Horn
Horn is a Definitive Edition map from The African Royals based on the Horn of Africa. Its large coastline supports land and coastal Trade Route sites, while Salt Mines are centralized and forests are sparse. A starting bandit catamaran makes the coast relevant from the beginning.

Map character
Scout both the coastline and interior for route sites, Salt Mines and the limited tree clusters. The Somali and Sufi Mosque are the listed Minor Civilizations; Desert Archers and Desert Warriors are listed Outlaws. Check whether the starting catamaran can safely reach coastal route sites and whether the enemy can contest the same water. Exact settlement, resource and treasure positions vary by seed.
What to scout
Decide early whether the shoreline is safe enough to justify naval investment. Multiple land and coastal trade sites create route options, but a dock or ship can be exposed if the enemy controls the coast. Protect the Salt Mine and nearby forest access, then choose the route that can be held alongside the economic expansion.
Land and coastal route options
Horn offers several trade sites on land and along the coast, so route control is not limited to a single inland line. The starting bandit catamaran can affect early naval access, but its presence does not guarantee safe water control. Scout for enemy ships and choose the shoreline posts only when the fleet and landing can be protected.
Manage centralized Coin and sparse Wood
The map’s Salt Mines are centralized and forests are sparse. A base that secures neither can face a long resource journey, while a forward mining line may be exposed. Plan protection for workers and identify alternative expansion paths before nearby trees are depleted. The Somali and Sufi settlements can supply alliance choices, but their value depends on whether the army can hold the route to them.