Map guide
Black Forest
closed · large · 70,658 ranked games
Ranked · Win rate
Best civs on this map
Table view
- 1
Turks58.75%383 - 2
Bohemians56.37%502 - 3
Portuguese55.99%359 - 4
Khmer53.8%539 - 5
Romans53.28%229 - 6
Lithuanians52.45%204 - 7
Japanese52.07%242 - 8
Persians51.79%392 - 9
Mongols51.49%538 - 10
Celts51.43%280 - 11
Britons50.96%575 - 12
Vietnamese49.17%360 - 13
Byzantines48.97%243 - 14
Ethiopians48.89%225 - 15
Goths48.1%316 - 16
Teutons47.03%455 - 17
Spanish46.97%330 - 18
Cumans46.46%226 - 19
Franks45.02%602 - 20
Magyars43.17%227 - 21
Chinese41.46%205 - 22
Burgundians41.11%253
Not enough data at this elo bucket.
22 civs · Ranked by win rate · 50% = average. Source: aoestats.io ranked ladder archive (all-time)
Recommended Civilizations
Team Compositions
2v2
Flank
Infantry mass in the forest chokepoints. Goths produce cheap infantry endlessly; Teutonic Knights are nearly unkillable in narrow forest corridors.
Boom into Imperial and mass unique units or gunpowder. Aztecs' Monks + unique units are dominant; Chinese get discounted tech; Bohemians get powerful gunpowder late game.
4v4
Flank
Infantry + siege at chokepoints. Koreans get cheaper towers for chokepoint fortification; Celts produce Siege Rams faster.
Deep boom into Imperial Age. Slavs farm faster; Chinese have tech discounts. Mass unique units or gunpowder for a coordinated Imperial push.
Black Forest is defined by dense, nearly impassable tree coverage that creates natural chokepoints between bases. It strongly favors defensive booming — once the narrow gaps between forests are walled, bases become nearly impregnable. Games are slow and decided by whichever side breaks through with the strongest siege-and-army combination. Aggressive Castle drops and monk-siege rushes that bypass walls are the primary counters to a fortified position.
Opening
Walling chokepoints is the single most important early priority. Research Loom immediately and send forward villagers to block gaps — some high-level players send 2–3 starting villagers straight to the nearest gap before building any farms. In team games, coordinate gap assignments between players. Palisade walls suffice initially; upgrade to stone in mid-game. Once walls are secured, boom: build additional Town Centers, maximize villager production, and target a fast Imperial Age (around 30–32 minutes in skilled play). Economy upgrades (Horse Collar → Heavy Plow, Wheelbarrow → Hand Cart) take full priority. Mine gold and stone from within the safe enclosed area.
Mid game
The Castle Age is primarily a preparation phase — build economy, accumulate army, and reach Imperial Age upgrades before pushing. Trebuchets are the essential offensive tool and nearly always pivot any assault. Onagers and Bombard Cannons supplement Trebs for counter-siege. A common aggressive option in Castle Age is the castle drop: transport a villager near the enemy wall and fast-drop a Castle to threaten the chokepoint. Monk rushes (3 monks + 1–2 Mangonels) through a thin gap can be devastating if the wall is not fully sealed.
Watch out for
- Leaving a 1-tile gap unwalled — scouts will find it and exploit it with a ram rush.
- Forgetting team gap assignments — leads to permanent vulnerabilities on shared wall sections.
- Castle drops near your chokepoints — opponent places a Castle just beyond sight range, then sieges the wall with Trebuchets.
- Monk-and-mangonel sneaks — a small mobile force fits through partial gaps before you finish walling.
- Booming into no military — if your wall is breached before you have an army assembled, your boom is useless.
- Not transitioning to stone walls — all-palisade defenses collapse quickly to Battering Rams in Castle Age.
Koreans
Slavs
Aztecs