Map guide
Hill Fort
hybrid · 348,814 ranked games
Ranked · Win rate
Best civs on this map
Table view
- 1
Burgundians55.65%814 - 2
Wei54.65%258 - 3
Bulgarians54.57%887 - 4
Cumans54.52%1,284 - 5
Malay54.25%671 - 6
Saracens53.91%1,009 - 7
Romans53.68%516 - 8
Bengalis53.13%367 - 9
Teutons53.01%1,362 - 10
Spanish52.82%1,880 - 11
Sicilians51.87%721 - 12
Khmer51.73%1,270 - 13
Japanese51.61%839 - 14
Mongols51.58%1,710 - 15
Celts51.54%683 - 16
Malians51.54%747 - 17
Hindustanis51.37%878 - 18
Vikings51.32%604 - 19
Huns51.18%887 - 20
Georgians50.36%419 - 21
Berbers50.27%561 - 22
Bohemians50.24%830 - 23
Burmese49.88%429 - 24
Ethiopians49.75%987 - 25
Goths49.52%1,149 - 26
Tatars49.39%743 - 27
Poles49.3%787 - 28
Incas49.27%477 - 29
Koreans49.06%744 - 30
Britons49.01%1,618 - 31
Slavs48.8%502 - 32
Lithuanians48.65%927 - 33
Mayans48.56%766 - 34
Italians48.52%608 - 35
Chinese47.54%629 - 36
Gurjaras47.41%386 - 37
Armenians47.06%425 - 38
Turks46.79%1,060 - 39
Aztecs46.49%613 - 40
Franks46.45%1,832 - 41
Persians45.98%1,046 - 42
Byzantines45.45%1,045 - 43
Vietnamese45.36%679 - 44
Portuguese44.43%889 - 45
Magyars42.23%779 - 46
Dravidians40.47%257
Not enough data at this elo bucket.
46 civs · Ranked by win rate · 50% = average. Source: aoestats.io ranked ladder archive (all-time)
Recommended Civilizations
Team Compositions
2v2
Flank
Archer civs use the elevated terrain for bonus damage. Holding the high ground with Crossbows makes any uphill assault very costly for the enemy.
Pocket booms on the fortified hill and pushes with Knights or unique units. Lithuanians and Franks field the strongest cavalry to exploit the safe economy.
4v4
Flank
Flanks hold the high ground with massed archers and towers — elevation gives a permanent damage edge in every fight.
Pockets boom hard on the hill and convert the lead into Knights, unique units, or Imperial gunpowder.
Hill Fort places each player on top of a hill enclosed by Fortified Palisade Walls — a special variant that cannot be rebuilt by players once destroyed. High ground provides an attack bonus for units shooting or firing downward. Two strategic arcs exist: fast Castle boom with a defensive posture exploiting high ground, or an early Feudal Age archer and Men-at-Arms push designed specifically to crack the Fortified Palisade Walls before the enemy booms safely. Map control below the hills becomes the contested mid-game battleground.
Opening
Fortified Palisades provide a safety window similar to Hideout, enabling a Fast Castle approach. However, the special walls cannot be rebuilt — this makes Feudal aggression potentially more decisive than on other closed maps. An archer plus Men-at-Arms combination in Feudal Age can breach the wall, and once it is gone the opponent's hill advantage is significantly mitigated. Scout to identify whether the enemy is investing in Feudal military or pure economy. Relic locations and gold sources outside the hill area are key Dark Age scouting objectives.
Mid game
Castle Age involves knight raids off the hill to contest lower-ground resources, combined with a Castle placed at the hill's edge covering wall breach points. Civs with strong unique units benefit from high-ground positioning — Teutons (cheap farms, conversion resistance), Britons (downhill crossbow range), Bohemians (monk-and-siege). In Imperial Age, Trebuchets become the primary push tool, lobbing shots from the elevation bonus provided by the hill.
Watch out for
- Not defending Feudal archer and MAA breaches — the Fortified Palisade cannot be rebuilt; losing it in Feudal Age means fighting from Imperial Age without your hill enclosure.
- Overcommitting to a downhill rush — attacking off your hill means sacrificing the elevation attack bonus that defines your defensive strength.
- Playing weak-wall cavalry civs (Berbers, Huns, Tatars) — these struggle specifically because the map punishes poor wall defense and rewards elevation bonuses they cannot exploit.
- Losing map control below the hill — an opponent settling lowland resources can siege your position from close range with Trebuchets.
- Ignoring relic pickup in the lowlands — relics are outside the starting enclosure and require active cavalry collection on Castle Age arrival.