Maps

A quick reference to what each of the maps looks like

Rise of nations features 17 map styles. One common question you often get in games is "What map is this?" so now you will be able to know.

African Watering Hole

The most important thing of note here is that all the rare resources are located around a central lake. Dominance of this central area can give a team a significant boost so a navy on the lake could be a good investment, though there is usually not much fishing to exploit.

Amazon Rainforest

Plenty of wood and the rares are distributed evenly. There is plenty of good defensive terrain to use on this map. In addition to good mountain and forest cover, control of the rivers can win the battles for you.

Atlantic Sea Power

Each player on a separate, but significant land mass. One of the most significant maps to control the sea on due to the large expanse in the middle. However, crossing to the adjacent land mass will rarely be a problem even without this naval superiority. Games on this map often make it to the latter ages and Armageddon can be a problem.

Australian Outback

The rushers map, or is it? The water around the edge places opponents in close proximity but be aware that pathing can be a problem on some maps with awkward mountain and forest placement. Ignore the fishing benefits at your peril. While an offensive navy will rarely trouble you on this map, an unexpected amphibious landing will.

British Isles

Large islands surrounded by sea. Crossing the sea with an army is very easy so don't rely on a navy to protect you. However, the most significant thing about this map is that all oil is off-shore. Failure to protect your platforms beyond industrial age will result in certain defeat. Scout your metal well and plan on using the market as mountain placement can be uneven.

Colonial Powers

A quirky map. All players start on a resource depleted land mass. Across the water is a land of plenty. The trick is to get to this land while fighting off your close proximity opponents and to keep them off the promised land at the same time. Navy could be significant, even when a colony is established it will be needed to protect merchant shipping and to provide safe passage for any armies. Your capital is still in the mire.

East Indies

Islands! Small land masses every where. This is a really open map. Navies get better penetration into these smaller land masses but armies can island hop at will. Using RoN's unique colonisation rules, it is possible for each side to have bases in close proximity to the enemy capitals.

East Meets West

The other great water map. A team island game where allies can grow within a significant continent. Fishing is plentiful and must be exploited so expect naval skirmishes all game. This can be a very defensive map as crossing the water without naval dominance can be costly. It is common for these games to go post industrial so air, naval and missile superiority are important. Tech race booming can be good too.

Great Lakes

With all the players on the edge of the map, rushing can take a little longer. Don't underestimate these small lakes as some contain good fishing, however some don't, so scout for the true size of a lake before you place the dock. A strong naval presence in an enemy lake can seriously hamper him as everything he has will be in strike range.

Great Sahara

A good open map, no need to worry about fiddley ship things, just as well too as there is very little wood here. The main considerations early on are rush and wood. Early scouting is vital as you need to spot rushers and good wood to place your second city. After this, cavalry raiding is likely to be prevalent.

Himalayas

Mountains in the middle, forests round the edge and cold all over. Starting, and expansion city wood is poor so hitting the edge for safe wood is vital. However, don't sacrifice the middle ground on this map as control of those mountain passes can give you significant battlefield advantages.

Mediterranean

Big lake with a useful island in the middle. The central island is strategically important. It has good resources in the form of rares and mountains but it also makes an excellent military base from which to launch attrition-less raids anywhere on the map. Missile and air bases located there in the later ages are all powerful. Other than 1v1, this map is good for rushers as players are tempted to boat boom, but be aware that the start wood situation varies and can be poor.

New World

A more civilised map than colonial powers as each player has an island with room for a second city. The main battles may be expected to be on the central large land mass but don't forget the sea where your merchant fleet can be ambushed and amphibious assaults on your capital can spoil your party.

Nile Delta

Large land masses separated by a small stretch of water. Fishing is modest but can be worth while as enemy navy rarely explores the edges of the water ways. Beware of siege fire reaching across the water to hit targets on the other side.

Old World

A popular map this. There is no water but apart from that has a good mix of terrain and resources. City placement should consider the location of forests and mountains. Winding rivers make for good strategic positions for those planning ahead.

South West Mesa

Similar to Sahara in appearance, mesa is in actual fact a totally different map. The main features on this landscape are the cliffs. Blocking off access to many places, the cliffs are an abundant supply of metal. Raiding and rushing is harder on this map as pathing around these large obstacles is time consuming. Each player begins on a cliff lined plateau.

Waring States

Last, but by no means least, everybodies favourite. This unique map has most people tearing their hair out. Everyone bunched up at either end of a thin land strip with very limited mountains. Early economy can get a significant boost with a little luck as the map features clusters of ruins. On land, the main worry is a double or even triple rush on the front player. On sea, the fish are bountiful and the islands are vital supplies of that precious metal. This map is filled to the brim with strategic options from mainland engagements to island warfare, naval engagements to raiding. The latter particularly useful as it is easy to hit all opponents with the same raiding party. Don't forget that raiders can also strike anywhere from sea. This map is not good for the nervous and the paranoid.