Mongolia’s a moderately open map, with plenty of passages around wood lines and between cliffs. This mixture of terrain allows players to secure their bases easier than other open maps whilst requiring more investment than most closed maps. This balance will likely result in most aggression starting between the mid to late castle age.


Steppe is the only nomadic start in the East Asia stage, where players spawn with additional resources for their town center. The map also starts with an additional three villagers, three houses and a horse in place of the scout cavalry. The outskirts of the map are covered with generous wood lines and the occasional extra gold or stone mines. However, Players are still lured to the central plains of Steppe for the extensive deer population despite not being able to lure with their horses, additionally most of the starting gold and stone mines are vulnerable in their player clearings. This overall design can encourage aggressive play throughout the early game depending on how teams choose to approach Steppe.





Salt Marsh is a land map with some hybrid features, players for the most part spawn on their own independent islands which are connected by shallow salt marshes, the map contains all the standard resources along with decently sized wood lines to fall back on. These shallow crossings also allow docks to be placed, giving players the opportunity to create demo ships to destroy land armies marching across. However, the trade off is that your navy is incapable of effectively pressuring your opponents economy, balanced by the scarcity of fish on Salt Marsh for this approach.



Players spawn around the central mountain with moderate wood lines scattered around the outside of the map. The mountain holds all the gold and stone except for players main resource tiles, because of this players are drawn to the center for it’s resources and the opportunity to push downhill into their opponents.


Twins Puddles is a moderately open map with two decently sized lakes on opposite sides of the map. Teams may have to compete for control of their closest lakes to utilize available fish in expanding their economies more rapidly. The land has a fair number hills and a thick tree line surrounding the edge of the map. Teams will need to find the balance between commitment to water and commitment to land to be successful on Twin Puddles.



Chaos pit spawns players in the low center of the map with no gold or boars to speak of, with limited stone and additional deer to fuel the early game instead. Players must expand outwards through a thin wall of trees with plentiful gold and stone on the other side. While players are trapped in the center the close player spawns lead to a lot of feudal age aggression, broken only by teams escaping to the outside where relocation becomes paramount to their success.


Team Causeways was made by Zetnus and is the winner of the East Asia map competition, it’s a variation on team islands with shallows connecting the two teams between each of the players. The large islands allow great back docks as well as plenty of area for landings to build up. The main emphasis of Team Causeways will still be on water for the fishing economy as well as for denying any landings or crossings. Teams have the question of whether they ignore the causeways or do something outside the box to surprise their opponents.