Gen · Coastal Rain Basin · Duel/square/sym

Old World · Tournament Map Atlas

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Coastal Rain Basin · Duel/square/sym · seed 21. Duel · square · point-sym on · mirror. Hover a tile for details; scroll to zoom, drag to pan; hover a resource or yield cell to light up matching tiles. Pink ★ = capital · pink • = city site · blue = river. Hover a capital → cyan = land route, red = water/embark route (dashed when both exist); tooltip shows hex + move-cost moves. (static image ↗)

scroll = zoom · drag = pan
overlays (hover = peek · click = pin):

Resources (hover a pill → highlight on map · grey = absent)

Tiles by exact yield (hover → highlight)

yld Food Iron Stone Wood
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Stats

Capital distance

Land-connected YES
Crow (hex)49
Land path (hex)49
Water path (hex)49
Scout orders (turns)17
Move-cost moves — Land25
Move-cost moves — Water24
Move-cost moves — Hatti24

Map

City sites (hover)18
Playable tiles1673
Land tiles1242
Cap-reachable land (hover)
Mid-land choke (hover → seam + cut)25
Wall cost (click to pin doors on map)23 · doors 10/7/6
Freshwater tiles
River tiles
Ocean %25%
Tribes / Res4 / 96

If every tile had its optimal improvement — total map income

Sum of the best Food/Iron/Stone/Wood every playable tile could produce with its ideal improvement (Farm, Mine, Quarry, Lumbermill, Pasture, Camp, Nets…). Useful for comparing the raw economic ceiling of maps.