Overview
Watering Hole is a slightly above-average savannah map whose curved water bodies divide approaches without creating a fishing economy. Each base sits on broad player land connected toward a central raised area. Hunt, large Gold mines, settlements, and relics reward moving through that network early.
Food is the defining resource and the main source of uncertainty. Two player-side hunt layers, one outer layer, and three central layers roll independently across gazelles, zebra, hippopotamuses, rhinoceroses, elephants, water buffalo, and giraffes. One seed can be merely adequate; another can be exceptionally rich.
Use water as a flank guard, not as a reason to stay home. The strongest long-term food and Gold can sit beyond the player land areas, and the outer settlement pair does not secure the middle by itself.
Water, Player Areas & Connections
The map begins as watering-hole water, then raises one central land area and one large area beneath each player. At Standard size, the player areas stay 15 meters from the center and one another before raised land connections are added across the separating water.
Every connection is configured at 20 meters wide and uses the same savannah ground. Normal 1v1 adds both a default connection set and a second wrap-style set whose intermediate route stays 80 meters from the player cores. The resulting causeways keep the main economy on land while water bends direct attack lines.
| Layer | Role | What stays variable |
|---|---|---|
| Player land | Starting bases and close economy | Accepted outline |
| Central land | Bonus hunt, Gold, relic access | Shape and open approaches |
| Default connections | Primary land links | Final ordering and curves |
| Wrap connections | Additional routes around player cores | Final topology |
The overhead shows one accepted network, not a universal diagram. A visible river curve, narrow opening, or causeway position in this seed should not be treated as a fixed route in the next game.
Food
A successful normal Standard 1v1 layout contains 20,600–48,300 initial finite land food, with about 30,533 expected. Pigs enter at their initial value, predators remain separate dangerous food, and the water contains no fish.
Opening and close food
| Package | Per player | Distance | Food on map |
|---|---|---|---|
| Starting gazelle | 7 | Inside tower vision | 2,800 |
| Starting berries | 4–6 bushes | Opening area | 1,200–1,800 |
| Starting chickens | 4–6 | Opening area | 800–1,200 |
| Close hunt · 50/50 | 2–3 hippos or 2 rhinos | 30–50 m or 50–70 m | 2,000–3,000 · 2,550 expected |
The close hunt is inside tower vision at 30–50 meters two thirds of the time. The other third sits outside tower vision at 50–70 meters on the player's land. Species and safety roll separately, so a rich hippopotamus group is not guaranteed to be the protected one.
Player-side and outer layers
| Layer | Possible animals per player | Distance | Food on map |
|---|---|---|---|
| First player hunt | 6–10 zebra or gazelles | 50–90 m | 2,400–5,000 · 3,600 expected |
| Second player hunt | 6–10 zebra or gazelles | 50–90 m | 2,400–5,000 · 3,600 expected |
| Outer player hunt | 1–2 elephants, 3–5 hippos, or 3–6 zebra | 70+ m | 1,500–5,000 · about 2,983 expected |
The first two rows roll independently, so mixed zebra-and-gazelle outcomes are normal. All three layers avoid water, the central area, tower vision, settlement space, and other food, and their groups remain 50 meters apart.
Three central hunt layers
Three more independent layers sit off the player land areas and at least 50 meters from every start. Each can roll elephants, rhinoceroses, water buffalo with optional zebra, hippopotamuses, zebra with optional giraffes, or gazelles. Together they add 7,200–24,000 food, with 12,100 expected, and remain 30 meters apart.
Pigs and predators
Two to four owned pigs start at the bases, and four to six more appear at 50–70 meters, six to ten across the map. They hold 300–500 food initially or 1,800–3,000 when fully fattened.
Player-side lions or hyenas plus four water-edge crocodiles add 1,500–1,750 predator food, about 1,562.5 expected. Crocodiles stay on land within 4 meters of water; they are not fish or a renewable shoreline resource.
Wood
Watering Hole can attempt thirty 50–70-tile savannah forest areas. Three symmetric forests per player form the starting layer, followed by twelve more on each player's side. Starting stragglers and ten scattered savannah trees supplement them.
Forests stay 25 meters apart, at least 4 meters from water, and outside Town Centers and farm-capable settlement space. Later forests also avoid the player's main paths, helping preserve causeway access while spreading replacement wood across several camps.
Forest areas vary in accepted size and tree density, so no fixed tree or wood total is defensible.
Gold Mines
A complete successful layout contains 42,000–66,000 Gold, with 56,000 expected. Two medium starting mines contribute 6,000. The other six to ten large mines are split between mirrored player-side pairs and central bonus Gold.
| Layer | Map count | Distance or area | Gold on map |
|---|---|---|---|
| Starting | 2 medium mines | Opening areas | 6,000 |
| Guaranteed player pairs | 4 large mines | 50–70 m and 70+ m | 24,000 |
| Extra player pair · 2/3 | 0 or 2 large mines | 50–90 m or 70+ m | 0–12,000 |
| Central bonus | 2–4 large mines | Outside player land | 12,000–24,000 |
Later mines remain 50 meters apart and avoid water, edges, tower vision, and settlement space. Player-side mines also avoid 40-meter corner zones and stay 20 meters from the central area. Long-term Gold therefore pulls control both along the player approaches and into the middle.
Settlements & Map Control
Watering Hole attempts two symmetric expansion sites per player. The backward pair sits 60–80 meters from the starts; the aggressive pair sits 70–120 meters away. Up to four expansion settlements join the two starting Town Centers.
Both tiers avoid water, edges, tower vision, 40-meter corner zones, and siege-ship range. The aggressive sites also stay off the player land areas and away from King of the Hill, pushing their control value toward the shared network.
The backward settlement can stabilize a base-side causeway, but the aggressive pair is better positioned to contest central hunt, bonus Gold, and relic routes. Water can protect a flank without protecting the resources beyond it.
Relics
Watering Hole attempts two relic layers of one per player, up to four relics. Both begin at 50 meters with no exposed maximum, remain 80 meters apart, and avoid water, edges, tower vision, and settlement space.
The first layer stays outside the central land area. The second stays at least 15 meters from player land, making the outer connections and middle approaches the important search space rather than either protected base core.
Current stock watering_hole.xs/xml and standardmaps.set establish the normal Standard-size 1v1 execution path. Team ponds, ally links, third-settlement roads, larger-map settlements, third player hunt, outer berries, and bonus herdables do not place in this scope. lib2/rm_core.xs and lib2/rm_connections.xs are absent, so helper-owned start constants, pair spacing, waypoint selection, final connection topology, retry budgets, and fallback behavior remain unnumbered. Directly configured 20-meter widths, 80-meter player-core avoidance, area relationships, and resource bands are retained. Counts describe intended successful layouts and can finish lower if locations or areas fail. The 20,600–48,300 food range uses canonical values, pigs at initial food, excludes separately reported predators, and contains no fish. The workbook's 286 × 286 dimensions, 36,950 Food, 189,211 Wood, and 54,000 Gold are one stock Scenario Editor seed. The approved overhead is a separate example and does not prove a universal connection curve; alternate and tournament/custom material contributes no claim.
- Official game stringQuoted game copy
- Game script inspectionPlacement rules and requested ranges
- Derived calculationTransparent calculations from sourced values
- Scenario Editor observationScenario Editor totals and layout
- Strategic analysisPlayer-facing interpretation