Prostagma? Age of Mythology: Retold tools
All Map Overviews

Ranked Random Map · Stock Standard 1v1

Megalopolis

“Allies start close to each other and share a large defensible position. Raid your enemies at your own peril, knowing that the defender’s advantage is even larger than usual.”
Map Scale Average 270 × 270 m

Megalopolis covers 72,900 square meters, 3% below the complete 20-map Standard mean and exactly equal to the median. Its average raw scale feels denser because five expansion sites, road-marked connections, and two to four ponds organize the same space into layers.

Food Layered & Highly Variable Food: Layered & Highly Variable; editorial rating 4 of 5

A shared rhinoceros-and-zebra or hippopotamus opening leads into four independent hunt layers, outer berries, and 8–28 goats. A complete layout contains 14.05k minimum, about 21.73k expected, and 32.85k maximum initial food.

Wood Distributed Between Roads & Ponds Wood: Distributed Between Roads & Ponds; editorial rating 3 of 5

Megalopolis can generate fourteen 100–125-tile palm forests: four paired near the starts and ten more on the players' sides. Forty-meter spacing plus roads, settlements, and ponds divide them into distinct camps.

Gold High & Outer-Weighted Gold: High & Outer-Weighted; editorial rating 4 of 5

Each player has a 3k starting mine, one mirrored 6k mine at 60–80 meters, and three or four 6k outer mines at 80+ meters. A complete layout contains 54k minimum, 60k expected, and 66k maximum gold.

01 Article

Overview

Megalopolis is an average-sized desert land map whose identity comes from density, not raw dimensions. Normal 1v1 can contain five expansion settlements beyond the two starting Town Centers: one neutral site at the exact center, one close site per player, and one far site per player. Roads make the first expansion relationship visible.

The economy fills the lanes between those sites. Two to four player-side ponds can interrupt movement but contain no fish. Hunt swings from light gazelle and monkey packages to giraffes, rhinoceroses, hippopotamuses, and elephants, while most long-term gold begins at least 80 meters from every start.

Think in expansion chains rather than isolated resources. A close settlement and its road can anchor defense, but the far and central sites, outer hunt, relics, and most gold still force both players beyond that protected first layer.
02 Defining structure

Settlements & Map Control

In a normal non-King-of-the-Hill game, Megalopolis places one neutral settlement at the map center before building two player-associated tiers. The close tier attempts one symmetric site per player at 40–60 meters. The far tier attempts another at 80–100 meters. Both are biased toward the contested side of each base.

TierMap countPlayer distanceControl role
Central1 neutralExact map centerShared long-term objective
Close1 per player40–60 mFirst defensive expansion
Far1 per player80–100 mForward outer control

Close and far sites remain at least 35 meters from every start and 70 meters from existing settlements. They avoid the edge and starting-tower vision; far sites also avoid King of the Hill. These are placement attempts, so a cramped seed can finish with fewer than the five-site ideal.

The central site is valuable, but the two distance tiers define the real defensive advantage: taking the first expansion does not automatically secure the outer gold, relics, or far settlement.
03 Layout

Roads & Ponds

Proven road relationships

After each close settlement position is accepted, Megalopolis builds a path from that site to its owner's starting Town Center and paints road terrain along it. Road terrain also marks the ground beneath accepted close, far, and central settlement sites, so the network helps players read the intended expansion chain.

A separate team-connection system keeps half-tile roads 4 meters from water and trees and 6 meters from berries and gold. In 1v1, each team contains only one player, so no additional ally-to-ally road count or topology is claimed here.

Fishless player-side ponds

One shared roll selects one or two ponds per player, for two to four across the map. Each 375–400-tile pond belongs to a player's side, stays at least 60 meters from every start, 40 meters from settlements and other ponds, and inside a 16-meter edge margin.

The ponds contain no scripted fish and support no water-food package. Their economic importance is indirect: they consume build space, bend access between forests and outer resources, and can narrow an otherwise open desert approach.

Settlement network and player-side ponds · Standard 1v1 example Click to enlarge
Road-marked close settlements extend each base toward a wider chain of far and central expansion sites while isolated fishless ponds interrupt the surrounding economy. Exact sites, roads, ponds, forests, and resources vary by seed. Representative normal Standard 1v1 generation; the settlement tiers, direct close-road endpoints, and two-to-four pond attempts are source-defined, while accepted positions and shapes vary by seed.

This overhead shows one accepted settlement-and-pond network. Exact road curves, pond count and shape, forest distribution, and every resource position vary by seed.

04 Economy

Food

A complete normal Standard 1v1 layout contains 14,050–32,850 initial finite food, with about 21,734 expected. That unusually wide range comes from the opening branch, four later hunt decisions, and their animal counts. Goats enter at their current fattening level, predators remain dangerous bonus food, and the ponds add no fish.

Opening food

PackagePer playerFood on map
Starting hunt · 50/502–3 rhinos + 1–2 zebra; or 3–4 hippos3,000–4,900 · 3,750 expected
Starting berries4–6 bushes · 25–32 m1,200–1,800
Starting chickens4–6800–1,200
Starting goats2–5 owned goats200–500 initial

The opening totals 5,200–8,400 food across the map, about 6,600 expected. Both players receive the same branch and counts. The rhinoceros-and-zebra alternative can hold more than the hippopotamus alternative, so scouting the species matters before either player commits to a timing.

Hunt layers

PackagePossible animals per playerDistanceFood on map
Close hunt · 50/503–9 giraffes or gazelles65–80 m1,200–7,200 · 3,600 expected
First outer hunt · 25% eachZebra + giraffes; zebra; giraffes; or gazelles80+ m1,600–4,500 · 2,862.5 expected
Second outer hunt · 10/40/40/103 elephants; 2 elephants; 2 rhinos; or 4 rhinos80+ m2,600–5,400 · 3,540 expected
Third outer hunt · 50/506–9 monkeys or baboons80+ m1,500–2,250 · 1,875 expected

Each row is a separate layer; the alternatives within a row are mutually exclusive. The close layer is at least 65 meters from every start, and all three outer layers are at least 80 meters away. Hunt locations remain 50 meters apart and outside water, tower vision, settlement space, edges, and other food.

Berries, herdables & predators

PackagePer playerDistanceFood on map
Outer berries5–9 bushes80+ m1,500–2,700
Close goats1–2 groups of 1–350–70 m100–600 initial
Outer goats1 group of 1–370+ m100–300 initial
Predators1–2 lion or hyena groups80+ m250–1,500

Including the opening animals, Megalopolis can contain 8–28 goats. They begin with 400–1,400 food across the map and can hold 2,400–8,400 when fully fattened. The close group count and animals per group vary independently, creating most of that range.

05 Economy

Wood

Megalopolis can generate fourteen 100–125-tile palm forest areas. Two symmetric forests per player form the starting layer, followed by five more per player in later player-side positions. Starting stragglers and twenty scattered palms add smaller sources.

Forests stay 40 meters apart, 10 meters from impassable ground, and outside Town Centers and farm-capable settlement space. They also avoid the close-settlement roads and later owner paths, helping keep expansion lanes open but splitting wood into separate camps around the settlement-and-pond network.

Forest area and tree density vary, so no exact tree count or wood total is defensible.
06 Economy

Gold Mines

A complete successful layout contains 54,000–66,000 gold, with 60,000 expected. Most of it is outer gold: each player receives three or four large mines beginning at least 80 meters from every start.

LayerPer playerDistanceGold on map
Starting1 medium mineProtected opening area6,000
Close1 large mine60–80 m12,000
Outer3–4 large mines80+ m36,000–48,000

Close mines are at least 60 meters from every start; outer mines are at least 80 meters away. Both layers remain 50 meters apart and avoid water, edges, 40-meter corner zones, tower vision, and settlement space. A close expansion can cover the first large mine, but controlling long-term gold requires the outer network.

07 Map control

Relics

Megalopolis attempts two relics per player, up to four. Every relic begins at least 80 meters from every start with no maximum distance, and relic locations remain 80 meters apart.

Relics avoid the edge, impassable ground, water, tower vision, and settlement space. They are associated with players but not explicitly mirrored, so the far settlement or central site that best supports relic control can change by seed.

Sources & methodology

Current stock megalopolis.xs/xml and standardmaps.set establish the normal Standard-size 1v1 execution path. The central settlement is omitted in King of the Hill, and larger-map settlement and hunt branches do not execute here. lib2/rm_core.xs and lib2/rm_connections.xs are absent from the supplied archive, so helper-owned defaults, retry behavior, exact settlement pair spacing, and ally-connection topology remain unnumbered. The directly visible close-settlement-to-Town-Center endpoints are preserved; no additional 1v1 ally-road guarantee is invented. Counts describe intended successful layouts and can finish lower if placements fail. The 14,050–32,850 food range uses canonical values, goats at generated value, and predator carcasses; ponds contain no fish. The workbook's 270 × 270 dimensions, 24,200 Food, 168,409 Wood, 54,000 Gold, and the approved overhead are one stock Scenario Editor seed. The older direction-package overhead and all tournament/custom variants are excluded.

  • Official game stringQuoted game copy
  • Game script inspectionPlacement rules and requested ranges
  • Derived calculationTransparent calculations from sourced values
  • Scenario Editor observationScenario Editor totals and layout
  • Strategic analysisPlayer-facing interpretation

Megalopolis · Settlement network and player-side ponds · Standard 1v1 example

Analytical overhead view of stock Megalopolis showing opposing desert bases, road-marked close settlements, farther expansion sites, a central neutral settlement, palm forests, and several isolated ponds.

Road-marked close settlements extend each base toward a wider chain of far and central expansion sites while isolated fishless ponds interrupt the surrounding economy. Exact sites, roads, ponds, forests, and resources vary by seed.

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.