Prostagma? Age of Mythology: Retold tools
All Map Overviews

Ranked Random Map · Standard 1v1

Tundra

“Herds of arctic animals roam this cold, windswept land, but few trees grow. In a world where competition over resources is swift, the only law is raid or be raided.”
Map Scale Slightly Below Average 254 × 254 m

Tundra covers 64,516 square meters, about 14% below the complete 20-map Standard mean and 11.5% below the median. Its two player-side ponds and many small forests break the compact field without closing the broad routes between bases.

Food Abundant & Exposed Food: Abundant & Exposed; editorial rating 5 of 5

Caribou, a variable second starting hunt, berries, and 8–16 goats support the opening. Two close hunts at 60–80 meters and three outer hunt groups at 80+ meters carry a successful layout to 20.8k minimum, about 27.07k expected, and 34.1k maximum initial food.

Wood Sparse & Fragmented Wood: Sparse & Fragmented; editorial rating 2 of 5

Tundra can generate twenty-two small 50–70-tile forest areas: six paired near the starts and sixteen more on the players' sides of the map. Stragglers and twenty scattered trees help, but forest shape and placement keep wood fragmented.

Gold Variable & Outer-Weighted Gold: Variable & Outer-Weighted; editorial rating 4 of 5

Each player has a 3k starting mine, a mirrored 6k mine at 60–70 meters, a 50% chance for another close 6k mine, and two or three 6k mines at 80+ meters. A complete layout contains 42k minimum, 54k expected, and 66k maximum gold.

01 Article

Overview

Tundra is a compact frozen land map with a wide-open economy. Each player's side can contain one inland pond, but water does not dominate movement: the main story is the amount of food and gold spread beyond the opening towers.

The first expansion layer begins at 60 meters with two separate hunt groups, a large gold mine, and the safer settlement. Farther out, three more hunt packages, berries, predators, relics, two or three large mines, and the aggressive settlement all compete for the same exposed ground.

Tundra gives both players enough food to stay active, but not enough shelter to gather it quietly. Scouting the 60–80-meter ring and choosing which outer lane to hold are more important than defending every resource at once.
02 Layout

Ponds & Open Ground

Standard 1v1 is designed to place one 300-tile frozen pond on each player's side, for two ponds across the map. 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 and do not anchor a special food package. They act mainly as local obstructions around which forests, mines, hunt, settlements, and relics must fit. Because the rest of the ground is open, their exact seed position can redirect a route without creating a named alternate layout.

Frozen pond layout · Standard 1v1 example Click to enlarge
Two player-side ponds and many small forest areas punctuate otherwise open frozen ground. Exact water, forest, resource, settlement, and relic positions vary by seed. Representative Standard 1v1 generation; the two-pond player-side attempt is source-defined, while completion, exact shapes, and object positions vary by seed.

This overhead shows one example of the two-pond structure. Pond shape, forest placement, and every economic object change from seed to seed.

03 Economy

Food

A successful Standard 1v1 layout contains 20,800–34,100 initial finite food, with about 27,072 expected. That range includes goats at their initial value and predator carcasses; predators are risky bonus food rather than dependable hunt.

Opening food

PackagePer playerFood on map
Starting caribou7 caribou2,800
Second starting hunt · 1/3 each7 elk + 4 caribou; 7 elk; or 3 aurochs2,800–4,400 · 3,400 expected
Starting berries4–6 bushes1,200–1,800 · 1,500 expected
Starting goats4–8 owned goats400–800 initial · 2,400–4,800 fattened

Every player begins with seven caribou plus one shared map-wide hunt roll. That second group is either the largest elk-and-caribou mix, a smaller elk group, or three aurochs. The same branch and animal counts apply to both players.

Expansion food

PackagePer playerDistanceFood on map
Close caribou6–960–80 m2,400–3,600
Close elk6–1060–80 m2,400–4,000
First outer hunt3–4 aurochs80+ m3,000–4,000
Variable outer huntElk, caribou, aurochs, or a mixed group80+ m2,000–4,000 · 2,960 expected
Third outer hunt2–4 aurochs80+ m2,000–4,000
Outer berries5–9 bushes80+ m1,500–2,700
Predators1–2 bear or wolf groups80+ m300–2,000

Both 60–80-meter hunt groups also stay at least 60 meters from every player start. The outer packages begin at least 80 meters from every start. Hunt, berries, and predator locations use 50-meter separation and stay outside water, tower vision, settlement space, and other food.

The most dependable expansion food is the paired 60–80-meter caribou and elk. Everything beyond 80 meters is richer in aggregate but easier to raid, so early control of one outer lane can be worth more than chasing every herd.
04 Economy

Wood

Tundra can generate six paired starting forests and sixteen later player-side forests, up to twenty-two areas in all. Each covers only 50–70 tiles, and forests remain 30 meters apart, so wood arrives as many small patches rather than a few thick walls.

Forests stay at least 4 meters from water and outside Town Center and farm-capable settlement space. Later forests also avoid the paths between each player and their resources. Starting stragglers and twenty scattered tundra trees supplement the forest areas, but tree density and area success keep the map-wide wood total variable.

Wood is available on both sides, but repeated lumber-camp moves are normal. A raid that denies one small forest rarely ends the wood game; it forces the opponent to expose another group of villagers.
05 Economy

Gold

A complete successful mine layout contains 42,000–66,000 gold, with 54,000 expected. The 3,000-gold starting mines account for only 6,000 map-wide; the other 36,000–60,000 sits outside the opening base.

ReservePer playerDistanceMap gold
Starting reserves1 medium mineOpening tower area6,000
Close expansion reserves1 large mine, plus another on a shared 50% roll60–70 m; optional 70–80 m12,000–24,000
Outer reserves2–3 large mines80+ m24,000–36,000

Close and outer mines stay at least as far from every player start as their listed minimum, and mine locations remain 50 meters apart. They also avoid water, tower vision, settlement space, corners, and map edges. The shared extra close pair and the two-or-three outer count create the full 24,000-gold swing.

Even the low-gold layout pushes 36,000 of its 42,000 gold beyond the starting mines. The winning gold position is usually an outer route that can cover several mines, not a single safe pocket behind the base.
06 Objectives

Settlements & Map Control

Each player is designed to receive two symmetrically paired settlement positions. The first sits 60–80 meters from the base with a backward bias; the second sits 80–120 meters away with an aggressive bias. Both avoid tower vision, corners, and the map edge, while the farther settlement also avoids King of the Hill space.

The safer settlement overlaps the same expansion ring as close hunt and the first large mine. The aggressive settlement reaches into outer-gold and outer-food ground, so taking it often secures an economy corridor as well as population capacity.
07 Objectives

Relics

Standard 1v1 attempts to place two relics for each player, four total. Every relic begins at least 80 meters from every player start, with no maximum distance, and relic locations remain 80 meters apart.

Relics stay outside water, tower vision, settlement ranges, edges, and other relic exclusions. Their player association is not an ownership guarantee: the positions are not explicitly mirrored or locked to a player's side.

Sources & methodology

This overview covers the current stock Tundra script at Standard size in 1v1. Food and gold ranges use canonical Prostagma resource values and count only branches that execute at this size; the calculations assume successful placement attempts. The supplied archive does not include lib2/rm_core.xs, so helper-owned starting bands, default exclusion radii, and low-level fallback behavior remain qualitative. The 25,900 food, 149,007 wood, and 42,000 gold Scenario Editor row is one seed used for reconciliation, not a replacement for the script. The approved overhead is also one seed and supports structure, not universal positions.

  • 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

Tundra · Frozen pond layout · Standard 1v1 example

Analytical overhead view of stock Tundra showing two opposing bases on sparse snowy grassland, two inland ponds, scattered forests, and resources spread through open lanes.

Two player-side ponds and many small forest areas punctuate otherwise open frozen ground. Exact water, forest, resource, settlement, and relic positions vary by seed.

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.