Map guide
Migration
hybrid · 436,862 ranked games
Ranked · Win rate
Best civs on this map
Table view
- 1
Dravidians59.97%3,930 - 2
Italians58.17%8,351 - 3
Byzantines56.9%7,062 - 4
Japanese55.48%4,605 - 5
Armenians54.61%2,765 - 6
Malay53.92%4,559 - 7
Portuguese53.71%7,157 - 8
Bengalis53.61%1,026 - 9
Spanish53.33%5,395 - 10
Bohemians52.71%1,053 - 11
Romans52.57%1,594 - 12
Vikings51.5%10,546 - 13
Persians50.4%3,161 - 14
Celts50.23%1,523 - 15
Malians49.35%1,226 - 16
Berbers49.22%1,542 - 17
Sicilians49.21%1,701 - 18
Saracens49.16%2,807 - 19
Huns48.76%2,213 - 20
Georgians48.72%546 - 21
Lithuanians48.41%1,882 - 22
Koreans47.95%2,955 - 23
Burgundians46.33%1,105 - 24
Incas45.28%1,166 - 25
Turks43.9%1,868 - 26
Teutons43.23%1,927 - 27
Cumans43.23%1,816 - 28
Vietnamese43.08%1,388 - 29
Hindustanis42.91%1,023 - 30
Bulgarians42.72%1,332 - 31
Goths42.51%1,823 - 32
Mayans42.41%1,094 - 33
Poles42.15%873 - 34
Slavs42.11%1,064 - 35
Burmese41.97%822 - 36
Khmer41.6%1,721 - 37
Britons41.28%2,517 - 38
Aztecs41.27%1,042 - 39
Chinese40.78%1,290 - 40
Tatars39.95%811 - 41
Ethiopians39.94%1,347 - 42
Franks39.83%2,807 - 43
Magyars39.78%1,106 - 44
Gurjaras39.48%694 - 45
Mongols39.01%2,161
Not enough data at this elo bucket.
45 civs · Ranked by win rate · 50% = average. Source: aoestats.io ranked ladder archive (all-time)
Recommended Civilizations
Team Compositions
2v2
Flank
Navy flank controls the water between islands and raids Transport Ships. Vikings' cheaper boats and Malay's faster Fish Traps fund an early water edge.
Pocket transports to the mainland fast and booms on the open land, then pushes with Knights. Cumans' Feudal 2TC boom is brutal once safely migrated.
4v4
Flank
Flanks fight for water control so the team's transports land safely; navy denies enemy migration and fishing.
Pockets migrate to the mainland and boom into a massed cavalry push. Whoever establishes the bigger land economy after migration wins.
Migration places each player on a small island with limited resources — one gold and one stone patch, berries, sheep, and forest — that runs dry relatively quickly. The large central continent holds abundant resources, especially wood. The map forces a transition: build a fleet, fish to sustain economy, then migrate to the mainland before island resources exhaust. Naval skirmishing and landing timing are the central skills this map tests.
Opening
Build a Dock in Dark Age and queue 8–12 Fishing Ships across 1–2 Docks. Deep fish last longer than shore fish — prioritize them. Build Galleys simultaneously to protect the fishing fleet. Prioritize migrating to the mainland early: Cumans can build a second TC in Feudal Age and land on the continent while still Feudal, giving a significant tempo advantage. Most other civs migrate in Castle Age after securing water control. When migrating, land near the mainland coast and establish a TC in a defensible position with access to inland gold and stone.
Mid game
Once established on the mainland, the game transitions to a land-focused mid-game. Civs with strong land bonuses for food (Franks with forager bonus, Maya with lasting resources, Tatars with herd animals) gain advantages after migration. The central continent is contested — players who arrive early establish better interior positions. Castle Age is typically reached on the mainland, with knights or archer-line armies defining the primary engagements.
Watch out for
- Fishing ship vulnerability — losing your fishing fleet is the single most common early economic collapse on this map.
- Migrating too late — island resources run out before you land, stalling your economy at a critical moment.
- Migrating too early without water control — transport ships destroyed in transit before reaching mainland.
- Poor mainland TC location — landing far from gold or too close to an enemy creates a permanent positional disadvantage.
- Playing weak-navy civs without adaptation — Aztecs need specific tactics such as an early aggressive land rush via transport before enemy navy completes to compensate for naval weakness.