Prostagma? Age of Mythology: Retold tools
All Map Overviews

Ranked Random Map · Standard 1v1

Giza

“A vast desert surrounds pockets of resource-rich, fertile land in the land of the Pyramids. Small forests are few and will be fought over dearly.”
Map Scale Average 270 × 270 m

Giza covers 72,900 square meters, exactly the complete 20-map Standard median and about 3% below the mean. Its fertile islands of economy make the average footprint feel more segmented than the open desert first suggests.

Food Plentiful & Pocketed Food: Plentiful & Pocketed; editorial rating 4 of 5

Opening hunt varies among gazelle, zebra, or hippopotamuses; four settlement oases add rhinoceroses, two bonus oases add gazelle, and zebra at 55–80 meters lead into 16–34 goats and outer hyenas. Initial food runs from 13.2k minimum through 18.2k expected to 23.75k maximum.

Wood Limited & Oasis-Bound Wood: Limited & Oasis-Bound; editorial rating 2 of 5

Giza can generate twenty-two 50–70-tile palm forest areas, all inside fertile oases: six paired near the starts and sixteen more on the two players' sides of the map, plus stragglers and six scattered palms. Forest shape and tree density keep the total variable.

Gold Variable & Desert-Side Gold: Variable & Desert-Side; editorial rating 3 of 5

Each player has a 3k mine at 21–25 meters, a 6k mine around 50–70 meters, and two or three 6k mines beginning at 70 meters. The complete mine layout contains 42k minimum, 48k expected, and 54k maximum gold, with later reserves outside fertile pockets.

01 Article

Overview

Giza is an average-scale land map built from a sharp economic contrast: fertile green pockets carry palm forests and much of the food, while open desert holds the routes, later mines, relics, cliffs, and pyramids between them. Despite the name, these oases contain no water or fish.

Each player begins in a large home oasis. Two expansion settlements create two more fertile pockets per player, and one bonus oasis per side carries extra gazelle. Gold moves in the opposite direction: the opening mine is green-side, but every close and outer large mine must sit beyond the oasis boundary.

Wood and safe food pull armies toward the fertile pockets; long-term gold and relics pull them back into open desert. Giza's central tension is controlling both sides of that boundary.
02 Layout

Fertile Oases & Cliffs

Standard 1v1 is designed around eight fertile areas: one large home oasis per player, a smaller oasis using half as much map area around each of four expansion settlements, and one 400–450-tile bonus oasis on each player's side of the map. The two bonus pockets stay 15 meters from the map edge and away from the other oases and King of the Hill.

A shared 50/50 roll selects the cliff package. One branch creates two 100–150-tile cliffs per player, four small cliffs total; the other creates one 200–300-tile cliff per player, two large cliffs total. They stay on their corresponding player's side of the map, 30 meters from other cliffs, 20 meters from buildings, and at least 12 meters outside oasis edges.

Fertile-pocket layout · Standard 1v1 example · large-cliff branch Click to enlarge
Fertile oases concentrate wood and much of the food while later gold, relics, and travel lanes occupy the surrounding desert. This example shows the two-large-cliff branch; the alternate branch can generate four smaller cliffs. Representative Standard 1v1 generation of the large-cliff branch; the four-small-cliff branch has no separate approved capture.

This overhead shows the two-large-cliff branch. The fertile-pocket count and economy rules still apply in the four-small-cliff branch, but cliff density and desert routes change; one capture should not be read as universal object placement.

03 Resources

Food

Opening package

One shared one-third roll gives both players seven to eight gazelle, six to seven zebra, or three to four hippopotamuses. The hunt stays at least 4 meters inside the home-oasis edge. Each player also receives four to six berry bushes and four to six chickens at least 4 meters inside that edge, plus two to five player-owned goats. Across both starts, the package supplies 5,000–7,500 initial food.

Settlement and bonus-oasis hunt

Each expansion-settlement oasis receives one group of one to two rhinoceroses: four groups and 2,600–5,200 food across the map. They remain 12 meters from the settlement, at least 50 meters from player starts, and at least 12 meters inside the fertile edge.

Each player's bonus oasis carries five to nine gazelle at least 8 meters inside its edge, adding 2,000–3,600 map food. The oasis belongs to that player's side of the map, but its exact position on that side changes by seed.

Close zebra, goats, and hyenas

One symmetric group of five to eight zebra per player sits 55–80 meters from its player's base and at least 55 meters from every start. The pair lies at least 8 meters outside fertile edges and outside tower and settlement safety, with at least 50 meters between the two group locations. It provides 2,500–4,000 food.

Beyond the two-to-five starting goats, each player receives two to four oasis groups of two goats at 50–80 meters and another one or two two-goat groups beginning at 70 meters with no maximum. Both later packages stay outside tower vision and use 50-meter spacing. Together these placements can put 16–34 goats on Giza.

Hyenas form one to three groups of two to three per player. They begin at least 70 meters from every start with no maximum, lie at least 12 meters outside fertile edges, and stay outside tower and settlement safety. Their 500–2,250 carcass food is finite but less dependable than ordinary hunt.

PackageFood on mapPlacement
Opening hunt, berries, chickens4.8k–7kInside home oases; at least 4 meters from edge
Settlement rhinoceroses2.6k–5.2kFour expansion oases; 50+ meters from starts
Bonus-oasis gazelle2k–3.6kOne player-side pocket each; 8 meters inside edge
Close zebra2.5k–4k55–80 meters; outside fertile pockets
All goats at initial value800–1.7k16–34 goats from start to outer oases
Hyenas500–2.25k70+ meters; desert-side predators
Initial finite food ranges from 13,200 to 23,750, with a weighted expected value of 18,200. The total includes goats at their 50-food initial value and hyena carcasses. Fully fattened goats hold 4,800–10,200 food instead of their 800–1,700 initial value.
04 Resources

Wood

Giza can generate six symmetric starting palm forests, three per player, then eight more forest areas on each player's side of the map. The twenty-two forests each cover 50–70 tiles, stay at least 22 meters from other forests, and must fit inside fertile oasis terrain.

Forests avoid impassable ground, Town Centers, and farm-capable settlement space; the sixteen later forests also stay clear of owner paths. Starting stragglers and three scattered palms per player add local wood. Varying forest shape and tree density prevent a fixed tree or wood total, and the oasis restriction keeps this timber strategically concentrated.

05 Resources

Gold Mines

Starting reserves

Each player receives one medium mine worth 3,000 gold at 21–25 meters from the start, inside the home oasis and at least 4 meters in from its edge. These two mines provide the map's 6,000 protected opening gold.

Close expansion reserves

One large mine per player is paired symmetrically 50–70 meters from that player's start and at least 55 meters from every start. The pair sits at least 12 meters outside oasis edges and outside tower vision and settlement ranges. The two mines stay at least 50 meters apart and provide 12,000 gold.

Outer reserves

Two or three more large mines per player begin at least 70 meters from that player's start and every player start, with no maximum distance. They remain at least 8 meters outside oasis edges, stay beyond tower and settlement safety, and use symmetric pairing while remaining at least 50 meters apart.

Large mines hold 6,000 gold each. The four-or-six outer mines carry 24,000–36,000 gold, so the main long-term reserves sit in open desert instead of the green pockets that hold wood and food. A complete layout contains 42,000–54,000 gold, with 48,000 expected.

06 Map Control

Settlements & Map Control

Each player receives one symmetric backward settlement at 80–100 meters and one symmetric aggressive settlement at 90–120 meters. Both avoid tower vision, the map edge, and 40-meter corner zones; the aggressive site also avoids King of the Hill.

Each successful site creates a fertile oasis and its one-to-two-rhinoceros group. A settlement therefore controls more than build space: it anchors scarce palm forest, food, and a green staging point beside the desert lanes where large mines and relics lie.

07 Map Control

Relics

Standard 1v1 attempts to place two relics per player, four total. Every relic begins at least 70 meters from that player's base and every player start, with no maximum distance, and relic locations stay at least 70 meters apart.

Relics remain at least 8 meters outside oasis edges and avoid impassable ground, tower vision, settlement ranges, and the map edge. They are not paired symmetrically or confined to one player's side of the map, placing them among the exposed desert routes rather than the fertile economy pockets.

Sources & methodology

Values describe current stock Giza at standard-size 1v1. Counts, probabilities, and inline placement distances come from the current stock map script and canonical resource data; shared helper constants absent from the supplied archive remain unnumbered. Calculations follow the two executed close-goat placement calls rather than the unused bonus-goat definition, and requested ranges assume successful placement. The canonical 270 × 270 workbook row and approved overhead show stock examples; the non-stock 282 × 282 comparison row and duplicate capture are excluded.

  • 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

Giza · Fertile-pocket layout · Standard 1v1 example · large-cliff branch

Analytical overhead view of stock Giza showing two opposing green player oases, smaller fertile settlement and hunt pockets, palm forests, two large cliffs, and two pyramids across open desert.

Fertile oases concentrate wood and much of the food while later gold, relics, and travel lanes occupy the surrounding desert. This example shows the two-large-cliff branch; the alternate branch can generate four smaller cliffs.

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.