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01 — DARK AGE✦02 — FEUDAL AGE✦03 — CASTLE AGE✦04 — IMPERIAL AGE

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Map resource distribution

GUIDES, MAPS & GAME SYSTEMS · AGE OF EMPIRES II ONLY

GUIDE · MAP CREATION

Map resource distribution

Random maps place starting and neutral resources according to map-specific rules. Woodlines, hunt, berries, stone, gold, relics, and shore resources may be separated or contested; scouting reveals which routes and expansions matter in the current game.

Building (Age of Empires II) image for Age of Empires II
Related game artwork: Buildings

Overview

Random maps place starting and neutral resources according to map-specific rules. Woodlines, hunt, berries, stone, gold, relics, and shore resources may be separated or contested; scouting reveals which routes and expansions matter in the current game.

How this system affects decisions

Economic systems are shaped by worker travel, access to safe resource sites, and the time spent gathering versus building or moving. Compare a change by how many workers it affects and how long it remains useful, then balance it against the food, wood, gold, and population required to keep the army active.

How to use this reference

Random maps place starting and neutral resources according to map-specific rules. Woodlines, hunt, berries, stone, gold, relics, and shore resources may be separated or contested; scouting reveals which routes and expansions matter in the current game. The mechanic affects the pace at which resources can be gathered, exchanged, or spent. Compare its immediate cost with the production or research it delays, especially before an Age advance.

Focus
Map creation
Signature / category
How it works
Release / context
Age of Empires II system
Region
Map creation
Classification
Game systems
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