AOE2 Guide
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Map guide

Hideout

closed · 1,684,158 ranked games

Ranked · Win rate

Best civs on this map

Table view
  1. 1Khitans57.28%2,268
  2. 2Romans56.02%9,314
  3. 3Sicilians55.18%13,364
  4. 4Malay54.78%12,918
  5. 5Bulgarians54.73%16,084
  6. 6Spanish53.98%25,489
  7. 7Goths53.96%18,716
  8. 8Bohemians53.86%12,780
  9. 9Cumans53.26%23,828
  10. 10Celts52.81%14,366
  11. 11Poles52.31%15,514
  12. 12Teutons52.08%22,466
  13. 13Saracens51.58%18,051
  14. 14Malians51.23%10,790
  15. 15Shu51.08%1,022
  16. 16Bengalis51.03%4,915
  17. 17Khmer50.61%26,977
  18. 18Wu50.59%1,101
  19. 19Armenians50.5%5,547
  20. 20Portuguese50.42%15,527
  21. 21Ethiopians50.12%18,227
  22. 22Slavs50.12%10,040
  23. 23Vikings49.91%8,998
  24. 24Japanese49.57%10,859
  25. 25Wei49.4%923
  26. 26Incas49.38%10,008
  27. 27Hindustanis49.33%10,978
  28. 28Burmese49.18%6,281
  29. 29Dravidians49.09%4,115
  30. 30Turks48.81%17,014
  31. 31Burgundians48.65%13,380
  32. 32Koreans48.24%9,974
  33. 33Mongols48.18%27,208
  34. 34Persians47.95%14,499
  35. 35Italians47.93%8,486
  36. 36Franks47.9%28,249
  37. 37Lithuanians47.74%15,116
  38. 38Aztecs47.73%10,218
  39. 39Gurjaras47.45%5,304
  40. 40Britons47.43%23,056
  41. 41Georgians46.78%4,808
  42. 42Berbers46.05%7,283
  43. 43Byzantines45.88%14,141
  44. 44Jurchens45.42%513
  45. 45Vietnamese45.3%10,909
  46. 46Magyars45.28%11,612
  47. 47Tatars45.26%6,758
  48. 48Mayans44.99%11,957
  49. 49Huns44.8%11,854
  50. 50Chinese44.64%9,151

50 civs · Ranked by win rate · 50% = average. Source: aoestats.io ranked ladder archive (all-time)

Recommended Civilizations

Team Compositions

2v2

Flank

Archer civs defend the narrow entrances and snipe units as they funnel in. Britons out-range everything; Koreans add cheap defensive towers at the chokepoints.

Pocket

Pocket booms behind the protected entrance and masses unique units or gunpowder. Burgundian Coustilliers and Bohemian Hand Cannoneers excel once the eco is safe.

4v4

Flank

Flanks lock the entrances with massed archers + towers; coordinated Crossbow + Mangonel lines hold against any push.

Pocket

Pockets deep-boom into Imperial gunpowder and unique units, then break out through one entrance with a siege + gunpowder ball.

Hideout is a semi-closed map where players begin inside a palisade wall ring enclosing their base. Unlike Arena's stone walls, these palisades are more vulnerable and can be breached in Feudal Age with a focused archer or Men-at-Arms push. Games trend toward Castle Age Fast Castle strategies, but Feudal aggression remains viable and traps passive opponents. Relic control matters significantly in the late game — all relics spawn outside the starting walls.

Opening

The default strategy is a Fast Castle (23-villager approach), leveraging palisade protection. Higher-level players often apply early pressure instead: a Feudal Age Tower plus Archers push can crack the enemy palisade and force heavy defensive spending. An alternative is Fast Castle into Light Cavalry for a relic dash — send cavalry out the gate immediately on reaching Castle Age to secure relics before the opponent reacts. The scout should identify relic locations during Dark Age. Wood lines are concentrated in the map's center, giving map control significance similar to gold on Arabia.

Mid game

Hideout rewards archers and archer upgrades. The walled nature combined with center-wood concentration favors unit compositions that fight well in chokepoints — archers, crossbows, and skirmishers. Siege — particularly Rams and Onagers — is required to break enemy walls and flood the base. Relic income can become decisive in extended games, making the monk-and-cavalry relic race on Castle Age arrival a high-stakes moment.

Watch out for

  • Palisade complacency — a Feudal archer rush with 6–8 archers plus a ram can break the starting wall and raid your economy.
  • Not adding an extra wall layer — a single palisade wall is brittle; a second ring just inside the first buys critical extra defense time.
  • Losing the relic race — all relics are outside your walls; failing to scout and grab them hands the opponent a sustained gold advantage.
  • Neglecting villager production during army micro — late-game multitasking failures compound quickly on this map.
  • No Castle before Imperial Age — leaves you without Unique Unit production and without a defensive anchor for wall breach points.