Inland Sea · Duel/wide/nosym · seed 2. Duel · wide · point-sym off · 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
Resources (hover a pill → highlight on map · grey = absent)
Stats
Capital distance
Land-connected
YES
Crow (hex)
46
Land path (hex)
53
Water path (hex)
46
Scout orders (turns)
22
Move-cost moves — Land
33
Move-cost moves — Water
27
Move-cost moves — Hatti
30
Map
City sites (hover)
20
Playable tiles
1613
Land tiles
1182
Cap-reachable land (hover)
—
Mid-land choke (hover → seam + cut)
14
Freshwater tiles
—
River tiles
—
Ocean %
26%
Tribes / Res
4 / 90
Tiles by exact yield (hover → highlight)
yld
loading…
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.