Forge an Alliance is the sixth scenario in the William Wallace learning campaign in Age of Empires II: The Age of Kings. Designed for players who have never before played an Age of Empires game, it teaches the player how to control Monks, capture Relics, and about allies.
Intro[edit | edit source]
Our coffers were depleted at the Battle of Stirling, so we need to strengthen our economy once again before pushing south into lands held by the English.
We need to construct a market and establish trade routes to the villages of friendly clans.
Local legends speak of three sacred relics hidden south of Stirling. Acquiring these artifacts for Wallace's army will be a great boost for Scottish morale.
Scenario instructions[edit | edit source]
Starting conditions[edit | edit source]
- Starting Age: Feudal Age
- Starting resources: 500 wood, 500 food, 500 gold, 500 stone
- Population limit: 75
- Starting units:
- Gaia units: None
Objectives[edit | edit source]
- Capture 3 relics and garrison them in your Monastery.
Hints[edit | edit source]
- This scenario uses the advanced commands interface. Although you do not need to use this interface to play Age of Empires II: The Age of Kings, it does provide access to some more powerful ways to control your civilization.
- If you lose your monks, you can make more when you get to the Castle Age.
Players[edit | edit source]
Player[edit | edit source]
- Player (Celts): The player starts in the east of the map with a little town and all military buildings and most economy buildings standing. A Monastery is also given at the game start.
Allies[edit | edit source]
- Scottish Allies (Celts): The Scottish Allies are the player's only ally. They have a walled village in the northwest of the map. They don't train an army, but they have a Market the player can trade with.
Enemies[edit | edit source]
- English (Britons): The English are the only enemy. Their town south of the river is protected by a Stone Wall. Their army consists of Men-at-Arms, Crossbowmen, and Knights.
Strategy[edit | edit source]
To capture a Relic, the player must pick it up with a Monk and place it inside their Monastery, where it will generate gold as long at it remains there. One of the Relics is close to the player's village just south of the Monastery. The second is with the Scottish Allies up on a hill, and the third is with the English, near their Mining Camp. The player needs a large army to eliminate the enemy soldiers and capture the last Relic. It is advisable to immediately grab the first one and return it to the Monastery, then send a Monk on a pilgrimage to collect the second. Building a Market and researching Cartography will allow the player to see everything their allies can, making it easier to find the second Relic. The Market also allows the player to send tribute to their allies and create Trade Carts, which can be sent to other Markets to retrieve gold as well. At some point, the English will attack the allied village, but will never advance beyond the Feudal Age or attempt to raid the player's village. Instead of sending resources, it is easier to just send a few soldiers (supported by Monks) their way and kill the enemy troops. The player can also simply ignore the attack.
Once the player has about 20 military units, the Scottish Allies will pay them tribute: 450 wood and 550 food. Still, the player should continue collecting resources to make more troops and research upgrades at the Blacksmith.
The English can be attacked now. The Monks are needed as well, as they can easily convert the enemy Knights. There is a river crossing just west of the player's base. Cross it and attack the Fishermen fishing in the river or the Gate. All enemy troops will be sent to defend the Gate now. Kill the Crossbowmen and Men-at-Arms and convert the Knights. Then destroy the Gate once all the enemy units are dead. Siege units are not needed. Once it's safe, send in a Monk and get the Relic. It is in the south corner of the enemy base, not far from the Gate.
Alternatively, the player can advance to the Castle Age and attack with Knights and Battering Rams. It takes a little longer, but works just as well. Once the third Relic is placed in the Monastery, the scenario is won.
Outro[edit | edit source]
With the three relics now locked away safely in Scottish churches, men murmur that we are blessed by the heavens.
Our army now stands a chance as we prepare for the final clash with the English. Scotland now has archers and knights of our own with which to meet Longshanks.
We march south, to Falkirk, where we will rendezvous with the army of William Wallace and plan our combined attack upon the English castle.
Trivia[edit | edit source]
- This is the only William Wallace scenario where the instructor is not the only person to speak, as the Scottish Allies speak too.
- The player does not actually need to capture all of the Relics to win. Defeating the English also grants victory.
- Although it is possible to advance to the Imperial Age and build a Wonder, doing so will not grant victory in this scenario.
- Throughout the game, the speed cannot be changed.
Historical comparison[edit | edit source]
- Because this scenario is chronologically set between the battles of Stirling (1297) and Falkirk (1298), the alliance with the second Scottish player and the capture of the Relic could be stand-ins for Wallace being named Guardian of Scotland and his knighting at the Kirk o' the Forest, in Selkirk. Likewise, the attack on the Briton fortified base could be any of the raids led by Wallace into English-held Northumberland and Cumberland around this time.
- Incidentally, while the player uses blue (traditionally associated with Scotland due to the flag, but this was only adopted in the 16th century), the Scottish ally uses yellow, which is the background of the period-accurate royal arms of Scotland.