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.
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.
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.
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
| Package | Per player | Food on map |
|---|---|---|
| Starting boar | 4 | 3,200 |
| Starting berries | 4–6 bushes | 1,200–1,800 |
| Starting chickens | 4–6 | 800–1,200 |
| Starting cows | 1–3 owned cows | 150–450 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
| Package | Per player | Distance | Food on map |
|---|---|---|---|
| Player-side shore walrus | 3–6 | 60–90 m | 3,000–6,000 |
| Close deer | 4–9 | 60–70 m | 1,600–3,600 |
| Outer shore walrus | 4–7 | 80+ m | 4,000–7,000 |
| Outer inland hunt · 50/50 | 4–9 elk or caribou | 70+ m | 1,600–3,600 |
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.
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 layer | Successful-layout count | Shore relationship | Distribution |
|---|---|---|---|
| Near-base salmon | 2 groups · 6 salmon | 10–13 m offshore | 3 behind each base |
| Player-side salmon | 10–12 groups · 30–36 salmon | 10–30 m offshore | 5–6 mirrored groups per player |
| Deep-water herring | 8 single fish | 30+ m offshore | Neutral 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.
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.
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.
| Layer | Per player | Distance | Gold on map |
|---|---|---|---|
| Starting | 1 medium mine | Protected opening area | 6,000 |
| Close | 1 large mine | 55–70 m | 12,000 |
| Outer | 1–3 large mines | 70+ m | 12,000–36,000 |
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.
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.
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.
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