[ MAPS · 21 ]
AoE2 map guides
Strategic pillars, civilization tier list, dominant builds, and common mistakes by ELO bracket. Send your replay to wolo.gg and we'll tell you what to change for your next match on this map.
The default open-map experience — sparse woodlines, exposed gold, minute-7 aggression viable.
The canonical closed map — pre-walled bases, no Dark Age pressure, Fast Castle / Imperial plans dominate.
The forest-maze closed map — dense woods enclose every base, narrow choke-lanes connect players, Fast Castle + trash war dominate.
Open-land map with impassable water holes (cenotes) scattered as terrain-denial obstacles — chokes and wall geometry emerge from the natural layout.
Large landmass dotted with 3-6 scattered medium lakes that force a supplementary water economy onto otherwise land-dominant play.
The pre-walled map — every player starts inside a complete stone-wall enclosure with gates; Dark Age pressure is impossible, and the game is a pure Castle/Imperial-age tech + siege war.
Hybrid land map with 4 inland lakes — full land connectivity between players plus 4 discrete fishing zones; rewards mixed land/water eco play.
Specialty gimmick map — one massive 40-80 tile gold pile at map center dominates mid-game; whoever controls it wins, whoever loses it starves.
The semi-closed compromise — pre-built stone walls protect the TC but gold and stone spawn outside, forcing methodical Feudal and explosive Castle Age plays.
The canonical pure-water map — each player on their own island, no land connection, navy decides everything.
Arabia's more extreme cousin — even sparser woodlines, even shorter distances, near-impossible to wall.
Hybrid inland-sea map with a huge central lake, coastal starts, and land bridges only at the map corners.
The meta-map — each match rolls into a different map archetype from a wide pool; the correct plan is 'play as if it's whatever it became'.
The open-steppe archetype — minimal trees, no walling, cavalry mobility dominates.
The no-TC hybrid map — 3 villagers, 1 scout, 1 stone pile; choose where to settle on a shared central shore.
Hybrid river map — winding waterways carve the map into peninsulas, forcing docks + transports while leaving narrow fords for pure-land play.
Open-land specialty map with 4-6 runestone monuments granting capture bonuses + 5 relics — 9-11 contested objectives layered on an Arabia-like landscape.
African savanna map — wide open plains, sparse central trees, abundant huntables including elephants.
Wide open steppe with sparse forest clumps — cavalry-dominant meta with marginal walling on home forest flanks.
Semi-closed hybrid — mountain valleys with 1-2 narrow passes between players; terrain enforces chokes, Castle Age pass control decides games.
The jungle map — dense tree cover everywhere, extra boars and deer scattered across the terrain, wood is infinite but gold/stone are forest-embedded.