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Study · Ranked 1v1 · Arabia

How many TCs on Arabia?

We went through 23,899 ranked 1v1 games on Arabia, replay by replay, counting every player’s town centers to see which ones win. One, two, three or more: the answer is clear.

3 to 4
TCs in the game: that is where players win the most (53 to 54%).
+15 pts
of win rate for 3 TCs instead of one, from the same position at 15 minutes.
None
rock-paper-scissors: whoever builds more TCs wins more often.
20 min
to win with a single TC: after that, its chances melt away.

What players do

Over a full game, the typical Arabia player ends up with three TCs. The higher the level, the more TCs: above 2,100, nearly one player in two has four or more. The second TC goes down around 24 to 25 minutes, the third around 27 to 30, right after reaching the Castle Age (21 to 22 minutes on average).

TCs built in the game, by level

1 TC2 TC3 TC4 TC5+ TC
0%25%50%75%100%< 900< 900 · 1 TC : 26%26%< 900 · 2 TC : 24%24%< 900 · 3 TC : 29%29%< 900 · 4 TC : 12%12%< 900 · 5+ TC : 10%10%900-1200900-1200 · 1 TC : 23%23%900-1200 · 2 TC : 20%20%900-1200 · 3 TC : 30%30%900-1200 · 4 TC : 15%15%900-1200 · 5+ TC : 12%12%1200-15001200-1500 · 1 TC : 24%24%1200-1500 · 2 TC : 15%15%1200-1500 · 3 TC : 28%28%1200-1500 · 4 TC : 18%18%1200-1500 · 5+ TC : 14%14%1500-18001500-1800 · 1 TC : 24%24%1500-1800 · 2 TC : 14%14%1500-1800 · 3 TC : 28%28%1500-1800 · 4 TC : 20%20%1500-1800 · 5+ TC : 15%15%1800-21001800-2100 · 1 TC : 22%22%1800-2100 · 2 TC : 11%11%1800-2100 · 3 TC : 28%28%1800-2100 · 4 TC : 21%21%1800-2100 · 5+ TC : 17%17%2100+2100+ · 1 TC : 19%19%2100+ · 2 TC : 9%9%2100+ · 3 TC : 28%28%2100+ · 4 TC : 25%25%2100+ · 5+ TC : 19%19%
Share of players, by Elo before the game. 47,522 player-games.

How many TCs it takes to win

Players who stay on a single TC win 45% of their games; those who go up to three or four win 53 to 54%. Beyond that, the curve drops again: five TCs or more is 49%. Every game counts, whether it lasts ten minutes or an hour.

Win rate by number of TCs built in the game

40%45%50%55%60%1 TC : 44.9% · −4.8 pts44.9%1 TC−4.8 pts2 TC : 48.2% · −1.6 pts48.2%2 TC−1.6 pts3 TC : 52.9% · +2.8 pts52.9%3 TC+2.8 pts4 TC : 54.1% · +3.8 pts54.1%4 TC+3.8 pts5+ TC : 49.3% · −0.8 pts49.3%5+ TC−0.8 pts
All games, whatever their length. Under each bar: gap to what the Elo difference between the two players predicted.

The best number shifts a little with level. Below 900, the peak is three TCs. From 1,500 up, it is four. Above 2,100, three and four are level, at 58%.

Wins by number of TCs, by level

Elo1 TC2 TC3 TC4 TC5+ TC
< 90044.9%49.4%54.3%51.7%49.0%
900-120044.8%49.9%52.1%51.0%51.0%
1200-150046.5%47.2%51.8%53.6%48.9%
1500-180044.0%46.0%51.4%54.8%50.4%
1800-210043.3%46.6%52.3%54.6%47.8%
2100+46.6%48.8%58.0%57.9%49.2%
The best score at each level is in bold.

Do TCs win games, or do winners build TCs?

That is the real question: a player who is ahead can afford more TCs. To separate the two, we compared players who were in the same situation at 15 minutes, well before the second TC: same Elo gap, same villager gap, same army produced, same Feudal time. Every game of at least 15 minutes counts, short and long alike.

Win rate by number of TCs, from the same position at 15 min

35%40%45%50%55%60%1 TC : 39.1%39.1%1 TC2 TC : 46.7%46.7%2 TC3 TC : 54.1%54.1%3 TC4+ TC : 55.0%55.0%4+ TC
Average win rate if every player had built this many TCs, with their situation at 15 minutes and their opponent’s choice unchanged. 23,245 games.

From the same situation, going from one to three TCs adds 15 points. Booming is not just a sign that you are ahead: it wins games. The fourth TC adds almost nothing.

No rock-paper-scissors

You might think a one-TC player with a big army punishes the boomer. We classified each player by their whole game: one TC with a lot of army (aggressive), one TC without (passive), two, three, four TCs or more. Then we looked at every match-up.

Wins of my style (row) against theirs (column)

vs1 TC aggressivevs1 TC passivevs2 TCvs3 TCvs4+ TC1 TC aggressive1 TC aggressive vs 1 TC passive : 71.9% · vs Elo +20.9 pts · 74372%1 TC aggressive vs 2 TC : 43.0% · vs Elo −6.6 pts · 69843%1 TC aggressive vs 3 TC : 35.7% · vs Elo −13.3 pts · 75136%1 TC aggressive vs 4+ TC : 37.8% · vs Elo −11.1 pts · 40538%1 TC passive1 TC passive vs 1 TC aggressive : 28.1% · vs Elo −20.9 pts · 74328%1 TC passive vs 2 TC : 34.2% · vs Elo −15.0 pts · 1,20634%1 TC passive vs 3 TC : 26.0% · vs Elo −22.3 pts · 58126%1 TC passive vs 4+ TC : 30.1% · vs Elo −19.0 pts · 14630%2 TC2 TC vs 1 TC aggressive : 57.0% · vs Elo +6.6 pts · 69857%2 TC vs 1 TC passive : 65.8% · vs Elo +15.0 pts · 1,20666%2 TC vs 3 TC : 40.9% · vs Elo −8.6 pts · 2,30441%2 TC vs 4+ TC : 38.2% · vs Elo −10.5 pts · 1,39838%3 TC3 TC vs 1 TC aggressive : 64.3% · vs Elo +13.3 pts · 75164%3 TC vs 1 TC passive : 74.0% · vs Elo +22.3 pts · 58174%3 TC vs 2 TC : 59.1% · vs Elo +8.6 pts · 2,30459%3 TC vs 4+ TC : 48.8% · vs Elo −1.1 pts · 4,95149%4+ TC4+ TC vs 1 TC aggressive : 62.2% · vs Elo +11.1 pts · 40562%4+ TC vs 1 TC passive : 69.9% · vs Elo +19.0 pts · 14670%4+ TC vs 2 TC : 61.8% · vs Elo +10.5 pts · 1,39862%4+ TC vs 3 TC : 51.2% · vs Elo +1.1 pts · 4,95151%
All games. “Aggressive”: a single TC and at least 1.4 times the army per minute of a typical one-TC player. Share of players: 1 TC aggressive 7%, 1 TC passive 17%, 2 TC 16%, 3 TC 29%, 4+ TC 32%. On hover: gap to what Elo predicted.

It is a hierarchy. The aggressive one-TC player crushes the passive one (72% wins) and wins 49% of games overall, as much as a two-TC player. But against two TCs it wins only 43%, and against three, 36%. Whoever builds more TCs wins more often, whatever the style across the map. Between three and four TCs, it is even.

One TC: you have to win fast

The player who stays on one TC wins half the games that end before 20 minutes. The longer the game, the lower the chances, down to 36% beyond 40 minutes. The player with three TCs or more does the opposite and wins more and more as the game goes on.

Win rate by game length

1 TC2 TC3+ TC
30%40%50%60%70%< 15 min15-20 min20-25 min25-30 min30-40 min40-60 min60+ min1 TC · < 15 min : 49.6%1 TC · 15-20 min : 49.6%1 TC · 20-25 min : 46.3%1 TC · 25-30 min : 42.1%1 TC · 30-40 min : 40.4%1 TC · 40-60 min : 36.0%2 TC · 20-25 min : 63.7%2 TC · 25-30 min : 54.3%2 TC · 30-40 min : 46.0%2 TC · 40-60 min : 41.4%2 TC · 60+ min : 47.8%3+ TC · 20-25 min : 60.8%3+ TC · 25-30 min : 60.4%3+ TC · 30-40 min : 54.1%3+ TC · 40-60 min : 51.5%3+ TC · 60+ min : 50.2%
All games. Lengths with fewer than 150 players are not drawn.

When to build your third TC

Among players who build a third TC, those who do it early win more, from the same position at 20 minutes. They also reached the Castle Age earlier: the third TC goes with a fast Castle.

Win rate above expectation by minute of the 3rd TC

−8−6−4−20+2+4+6+8before 24 min (Castle 19.8)before 24 min (Castle 19.8) : +6.0 pts+6.0 pts24 to 26 min (Castle 21.1)24 to 26 min (Castle 21.1) : +4.6 pts+4.6 pts26 to 28 min (Castle 21.4)26 to 28 min (Castle 21.4) : +4.3 pts+4.3 pts28 to 30 min (Castle 21.8)28 to 30 min (Castle 21.8) : +1.1 pts+1.1 pts
Players who built a third TC before 30 minutes. In brackets: median Castle Age time.

The second TC is built once in the Castle Age. Only one civilization truly breaks the rule: the Cumans, whose bonus lets them build a Town Center in the Feudal Age. Almost all of them use it: 74% build their second TC before the Castle Age, around 11 minutes. It gives them no measurable edge: they win 46% of their games, as many as the Cumans who wait for the Castle Age.

Where to build your TCs

For every TC built after the starting one, we looked at the starting map within six tiles, the range at which it works as a drop site: gold, stone, forest. And its position: behind the starting TC, level with it, or towards the opponent.

The 2nd TC: what is around it

−5−4−3−2−10+1+2+3+4+5Stone + forest (13%)Stone + forest (13%) : +3.0 pts+3.0 ptsGold + forest (12%)Gold + forest (12%) : +2.7 pts+2.7 ptsStone (15%)Stone (15%) : +0.5 pts+0.5 ptsForest (28%)Forest (28%) : −0.7 pts−0.7 ptsGold (22%)Gold (22%) : −0.9 pts−0.9 ptsIn the open (9%)In the open (9%) : −3.2 pts−3.2 pts
Win rate above expectation (Elo, position at 20 min, and same total number of TCs). “Gold” or “stone”: at least three piles within six tiles. “Forest”: at least fifteen trees. Share of TCs in brackets.

The best spot combines a mine and a forest: gold and wood, or stone and wood, give +2.7 to +3 points. A TC in the open, far from everything, is the worst: −3.2 points for the second, −4.3 for the third. A forest alone or a mine alone does no better than average.

Behind, level, or forward

−5−4−3−2−10+1+2+3+4+5Forward, 2nd TC (16%)Forward, 2nd TC (16%) : +3.3 pts+3.3 ptsForward, 3rd TC (21%)Forward, 3rd TC (21%) : +3.8 pts+3.8 ptsLevel, 2nd TC (32%)Level, 2nd TC (32%) : +0.7 pts+0.7 ptsLevel, 3rd TC (31%)Level, 3rd TC (31%) : −0.3 pts−0.3 ptsBehind, 2nd TC (51%)Behind, 2nd TC (51%) : −1.3 pts−1.3 ptsBehind, 3rd TC (48%)Behind, 3rd TC (48%) : −1.3 pts−1.3 pts
Position of the TC on the axis between the two starting TCs. Same reading as the previous chart.

Pushing your TCs towards the opponent goes with winning: +3.3 points for the second, +3.8 for the third, while half the players build them behind. The best case observed is a second TC on stone, against a forest, forward: +8.6 points. A player who pushes TCs forward often already controls the map, even from the same position at 20 minutes: this figure also measures that confidence.

Civilizations

For each number of TCs, here are the civilizations that do best and worst, in win rate above what Elo predicted. Only civs with at least 150 players in the cell count. With these numbers, the margin of error is 4 to 8 points: only read the big gaps.

1 TC in the game

CivGapPlayers
Malians+4.6 pts ± 7.5159
Japanese+3.7 pts ± 5.1355
Mayans+2.8 pts ± 6.2232
Romans+2.5 pts ± 6.7212
Bulgarians+1.3 pts ± 6.2240
Bottom of the table
Lithuanians−14.6 pts ± 6.9178
Bohemians−16.3 pts ± 6.8169
Burgundians−17.8 pts ± 6.8173

2 TC in the game

CivGapPlayers
Persians+5.9 pts ± 6.6216
Bulgarians+4.1 pts ± 7.7156
Khmer+3.3 pts ± 7.7157
Magyars+1.4 pts ± 5.5303
Japanese+0.9 pts ± 6.3236
Bottom of the table
Ethiopians−6.2 pts ± 6.7208
Varangians−9.7 pts ± 5.5307
Cumans−9.9 pts ± 6.1240

3 TC in the game

CivGapPlayers
Wei+15.5 pts ± 7.0163
Romans+12.9 pts ± 6.7198
Hindustanis+8.0 pts ± 5.9258
Burgundians+7.9 pts ± 6.0251
Franks+7.6 pts ± 3.9605
Bottom of the table
Gurjaras−3.9 pts ± 7.7152
Saracens−5.5 pts ± 7.4165
Varangians−7.1 pts ± 4.1533

4+ TC in the game

CivGapPlayers
Mayans+9.5 pts ± 5.5301
Hindustanis+9.5 pts ± 5.3327
Chinese+7.7 pts ± 4.4479
Georgians+7.7 pts ± 7.4167
Bengalis+6.8 pts ± 6.8186
Bottom of the table
Varangians−4.6 pts ± 4.2540
Wei−4.9 pts ± 6.9201
Danes−7.9 pts ± 5.4316

Two findings stand out. With a single TC, Burgundians, Bohemians and Lithuanians win far less than Elo predicted, by −15 to −18 points. And the Varangians sit at the bottom with two, three and four TCs.

What really matters at 25 minutes

Finally, a small model puts every factor side by side, in games that reach 25 minutes. It picks the winner in 64% of games, against 57% with Elo alone. The heaviest factor is the Castle Age time, then the villager gap, the army produced and Elo. The number of TCs weighs little once villagers are known: one more TC with the same villagers is worth about two points. A TC pays off because it makes villagers afterwards.

Weight of each factor in predicting the winner at 25 min

0.00.10.20.3Castle Age time (gap)Castle Age time (gap) : 0.3360.34Villagers (gap)Villagers (gap) : 0.3100.31Army produced (gap)Army produced (gap) : 0.2780.28Elo (gap)Elo (gap) : 0.2730.27Feudal time (gap)Feudal time (gap) : 0.0890.09Number of villagersNumber of villagers : 0.0630.06Standing TCs (gap)Standing TCs (gap) : 0.0600.06Their TCsTheir TCs : 0.0390.04My TCsMy TCs : 0.0350.04
Mean importance (SHAP values, in log-odds) in a LightGBM model validated out of sample on 19,207 games.

And what about the drop TC?

It is the famous “Persian Douche”: you delete your Town Center and drop a new one right next to the enemy base, before the Castle Age. Persians and Sicilians are the ones who play it, and 6% of their players try it. The new TC goes down around 9 minutes, closer to the opponent than to home in 98% of cases, and typically about an eighth of the distance from the enemy TC.

63%
wins with the drop TC, against 52% for the same civs without it.
9 min
the new TC goes down, right next to the enemy base.
29 min
median length of these games, against 41 without a drop TC: it is decided fast.

Wins with and without a drop TC

40%50%60%70%Persians, drop TC : 58.1% · +8.8 pts58.1%Persians, drop TC+8.8 ptsPersians, without : 52.5% · +2.6 pts52.5%Persians, without+2.6 ptsSicilians, drop TC : 70.8% · +19.9 pts70.8%Sicilians, drop TC+19.9 ptsSicilians, without : 49.6% · −0.6 pts49.6%Sicilians, without−0.6 pts
Persians: 74 players with, 1,256 without. Sicilians: 48 with, 698 without. Under each bar: gap to what Elo predicted.

The drop TC pays off for both civs: +6 win points for Persians and +21 for Sicilians compared with those who play otherwise. The gap to Elo says the same: +8.8 and +19.9 points, against +2.6 and −0.6.

Persian and Sicilian wins, by level

EloWith drop TCWithout drop TC
< 1,20063.0%52.9%
1,200-1,80070.6%48.6%
1,800+40.0%53.2%
Players with a drop TC: 100 below 1,200, 17 between 1,200 and 1,800, 5 above. Without: 739, 687 and 528.

Take it with a pinch of salt: 122 players in total, 100 of them below 1,200 Elo. At that level, the drop TC wins 63% of its games against 53% for the others. Higher up, there are too few games to conclude.

Method. 23,899 ranked 1v1 games on Arabia, read by the AoE Buddy parser. The number of TCs comes from the economy simulation: a TC counts once finished. Winner: the server result, otherwise the player who did not resign (known for 99% of games). Figures by number of TCs, style, level and civilization cover every game, whatever its length. The “same position” comparison comes from a logistic regression on the Elo, villager, army and Feudal time gaps at 15 minutes; TC timing and placement are measured from the same position at 20 minutes. Resources around TCs come from the starting map.