[ AOE2 MAP ]
Continental
Large landmass dotted with 3-6 scattered medium lakes that force a supplementary water economy onto otherwise land-dominant play.
[ MAP IDENTITY ]
Continental is a land-dominant hybrid. The map surface is one large continuous landmass punctuated by 3-6 medium lakes (typically 20-40 tiles across each), scattered semi-randomly between and around player spawns. Each player usually has a lake within 15-20 tiles of their TC, with additional lakes interrupting the overland path between players. Unlike Mediterranean (single dominant inland sea) or Islands (pure water), Continental's water is a supplementary resource channel: each lake supports maybe 3-5 fishing ships and a small defensive galley fleet. Full water dominance is impossible because lakes are disconnected — you'd need to transport galleys between lakes, which is prohibitively slow. Continental forces a hybrid tech spread: even "land" civs benefit from a dock + 2-3 fishing ships to supplement food. Games feel like Arabia with extra resource complexity and reshaped scouting paths.
Strategic thesis
"Supplementary water eco gives a ~100 food/minute boost and unlocks lake-adjacent resources. Skipping dock entirely concedes the eco edge; over-committing to navy wastes tempo because lakes are too small to support a real fleet."
🎯 Strategic pillars
Build the supplementary dock — always
3-5 fishing ships on the home lake = ~100 food/minute. Skipping dock forfeits this for the entire game. Even land civs benefit.
action: Minute 8-10: dock on home lake. Produce 3-5 fishing ships. Let dock idle or repurpose to galleys after initial 3-5 ships.
Scout both sides of your home lake in Dark Age
Lakes block scout paths. Opponent might be on the opposite side of your home lake — scouting only one direction misses them for 2+ extra minutes.
action: Dark Age: send scout one way around lake; if no opponent by minute 5, detour the other way. Find opponent by minute 7-8.
Play land-dominant, water-supplementary
Lakes are too small for real navy fleets. Over-committing to navy (7+ galleys, 10+ fishing ships) wastes tempo because the map can't sustain it.
action: Cap fishing ships at 3-5 per lake. Skip Castle Age galley mass unless your civ is Vikings/Portuguese and you're pushing Longboats/Caravels specifically.
Mid-map lakes = relic transport routes
1-2 relics on mid-map lake islands require transport boats. Civs with monk bonuses over-index.
action: Castle Age: if opponent isn't pressuring, build a transport and 2-3 monks. Pick up island relics for ~60-100 gold/minute/relic.
⚔️ Civilization tier list on Continental
🚀 Dominant openings
Arabia-Style Scout/Archer Rush + Supplementary Dock
Primarily Arabia-style opener — scout or archer rush at minute 10-13 — with a small dock built at minute 9-10 for 3-4 fishing ships in the background. Fish eco is supplementary, not primary. Best for land-dominant civs.
Fast Castle + 2 TC + Fishing Supplementary
Standard Fast Castle at ~16 min with a dock built at minute 8 for 4-5 fishing ships in parallel. Castle Age brings 2 TC + Knight/Xbow production. Fish eco funds the 2nd TC stone + food.
Dock-Heavy Hybrid (Water-Civ)
Dock at minute 7-8 with 5-7 fishing ships, 2-3 Feudal galleys for home-lake defense, transition to Castle Age with strong fish eco. Still commits wood to land military but prioritizes water-eco first.
Pure Land (Skip Dock)
Skip dock entirely. Play Continental like Arabia. Works for land-focused civs at lower ELO; caps out in effectiveness against hybrid-tech opponents.
❌ Common mistakes on Continental
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▸
Not building a dock at all
~100 food/minute of fish eco is free vs land-only play. Skipping it loses 10+ minutes of effective eco over a 25-minute game.
fix:Minute 8-10: dock on home lake. 3-5 fishing ships.
▸Over-building fishing ships (10+)
Small lakes run dry of shore fish around 5-6 ships. Extra fishing ships idle or sail to mid-map for contested deep fish.
fix:Cap at 3-5 fishing ships per home lake. More = wasted wood.
▸Sending scout only one direction around lake
Scout misses opponent for 2+ extra minutes. Denies information needed for Feudal plan.
fix:Dark Age: detour scout both directions around lake. Confirm opponent location by minute 7.
Which ones did YOU make in your last match on this map?
🧱 Amurallado de base
Tiempo: 3-4 minutes of 2-vil labor
10-18 wall segments; lakes provide some natural walling (lake shore adjacent to base)
💰 Gold positions
Gold is inland and safe. Standard Arabia-style play.
Gold blocks direct dock path. Not a raid concern but an eco-inefficiency concern.
Gold is on opponent's raid path. Standard Arabia-style front gold.
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