_NeT_AnGeLs_
AoC Maps

   Below you will find a picture of what the map will look like and some brief tips. Obviously the maps will change slightly every time they are generated, but they wont vary to much
Map Click on the black maps for larger size Name A Quick Description Tips Strats
-Arabia-
a rusher's paradise.
Arabia is one of the most difficult maps to play. Its wide-open, difficult to wall, and fighting begins very early. If you are not ready for it, the game will be over very quickly. Choke-point walling -- Arabia is very difficult to wall completely, but walling choke-points (ie, small opening between forests, cliffs, and edge of map) can be very beneficial. By walling choke-points, you can control where your opponent can go, eliminating raids, and fighting only where and when you want to fight.

Elevation
-- elevation is one of the most important things to remember when Feudal fighting. Units at a higher elevation get an attack bonus against units of a lower elevation. For more specific information, refer to this post at MFO. 
Flush -- I consider any type of Feudal fighting a "flush". Typical flushes include skirmishers, spearmen, scouts, men at arms, and towers.

Drush -- "Dark Age Rush". This rush starts off with militia attacking before you hit Feudal Age. The idea is to make you relocate your wood. When your opponent Feudals, he'll upgrade to men at arms, and is usually followed by a fast Castle.

Fast Castle-- this is a risky strategy on Arabia, and wouldn't. When Fast Castling, the goal is to hit Castle and produce knights before your enemy can make substantially damage your economy. The economy is weak, because of all the age upgrade times. The best way to control a Fast Castle is to get his gold. Without his gold, he can only make four or five knights, then he does not have any defense.
-Archipelago-
completely unpredictable
Archipelago is not a very popular map. Its different almost everytime, being either Islands, Coastal-style, or a combination of maps. The fishing is usually very good, and scouting is extremely important to determine just what style of map it is. Walling -- I am a big fan on walling whenever possible. If you are grushing, you must wall. I would even wall if i was flushing. It prevents counterattacks and raids. Grush -- this is probably the most effective and widely-used strategy on Archipelago. If you aren't connected, simply play as if the map is Islands. If you are connected, walling should be easy, but remember to back your palisides up with stone walls. I like grushing even if connected because it will give you control of the water, and will provide a more powerful economy (using fishing boats).

Tranny -- this strategy uses the element of surpise. When using it, you assume that your opponent is grushing. Your goal is a suprise attack, and to hurt his economy before he can fight back on land. You must take great care when trannying. You must stay away from his boats, and build your buildings without being detected. If you are discovered too soon, your villagers and buildings can be destroyed before you can inflict any damage. If the landing is unsuccessful, you will have a difficult time winning the game.

Flush/Fast Castle on land-- obviously, this can only be done if you are connected. You will need to watch out for walls.
-Arena-
safe?
This map isnt played very oftern  Your Base is surrounded by walls and forest Boom, or Castle age attack
-Baltic- This is a hard-core grush map, because walling is easy, and there is so much fish. Walling -- walling is a must on Baltic. The openings are narrow, and is done very easily.

Dock Placement -- Baltic has many small bays of water, which have very little fish. It is important not to dock in one. If you do, it will seriously hinder your advancement times, and you will always be trapped on water. On Baltic, I'm always extra-careful to scout a potential dock location before I place it.

Extra Sheep -- there are usually extra sheep on Baltic. To find these sheep, its a good idea to scout the corners of the map, and around the edges beside your town.
 
Grush -- grushing is the best strategy on this map. Losing the water on this map almost always means defeat. He who wins the water controls all the free food (fish), and controls the coastlines, forcing enemy to a smaller piece of territory. Walling is very easy, and should always be done.

Tranny -- this is pretty risky on Baltic. It is easy to scout the coastline, making it difficult to land undetected
-Black Forest-
rook map or not?
  Usually there is only 1 way through to your enemy (1 passage for each member on your team) there is a lot of free food, sometimes groups of boars between 3-6 Wall and Boom, but all tactics work on this map
-Coastal-
land or water?
Coastal is difficult to play, and can be unfair to one player. This map is an in between map. There is a lot of land, but water can make or break the game. In some games, one player will have horrible water (small amount of water, and little fish), and the other player will have a big open ocean, abundant with fish. Scouting is extremely important on this map. You will need to decide quickly if you are going to fight on land or water. Walling -- walling can be difficult on Coastal. Even if you have a wide open land, it is still a good idea to wall choke-points, and use buildings to narrow the large gaps. Grush -- Grushing is possible, but walling can be difficult, with a large amount of land to wall. If you have the good part of the water, grushing is definitely worthwhile, but if you have poor water, grushing is not as important.

Flush/FC -- fighting on land initially is a strong strategy on Coastal, especially if you have weak water. You will need to make a strong impact, because you will have a weaker economy. If the surrounding land is unwallable, you will want to flush or fast Castle, powered by a dock and some Fishing Boats.
-Continental-
beware of landings.
Continental was never played much until the Microsoft tournament. This map can be unpredictable at times, but generally its easy to wall off, but you are still vunerable to landing. Walling -- walling the main entrance to your town is very simple. First, wall with Palisides, then add Stone walls later.

Extra Walling -- the idea behind these walls is to limit the land your opponent has to land on. If he lands on the outside of your walls, he has to break through them first, giving you notice that he is coming. These walls are merely warning, and radar housing should still be used outside them.

Funny map -- (second map) sometimes the map is not normal. In this case, flushing is a much more viable option, because walling is harder. Sometimes with a normal map, the outsides are connected, forming a giant circle with a land mass in the middle. It is critical to wall the ends, then.

Docking -- the outside edge of water is usually scarce fishing, so its a good idea to try to dock in the corners. There is generally more water in the corners, and more fish. When grushing, you will want to build additional docks on the inside water.
Grush -- it is nearly impossible to ignore the water and still win on Continental. Water surrounds you on every side, and the land is small enough where you can be severly cramped for room. Grushing is a good idea to do, as long as you are careful watching for landings, using your Scout, radar housing, and walls.

Tranny -- this is a very successful strategy on Continental. It is very difficult to completely house the coast quickly, making landing easier. There is also a lot of land to use for building Archery Ranges and Stables. 
-Fortress-
safe?
This map isnt played very oftern  Your base is surrounded by walls Boom, or Castle age attack
-Ghost Lake-
Arabia with extra sheep!
Ghost lake is very similar to Arabia. Its difficult to wall off completely, and Flushing rules the early game. The only major difference is that forward building is fairly difficult due to the ice. Choke-point walling -- Ghost Lake is very difficult to wall completely, but walling choke-points (ie, small opening between forests, cliffs, and edge of map) can be very beneficial. By walling choke-points, you can control where your opponent can go, eliminating raids, and fighting only where and when you want to fight.

Scouting -- this is another place where Ghost Lake differs from Arabia. Once I have found my first four sheep and maybe a boar, I will zig-zag the ice, looking for the extra sheep. I will typically use a pattern drawn on the map. If I could not find any extra sheep, I may scout at home more, then check the ice again. I like to scout the ice quickly so I get the sheep rather than my enemy.
Flush -- I consider any type of Feudal fighting a "flush". Typical flushes include skirmishers, spearmen, scouts, men at arms, and towers.

Drush -- "Dark Age Rush". This rush starts off with militia attacking before you hit Feudal Age. The idea is to make you relocate your wood. When your opponent Feudals, he'll upgrade to men at arms, and is usually followed by a fast Castle.

Fast Castle-- this is perhaps the risky strategy on Ghost Lake. When Fast Castling, the goal is to hit Castle and produce knights before your enemy can make substantially damage your economy. The economy is weak, because of all the age upgrade times. The best way to control a Fast Castle is to get his gold. Without his gold, he can only make four or five knights, then he does not have any defense.
-Gold Rush-
need money?
Most gold in center Almost all the gold is in the middle of the map Flush -- I consider any type of Feudal fighting a "flush". Typical flushes include skirmishers, spearmen, scouts, men at arms, and towers.
-Highland-
house the coast!
Highland is a giant land mass, except for a river running through the middle, with one to two crossings (per playeron team) Walling -- wall the crossings. Its a must.

Housing the coastline
-- this is using your dock builders to build houses all the way down the coastline. Not only does this satisfy population needs, but it also serves as great radar for landings. This should be done on every water map, and even on land too.
Grush -- I play this map just like its Islands. I grush, go heavy boats, and control the water. With my boats, I can keep enemy off the water, and keep him from landing me.

Tranny -- this can also work well on Highland because there is a large amount of coastline.
-Island-
nowhere to run.
The Islands map starts out with two main Islands; one for each player. In addition to those two, there is one more, usually with a gold pile or too. It is impossible to win this game without fighting on water somewhat. Dock Placement -- this is a bad place to dock for fishing. There is very little fish, so try to avoid the narrow waterways between islands.

Housing the coastline -- this is using your dock builders to build houses all the way around the coastline. Not only does this satisfy population needs, but it also serves as great radar for landings. This should be done on every water map, and even on land too.

Patrol trick -- this is a must on water. You need to keep your boats on Patrol. They attack sooner once seeing an enemy, and groups of boats attack. "smarter"
Grush -- this is definitely the way to play Islands. Winning the water is crucial because the Islands are so small. Losing the water can result in defeat.

Tranny -- this is very risky on Islands. The Islands are so small its nearly impossible to land unnoticed. It often works best when used with a tower push.
-Mediterranean-
FBs and Galleys and CGs, oh my!
Mediterranean is another favorite map of mine. It is nearly identical with to Baltic, except it does not have the poor fishing spots, and the land is a little bigger. Walling -- walling is a must on Mediterranean. The openings are a little bigger than Baltic, but the extra effort needed to wall is well worth it.

Housing the coastline
-- this is using your dock builders to build houses all the way around the coastline. Not only does this satisfy population needs, but it also serves as great radar for landings. This should be done on every water map, and even on land too.

Patrol trick -- this is a must on water. You need to keep your boats on Patrol. They attack sooner once seeing an enemy, and groups of boats attack "smarter".
Grush -- grushing is the best strategy on this map. Losing the water on this map almost always means defeat. He who wins the water controls all the free food (fish), and controls the coastlines, forcing enemy to a smaller piece of territory. Walling is still easy, and should always be done.

Tranny -- this is pretty risky on Mediterranean. It is easy to scout the coastline, making it difficult to land undetected.
-Migration-
nowhere to run.
Multi player online map only, there are no boar on this map and sheep are far away from TC (might be worth using  a villager to help find the sheep) Housing the coastline -- this is using your dock builders to build houses all the way around the coastline. Not only does this satisfy population needs, but it also serves as great radar for landings. This should be done on every water map, and even on land too.

Patrol trick -- this is a must on water. You need to keep your boats on Patrol. They attack sooner once seeing an enemy, and groups of boats attack "smarter".
Grush -- this is the only thing to do on this map IMO. Winning the water is crucial because the Islands are so small. Losing the water can result in defeat.
-Mongolia-
a maze of cliffs.
Mongolia is a very tough map to play, and to scout. The forests and cliffs form strange and unusual patterns, and scouting efficiently becomes very difficult. Choke-point walling -- Mongolia has lots of places where walling is small, and easy. Its always a good idea to wall some, if not wall yourself in completely. Flush -- this is possible on Mongolia, but walling is fairly simple.

Fast Castle -- this can be very successful on Mongolia. Key points can be walled easily, making access to your town a long ways away, or non-existant.
-Nomad- This is different ever time you play this as you never start same place and the resources are in different places ALWAYS! You start no TC (or other buildings) Grush -- You got to be careful doing this,  as if you go all out for this strat, they could be taking the land, and cripple you bad

Flush
-- this can be done on Oasis, but walling can be simple, making flushing risky. Its a good idea to wall the back side of your town, then fight the other way.

Fast Castle -- this can be done pretty easily because walling can be simple. With both a flush and a fast castle, you need to be careful to watch both sides of the map, because an attack can come from either direction.

Boom (turtle) -- this is not making any military and just booming. Your walling skills need to be very good to do this, but if successful, you will Imp very strong.
-Oasis-
a water and forest filled donut.
Oasis has a large pond in the middle, surrounded by forests, then land Walling -- walling should be done on at lease one side.

Extra sheep -- there are extra sheep on Oasis. Be sure to scout the corners to find these.
Flush -- this can be done on Oasis, but walling can be simple, making flushing risky. Its a good idea to wall the back side of your town, then fight the other way.

Fast Castle -- this can be done pretty easily because walling can be simple. With both a flush and a fast castle, you need to be careful to watch both sides of the map, because an attack can come from either direction.

Boom (turtle) -- this is not making any military and just booming. Your walling skills need to be very good to do this, but if successful, you will Imp very strong.
-Rivers-
small pieces of land connected via crossings.
Rivers is another semi-water map that I play like full water. Its very important to control the water because the land is typically surrounded on three sides, and its very easy to get trapped. Walling -- walling needs to be done. Its only one crossing, its simple.

Housing the coastline -- as with any water map, this should be done on Rivers as well. It provides radar, and houses for population.
Grush -- this is the best way to play Rivers. You need to gain control of the water early to prevent landings and to keep from being trapped on your own land.

Tranny -- in 1v1s, this can be fairly successful. In team games, the lands get smaller, and detection is easier.
-Salt Marsh-
small pieces of land connected via crossings.
This is the most unpredictable and hardest maps to play. There is not any good way to play this map. There is a considerable amount of water, but most of it is covered with crossings. The crossings create havok with walling, so you really need to be on your toes with this map. Walling -- walling on this map can be very tricky. As shown in the map, you might have to do a little different walling. In this case, I used the forest as part of the wall. Whatever it takes to get walled, get it done!

Housing the coastline -- as with any water map, this should be done on Rivers as well. It provides radar, and houses for population.
Grush -- this can be effective if you are able to wall. You can limit your enemies territory with your galleys, and eat any fish there may be.

Tranny -- this too, could be successful. Be careful where you land because the map is so odd you might land where you cannot inflict any damage.

Flush -- this could be the best strategy to use if you cannot wall. If you are attacked on land, your economy is geared towards that type of fighting. Beware of galleys guarding crossings, though.

Fast Castle/Land -- this also could work if its unwallable. You will just need to watch out for a flush.
-Scandinavia-
three boars!
Scandinavia would be a super cool map if there was not any snow (use the no show patch in download section). Everything else about it is very cool. There are three boars, extra deer, and free fish. There is a band on water on opposite sides, and berries are lacking. Choke-point walling -- this allows you to control enemies' progress, and keeps the fighting where you want.

Lure boars early -- you get three boars! Take advantage of it, and eat them all
Flush -- this, like on any other land map, is a given. The benefits to it on this map is you free fishing. Your band of water is very far away from the enemy, making it nearly impossible for him to kill your fishing. The extra boar and deer can lead to some very powerful Feudals.

Drush -- Scandinavia might be the best map to drush on, because you can boat boom like mad, and the extra food from boars and deer is very helpful.
Fast Castle/Land -- this can also work, just make sure to wall.
-Team Islands-
nowhere to run.
Same as islands except every member of you team is on same island Housing the coastline -- this is using your dock builders to build houses all the way around the coastline. Not only does this satisfy population needs, but it also serves as great radar for landings. This should be done on every water map, and even on land too.

Patrol trick -- this is a must on water. You need to keep your boats on Patrol. They attack sooner once seeing an enemy, and groups of boats attack. "smarter"
Grush -- this is definitely the way to play Islands. Winning the water is crucial because the Islands are so small. Losing the water can result in defeat.

Tranny -- this is very risky on Islands. The Islands are so small its nearly impossible to land unnoticed. It often works best when used with a tower push.
-Yucatan-
food galore!
Yucatan, often referred to as "Rookatan", has an incredible amount of natural food. There are at least 12 sheep, two boars (and usually two more a little farther away), 6-8 deer, and two patches of berries. Scouting, however, can be rather difficult. Choke-point walling -- this allows you to control enemies' progress, and keeps the fighting where you want.

Extra food -- do not farm until all your natural food is gone. Its there, use it!
Flush -- all the extra food really helps your economy. You should Feudal with more food and wood, but beware of walls. Its usually easy to wall, so be sure to scout well.
Drush -- the extra food really helps here, too.
Fast Castle/Land -- this can also work, just make sure to wall. A very quick Castle time after your Militia should be expected.