Overview
Socotra is a compact lush-savannah island: the source gives its players very little protected land before the island economy is already contested. Close starts, one aggressive settlement layer, and water all around the coast make early information and route control more valuable than the small square footprint alone suggests.
The island is not an empty arena. Gold, hunt, forests, and the only settlement layer all avoid water and other constraints on a limited landmass, so their exact angle must be scouted rather than assumed.
Food & Fishing
The opening is zebra or gazelle, 3–4 giraffes, 6–7 chickens, and four to five goats or pigs. Close hunt at 40–60 m is zebra or gazelle. At 45–60 m, the bonus branch is either giraffes with a little additional zebra or gazelle, or monkeys or baboons; the source explicitly creates no berries and no predators. Close and bonus herdables add further island Food. These are requested packages, not guaranteed totals.
Fishing is separate from the finite land economy. In standard 1v1 the source calculates 18 mahi per ring and creates two rings around the island, requesting 36 mahi with a rotated layout.
Wood & Routes
Two 45–50-tile mixed palm, oak, and savannah forests are requested near each player, followed by four later team-area forests. Forests avoid water, town centres, settlement space, and impassable land. Those area requests establish scarce, exposed Wood geography—not a fixed Wood total.
Gold Mines
A complete standard 1v1 request is 42,000 Gold: one 3,000-Gold medium mine per player, one 6,000-Gold close mine per player at 42–60 m, and two 6,000-Gold bonus mines per player from 45 m outward. Gold avoids water, settlement space, tower vision, corners, and other mines by 45 m, making the island’s long-term economy immediately exposed.
Settlements & Relics
Socotra defines one aggressive settlement request per player at 45–65 m, plus one relic per player from 50 m outward. Both remain on land and clear of water, towers, and other objectives. There is no second standard-size settlement layer in the source, which keeps the expansion decision as sharp as the map’s opening.
This overview reads the PB2 Final Release Socotra XS/XML and one user-confirmed Final Release Scenario Editor overhead. It separates finite island Food from renewable mahi, reports source requests rather than assumed completed placements, and does not import facts from similarly named maps.
- 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