Overview
Yellow River is an average-footprint land map where a single large water system gives the match its shape. Its banks carry food, wood, gold, and five neutral settlements, while the crossings turn the route between them into the real resource.
Across 30 reviewed worlds, the map consistently had one water region, 66k gold, five settlements, and four relics. Food and wood varied within meaningful observed ranges, but the final ten worlds did not reveal a new player-relevant river, hunt, or objective system.
A crossing is both a defensive asset and a commitment. Scout which bank connects your next food, settlement, and large-mine options before treating a nearby crossing as automatically safe.
River & Routes
Every reviewed world had exactly one connected water region, covering 17,776–22,724 square meters. The water consistently divided the map into banks and a central fork or island-like shape, while roads marked the routes that connect those land areas.
The export shows no impassable-land terrain class, but it does not independently prove whether particular water cells are shallow or crossable. The player-facing conclusion is therefore the observed river geometry and its predictable crossing pressure, not a claim about a hidden water-passability rule.
The overhead is one example, not a fixed route plan. Read the broad one-river structure from it, then check the live world for the crossings and shore positions that matter to your opening.
Food
Practical initial finite food ranged from 18,700 to 24,000 across the 30 unique worlds, with a 21,637 mean and 22,050 median. This total combines normal hunt, berries, chickens, and goats at generated value; predator carcasses and full goat fattening are retained separately.
| Food layer | Observed range | Mean | Median |
|---|---|---|---|
| Practical initial total | 18,700–24,000 | 21,637 | 22,050 |
| Hunt · predators excluded | 12,600–18,200 | 16,087 | 16,400 |
| Berries | 2,700–4,200 | 3,420 | 3,300 |
| Chickens | 800–1,200 | 993 | 1,000 |
| Goats · generated value | 700–1,600 | 1,137 | 1,150 |
| Same goats · fully fattened | 4,200–9,600 | 6,820 | 6,900 |
| Predator carcasses | 600–3,000 | 1,547 | 1,500 |
Observed hunt families
| Broad species family | Observed worlds |
|---|---|
| Aurochs + Boar + Spotted Deer | 15 of 30 |
| Aurochs + Boar | 8 of 30 |
| Aurochs + Spotted Deer | 6 of 30 |
| Aurochs only | 1 of 30 |
| Worlds with Bears / Wolves | 16 / 14 of 30 |
Aurochs appeared in all 30 worlds, while Boar and Spotted Deer changed the hunt family. These are observed frequencies rather than source probabilities. The goats represent 14–32 animals at generated value, so their full-fat potential is deliberately not mixed into the opening total.
Wood
Observed wood ranged from 145.6k to 198.2k, averaging 165.2k with a 162.6k median. The 30 worlds contained 728–991 trees, while forest-classified ground covered 5,484–7,572 square meters.
The final ten worlds extended the observed wood high endpoint, but did not reveal a new forest system. In play, the useful question remains whether a bank-side forest shares a protected route with your current settlement and mine plans.
Do not read the high map-wide wood total as a license to ignore the river. A forest that needs a separate crossing can become the expensive one when the opponent owns the route.
Gold Mines
All 30 reviewed worlds contained 66,000 gold in twelve mines: two 3,000-gold medium mines and ten 6,000-gold large mines. The two nearest medium mines per world sat 21.6–24.7 meters from a player start; the large-mine field is where bank and crossing control matters.
Every observed mine lay on rocky terrain. The cohort holds the total and composition steady, but it does not make any particular large mine safe: the river route between it and your army is still the strategic variable.
A large mine is strongest when it is on the same side of the river as your reinforcement path. If it requires a separate crossing, plan the crossing before committing the economy.
Settlements & Map Control
All 30 reviewed worlds contained five neutral settlements. Nearest-player distance ranged from 70.2 to 128.0 meters, with a 92.0-meter mean and 89.6-meter median across all placements.
Settlements repeatedly appeared along the river-defined land network, from central to edgeward positions. That supports a closer-versus-farther reading of opportunities, not an ownership rule: nearest-player distance does not prove that a settlement is allocated to a player or equally defendable.
Five settlements mean the first crossing decision can snowball. Secure the expansion whose bank also lets you cover a second objective, instead of treating every site as an isolated population upgrade.
Relics
All 30 reviewed worlds contained four relics. Nearest-player distance ranged from 71.7 to 188.3 meters, while pairwise relic spacing ranged from 80.0 to 343.8 meters.
Relics showed a strong outer-bank tendency: their median edge distance was 16 meters. Many also lay near forest, rocky terrain, or shoreline, so a relic pickup can expose the same crossing or flank that decides a later bank contest.
Yellow River's current stock script is protected, so this overview does not invent script counts, placement rules, or probabilities. Prostagma analyzed 30 unique current-build Standard-size 1v1 worlds from build 606844. Observed minima and maxima are cohort endpoints, not hidden-script limits; observed frequencies are not probabilities; and generated worlds cannot reveal inaccessible branches or failed placement attempts. The approved overhead illustrates one seed, while strategic conclusions are Prostagma's interpretation of the observed recurring structure.
- Official game stringQuoted game copy
- Generated-world observationIndividual generated-world facts
- Multi-world empirical evidenceRanges and frequencies across unique generated worlds
- Documented heuristicReproducible grouping or distance interpretation
- Scenario Editor observationScenario Editor totals and layout
- Strategic analysisPlayer-facing interpretation