AOE2 Guide
🇬🇧 English

Map guide

Arabia

open · 142,826 ranked games

Ranked · Win rate

Best civs on this map

Table view
  1. 1Romans56.91%1,831
  2. 2Armenians54.71%1,380
  3. 3Bulgarians54.4%1,989
  4. 4Shu54.2%572
  5. 5Japanese53.12%2,225
  6. 6Sicilians52.78%1,383
  7. 7Hindustanis52.21%1,678
  8. 8Persians52.13%3,616
  9. 9Vikings52.12%1,414
  10. 10Magyars52%5,615
  11. 11Huns51.26%1,900
  12. 12Wei51.01%1,729
  13. 13Mongols50.97%5,705
  14. 14Goths50.89%1,566
  15. 15Franks50.88%5,505
  16. 16Khitans50.76%989
  17. 17Vietnamese50.6%4,180
  18. 18Ethiopians50.54%3,249
  19. 19Jurchens50.28%726
  20. 20Spanish50.13%2,342
  21. 21Malay49.89%912
  22. 22Celts49.84%1,284
  23. 23Dravidians49.78%691
  24. 24Burmese49.72%724
  25. 25Portuguese49.7%1,642
  26. 26Mayans49.64%1,807
  27. 27Georgians49.38%889
  28. 28Lithuanians49.26%2,379
  29. 29Chinese49.16%2,034
  30. 30Slavs48.92%1,014
  31. 31Malians48.84%1,159
  32. 32Tatars48.83%1,325
  33. 33Burgundians48.78%1,878
  34. 34Koreans48.77%1,339
  35. 35Wu48.59%461
  36. 36Mapuche48.59%640
  37. 37Italians48.28%1,195
  38. 38Bengalis48.17%710
  39. 39Khmer47.98%2,643
  40. 40Berbers47.92%1,273
  41. 41Saracens47.65%1,278
  42. 42Teutons47.26%1,877
  43. 43Aztecs47.2%1,322
  44. 44Britons47.02%2,563
  45. 45Incas46.95%1,655
  46. 46Tupi46.89%563
  47. 47Byzantines46.88%2,150
  48. 48Gurjaras46.25%774
  49. 49Poles46.04%1,236
  50. 50Cumans46%1,437
  51. 51Muisca44.71%501
  52. 52Turks44.56%1,205
  53. 53Bohemians44.43%1,078

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.

Pocket

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.

Pocket

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.