Arena
closed
Arena is the canonical closed map. Every player starts inside a ring of stone walls that fully encloses their base resources. No Feudal aggression is possible from outside the walls, making the default strategy Fast Castle into Boom. Games extend into late Castle Age or Imperial Age and are decided by relic control, army composition, and economic macro rather than early pressure. Monk-and-siege armies are common and highly effective.
Opening
Standard opener is a 23-villager Fast Castle. Advance on exactly 23 villagers, adding 2 more during the transition, then immediately research Castle Age. Most players produce no Feudal military and focus entirely on villager production. An alternative is a 22-villager slightly faster Feudal advance with 1β2 scouts produced during transition to grab relics outside the walls. Relic scouts are critical β whichever player sends their scout out of the gate first can often grab 2β3 relics before the enemy even reaches Feudal Age. On reaching Castle Age, priorities are additional Town Centers (boom to 3β4 TCs), a Monastery, and a University.
Mid game
Castle Age is dominated by monk-and-knight or monk-and-siege combinations. Unique units shine here β the economy is safe enough to afford them. Teutonic Knights, Janissaries, Huskarls, and Coustilliers all excel. Breaking enemy stone walls requires siege β Rams in early Castle Age, Trebuchets and Onagers in late Castle and Imperial. Gunpowder civs (Turks, Portuguese, Bohemians) benefit especially in Imperial Age. Produce 60β80 farms for sustained food. When gold runs low, the market becomes a key resource equalizer. Maintain and repair stone walls actively throughout the game.
Watch out for
- Losing the relic race β if you do not send your scout out the gate immediately, the opponent grabs 4β5 relics and wins a slow gold war.
- Over-booming without pressure awareness β Arena is safe but not impenetrable; a well-timed Castle Age castle drop near your wall can collapse the position.
- Forgetting Masonry and Architecture β stone walls have low HP without these upgrades and are trivial to raze with Battering Rams.
- Being out-teched in Imperial Age β Arena frequently reaches late-game states where Blacksmith and University upgrades matter enormously.
- Conversion vulnerability β monks converting your knights without Redemption researched is a common game-losing scenario.