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

Nile Shallows

“This fertile but open area in Lower Egypt contains an abundance of huntable animals.”
Map Scale Slightly Below Average 254 × 254 m

Nile Shallows covers 64,516 square meters, 14.2% below the complete 20-map Standard mean and 11.5% below the median. Its compact footprint feels unusually open because crossable shallows occupy the space between many smaller raised economy patches.

Food Abundant Layered Hunt Food: Abundant Layered Hunt; editorial rating 5 of 5

Successful layouts hold 21.9k minimum, 28.875k expected, and 36.9k maximum finite land food across five later hunt layers. Eight shallow-water crocodiles add 2k dangerous predator food separately; there are no fish.

Wood Fragmented & Placement-Sensitive Wood: Fragmented & Placement-Sensitive; editorial rating 2 of 5

Six paired starting forests and forty later 60–80-tile palm-forest attempts must fit on raised ground away from water. Stragglers and twenty scattered palms help, but no fixed tree or wood total is guaranteed.

Gold High but Exposed Gold: High but Exposed; editorial rating 4 of 5

A successful layout contains 54k minimum, 60k expected, and 66k maximum Gold. Only 6k starts at the bases; the other 48k–60k sits on raised patches from 50 meters outward.

01 Article

Overview

Nile Shallows is a compact, aggressive map built on one continuous field of crossable shallow water. The bases, expansion sites, Gold, most later hunt, and far berries sit on raised grass patches scattered through that field. There is no deep-water layer and no fishing economy.

The abundance comes from food rather than safety. Five separate hunt layers can fill the map with cranes, gazelles, hippopotamuses, and aurochs, while long-term Gold and both expansion tiers begin beyond the bases. Crossable shallows keep those patches reachable, but they also leave few terrain walls against raids.

Scout the raised patches, not just the shoreline around your base. The next hunt, mine, settlement, or relic may be across open shallows, and controlling several small economic footholds matters more than holding one continuous landmass.
02 Defining terrain

Shallows & Raised Land

The entire map begins as Nile shallow water. Each player then receives a raised 40-meter radius-equivalent home area. Smaller 17.5-meter radius-equivalent patches are built beneath accepted expansion settlements, later Gold, five hunt layers, and far berries, with four additional raised patches placed around the map.

Raised layerNormal 1v1 roleSuccessful-layout pattern
Player areasStarting Town Centers and opening economy1 per player
Settlement patchesBackward and aggressive expansions2 per player
Gold patchesClose and outer large mines4–5 per player
Hunt and berry patchesFive hunt layers plus far berries6 per player
Additional patchesUnassigned raised ground4 map-wide

These are not a fixed count of isolated islands. Raised areas can overlap, merge, or fail to fit, and the water between them is shallow rather than a deep barrier. The stable gameplay idea is a fragmented raised economy linked by open shallows, not an archipelago that requires transport ships.

Raised economy patches across the shallows · Standard 1v1 example Click to enlarge
Raised bases and smaller economy patches sit throughout one continuous shallow-water field. Their accepted shapes, overlaps, forests, settlements, and resources vary by seed. Representative normal Standard 1v1 generation; the shallow-water base and raised-area rules are fixed, while this seed's coastlines, overlaps, and objects are examples.
03 Economy

Food

A successful normal Standard 1v1 layout contains 21,900–36,900 initial finite land food, with 28,875 expected. The total includes goats at their initial value and excludes the separate crocodile predator layer. There are no fish to add or double-count.

Opening food

PackagePer playerFood on map
Starting hunt3–4 hippopotamuses3,000–4,000
Starting berries4–6 bushes1,200–1,800
Starting chickens4–6800–1,200
All goats8–9 total per player800–900 initial

Sixteen to eighteen goats appear across the opening, a 50–70-meter close layer, and two outer groups per player from 70 meters onward. They hold 800–900 food initially or 4,800–5,400 when fully fattened.

Five later hunt layers

LayerPossible animals per playerDistanceFood on map
Close light hunt8–10 cranes or gazelles60–80 m2,000–4,000 · 2,925 expected
Close heavy hunt4–6 hippos or aurochs60–80 m4,000–6,000 · 5,000 expected
Outer light hunt8–10 gazelles or cranes80+ m2,000–4,000 · 2,925 expected
Outer heavy hunt4–6 hippos or aurochs80+ m4,000–6,000 · 5,000 expected
Outer mixed hunt8–10 cranes or 4–6 hippos80+ m2,000–6,000 · 3,625 expected

Each layer makes its own 50/50 species choice, but both players receive the same species and count within that layer. Hunt groups stay 50 meters apart, outside tower vision and settlement space, and the outer three layers remain at least 80 meters from every start.

Berries and shallow-water predators

One far berry group per player adds seven to ten bushes at 70–100 meters, at least 70 meters from every start. Separately, eight crocodiles are placed in the shallows from 80 meters outward. Their 2,000 food is dangerous predator food, not ordinary hunt or fishing.

04 Economy

Wood

Nile Shallows can attempt forty-six 60–80-tile Nile-palm forest areas: three paired forests per player near the starts and twenty later forests on each player's side. Starting stragglers and twenty scattered palms add smaller sources.

Those counts describe opportunities, not a guaranteed wood stockpile. Forests must remain 20 meters apart, at least 4 meters from water, and outside Town Centers and farm-capable settlement space. On fragmented raised ground, accepted forest area and tree density can vary sharply.

Wood is a positioning problem despite the high area count: secure several compact palm patches and keep shallow-water approaches visible rather than relying on one large protected forest.
05 Economy

Gold Mines

A complete successful layout contains 54,000–66,000 Gold, with 60,000 expected. Two medium starting mines provide 6,000. Everything else comes from eight to ten large mines on raised patches beyond the home areas.

LayerPer playerDistanceGold on map
Starting1 medium mineOpening area6,000
Close2 large mines50–70 m · 55+ m from every start24,000
Outer2–3 large mines70+ m from every start24,000–36,000

Later mines remain 50 meters apart and avoid edges, 40-meter corner zones, tower vision, and settlement space. The first expansion layer can help cover close Gold, but the final 24,000–36,000 lies in the open outer patch network.

06 Expansion

Settlements & Map Control

Nile Shallows attempts two symmetric expansion sites per player. The backward pair sits 60–80 meters from the starts; the aggressive pair sits 80–120 meters away. Accepted sites receive their own raised ground.

Both tiers avoid edges, tower vision, and 40-meter corner zones, and the outer pair also avoids King of the Hill. Their raised patches do not create permanent safety: crossable shallows connect the surrounding hunt, mines, and attack routes.

A settlement anchors one economic patch, not the whole map. Expansion timing is strongest when it also secures nearby outer hunt or Gold and watches the shallow approaches between patches.
07 Map control

Relics

Two relics are attempted per player, up to four. Every relic begins at least 80 meters from every start with no maximum distance, and relics remain 80 meters apart while avoiding edges, tower vision, and settlement space.

Relics are not tied to player land, a settlement patch, or a specific shoreline. Their relationship to the nearest expansion and Gold cluster changes with each seed, so outer shallow-water vision is as important as memorizing a direction.

Sources & methodology

Current stock nile_shallows.xs/xml and standardmaps.set establish the normal Standard-size 1v1 execution path. Thirty-seven object packages exist across all branches; thirty-five are created in this scope, one of those receives zero placements, and the large-map settlement and hunt packages do not execute. lib2/rm_core.xs is absent, so helper-owned starting bands, tower radius, pair spacing, retry budgets, and fallback behavior remain unnumbered. Counts describe intended successful layouts and can finish lower if locations or areas fail. The 21,900–36,900 food range uses canonical values, goats at initial food, excludes the separately reported 2,000 crocodile food, and contains no fish. The workbook's 254 × 254 dimensions, 35,250 and 30,400 Food, 140,407 Wood, and 54,000 and 66,000 Gold are stock Scenario Editor observations. The approved overhead is one example seed; alternate map and UI assets, including the separate River Nile map, contribute no behavior or distance claim.

  • 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

Nile Shallows · Raised economy patches across the shallows · Standard 1v1 example

Analytical overhead view of stock Nile Shallows showing opposing raised player areas, many smaller raised economy patches, expansion settlements, palm forests, and continuous pale-blue shallows between them.

Raised bases and smaller economy patches sit throughout one continuous shallow-water field. Their accepted shapes, overlaps, forests, settlements, 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.