Scenario instructions Edit
Starting conditions Edit
- Starting Age: Imperial Age
- Starting resources: None
- Population limit: 75
- Starting units:
- Gaia units:
- At least 10 troops must survive to reach the Hospitaller camp.
- There are a few safe places to land along the Anatolian peninsula.
- Directly across from Constantinople is one of the safest landings.
- Do not destroy any enemy ships you might not use—you are going to be unable to build you own. There will be many hazards along the journey. You may need to rely on new recruits in the surrounding areas to help replenish your war-beaten forces.
- Advance slowly, scout ahead and protect your siege weapons and Monks.
- Player (Teutons): The player starts with the starting army in the very northern corner of the map.
- Constantinople (Byzantines): Constantinople lies in a central-northern position on the map, mostly surrounded by water. They have a huge fleet at their disposal, as well as some Cataphracts, Onagers, and Pikemen. They change their diplomatic stance to the player to enemy and attack when they approach the gates of Constantinople. They change their stance back to ally if units are stationed next to the Hagia Sofia (Wonder) and give the player their entire navy in that case.
- Gallipoli (Byzantines): Gallipoli has an outpost in the west with a few Pikemen and a Market and Dock.
- Hospitallers (Teutons): The Hospitallers have a fortified town in the southeast. A few Cavaliers, Crossbowmen, and Teutonic Knights guard it.
- Saracen Navy (Saracens): The Saracen navy has one outpost at land with a Castle and a few camels and Siege Onagers blocking the way in the northwest, and a large navy watching the waters.
- Seljuks (Turks): The Seljuks have fortifications, outposts, and armies positioned all across the southern part of the map. They use Heavy Cavalry Archers, Bombard Cannons, Heavy Camels, and Onagers.
Barbarossa must sail across the Sea of Marmara to reach the Hospitaller camp in the south. At least 10 military units must make it. He must threaten Constantinople (blue/Byzantines) who change their diplomacy to enemy once the player gets close to them in order to use its navy by stationing forces near the Wonder.
Although the scenario presents Gallipoli as an alternative option to invading Constantinople, this option is extremely risky, since the sea between Anatolia and Europe is infested with the Saracen Navy's warships. Gallipoli won't put up a fight, but the lack of warships to protect the player's transport ships makes this option virtually untenable.
As such, laying siege to Constantinople is the safer and more efficient of the two choices.
As the player's units cross the sea, they can find Throwing Axemen and a Trebuchet shipwrecked and as they land, the Seljuks will attack and have Cavalry Archers and Onagers and Monks to be stolen from the player. As the player's forces get closer, an Earthquake destroys the Seljuk walls and some of their units as well. It should be noted that there are no Villagers available to the player.
This is a very hard scenario, so use all troops with extreme care. The only way to get Constantinople back to the player's ally is to place troops near their Wonder. One may change diplomatic stance with Gallipoli to Neutral and convert their Pikemen if the player is running out of soldiers.
It is imperative to keep the Siege Onagers or Trebuchet in one piece, because there is no direct way from the Sea of Marmara to the Hospitallers camp so they will be needed to knock down some trees to get there. There are two other ways to get more men from tributes. There are Throwing Axemen and a Trebuchet stranded on a deserted island to the south, but the player will have to go through Guard Towers to get there. Another way is on the way to the Hospitallers camp; while the player's forces are in the Holy Land, four Seljiuk Heavy Cavalry Archers will join the player's forces. They can be found to the east.
One of the easier ways to get the army across the Sea of Marmara is to remain allies with both Gallipoli and Constantinople. Send a soldier to Gallipoli. They will give the player all of their transport ships. The entire enemy navy will sail to the Gallipoli and destroy these ships. While they are doing that, invade Constantinople quickly and board their transport ships. The enemy navy will be out of position and the player should be able to undock on the other side.
Starting the game, the player has an army of 70 men but no Villagers. They must take the route to the south, where they will find a river, guarded by a Saracen Galleon. Don't waste time trying to destroy it, as it is unable to kill many of the player's soldiers.
When passing the river, the player will come across some Saracen Mamelukes destroying a House. If the player leads with Teutonic Knights, losses should hopefully be minimal. When this ends, move towards the south. Remember, do not take the path to Gallipoli. The Saracens will fight the player everywhere and there will not be any warships available; the path to Constantinople, the capital of the Byzantine Empire, is easier.
Attacking Constantinople Edit
In the path to Constantinople, the player will encounter many Outposts and eventually, the walls of Constantinople, with double fortification and eight very powerful Bombard Towers. The Byzantine Emperor automatically changes diplomatic stance to Enemy, and the player must fight through the walls.
Keep the army and the siege weapons far west of the Bombard Towers, to avoid casualties. When the attacks from Byzantine troops end, take the three Trebuchets, unpack them, and destroy the Bombard Towers. Do not besiege the Gates with sodliers, only destroy the two Gates using the Trebuchets. When the Gates are destroyed, get the soldiers to Constantinople. Do not attack any building except the Wonder. Especially, do not attack the Castle. When the player's troops are next to the Wonder, the Byzantine Emperor changes diplomatic stance with to Ally, and the Byzantine ships switch to the player's control.
But at this point, there will be a problem, as the Saracens trade with Constantinople, and many Saracen ships will be in the Byzantine naval station. When the Byzantine ships switch to the player's side, the Saracens will attack them.
Fight the naval battle and do not try to get on the ships. When the Saracens leave, take all men and get on. A Byzantine transport ship can take 20 men, so only four will be needed at most. Also have the Galleons protect the transport ships from Saracen naval attacks.
It is also possible to get all Byzantine ships without have to fight Constantinople at all, by sending a soldier to Gallipoli, board them, send the ships to the east until they reach Constantinople east port, unload troops to the south of the port and rush them east towards the Byzantine Wonder. Doing this will make Constantinople surrender as soon as they become enemies, without giving them time to react before the player's troops are already close to their Wonder.
Fighting the Seljuks Edit
After reaching the Anatolian beach, only one enemy will face the player, the Seljuks. Unload the units off the transport ship. The player must find a way to bypass the Seljuk wall, which is protected by two Towers. When the player reaches them, an earthquake will make a gap in the wall, while the Towers and the Castle are triggered to be destroyed, allowing the player's army can pass this Seljuk station.
One must remember that the Seljuks have many camps in Anatolia and their forces will attack the player. Move towards the south, through the desert, where the player will see a lake. Pass it and go east. If the player spots a wall belong to the Teutons, the have reached the Hospitaller camp. When the Hospitallers open the Gate, the Seljuk units will enter the camp. The player might probably be unable to withstand a serious attack at this point, but thankfully the Hospitallers' soldiers attack the Seljuk units.
To beat this scenario, select all soldiers and then right click the Castle, or alternativelly press the Garrison hotkey and then the Castle.
- This is the only scenario in which the player starts in the Post-Imperial Age.