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Islands

water

Islands is the canonical pure water map. Every player starts on a separate island, making naval supremacy the prerequisite for any land action. Controlling the water means controlling fishing (the main food and economic source), blocking enemy transports, and enabling landing parties. Civs with strong navies dominate; landlocked-specialist civs such as Aztecs and Huns are very weak here.

Opening

Place a Dock immediately in Dark Age around villager 6–8, queue 2–3 Fishing Ships, and continue villager production on land. The first critical decision is whether to rush with Fire Galleys in Feudal Age to contest fishing, or delay for a stronger Castle Age fleet. A fast Fire Galley Rush β€” building a forward Dock near the enemy and launching galleys before their dock completes β€” can cripple their fishing economy. The alternative is a conservative multi-dock galley flood in Feudal Age. During Feudal Age, load 2 villagers and your scout onto a Transport Ship and circle to land on the back of the enemy’s island for a Tower threat.

Mid game

Naval control in Castle Age centers on Galleons and Fire Ships. A mixed fleet is the standard composition β€” Galleons for ranged damage, Fire Ships to counter enemy Galleons in melee range. Exploit every small island for additional fishing. Landing parties become viable in Castle Age: transport archers (preferred over infantry due to ranged damage on landing) with a Galleon escort. In Imperial Age, Cannon Galleons are required for landing in defended locations with tower and castle coverage.

Watch out for

  • Unescorted fishing ships β€” a single enemy Galley can wipe your entire fishing fleet and collapse food economy in under a minute.
  • Losing water control and doing nothing β€” you must commit to retaking the water before the loss becomes permanent.
  • Landing archers into towers β€” never transport into a defended coast without clearing shore towers first.
  • Ignoring small islets β€” neutral islands between bases are strategic assets that many players fail to contest.
  • Not building enough docks β€” single-dock navy output is too slow against an opponent running 2–3 docks.