Prostagma? Age of Mythology: Retold tools
All Map Overviews

Ranked Random Map · Stock Standard 1v1

Midgard

“Waters abundant with life surround a frozen mainland with little food to offer. Competition over fish will be heated, but raids over the short distance between bases are just as likely.”
Map Scale Large 318 × 318 m

Midgard covers 101,124 square meters, 34.5% above the complete 20-map Standard mean and 38.7% above the median. Only half of that field is intended land, however: both players share one central continent while the surrounding sea carries a second economy.

Food Variable Land Food & Major Fishing Food: Variable Land Food & Major Fishing; editorial rating 5 of 5

Land provides 16.2k minimum, about 22.66k expected, and 29.45k maximum initial food, much of it on the coast. Separately, a complete layout attempts 44–50 renewable salmon and herring objects across 20–22 near-base, coastal, and deep-water locations.

Wood Distributed Inland Forests Wood: Distributed Inland Forests; editorial rating 3 of 5

Midgard can generate sixteen 70–90-tile forest areas: six paired near the starts and ten more on the players' sides. All stay 16 meters from water, so the coastline does not provide safe shoreline wood.

Gold Low Floor & Wide Range Gold: Low Floor & Wide Range; editorial rating 3 of 5

Each player has a 3k starting mine and one mirrored 6k mine at 55–70 meters, then one to three 6k outer mines. A complete layout contains 30k minimum, 42k expected, and 54k maximum gold.

01 Article

Overview

Midgard is a large naval continent map, but its strategic space is split in two. Both players start on one irregular frozen mainland, close enough for direct land pressure, while a continuous sea surrounds the coast and supports a much larger long-term food economy than the land total alone suggests.

Land food is neither absent nor trivial. Safe opening boar is followed by deer, inland elk or caribou, two separate shoreline walrus layers, cows, and predators. The catch is exposure: the heaviest dependable packages sit 60 meters or more from every start, and much of the walrus food lies within 4–16 meters of shore.

Treat land pressure and water control as one problem. Raiding the coast can deny walrus, docks, and access to renewable fish at the same time, while a player who abandons water must live inside a highly variable finite land-food budget.
02 Layout

Coastline & Water

The map begins as sea and raises one central continent over half of the total area. Both bases sit on that mainland on a circular arrangement calculated with a 40-meter allowance inside the continent's equivalent edge. The coast itself is irregular: height noise, one to two land blobs per player, and a smoothed 15-meter edge change its exact outline every seed.

There are no scripted islands, dividing channels, straits, bridges, internal lakes, or alternate orientations. The intended geography is one connected landmass inside one connected outer sea. A seed can create broader capes or deeper bends, but the overhead should not be read as a universal coastline.

Frozen continent and surrounding sea · Standard 1v1 example Click to enlarge
One frozen mainland holds both bases while a continuous outer sea supports coastal and deep-water fishing. Coast shape, ice patches, forests, resources, settlements, relics, and fish positions vary by seed. Representative Standard 1v1 generation; the one-continent/surrounding-sea structure is source-defined, while the exact shoreline and every placement are seed-specific.

Two 100–150-tile ice patches can appear on land, at least 60 meters from every start and 16 meters from water. They add visual and terrain variation without forming a second water route or a crossing.

03 Land economy

Food

A complete Standard 1v1 layout contains 16,200–29,450 initial finite food on land, with about 22,663 expected. That number includes walrus, cows at their current fattening level, and predator carcasses. It deliberately excludes salmon and herring, whose renewable supply is covered separately.

Opening food

PackagePer playerFood on map
Starting boar43,200
Starting berries4–6 bushes1,200–1,800
Starting chickens4–6800–1,200
Starting cows1–3 owned cows150–450 initial

The opening contributes 5,350–6,650 food across the map, about 6,000 expected. Both players receive the same berry, chicken, and cow counts. The boar remain inside the protected starting-tower area.

Shore and inland hunt

PackagePer playerDistanceFood on map
Player-side shore walrus3–660–90 m3,000–6,000
Close deer4–960–70 m1,600–3,600
Outer shore walrus4–780+ m4,000–7,000
Outer inland hunt · 50/504–9 elk or caribou70+ m1,600–3,600

Both walrus layers stay 4–16 meters inland from the shoreline. The first is at least 60 meters from every start; the second is at least 80 meters away. Deer are at least 60 meters from every start, and the elk-or-caribou layer is also kept 60 meters from every start even though its associated search begins at 70. All four packages remain 50 meters apart and outside tower vision and settlement space.

Cows & predators

Starting and outer packages can produce 4–14 cows. They enter with 300–1,050 food across the map and can hold 1,600–5,600 when fully fattened. Outer cows begin 50 meters from the associated start; their group count and cows per group vary independently.

At 70 meters or farther from every start, one shared branch adds arctic wolves or polar bears. One or two groups per player contribute 500–2,000 carcass food, about 1,125 expected. This is dangerous bonus food, not a substitute for dependable hunt.

04 Water economy

Fishing

Fishing is a primary economic system on Midgard. If every placement succeeds, the sea contains 44–50 renewable fish objects across 20–22 separate locations: 36–42 salmon in grouped coastal layers and eight single herring farther out.

Fishing layerSuccessful-layout countShore relationshipDistribution
Near-base salmon2 groups · 6 salmon10–13 m offshore3 behind each base
Player-side salmon10–12 groups · 30–36 salmon10–30 m offshore5–6 mirrored groups per player
Deep-water herring8 single fish30+ m offshoreNeutral global water

The near-base group is angled behind each start, giving both players an intended first coastal foothold without fixing its exact travel distance. The next five or six three-salmon groups per player remain in player-side water, begin at least 30 meters from the associated start, and stay 32 meters from other fish.

The eight herring are the most exposed layer. They sit at least 30 meters offshore, stay 32 meters from other fish, and have no player-side association. These placements are less controlled than the salmon groups and can fail without replacement.

Every salmon and herring spot has unlimited supply. Counting the nominal 10 Food stored on each object would badly misstate the economy: there is no finite fish-food total to add to the land figure. What matters is how many spots complete, where docks can safely work, and who controls the surrounding sea.
05 Economy

Wood

Midgard can generate sixteen 70–90-tile pine forest areas. Three symmetric forests per player form the starting layer, and five more per player occupy later player-side positions. Starting stragglers are added twice, with ten scattered pines across the map.

Forests remain 25 meters apart and 16 meters from water. They also avoid ice patches, Town Centers, farm-capable settlement space, collisions, and—after the starting layer—owner paths. Wood therefore stays inland rather than hugging the fishing coast.

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 30,000–54,000 gold, with 42,000 expected. The range comes entirely from the outer layer: both players share one roll for one, two, or three outer large mines apiece.

LayerPer playerDistanceGold on map
Starting1 medium mineProtected opening area6,000
Close1 large mine55–70 m12,000
Outer1–3 large mines70+ m12,000–36,000

Close mines are at least 55 meters from every start; outer mines are at least 70 meters away. Both layers remain 50 meters apart, 16 meters from water, and outside tower vision and settlement space. Long-term gold is therefore exposed inland rather than protected by the coastline.

07 Expansion

Settlements & Map Control

Standard 1v1 is designed around two expansion settlements per player. The first sits 60–80 meters away with a rearward bias, while the second sits 70–90 meters away with an aggressive bias toward contested space. Both pairs are symmetric.

The rearward site can pull expansion toward the outer side of the mainland, but its exact relationship to the coast depends on the seed. The aggressive site supports inland pressure over deer, gold, and the short route between bases. Both avoid edge, tower vision, and siege-ship range. Their exact separation varies with the accepted layout.

A coastal expansion can protect docks and shore walrus, while an inland expansion can secure gold and attack lanes. Scouting which settlement actually serves each role is more valuable than assuming the overhead's relationship repeats.
08 Map control

Relics

Midgard attempts two relics per player, up to four. Each begins at least 60 meters from every start with no maximum distance, and relic locations remain 80 meters apart.

Relics stay 16 meters from water and outside tower vision and settlement space. They are associated with players but are not explicitly mirrored, so access can vary even while both sides receive the same number of attempts.

Sources & methodology

Current stock midgard.xs/xml and standardmaps.set establish the normal Standard-size 1v1 execution path. lib2/rm_core.xs is absent from the supplied archive, so helper-owned opening bands, default clearances, settlement spacing, and retry behavior remain unnumbered. Counts describe intended successful layouts; placement can fail without a visible replacement. The 16,200–29,450 land-food range uses canonical resource values, cows at generated value, and predator carcasses. Salmon and herring are reported separately because their proto entries carry UnlimitedSupply; no finite fish-food total is legitimate. The workbook's 25,340 Food lies inside the land envelope but its fish-counting convention is undocumented and is not used to value water food. The 318 × 318 workbook row, 130,406 Wood, 42,000 Gold, and approved overhead are one stock Scenario Editor seed. Midgard Recalibrated, the Midgard GA row/capture, and the older direction-package overhead 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

Midgard · Frozen continent and surrounding sea · Standard 1v1 example

Analytical overhead view of stock Midgard showing two opposing bases on one irregular frozen continent, a continuous coastline, shore resources, and open sea surrounding the landmass.

One frozen mainland holds both bases while a continuous outer sea supports coastal and deep-water fishing. Coast shape, ice patches, forests, resources, settlements, relics, and fish positions 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.