AOE2 Guide
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Map guide

Islands

water · 120,090 ranked games

Ranked · Win rate

Best civs on this map

Table view
  1. 1Dravidians58.98%3,452
  2. 2Bengalis57.94%951
  3. 3Byzantines57.61%6,263
  4. 4Sicilians56.58%1,527
  5. 5Malay56.06%4,256
  6. 6Italians54.91%7,406
  7. 7Spanish54.21%4,497
  8. 8Armenians54.02%2,125
  9. 9Vikings53.1%13,696
  10. 10Portuguese52.34%7,915
  11. 11Japanese51.83%3,708
  12. 12Berbers51.59%1,386
  13. 13Saracens50.47%2,677
  14. 14Persians50.24%2,082
  15. 15Romans50.17%1,154
  16. 16Malians48.13%1,014
  17. 17Koreans47.45%2,489
  18. 18Celts47.03%1,161
  19. 19Incas46.22%993
  20. 20Vietnamese45.45%1,131
  21. 21Burgundians45.1%836
  22. 22Slavs44.66%815
  23. 23Turks44.52%1,532
  24. 24Huns44.51%1,676
  25. 25Burmese43.71%700
  26. 26Lithuanians43.3%1,404
  27. 27Goths43.11%1,473
  28. 28Bulgarians42.97%1,052
  29. 29Cumans42.51%1,169
  30. 30Poles42.42%693
  31. 31Georgians42.09%297
  32. 32Aztecs41.87%953
  33. 33Khmer41.14%1,422
  34. 34Hindustanis41.08%925
  35. 35Magyars41.07%952
  36. 36Tatars40.96%708
  37. 37Mongols40.8%1,777
  38. 38Ethiopians40.4%1,094
  39. 39Mayans40.33%920
  40. 40Britons40.08%1,926
  41. 41Teutons39.51%1,435
  42. 42Gurjaras39.48%537
  43. 43Chinese39.32%1,002
  44. 44Bohemians38.84%726
  45. 45Franks38.64%2,293

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

Recommended Civilizations

Team Compositions

2v2

Flank

Navy flank. Vikings' Longboats devastate enemy fleets; Portuguese Fire Ships deal massive damage; Italians get cheaper Docks and Cannon Galleons.

Pocket

Economic navy pocket — Fishing Ships for food, Cannon Galleons for Imperial push. Portuguese Carrack gives Cannon Galleons extra armor.

4v4

Flank

Water combat flanks. Each flank must control their portion of the ocean; coordinated Galleon + Fire Ship pushes destroy enemy navy.

Pocket

Cannon Galleon pocket. Spanish Cannon Galleons fire 25% faster; Portuguese have extra range and HP on theirs. Cannon Galleons shell land targets through enemy walls.

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