Overview
Midgard Recalibrated keeps the large frozen naval continent and its surrounding sea, but the tournament layout can bite additional paired water areas into the continent edge. The result is still one shared mainland and one connected outer sea, yet coastline control is less uniform and the shore is more important to both land movement and fishing access.
The map is still a naval map first. Land Food is substantial but variable; the renewable salmon layer is separate, and control of docks, shore walrus, and fishing water decides how safely that economy can be used.
Water & Fishing
The outer sea remains continuous around the central continent. For Standard-size 1v1, the tournament map also attempts one or two paired water cuts per player side, away from both starts and the center. Treat their exact shape as variable rather than assuming a permanent channel or island from this example overhead.
Each player has three salmon just beyond the coast behind the base. Five or six paired shoreline salmon groups add three fish each within 8–35 m of land, and three or four paired single-salmon locations sit farther out. Fish groups stay 45 m apart; the farther locations use an additional 58.5 m spacing rule. The map therefore calls for 42–50 renewable salmon, not a fixed finite Food total.
Food
Initial finite land Food ranges from 16,200 to 29,450, with about 22,663 expected. It includes cows at their generated value and predator carcasses, but excludes renewable salmon. The reviewed tournament generation recorded 24,740 Food, inside that source-supported range.
| Package | Map total | Geography |
|---|---|---|
| Opening | 8 boar; 8–12 berries; 8–12 chickens; 2–6 cows | Protected base economy |
| Shore walrus | 6–12 close; 8–14 outer | 4–16 m inland from shore; close layer 60–90 m, outer layer 80 m+ |
| Inland hunt | 8–18 deer; 8–18 elk or caribou | At least 60 m from every start, outside tower and settlement safety |
| Later cows & predators | 2–8 more cows; wolves or bears | Cows from 50 m; predator food from 70 m+ |
Wood
Each player receives four 70–90-tile starting forest areas, then six later player-side forest-area requests. Forests avoid settlements and starting Town Centers; their origins stay 18 m clear of water, while their finished areas stay 6 m clear. The reviewed example contained 156,208 Wood, an observation rather than a fixed total.
Gold Mines
Gold ranges from 42,000 to 54,000, with 46,800 expected. Both players receive one 3,000-Gold opening mine, a paired 6,000-Gold close mine at 55–70 m, and a paired 6,000-Gold defensive mine from 65 m. Every game adds a paired forward large-mine layer from 70 m; a shared 40% roll adds one further aggressive pair.
Those mines avoid water by 16 m, tower safety, settlement space, and each other by 55 m. The reviewed historical map recorded the 42,000-Gold floor. The placement system attempts these locations; constrained placements are not a promise that every individual mine completes.
Settlements & Map Control
Each player receives a backward settlement at 60–80 m and an aggressive settlement at 70–90 m. Both avoid the coast edge, tower safety, and siege-ship range. One shared same-side or opposite-side roll coordinates both settlement pairs, the major Gold layers, shore walrus, deer, inland hunt, and player-side fish geometry.
Relics
Four relics are attempted, two per player. They begin at least 60 m from every start, remain 80 m apart, and avoid water by 16 m as well as tower and settlement safety. They are a separate inland scouting layer, not a substitute for shore control.
How this differs from the Standard Maps version
The tournament map keeps Standard Midgard's 318 × 318 m footprint, outer sea, land Food range, two settlements per player, and four relics. Its strategic recalibration is a less uniform continent edge: one or two mirrored pairs of water cuts, for two or four cuts total, can reshape the coast; starting forests rise from six to eight, and later forest requests rise from ten to twelve.
Gold moves from Standard's 30k–54k, 42k-expected spread to 42k–54k with 46.8k expected, so the low-resource outcomes disappear. Fishing changes from 44–50 mixed salmon-and-herring objects to 42–50 salmon with wider 45 m spacing and a distinct farther-water layer. The coordinated tournament side makes paired objectives easier to read; snow assets, decoration, and lighting are presentation work rather than a new economy.
This overview compares the current Gameathlon Athens 1.4 Midgard rules directly with the current Standard Midgard rules, then checks the tournament economy and layout against one confirmed 1.3 Standard-size 1v1 Scenario Editor generation and its overhead. It supports the stated dimensions, resource ranges, water relationships, distances, and shared-side behavior. It cannot prove that every constrained placement completes, and one overhead cannot establish universal coastlines or resource positions. The water-control and map-control conclusions are Prostagma interpretation of the documented layout, not a claim about 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