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.
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.
| Layout | Central geometry | Movement and wood consequence |
|---|---|---|
| Single oasis · 1/3 | One 11% forest and one 1.5% pond at center | One continuous central bulwark; routes bend around a single mass. |
| Duo oases · 1/3 | Two 5.5% forests and two 0.75% ponds at radius 0.2 | A central land corridor separates two bulwarks; its orientation varies. |
| Quad oases · 1/3 | Four 3.5% forests and four 1% ponds at radius 0.225 | Four smaller masses create several lanes and raise total central forest area to 14%. |
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.
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.
| Package | Requested map food | Placement |
|---|---|---|
| Opening zebra, berries, chickens | 5k–6k | Starting area; zebra inside tower vision |
| Far hunt | 2.4k–4.8k | 70–100 meters; outside tower and settlement safety |
| Outer hunt | 2k–3k | 100+ meters; no maximum distance |
| Additional berries | 2.1k–3k | 80+ meters; no maximum distance |
| Goats at generated value | 1k–1.4k | 20–28 goats from start to outer ring |
| Predators | 250–1.5k | 80+ 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.
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.
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.
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.
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.
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