Map guide
Steppe
open · 793,293 ranked games
Ranked · Win rate
Best civs on this map
Table view
- 1
Wu56.96%388 - 2
Shu56.53%375 - 3
Khitans55.51%780 - 4
Mongols53.91%35,065 - 5
Chinese53.5%4,779 - 6
Vikings52.71%2,929 - 7
Bulgarians52.65%4,346 - 8
Armenians52.46%2,034 - 9
Ethiopians52.42%5,837 - 10
Mayans52.38%4,649 - 11
Romans52.35%3,633 - 12
Goths52.34%7,545 - 13
Georgians51.94%3,531 - 14
Celts51.87%6,058 - 15
Koreans51.83%3,521 - 16
Sicilians51.75%4,810 - 17
Jurchens51.36%516 - 18
Malay51.34%3,050 - 19
Spanish49.94%8,516 - 20
Magyars49.91%6,920 - 21
Incas49.85%3,444 - 22
Khmer49.78%6,900 - 23
Saracens49.67%3,771 - 24
Cumans49.62%6,473 - 25
Dravidians49.54%1,399 - 26
Slavs49.27%2,675 - 27
Berbers49.17%4,202 - 28
Malians49.07%3,489 - 29
Franks49.03%10,555 - 30
Vietnamese48.88%4,816 - 31
Bengalis48.72%1,560 - 32
Gurjaras48.43%2,298 - 33
Bohemians48.25%2,692 - 34
Byzantines48.24%5,010 - 35
Poles47.73%3,442 - 36
Burmese47.63%1,959 - 37
Japanese47.6%3,847 - 38
Wei47.56%307 - 39
Huns47.42%8,380 - 40
Portuguese47.35%3,740 - 41
Aztecs47.05%3,320 - 42
Persians46.59%6,401 - 43
Italians46.56%2,603 - 44
Teutons46.49%5,121 - 45
Hindustanis46.45%3,821 - 46
Britons46.42%6,456 - 47
Tatars46.4%2,795 - 48
Turks44.59%3,750 - 49
Lithuanians44.44%4,777 - 50
Burgundians43.46%3,083
Not enough data at this elo bucket.
50 civs · Ranked by win rate · 50% = average. Source: aoestats.io ranked ladder archive (all-time)
Recommended Civilizations
Team Compositions
2v2
Flank
Pure cavalry flank — there is no walling on Steppe, so flood Scouts then Knights and raid relentlessly from any angle. Huns skip houses for earlier military.
4v4
Flank
Flanks ride out immediately to contest the open map and the scattered relics. Speed bonuses (Berbers, Cumans) let them cover ground the enemy can't.
Steppe is a fully open map with almost no trees near starting positions. Resources are spread with minimal cover; walling is slow and expensive. Cavalry civs dominate completely — the open terrain lets Scouts and Knights raid from any angle without terrain obstruction. Civs that rely on walling or terrain defense are severely disadvantaged.
Opening
The 18-pop Scout Rush is the standard opener. Virtually any fast Feudal works since walling is impractical — many players skip walls entirely and invest directly in military production. Civs with inherent speed bonuses (Cumans, Mongols, Berbers, Huns) cover the full map rapidly before the opponent can react.
Mid game
Castle Age is a constant cavalry raid war. Relics scattered across the map are heavily contested; mounted Monks and fast cavalry fight for relic positions throughout Castle Age. Siege is difficult to defend since cavalry can circumvent it from any direction. Camel civs are notably disadvantaged — their primary counter unit doesn't translate to the cavalry-centric meta.
Watch out for
- Exposed economy — assume your economy will be raided. Garrison sheep under TC early; prioritize Bloodlines and Scout production even in non-cavalry civs.
- Relic neglect — with 5 relics available and cavalry to grab them, neglecting relics loses the economic game rapidly.
- Siege positioning — Scorpions and Mangonels die instantly to 4+ cavalry; they need heavy escort or will not survive.