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AOE IV REFERENCE

Maps

Browse Maps entries and their gameplay roles, effects and availability.

Maps

African WatersPlayers must contest space and resources from the start.MapsAltaiA land map with mountain terrain and constrained passages; scouting the approaches matters before committing to a long trade or attack MapsAncient SpiresA land map shaped by rocky spires and smaller passages that can affect army movement and defensive positions.MapsArchipelagoAn island map where transport and naval control determine how armies can reach opponents.MapsAscensionA river descends a steep hill; teams compete for Gold, Stone, trade routes and Sacred Sites at higher ground.MapsAtacamaAn official random map introduced in a seasonal update. Resource and terrain placement vary by generation, so scout the map before commMapsBalticA water-oriented map where fishing, ships and landings can be decisive.MapsBlack ForestDense forest creates narrow routes, making clearing, walling and siege access important.MapsBoulder BayA coastal map with a sheltered bay; water access and land routes both matter.MapsCanalA wide canal runs from base to base through fertile land, shaping resource access and attack routes.MapsCanyonA waterlogged canyon divides teams; ramps and shallow crossings connect the sides.MapsCarmelAn official random map introduced in a seasonal update. Scout the generated terrain, resources and crossings before choosing where to eMapsCliffsanityA Dynasties of the East map with multiple chokepoints and hidden treasure chests.MapsCliffsideCliffs and passes weave across the map, exposing rich Stone and Gold deposits.MapsConfluenceRivers and crossings shape movement, so control of bridges and shorelines affects reinforcements.MapsContinentalA large land map with a broad central area. Scout the resource layout and attack routes in each generated match.MapsCratersWater-filled craters offer limited fishing, while meteorite fragments can be mined for Gold and Stone.MapsDanube RiverA river map where crossing control and naval presence can change the land battle.MapsDry ArabiaAn open land map with few natural barriers; early scouting and exposed resource protection are important.MapsDungeonA map introduced with Dynasties of the East. Scout passages and resource positions before committing the army.MapsEnlightened HorizonA random map included with Knights of Cross and Rose. Scout the generated layout, resource positions and routes before committing to a MapsFangsAn open map with jagged mountains, dense woods and stealth forests; Wolves make the woodline dangerous.MapsFlankwoodsA random map included with Knights of Cross and Rose. Check forest edges and approach routes in the generated layout before leaving theMapsForest PondsFour bodies of water sit in the corners, while a central forest limits maneuvering.MapsFortsStarting positions are small defensive forts, setting up an imminent clash for control.MapsFour LakesFour separate lakes create localized fishing opportunities that must be protected.MapsFrench PassMountain passes funnel armies through limited routes and encourage attention to chokepoints.MapsGladeAn initial forest wall offers cover, but players must move out to contest resources.MapsGolden HeightsElevated central ground and valuable resources invite contest away from home bases.MapsGolden PitA central pit contains numerous large Gold deposits; control of the Gold is crucial.MapsGorgeOpen land separates opponents; small forests and resources lie above the central gorge.MapsHaywirePlayers expand away from a chaotic center where allies and enemies begin close together.MapsHedgemazeA random map included with Knights of Cross and Rose. Scout its generated lanes before choosing how to defend the base and reach resourMapsHidden ValleyA sacred valley lies between two mountains, with secrets and treasures behind tree lines.MapsHideoutForest cover and more protected starting areas can slow direct attacks.MapsHigh ViewElevated terrain and sight lines make scouting and position selection especially relevant.MapsHighwoodsA random map included with Knights of Cross and Rose. Scout the forest and resource layout before choosing an expansion route.MapsHill and DaleHills and valleys create defensible terrain while leaving room for expansion.MapsHimeyamaPlayers begin on a resource-scarce hill and must enter the valley to contest valuable deposits.MapsKing of the HillA central objective focuses contest over the middle of the map.MapsLakesideAn official random map introduced in a seasonal update. Scout the generated shoreline and resources before investing in water control.MapsLand MegaRandomA land-focused MegaRandom option that generates varied layouts. Scout the spawn before settling on a fixed build order.MapsLipanyA land map with varied terrain and resource placements that rewards flexible scouting.MapsMarshlandAn open map with stealth forests, marshy terrain, fish ponds and rich food deposits; the central Sacred Site is surrounded by shallow wMapsMegaRandomThe map generator can produce very different layouts; scout before committing to a fixed build.MapsMichiA Dynasties of the East map where forests separate opposing players.MapsMigrationA water-focused start that rewards moving toward stronger positions and managing transport.MapsMongolian HeightsRivers and raised terrain influence attack routes and defensive lines.MapsMountain ClearingControl of a deep mountain clearing is contested; limited space and resources make the central fight important.MapsMountain LakesA random map included with Knights of Cross and Rose. Scout the generated lakes and land crossings before investing in water control.MapsMountain PassA narrow mountain crossing can become the decisive route between bases.MapsNagariWater and land routes combine, making shoreline control useful for movement and economy.MapsNomadic RidgesA map introduced with Dynasties of the East. Scout the ridgelines and resource approaches before committing to a base location.MapsNomadic TarnsA map introduced with Dynasties of the East. Explore the generated terrain and secure resources before choosing a settled position.MapsOasisA central water and vegetation area draws contest around its resources and access routes.MapsOcean GatewayRugged cliffs frame four gateways to fish and naval trade, while limited dock space and open flanks create a land-water balance.MapsPrairieOpen ground offers few natural defensive barriers and favors awareness of mobile attacks.MapsRelic RiverA random map included with Knights of Cross and Rose. Scout the river crossings and relic approaches before moving religious units forwMapsRocky RiverA river runs low through a valley between opposing sides, shaping crossings and resource access.MapsRuggedA random map included with Knights of Cross and Rose. Scout its terrain and resource placement before committing to a route.MapsShadow LakeA random map included with Knights of Cross and Rose. Scout the generated lake and shoreline access before planning expansion.MapsSnake RiverA river winds around opposing teams, providing fishing, defensive cover and access to resources.MapsSocotraAn official random map introduced in a seasonal update. Scout the generated layout and protect exposed resources before expanding.MapsSunkenlandsAn official random map introduced in a seasonal update. Inspect the generated water and land routes before committing to a naval or lanMapsThe PitA central depression and surrounding approaches create a contest over movement and resources.MapsThicketsControl the holy lake or use routes around extensive forests and cliffs to surprise opponents.MapsTurtle RidgeProtective mountains and plentiful resources allow time for fortification and army preparation.MapsVolcanic IslandAn island setting that makes navy and landing locations essential.MapsWarring IslandsSeparated landmasses make naval control and transport central to attacking opponents.MapsWastelandA random map included with Knights of Cross and Rose. Scout the open ground and resource routes before exposing the economy.MapsWaterholesControl of the map’s lakes can provide an economic advantage.MapsWaterlanesA hybrid map of narrow land lanes separated by rivers. Teammates are separated while each player faces an opponent across open ground.MapsWest LakeA large shallow central lake can be crossed on foot. Its Sacred Site is difficult to defend; Docks and ships are unavailable.MapsWetlandsAn open, flat map dotted with small ponds containing Shore Fish and relatively few Gaia animals.Maps

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