Orinoco
Orinoco is a WarChiefs river map with teams on opposite sides of a broad tropical waterway. At least one shallow crossing, and sometimes two, appears at the end of the river farthest from the players’ starting positions. Native settlements can include Carib, Maya and Zapotec communities, making the river approaches and the far side important for both movement and alliances.

Map character
Scout the riverbanks and locate the shallow crossing before moving the main army, artillery or a forward Town Center. Because the crossing lies away from the starting areas, the shortest path on the minimap may not be the safest route. Check which Native settlements are present and whether their sites are reachable without leaving the crossing undefended.
What to scout
The river can slow a direct assault and give each side time to reinforce, but it is not an impassable boundary. Hold a crossing before committing siege across it, and keep mobile units available to respond if the opponent chooses the other route. Native posts can add value to the map-control plan when they can be defended.
Secure the distant crossing and Native routes
The shallow crossing lies far from the players’ starting areas, so scout it before marching siege or a forward Town Center. Keep a defender on the route once the main force crosses. Carib, Maya, or Zapotec settlements may appear; check which are present and whether their alliance sites can be reached without abandoning the river crossing.
Hold the crossing after the first army crosses
A distant shallow crossing can become the map’s reinforcement bottleneck. Once the army reaches the far bank, leave enough force to protect the route while the rest expands or attacks. If two crossings spawn, scout both and avoid committing siege to a path that can be cut off. Native alliances should be planned around the same river-control decision.
Swamp crossings, not a continuous river wall
Orinoco has no Trade Route. Its river normally divides the sides, but one or more shallow swamp crossings can let land armies pass, typically away from the starting positions. Cliffs prevent Docks along most of the waterway; only swamp areas permit Dock placement. Tupi, Zapotec, Carib or Maya settlements can appear, often with complementary Native access on the opposing side. Scout both river ends before choosing a route, and protect the crossing when moving siege across it.