 17,550 expected, from opening hunt, chickens, berries, the shared goat-or-pig herd type, close hunt, and deer layers. It deliberately excludes renewable mahi and separately unvalued predator detail. All land packages avoid water and impassable land; the current workbook's 20,020 Food is retained as a Scenario Editor observation rather than forced into this land-only calculation.
| Package | Map total | Geography |
|---|---|---|
| Opening hunt | 6–10 deer plus 4–6 aurochs, or 6–10 deer plus 6–8 boar | Near each start and tower-safe |
| Close & later hunt | Boar, deer, or aurochs; paired deer layers | 55–120 m, coordinated by the shared side |
| Berries & herdables | Variable berries and shared goat-or-pig groups | Opening and later land economy |
| Predators | Land-only carcasses | Outer scouting layer |
Wood
Each player receives three 75–85-tile starting oak forest requests, followed by twelve global player-area forest requests. Forests avoid water by 6 m, use a 12 m water-origin clearance, stay clear of settlements and Town Centers, and are held 25 m apart. The 190,411 Wood workbook value is one seed observation, not a promised total.
Gold Mines
A complete 1v1 layout requests 66,000 Gold: one 3,000-Gold opening mine per player, two paired 6,000-Gold close layers, and three paired 6,000-Gold outer mines per player. Close mines occupy 50–70 m and 70–80 m bands; outer mines begin at 70 m. The observed 66,000 Gold exactly matches that complete source request.
All later Gold avoids water, impassable terrain, tower safety, settlement space, corners, and other Gold by 55 m. The 55 m mutual separation is the gameplay-relevant 1.4 change from the earlier 50 m rule.
Settlements & Map Control
Each player has a first settlement at 55–75 m and a second at 75–100 m. One shared side choice determines whether the paired objectives read together or across the map; the first/second defensive and aggressive relationship adjusts with that choice. Both avoid edges, tower safety, corners, siege-ship range, and water-sensitive settlement space.
Relics
Four relics are attempted, two per player. They begin at least 80 m from starts, seek 80 m separation, and avoid water, impassable land, tower safety, and settlement space. They are inland scouting objectives rather than a substitute for pond control.
This overview reads the current Gameathlon Athens 1.4 Budapest XS/XML and checks it against one user-confirmed 1.4 Scenario Editor workbook row and overhead. It supports dimensions, requested object packages, water relationships, documented placement bands, and the complete Gold request. It does not turn renewable fish into finite Food, guarantee constrained placements, or treat one overhead as every seed.
- 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