Map guide
Arabia
open · 142,826 ranked games
Ranked · Win rate
Best civs on this map
Table view
- 1
Romans56.91%1,831 - 2
Armenians54.71%1,380 - 3
Bulgarians54.4%1,989 - 4
Shu54.2%572 - 5
Japanese53.12%2,225 - 6
Sicilians52.78%1,383 - 7
Hindustanis52.21%1,678 - 8
Persians52.13%3,616 - 9
Vikings52.12%1,414 - 10
Magyars52%5,615 - 11
Huns51.26%1,900 - 12
Wei51.01%1,729 - 13
Mongols50.97%5,705 - 14
Goths50.89%1,566 - 15
Franks50.88%5,505 - 16
Khitans50.76%989 - 17
Vietnamese50.6%4,180 - 18
Ethiopians50.54%3,249 - 19
Jurchens50.28%726 - 20
Spanish50.13%2,342 - 21
Malay49.89%912 - 22
Celts49.84%1,284 - 23
Dravidians49.78%691 - 24
Burmese49.72%724 - 25
Portuguese49.7%1,642 - 26
Mayans49.64%1,807 - 27
Georgians49.38%889 - 28
Lithuanians49.26%2,379 - 29
Chinese49.16%2,034 - 30
Slavs48.92%1,014 - 31
Malians48.84%1,159 - 32
Tatars48.83%1,325 - 33
Burgundians48.78%1,878 - 34
Koreans48.77%1,339 - 35
Wu48.59%461 - 36
Mapuche48.59%640 - 37
Italians48.28%1,195 - 38
Bengalis48.17%710 - 39
Khmer47.98%2,643 - 40
Berbers47.92%1,273 - 41
Saracens47.65%1,278 - 42
Teutons47.26%1,877 - 43
Aztecs47.2%1,322 - 44
Britons47.02%2,563 - 45
Incas46.95%1,655 - 46
Tupi46.89%563 - 47
Byzantines46.88%2,150 - 48
Gurjaras46.25%774 - 49
Poles46.04%1,236 - 50
Cumans46%1,437 - 51
Muisca44.71%501 - 52
Turks44.56%1,205 - 53
Bohemians44.43%1,078
Not enough data at this elo bucket.
53 civs · Ranked by win rate · 50% = average. Source: aoestats.io ranked ladder archive (all-time)
Recommended Civilizations
Team Compositions
2v2
Flank
Archer civs applying 19–21 pop feudal pressure. Protect the pocket's boom with palisade walls and Skirmishers. Britons and Ethiopians have the best archer stats at all stages.
Fast Castle knight civs who boom to 3 TC and flood Knights in Castle Age. Huns skip houses for faster production. Lithuanians gain attack from relics.
4v4
Flank
High-range archer civs. Both flanks open 19–21 pop archers for early pressure. Coordinated double-archer flanks can overwhelm one enemy side before they wall effectively.
Cavalry pocket civs who boom to 4 TC and push with massed Knights. Cumans can 2TC in Feudal Age for an explosive economic lead. Franks with Chivalry are the safest choice.
Arabia is the canonical competitive 1v1 map and the most balanced in the game's history. It features an open landscape with randomized starting positions and resources — grass variants offer denser trees and easier walling, desert variants are sparser. Games reward aggression: the player who creates and snowballs an early advantage almost always wins, while passive play is consistently punished. Matches commonly end in Castle Age or early Imperial rather than reaching a full late-game.
Opening
Standard opening is a 21–22 villager Fast Feudal with 1–2 forward scouts harassing enemy sheep or scouting gold, stone, and wood. Two dominant Feudal openings exist: Scout Rush (mass stables, push with 4–6 scouts + spears) and Archer Rush / Men-at-Arms → Archers (forward barracks + archery range, push into enemy wood lines). Walling is contested — partial walls for gold and stone are advisable, but over-investment in walls delays military. Even minor harassment (2–3 villagers killed) compounds into a major economic lead by mid-game.
Mid game
Castle Age typically transitions to a Knight Rush (stable → knights) or continued archer-skirmisher pressure. Knights are dominant on Arabia — fast, raid-effective, and able to one-shot villagers without upgrades. Strong archer civs (Britons, Mayans, Ethiopians) can opt for an archer-heavy Feudal push then Crossbow + Siege into Castle Age. Map control — gold mines particularly — is the dominant mid-game concern. Relics matter more than many players expect; 1–2 relics tilt gold income significantly in the late game. Fast Imperial transitions are common if Castle Age trades evenly.
Watch out for
- Laming — enemy scout stealing your sheep or boars in the first few minutes causes a severe Dark Age food deficit.
- Forward gold towers — opponent sneaks a Tower onto your gold mine in late Dark or early Feudal Age.
- Over-walling — too many villager-seconds on palisades delays your Feudal Age timing and military output.
- Missing enemy gold location — if you did not scout it in Dark Age, you will never contest it effectively.
- Going Castle Age while behind — arriving in Castle Age late against an opponent already raiding with knights is very hard to recover from.
- Ignoring relics — leaving all 5 relics to the opponent gives them a permanent gold-income advantage late game.