Overview
Dry Arabia is the PB2 package’s pure open-land desert. There is no central water feature or highland system to simplify the map: forward Gold, layered hunt, and the relationship between the two settlement distances decide where the action develops.
The source intentionally gives settlements and Gold the same opposing-side structure in 1v1, while allowing angular and radial variation. Scout the forward directions rather than assuming a fixed mirrored lane.
Food
The opening combines a 6–8 zebra-or-gazelle group, an aggressive elephant-or-two-rhinoceros group, 5–7 chickens, 6–7 berries, and two to three goats or pigs per player. The outer economy adds close zebra-or-gazelle, far giraffe, elephant-or-rhinoceros, and farther zebra-or-gazelle groups, then close and far berries, herdables, hyenas, and lions. These source requests establish abundance and variation, but not a guaranteed total after constrained placement.
Wood
Three 90–100-tile forest areas are requested around each player. Forests avoid water, impassable ground, settlements, Town Centers, and one another by 32 m. The script gives a clear density and distribution story, but no honest fixed Wood total follows from area requests alone.
Gold Mines
A complete 1v1 request is 66,000 Gold: one medium start per player, two forward large mines per player at 50–80 m, and three bonus large mines per player from 70 m outward. One close mine is fully mirrored and the other uses a semi-mirror; bonus Gold deliberately has wider angular variation. Every request avoids water, impassable ground, settlement space, tower vision, corners, and other Gold by 60 m.
Settlements & Relics
The first settlement is requested backward at 65–80 m and the second aggressive at 80–95 m. Each side’s settlement and Gold direction are coordinated, but individual placement remains constrained. Two relics per player are requested from 80 m outward, clear of settlements and tower vision.
This overview reads the PB2 Final Release Dry Arabia XS/XML and one user-confirmed Final Release Scenario Editor overhead. It distinguishes requested source packages from successful placements and does not use its title to borrow facts from another Arabia map. The overhead is one seed, not a fixed lane diagram.
- 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