AOE2 Guide
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Map guide

Migration

hybrid · 436,862 ranked games

Ranked · Win rate

Best civs on this map

Table view
  1. 1Dravidians59.97%3,930
  2. 2Italians58.17%8,351
  3. 3Byzantines56.9%7,062
  4. 4Japanese55.48%4,605
  5. 5Armenians54.61%2,765
  6. 6Malay53.92%4,559
  7. 7Portuguese53.71%7,157
  8. 8Bengalis53.61%1,026
  9. 9Spanish53.33%5,395
  10. 10Bohemians52.71%1,053
  11. 11Romans52.57%1,594
  12. 12Vikings51.5%10,546
  13. 13Persians50.4%3,161
  14. 14Celts50.23%1,523
  15. 15Malians49.35%1,226
  16. 16Berbers49.22%1,542
  17. 17Sicilians49.21%1,701
  18. 18Saracens49.16%2,807
  19. 19Huns48.76%2,213
  20. 20Georgians48.72%546
  21. 21Lithuanians48.41%1,882
  22. 22Koreans47.95%2,955
  23. 23Burgundians46.33%1,105
  24. 24Incas45.28%1,166
  25. 25Turks43.9%1,868
  26. 26Teutons43.23%1,927
  27. 27Cumans43.23%1,816
  28. 28Vietnamese43.08%1,388
  29. 29Hindustanis42.91%1,023
  30. 30Bulgarians42.72%1,332
  31. 31Goths42.51%1,823
  32. 32Mayans42.41%1,094
  33. 33Poles42.15%873
  34. 34Slavs42.11%1,064
  35. 35Burmese41.97%822
  36. 36Khmer41.6%1,721
  37. 37Britons41.28%2,517
  38. 38Aztecs41.27%1,042
  39. 39Chinese40.78%1,290
  40. 40Tatars39.95%811
  41. 41Ethiopians39.94%1,347
  42. 42Franks39.83%2,807
  43. 43Magyars39.78%1,106
  44. 44Gurjaras39.48%694
  45. 45Mongols39.01%2,161

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

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.

Pocket

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.