Overview
Savannah is a compact, open land map where both players receive the same food species and counts from each shared roll, but the seed can swing sharply between lighter gazelle and zebra groups and heavy giraffe, rhinoceros, or elephant packages. The quantity is usually high; finding the right animals early is the first challenge.
One pond can appear on each player's side, yet neither contains fish. Most economy lies on land: a 60–80-meter band holds the first expansion settlements, large mines, goats, and close hunt, while three more hunt layers, berries, relics, and two or three outer mines per player begin farther out.
Scout the food species before choosing an economic plan. Both players share each branch, but a giraffe-heavy seed and a gazelle-heavy seed demand very different hunting routes, protection, and timing.
Ponds & Open Grassland
Standard 1v1 is designed to place one 250-tile pond on each player's side, for up to two ponds. They remain at least 50 meters apart, 60 meters from every player start, 30 meters from settlements, and inside a 16-meter edge margin.
The ponds contain no scripted fish. They work as local route blockers around which forests and exposed resources must fit, while the rest of the grassland remains broadly open. Their positions change the best raiding angle without creating a separate named layout.
This overhead shows one two-pond seed. Water shape, forest distribution, and every economic object change from generation to generation.
Food
A successful Standard 1v1 layout contains 16,250–31,550 initial finite food, with about 21,881 expected. That range includes goats at their initial value and predator carcasses; predators are dangerous bonus food rather than dependable hunt.
Opening food
| Package | Per player | Food on map |
|---|---|---|
| Starting hunt · shared 30/50/10/10 roll | 3 zebra + 4 gazelles; 6 zebra; 1 rhino + 4 gazelles; or 3 rhinos | 2,900–3,900 · 3,110 expected |
| Starting berries | 3–4 bushes | 900–1,200 · 1,050 expected |
| Starting chickens | 4–5 | 800–1,000 · 900 expected |
| Starting goats | 3–4 owned goats | 300–400 initial |
The opening hunt roll applies the same alternative to both players. Counts within that alternative, plus starting berry, chicken, and goat counts, are also shared; one player does not roll a different starting package from the other.
Hunt layers
| Package | Possible animals per player | Distance | Food on map |
|---|---|---|---|
| Close hunt · 50/50 | 4–9 giraffes or 6–9 gazelles | 70–80 m | 2,400–7,200 · 4,100 expected |
| First outer hunt · 25% each | Zebra + giraffes; zebra; giraffes; or gazelles | 80+ m | 2,300–4,500 · 3,075 expected |
| Second outer hunt · 10/40/40/10 | 3 elephants; 2 elephants; 2 rhinos; or 4 rhinos | 80+ m | 2,600–5,400 · 3,540 expected |
| Third outer hunt · 50/50 | 8–11 monkeys or 8–11 baboons | 80+ m | 2,000–2,750 · 2,375 expected |
Each row is a separate food layer, but the alternatives within a row are mutually exclusive. Both players receive the same alternative and animal count. Hunt remains 50 meters apart and outside water, tower vision, settlement space, edges, and other food. The close hunt stays at least 70 meters from every start; all three outer hunts stay at least 80 meters from every start.
Berries, herdables & predators
| Package | Per player | Distance | Food on map |
|---|---|---|---|
| Outer berries | 5–9 bushes | 80+ m | 1,500–2,700 |
| Close goats | 1–2 groups of 1–2 | 50–70 m | 100–400 initial |
| Outer goats | 2 groups of 1–3 | 70+ m | 200–600 initial |
| Predators | 1–2 lion or hyena groups | 80+ m | 250–1,500 |
Including the owned opening animals, Savannah can contain 12–28 goats. They begin with 600–1,400 food across the map and can hold 3,600–8,400 when fully fattened. The close goat group count and goats per group vary independently, so this layer contributes much of the herdable range.
The dependable route is the opening package followed by the 70–80-meter hunt. The three 80-meter layers carry the biggest upside—and the largest scouting cost.
Wood
Savannah can generate six symmetric starting forests and twenty-two later forests on the players' sides, up to twenty-eight 60–80-tile areas. Forests remain 30 meters apart and at least 6 meters from water, so the ponds and wide clearances split wood into many distinct patches.
Forests avoid Town Centers and farm-capable settlement space; later patches also stay out of owner paths. Starting stragglers and twenty scattered trees supplement the area forests. Because area shape and tree density vary, no fixed map-wide wood total is meaningful.
Wood is distributed rather than concentrated. Secure a second camp early, but remember that a forest beside a pond can protect one approach while exposing another.
Gold Mines
A complete stock layout contains 54,000–66,000 gold, with 60,000 expected. The range comes entirely from the outer layer: both players receive the same two-or-three mine count.
| Reserve | Per player | Distance | Map gold |
|---|---|---|---|
| Starting reserves | 1 medium mine | Opening tower area | 6,000 |
| Close expansion reserves | 2 large mines | 60–70 m and 70–80 m | 24,000 |
| Outer reserves | 2–3 large mines | 80+ m | 24,000–36,000 |
The 60–70-meter mine is mirrored; the second close mine and outer mines use per-player positions. Every close and outer mine also stays at least as far from the other player as its listed minimum, with 50-meter mine spacing and clearances from ponds, tower vision, settlements, corners, and edges.
Only 6,000 gold is in starting reserves. The 24,000 close layer is the bridge to the late game; the variable outer layer rewards whichever player controls more open lanes.
Settlements & Map Control
Each player is designed to receive two symmetrically paired settlement positions. The backward-biased settlement lies 60–80 meters from the base; the aggressive one lies 80–120 meters away. Both avoid tower vision, the edge, and 40-meter corner zones, while the aggressive position also avoids King of the Hill space.
Ponds stay 30 meters from settlements, preserving building room but often shaping the safest approach. The first settlement overlaps the close hunt and gold bands; the second reaches into the outer resource field.
Relics
Standard 1v1 is designed to place two relics for each player, up to four total. Every relic begins at least 80 meters from every player start, with no maximum distance, and relic positions remain 80 meters apart.
Relics avoid ponds, tower vision, settlement space, and edges. Their placement is associated with each player but is not explicitly mirrored or confined to a side, so the open outer lanes determine practical access.
Scope is the current stock Savannah script at Standard size in 1v1. Food expectations use the canonical capacities in maps/data/resources.py and weight each mutually exclusive map-wide branch once; definitions are created before per-player placement, so their species and count rolls are shared between both players. Goat group and animal-count rolls and predator group and animal-count rolls are independent calls. Goats are counted at initial value, with fully fattened capacity shown separately; predators remain separate from dependable hunt. Larger-map definitions are excluded. The supplied archive omits lib2/rm_core.xs, so helper-owned opening distances, default clearances, settlement pair spacing, and retry behavior are not assigned unsupported numbers. Counts describe successful complete layouts where stated; terrain and object placement can finish below configured ceilings. The workbook and overhead are single Scenario Editor observations used only for reconciliation. The older Savannah direction-package capture and the unrelated Socotra Lush Savannah tournament asset are excluded.
- 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