Prostagma? Age of Mythology: Retold tools
All Map Overviews

Ranked Random Map · Standard 1v1

Oasis

“Central oases contain most of the map’s wood supply and double as defensive bulwarks. Herds of wild animals scattered around the map are tempting sources of food, but leave hunters vulnerable to raids.”
Map Scale Slightly Below Average 254 × 254 m

Oasis shares the smaller 254 × 254-meter footprint used by several maps in the complete 20-map Standard pool. Central forest and pond geometry, rather than raw travel distance alone, determines which lanes stay open.

Food Variable & Exposed Food: Variable & Exposed; editorial rating 3 of 5

Six starting zebra per player anchor the opening, but far hunt begins 70–100 meters away, outer hunt starts at 100 meters with no maximum distance, and extra berries, goats, and predators sit beyond tower safety; 12.75k minimum, about 16.0k expected, 19.7k maximum initial food.

Wood Abundant & Structured Wood: Abundant & Structured; editorial rating 4 of 5

Central palm forests request 11% of map area in the single and paired layouts and 14% in the four-oasis layout. Six starting forests and twelve team-area forests add distributed timber, but ordinary forests stay 30 meters from the central oases.

Gold Fixed but Exposed Gold: Fixed but Exposed; editorial rating 3 of 5

Each player receives one 3k starting mine, one 6k large mine at 50–70 meters, and three 6k large mines beginning at 70 meters with no maximum distance. The map requests a fixed 54k total, with 36k of it in the outer bonus package.

01 Article

Overview

Oasis is a slightly below-average desert land map built around dense central palm forests and enclosed ponds. Players begin on opposite sides of a square placement pattern. The central terrain is not one fixed shape: a single map-wide roll creates one, two, or four oases before resources and control points are placed.

The oasis forests act as both timber and terrain. Gold, hunt, berries, goats, predators, settlements, and relics all avoid the oasis areas, while ordinary forests stay 30 meters away. That leaves the central palms as a resource-rich bulwark and pushes most non-wood economy onto the surrounding land.

The layout changes routes and central wood geometry, but it does not change the Standard 1v1 food or gold count rolls. Read the center first, then scout the outer resource ring.
02 Terrain

Oasis Layouts

In ordinary play, the single-, duo-, and quad-oasis branches each have one-third probability. This is one shared global roll, not a separate roll for each player. The duo branch then makes a 50/50 orientation roll, turning the paired oases together rather than changing their count. Player count and map size do not alter these layout odds.

LayoutCentral geometryMovement and wood consequence
Single oasis · 1/3One 11% forest and one 1.5% pond at centerOne continuous central bulwark; routes bend around a single mass.
Duo oases · 1/3Two 5.5% forests and two 0.75% ponds at radius 0.2A central land corridor separates two bulwarks; its orientation varies.
Quad oases · 1/3Four 3.5% forests and four 1% ponds at radius 0.225Four smaller masses create several lanes and raise total central forest area to 14%.
Single central oasis · Standard 1v1 example 1 / 3 Click to enlarge
A single broad forest and pond occupy the center, forcing movement around one continuous wooded bulwark while gold, hunt, settlements, and relics remain on the surrounding land. Exact object placements vary. Representative standard 1v1 generation of the single-oasis branch.

The three approved views above cover the single-, duo-, and quad-oasis forms. In every branch, grass stays within 12 meters of its associated forest and each pond sits at least 6 meters inside the forest edge.

03 Resources

Food

Opening package

Each player receives six zebra, four to six berry bushes, four to six chickens, and two goats near the start. The zebra are forced inside tower vision. All four packages avoid the oasis areas, so the starting economy stays on open desert rather than inside the central palms.

Far and outer hunt

Far hunt is placed in symmetric pairs 70–100 meters from each associated start and at least 70 meters from every player start. A shared 50/50 roll gives each player either two to four giraffe plus two to four gazelle, or three to six giraffe. Both compositions provide 2.4k–4.8k food across the map, about 3.6k expected. The groups avoid tower vision, settlement ranges, the oasis areas, and other food, with requested locations 50 meters apart.

Outer hunt is even farther away: one symmetric group per player begins at least 100 meters from its associated start, at least 80 meters from every player start, and has no maximum distance. A shared 50/50 roll selects eight to twelve monkeys or eight to twelve baboons per player. Both branches provide 2k–3k map food and remain outside tower and settlement safety.

Berries, goats, and predators

An additional seven to ten berry bushes per player begin at least 80 meters from every player start with no maximum distance. Close goats form two groups per player at 50–70 meters outside tower vision; three more two-goat groups per player begin 70+ meters away with no maximum distance. Together with the starting pair, that produces 20–28 goats across both players.

Predators begin at least 80 meters from every player start, outside tower vision and settlement ranges. One shared 50/50 roll selects lions or hyenas, while an independent roll requests one or two groups per player. Predator food is included in the map total but kept separate from ordinary hunt when judging practical access.

PackageRequested map foodPlacement
Opening zebra, berries, chickens5k–6kStarting area; zebra inside tower vision
Far hunt2.4k–4.8k70–100 meters; outside tower and settlement safety
Outer hunt2k–3k100+ meters; no maximum distance
Additional berries2.1k–3k80+ meters; no maximum distance
Goats at generated value1k–1.4k20–28 goats from start to outer ring
Predators250–1.5k80+ meters; outside tower and settlement safety
Across both players, initial finite food ranges from 12,750 to 19,700 with a weighted expected value of about 16,006. The 20–28 goats instead provide 6,000–8,400 food if fully fattened. Oasis creates no fish or other renewable food source.
04 Resources

Wood

The central oasis forests carry the map's defining wood supply. The single and duo branches both request 11% total forest area, while the quad branch requests 14%. Oasis allocates its central forests by area rather than by a fixed number of palms, so total wood varies between generated maps and the quad branch supports a larger central footprint.

Outside the center, Standard 1v1 requests three 30–40-tile starting forest areas per player and six more in each player's one-player team area: eighteen ordinary forest requests in total. These forests stay 30 meters apart and 30 meters from the oasis forests, avoid town centers and farm-capable settlement space, and the later team-area forests also avoid owner paths.

Starting stragglers and ten scattered palms per player supplement those forests. The scattered trees avoid both oasis forest and grass, so they do not blur the central terrain boundary. Total wood still varies by seed because forest area does not translate to a fixed palm count.

05 Resources

Gold Mines

Each player receives one medium starting mine worth 3,000 gold. It appears within the normal starting-gold band, avoids the oasis areas and other gold, and is forced near a starting tower.

The close large mine is placed in a symmetric pair 50–70 meters from each associated start and at least 50 meters from every player start. It avoids tower vision, settlement ranges, the oasis areas, corners, the map edge, and other gold. That makes the first 6,000-gold expansion equally counted for both players but deliberately outside opening safety.

Three more large mines per player begin at least 70 meters from the associated start and every player start, with no maximum distance. They use the same tower, settlement, oasis, edge, corner, and gold exclusions, and requested locations stay 50 meters apart. These six mines contain 36,000 of the map's 54,000 requested gold, making the outer ring the long-term reserve.

Standard 1v1 requests two medium mines and eight large mines: 2 × 3,000 + 8 × 6,000 = 54,000 gold, with two-thirds of it in the exposed outer bonus package.
06 Objectives

Settlements & Map Control

Each player receives one backward-biased settlement at 60–80 meters and one aggressive settlement at 80–120 meters. Both use symmetric paired placement, avoid tower vision, the oasis areas, corners, the map edge, and other settlement or farm space. Their locations sit outside the central palms, so the active layout determines whether a direct lane or a curved route connects them.

The single layout asks armies to move around one large center. The paired and four-oasis layouts divide that obstruction into smaller masses and open additional land corridors, but the exact resources using those approaches still vary from seed to seed.
07 Objectives

Relics

Standard size requests two relics per player, four in total. Each relic begins at least 80 meters from every player start with no maximum player distance, and requested relic locations keep at least 80 meters of separation from one another. They remain outside tower vision and settlement ranges, outside the oasis areas, and away from the map edge.

Relics stay on exposed surrounding land rather than inside the central wooded bulwarks. Single-, duo-, and quad-oasis geometry can change the routes used to contest them, while the relic count and placement constraints remain unchanged. Exact relic positions vary between generated maps.

Sources & methodology

This overview uses the verified stock Oasis script and XML from the supplied current random-map archive, its explicit Standard map-set membership, current game strings and resource values, two Standard-size 1v1 Scenario Editor summaries, and the three approved overhead captures. Probabilities come only from readable source branches. Counts are placement requests—the script supplies no Oasis-specific guarantee that every highly constrained request succeeds. Together, the captures represent all three source-defined layout branches.

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

Oasis · Single central oasis · Standard 1v1 example

Analytical overhead view of Oasis showing one broad central palm forest wrapped around a single pond, with two player bases on opposite outer sides.

A single broad forest and pond occupy the center, forcing movement around one continuous wooded bulwark while gold, hunt, settlements, and relics remain on the surrounding land. Exact object placements vary.

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.