Prostagma? Age of Mythology: Retold tools
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Gameathlon Athens 2026 · Recalibrated · Standard-size 1v1

Ghost Lake Recalibrated

“The sinister, frozen lake in the center of this map may never thaw, but still cannot be built upon. Scout the frozen ice and the land around it for numerous stray livestock.”
Map Scale Slightly Below Average 254 × 254 m

Ghost Lake Recalibrated remains 254 × 254 m and covers 64,516 m², the same footprint as the Standard Maps version.

Food Wide Range Food: Wide Range; editorial rating 3 of 5

12.4k–22.5k initial finite Food, with about 16.8k expected. Boar or aurochs, caribou, berries, goats, and predators range around the ice.

Wood Lake-Edge & Variable Wood: Lake-Edge & Variable; editorial rating 3 of 5

Six starting and ten outer 80–100-tile forest areas ring the lake, plus stragglers and scattered pines. The central ice contains no Wood; one reviewed 1.4 example contained 145,007.

Gold Highly Variable Gold: Highly Variable; editorial rating 3 of 5

30k–60k Gold, with 45k expected. Opening medium mines sit near the towers; two to four large mines per player are farther out on the shared side.

01 Article

Overview

Ghost Lake Recalibrated keeps the compact 254 m frozen battlefield, but gives the lake edge more structure. The central ice remains crossable and unbuildable, with no fish or Wood. Player areas, starting forests, and semi-symmetrical shoreline blobs shape the lake before settlements, cliffs, resources, and later forests fill the land around it.

The tournament map uses one random same-side or opposite-side choice to coordinate both settlement pairs, later Gold, close hunt, and far caribou. That shared direction gives each game a clearer expansion read while keeping the lake outline, resource rolls, and local routes variable.

Use the ice for movement, not ownership: the durable control points remain the shore forests, outside Gold, expansion settlements, and food around the lake.
02 Layout

Ice, Shores & Cliffs

The lake starts as an 18–18.5% central shape near the map center. Two 200–250-tile shoreline blobs are mirrored around it, then the finished ice expands around them while staying away from player areas and starting forests. That produces a semi-symmetrical lake edge rather than a fixed lake silhouette.

Forests stay at least 12 m outside the ice; Gold, opening hunt, and close hunt stay 8 m out; berries and later Wood use 12 m; and settlements stay 16 m out. These are shoreline clearances, not visual distance estimates from the overhead. The current cliffs are somewhat smaller than in the previous tournament version and still avoid player areas, shore forests, expansion areas, tower safety, and the lake edge.

Tournament frozen-lake layout · Gameathlon 1.4 · Standard-size 1v1 example Click to enlarge
One Gameathlon 1.4 generation showing the crossable central ice, protected player areas, and the lake-edge resource geography. Shoreline and completed positions vary between games. One generated example; it cannot establish universal shorelines, resource positions, or completion of every constrained placement.
03 Resources

Food

Initial finite Food ranges from 12,400 to 22,500, with about 16,812 expected. This includes goats at their generated 50 Food each and predator carcasses. The same 20–36 goats can hold 6,000–10,800 Food when fully fattened, which is separate from the initial total.

PackageMap totalGeography
Opening8 boar or 6–8 aurochs; 8–12 berries; 8–12 chickens; 4–10 goatsOpening economy near each player
Close hunt2 boar plus 2–4 aurochs, or 4–6 deer plus 2–4 aurochs60–80 m from each player; outside tower and settlement safety
Far caribou14–24 caribouOne or two groups per player, 70–100 m away, on the shared side
Later berries and goats10–18 berries; 16–26 more goatsBerries and bonus goats start at 70 m; 4–6 goats are on the ice
Predators2–12 arctic wolves or polar bears80 m or farther; opportunistic food around the ice

The close-hunt species roll is shared across both players: two-thirds boar plus aurochs and one-third deer plus aurochs. Far caribou uses a shared 60% one-group or 40% two-group roll. Those pairings and the common side make the hunt distribution easier to compare between players without eliminating variation.

04 Resources

Wood

Each player receives three 80–100-tile starting forest areas before the lake is formed. One opening forest pair is mirrored toward the aggressive side, while the other two forests per player retain local variation. Five more 80–100-tile forests are then added to each player's side, for sixteen forest areas overall. Starting stragglers and scattered pines add local Wood, but forest area does not establish a fixed tree total.

One reviewed 1.4 Gameathlon generation contained 145,007 Wood. It is an observation, not a guaranteed total.

05 Resources

Gold Mines

Gold ranges from 30,000 to 60,000, with 45,000 expected. One shared one-to-two roll gives both players the same number of 3,000-Gold opening mines near their tower arrangements. A shared two-to-four roll gives each player the same number of 6,000-Gold outer mines from 70 m onward.

The outer mines avoid the lake by 8 m, tower safety, settlement space, corners, and other Gold, and follow the same tournament side choice as the expansion settlements and major hunt. In the current rules they begin from a slightly tighter 68 m reference, but the two-mine branch uses wider 70 m mutual spacing while the three- and four-mine branches use 60 m. The reviewed 1.4 generation recorded 60,000 Gold, a high branch rather than a universal total.

06 Objectives

Settlements & Map Control

Each player has two expansion settlements: a backward site at 60–80 m and an aggressive site at 80–120 m. Both pairs avoid tower safety, corners, shore forests, and the ice by 16 m. The tournament uses the same random same-side or opposite-side choice for both pairs, so the expansion path is coordinated rather than independently assigned.

07 Objectives

Relics

Four relics appear, two per player. They begin at least 80 m from every start, avoid towers, settlements, map edges, impassable terrain, water, and cliff ramps, and keep 80 m between them. Relics can approach the ice differently from the economy packages, so they remain a separate scouting question.

08 Comparison

How this differs from the Standard Maps version

Ghost Lake Recalibrated keeps the Standard map's 254 × 254 m footprint, 12.4k–22.5k Food envelope, 30k–60k Gold range, sixteen forest areas, four relics, and no fishing. The tournament change is structural rather than a larger economy: it forms player areas and starting forests before building a variable central lake around mirrored shoreline blobs.

The tournament also coordinates both settlement pairs, later Gold, close hunt, and far caribou through one same-side or opposite-side choice. Its current smaller cliffs, paired opening-forest treatment, revised outer-Gold spacing, and slightly easier neutral-forest access change how that structure reads without changing the Food or Gold count rules. Standard Ghost Lake leaves several of those systems independent. The lake stays crossable and unbuildable in both versions.

Sources & methodology

This overview compares the current Gameathlon Athens 1.4 Ghost Lake rules directly with the current Standard Ghost Lake rules, then checks the tournament economy against one confirmed 1.4 Standard-size 1v1 Scenario Editor generation and its overhead. The comparison supports the stated dimensions, resource ranges, lake clearances, common-side behavior, and terrain relationships. It cannot prove that every attempted area or object completes, and one overhead cannot establish universal shoreline or resource positions. The reviewed generation recorded 16,100 Food, 145,007 Wood, and 60,000 Gold; Food and Gold are within their calculated ranges, while Wood remains one observation. Calling the shore resources the durable control points is Prostagma's interpretation of the documented layout, not a statement of designer intent.

  • 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

Ghost Lake Recalibrated · Tournament frozen-lake layout · Gameathlon 1.4 · Standard-size 1v1 example

Overhead view of Ghost Lake Recalibrated showing opposing snowy player areas, a broad irregular frozen lake, shore forests, settlements, cliffs, and distributed resources.

One Gameathlon 1.4 generation showing the crossable central ice, protected player areas, and the lake-edge resource geography. Shoreline and completed positions vary between games.

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.