Prostagma? Age of Mythology: Retold tools
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Ranked Random Map · Stock Standard 1v1

Mirage

“The fishing opportunities along the shores are crucial to survival in this otherwise harsh environment. Establishing vision around your ocean may help to prevent enemies from contesting your fishing grounds.”
Map Scale Wide 380 × 240 m

Mirage covers 91,200 square meters, 21.3% above the complete 20-map Standard mean and 25.1% above the median. Much of the extra width belongs to the two oceans behind the players, so the footprint is wide without being equivalent to a 380-meter pure-land map.

Food Strong Land Food & Compact Fishing Food: Strong Land Food & Compact Fishing; editorial rating 4 of 5

Land contributes 15.7k minimum, about 19.46k expected, and 23.6k maximum initial food. Separately, each player's ocean attempts three groups of three renewable mahi—nine fish per side in a complete layout.

Wood Many Small Palm Forests Wood: Many Small Palm Forests; editorial rating 3 of 5

Mirage can generate eighteen 50–70-tile palm forest areas: six paired near the starts and twelve later player-side forests, all with 8-meter water clearance.

Gold Fixed Coordinated Flanks Gold: Fixed Coordinated Flanks; editorial rating 3 of 5

A complete layout holds a fixed 54k. One shared flank decision coordinates the back settlements with all four later large mines per player.

01 Article

Overview

Mirage is a wide rectangular desert with one ocean behind each player and a long contested land field between the bases. Fishing is compact rather than abundant—nine mahi per side in a complete layout—but each player begins with an equivalent shore and three-group fishing corridor.

The inland economy is substantial but exposed. Zebra, elephants or more zebra, rhinoceroses or giraffes, cows, gold, settlements, relics, and four to six sunken gorges all occupy the central desert. A shared flank roll coordinates the backward settlements with later gold, giving each seed one coherent expansion pattern.

Your safest-looking shoreline is not a private economy. The fish are close to the side coast in layout terms, but there are only three groups, so early vision and dock defense matter before pressure arrives across the wide land axis.
02 Layout

Rectangle & Player-Side Oceans

Standard 1v1 is genuinely rectangular at 380 × 240 meters. The players sit at the quarter and three-quarter points of the long center line. One ocean occupies the short edge behind the left player and an equivalent ocean occupies the opposite short edge behind the right player.

Each ocean targets 10% of the map and grows around the middle 30% of its side edge, forming a localized coast rather than water along the full north-south boundary. There are no scripted islands, channels, bridges, crossings, or alternate 1v1 orientations. The long center remains connected land.

Rectangular desert with player-side oceans · Standard 1v1 example Click to enlarge
A curved ocean sits behind each base while the long central desert carries expansions, gold, hunt, palms, and four to six sunken gorges. Exact coastlines, flank orientation, resources, and fish placements vary by seed. Representative stock Standard 1v1 generation; the 380 × 240 footprint, two side oceans, paired player line, and equivalent fish corridors are source-defined, while accepted shorelines, flank placements, gorge shapes, and object positions are seed-specific.

The side oceans explain why raw area overstates the open land scale. Each player stands between a personal-side coast and the central contest, while the opponent's fishing ground lies at the far end of the long axis. Shore curves and dockable positions still vary by seed.

03 Terrain

Gorges & Land Routes

Mirage attempts four to six sunken gorges—two or three per player. Each covers 360–540 tiles, drops 8 meters below the surrounding desert, can form one to four connected lobes, and receives two ramps.

Gorges remain 35 meters apart, 30 meters from every start, 20 meters from buildings, and 20 meters from water. They can shelter one side of an expansion or force a local detour, but they are separated inland obstacles rather than a continuous wall or a fixed barrier between land and ocean.

04 Land economy

Food

A complete Standard 1v1 layout contains 15,700–23,600 initial finite food on land, with about 19,463 expected. This uses cows at their current fattening level and includes lion carcasses. Renewable mahi are kept separate.

Opening food

PackagePer playerFood on map
Starting gazelle7–82,800–3,200
Starting berries4–7 bushes1,200–2,100
Starting chickens4–6800–1,200
Starting cows2–4 owned cows300–600 initial

Contested hunt

PackagePer playerDistanceFood on map
Close zebra6–960–80 m3,000–4,500
Outer hunt one · 50/502 elephants or 6–9 zebra80+ m3,000–4,500
Outer hunt two · 50/503 rhinos or 4–6 giraffes80+ m3,200–4,800

Close zebra stay at least 60 meters from every start. Both outer layers stay at least 80 meters away, 50 meters from other hunt, and outside tower vision and settlement space. The species rolls apply to both players, so the map-wide type and amount change together rather than independently by side.

Cows & lions

Starting, close, and outer packages can produce 16–24 cows. They enter with 1,200–1,800 food across the map and can hold 6,400–9,600 when fully fattened. Close groups sit at 50–70 meters; outer groups begin at 70 meters.

One or two lion groups per player begin at least 80 meters from every start. They contribute 500–1,500 carcass food, about 938 expected, but remain dangerous bonus food rather than a dependable hunt layer.

05 Water economy

Fishing

Mirage attempts three groups of three mahi in each side ocean: six groups and eighteen renewable fish across the map if every placement succeeds. The familiar 9 mahi per player is therefore the successful-layout maximum and intended side allocation—not a guaranteed count or an expected value.

Fishing groundGroupsFishAccess pattern
Left player-side ocean3 × 3 mahiUp to 9Short shore-biased corridor
Right player-side ocean3 × 3 mahiUp to 9Equivalent mirrored corridor

Each side uses a 48-meter north-south corridor and a 5-meter grouping radius. The fish line is deliberately shifted toward shore for 1v1 because the ocean occupies only the middle of the side edge. There is no separate neutral group and no deeper offshore fishing layer.

Shore access is equivalent by construction but not fixed to a meter band. The fish corridor is anchored to the outer map edge while the accepted coastline changes with the seed, so neither a minimum nor maximum fish-to-shore distance is defensible. No explicit minimum between groups is exposed either.

Mahi have unlimited supply. The nominal 10 Food stored on each object is not a finite 180-food total; Mirage's water economy depends on six compact gathering groups, usable dock coastline, and whether each side can protect its ocean.
06 Economy

Wood

Mirage can generate eighteen 50–70-tile palm forest areas. Three symmetric forests per player form the starting layer, and six more per player occupy later player-side positions. Starting stragglers and twenty scattered palms supplement them.

Forests remain 30 meters apart and 8 meters from both water and impassable ground. They also avoid Town Centers, farm-capable settlement space, collisions, and—after the starting layer—owner paths. The small forest size makes scouting the next wood line more important than relying on one dense block.

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

Gold Mines

A complete successful layout contains a fixed 54,000 gold. Each player has one medium starting mine, two large mines in overlapping close bands, and two large outer mines.

LayerPer playerDistanceGold on map
Starting1 medium mineProtected opening area6,000
First close pair1 large mine65–70 m12,000
Second close pair1 large mine65–100 m12,000
Outer2 large mines80+ m24,000

Later mines remain 50 meters apart and outside tower vision, water, and settlement space. All three layers of paired large mines follow the same flank relationship as the backward settlements, so scouting that pattern reveals where long-term gold is likely to cluster.

08 Expansion

Settlements & Map Control

Standard 1v1 attempts two expansion settlements per player. The backward pair sits 60–80 meters away; the aggressive pair sits 70–100 meters away toward contested land. Both avoid edges, tower vision, and siege-ship range.

A shared 50/50 layout decision puts the two backward settlements on either matching lateral flanks or opposite flanks. Every paired large-mine placement inherits that same decision, while hunt, fish, cows, and relics do not. The result is a coherent settlement-and-gold flank rather than a collection of independent side rolls.

Identify the flank before committing. One expansion route can combine settlement and gold security, while the aggressive site and outer hunt pull control back toward the long central desert.
09 Map control

Relics

Mirage attempts two relics per player, up to four. Every relic begins at least 80 meters from every start, has no maximum distance, and remains 80 meters from other relics.

Relics avoid water, tower vision, and settlement space and favor non-defensive land. They neither inherit the settlement-and-gold flank nor receive explicit mirroring, so gorges and the long rectangular footprint can make individual retrieval routes differ.

Sources & methodology

Current stock mirage.xs/xml and standardmaps.set establish the normal Standard-size 1v1 execution path. The team-line ordering, full-edge 12.5% oceans, larger-team fish counts, bonus settlements, and large-map hunt do not apply. lib2/rm_core.xs is absent from the supplied archive, so helper-owned opening bands, default water clearances, paired-location spacing, line-placement spacing, retries, and fallback behavior remain unnumbered. Counts describe intended complete layouts and can be reduced by placement failure. The 15,700–23,600 land-food range uses canonical values, cows at generated value, two independent 50/50 outer hunts, and lion carcasses. Mahi are reported separately because their proto entry carries UnlimitedSupply. The derived fish line sits 25.33 meters from the outer map edge and spans 48 meters, but the accepted coastline varies; 25.33 meters is therefore not published as a fish-to-shore distance. The stock workbook's 20,080 Food lies inside the land envelope, its renewable-fish convention is undocumented, no Wood value is recorded, and its 66,000 Gold conflicts with the current script's fixed 54,000 complete request. The readable current control flow remains authoritative. The approved overhead is one stock seed. Mirage Recalibrated, the Gameathlon script and capture, and all tournament, re-imagined, legacy, and custom material 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

Mirage · Rectangular desert with player-side oceans · Standard 1v1 example

Analytical overhead view of stock Mirage showing a wide rectangular desert, opposing bases along the long axis, one curved ocean behind each player, central open land, palms, expansion settlements, gold, and sunken gorges.

A curved ocean sits behind each base while the long central desert carries expansions, gold, hunt, palms, and four to six sunken gorges. Exact coastlines, flank orientation, resources, and fish placements 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.