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This article is about the scenario in Age of Empires II: Definitive Edition. For other uses, see Honfoglalás.

Pushed westward into Europe by rival tribes, the Magyars entered the rich Pannonian plain. Here, they will find grazing lands for their horses and, eventually, a home for a new Hungarian state.
—In-game scenario description

Honfoglalás (literally meaning "settling [foglalás] of the fatherland [hon]" in Hungarian) in Age of Empires II: Definitive Edition is a reworked version of one of the scenarios introduced in the Battles of the Forgotten in Age of Empires II HD: The Forgotten. It depicts the westward migration of the Hungarian people at around 900 AD.


Throughout Europe, church bells ring while screams and the smell of burning wood fill the air. Everybody knows of the terror of the Vikings and their feared longships, but those who dwell inland face another horror.

Magyar horsemen strike deep into the European heartland, raiding, plundering, and killing without distinction. These nomadic pagans come from far to the east where they were driven out from their homelands by their aggressive neighbors.

Now they have arrived in Europe, and their lightning-quick raids terrify the locals. The rulers of Europe are powerless to stop these swift, mounted marauders.

Raiding, however successful, cannot sustain the Magyar tribes forever, and they are ready to settle down. Scouts have found a suitable location in the south: large open grasslands, similar to the steppes of the Magyar's ancestral home, lie within the Carpathian Basin.

Only the Eastern Franks, Moravians, and Bulgarians stand in their way. If the Magyars can defeat them, the tribes will once again have a land to call their own.

Scenario instructions[]

Starting conditions[]


  • Defeat 2 of the 3 main factions (Bulgaria, Great Moravia, and East Francia.)
  • If you build a Town Center, you will lose the benefits of nomadism.
  • To be allowed to advance to the Castle Age, you must first defeat the Avar tribes (having a Town Center is optional).
    • (After defeating the Avars) Make war on the Bulgarians to receive 2,000 gold and the Imperial Age research from the Byzantines. Additionally, for every Krepost and Castle of theirs that you raze, you will pillage 500 gold.
  • While nomadic, bring Sheep to the enclosure to generate food.
  • While nomadic, raze buildings to loot additional resources.
  • While nomadic, destroy Town Centers to capture Villagers.


  1. The Magyars can support a population limit of 100 when nomadic and 150 when sedentary. There are other restrictions as well (unique to this scenario), since they are a nomadic people. For example, the Castle Age research will only become available once the Avars are defeated, and the Imperial Age research will only become available once one of the other main factions - Great Moravia, East Francia, or the Bulgarians - is defeated.*
  2. The Magyars gain resources from looting enemy buildings, and sending captured animals to their pen. They also capture enemy Villagers when they destroy an enemy Town Center.
  3. Think carefully about when you want to build your Town Center. You will lose the benefits of the nomadic way of life, and the conversion to a sedentary lifestyle will be slow. However, it will be difficult to hold on to nomadism for the entire game.
  4. The enemy will not sit idle while you raid, so keep them on their toes and harass their economies to keep them weak.
  5. The Bulgarians are a tempting target for raids, so you could consider opening hostilities and attacking their lands. Just be careful to not take on too many enemies at once.


Your scout reports:

  • The Magyars (1, Cyan) have left their old homeland on the steppe in exchange for the rich pastures of the Carpathian Basin in Eastern Europe. They rely on livestock and raiding to fuel their expansion - if that ceases, the only way to survive will be to become like the Europeans and build Town Centers, Houses, Castles, and Farms.
  • The Avars (5, Orange) reside next to the Magyars. Once a powerful nomadic people themselves, they are now scattered and weak. It is advisable to raid and pillage their camps in order to grow stronger. Their army consists of Cavalry Archers, Scout Cavalry, and Tarkans.
  • To the north, Great Moravia (4, Yellow) dominated Bohemia and its surrounding lands for centuries, but they too have become weak because of internal conflicts and rivalries with their neighbors. They have a few Castles, but those can be easily evaded. The Moravians train swordsmen and Pikemen, which are no match for the Magyar mobile cavalry forces.
  • East Francia (2, Red) lies to the west and is one of the strongest powers in the region. Previously part of the great Carolingian Empire, they remain powerful even after its division and can field a powerful army behind the strong fortifications that defend their lands. They will train Crossbowmen, Skirmishers, heavy cavalry, Teutonic Knights, and Mangonels.
  • The Bulgarians (3, Green) to the south have no quarrel with the Magyars and are on friendly terms. However, that does not mean that they should be left in peace. They have many fortified bases, but their villages are poorly defended. They will train swordsmen, Light Cavalry, and Konniks.
  • There are rumors that the Byzantines (6, Blue) have sent a delegation to these lands to seek allies in their war against the Bulgarians. Their proposal may be of interest to the Magyars.



  • Player (Magyars AoE2 Magyars): The player starts with a small cavalry force and Villagers, and still maintains nomadic traditions.

Ally (Possible Enemy)[]

  • Bulgaria (Bulgarians AoE2 Bulgarians): Bulgaria has several walled territories in the east to southeast parts of the map. They are friendly and will not attack, but Byzantines will eventually request the player to declare war on Bulgaria and to plunder Bulgaria's Kreposts and Castles. They will send units consisting of Two-Handed Swordsmen, Siege Rams, Konniks, and Hussars.


  • Byzantines (Byzantines AoE2 Byzantines): The Byzantines only have a tiny encampment with some units in the east. However, the Byzantines will award the player 2,000 gold and the Imperial Age for free for declaring war on Bulgaria, and 500 gold for each Bulgarian Castle or Krepost destroyed.


  • East Francia (Teutons AoE2 Teutons): East Francia has a heavily defended city in the far west of the map and is slow to building up an army. However, they will eventually send throngs of Crossbowmen, Knights/Cavaliers/Paladins, Teutonic Knights, and some Mangonels/Onagers in the later stages of the game.
  • Avars (Huns AoE2 Huns): The Avars have structures littered across flagged areas consisting of towers, a few Stables, huts and a Town Center and will not advance in age or build up an army. They are not much of a threat, but are required to be destroyed as part of the scenario objectives or in order to advance to the Castle Age.
  • Great Moravia (Slavs AoE2 Slavs): Great Moravia has a large territory consisting of three Town Centers, two Castles, and several unit-producing buildings. If not destroyed immediately in the earlier parts of the game, they can ally with East Francia and will eventually send Pikemen, Long Swordsmen/Two-Handed Swordsmen/Champions, Boyars, Scorpions, and Siege Rams and will also advance in age.


Starting units consists of a few Villagers, Light Cavalry, and Cavalry Archers, which will be scattered across the map. Regroup all military units to the middle territory in the east, where a Blacksmith and a Archery range is present, and have two Villagers gather lumber, one gather stone, and have one Villager build a Dock, where Fishing Ships will be made to generate food. Use the same Villager to build a Mill in the middle base, where they would either fish or bring Sheep to the enclosure with the Palisade Walls - doing the latter will produce a steady stream of food as long as the player remains nomadic, which is important as the player cannot build Farms while nomadic. Once the Villagers have been given tasks, start production of Light Cavalry in the far north base, and have these units gather at the middle base. Do not build a Town Center just yet, as it is important to take advantage of the nomadic bonuses until at least the Avars and Great Moravia have been defeated.

After following the above, raid on enemy forces as soon as possible, as they are lightly defended and can be eliminated with just starting units with the right tactics. Something important to note is that the Avars must be eliminated in order to advance to the Castle Age (note: if the player builds a Town Center before defeating the Avars, Castle Age will not be automatically researched and so the player will have to spend 800 food, 200 gold to advance to the Castle Age); despite this and the fact that the Avars do not pose any threat, shift focus on eliminating Great Moravia instead, as they can be extremely dangerous later on, for they can produce Pikemen, Long Swordsmen, and several siege weapons that can make it much more difficult to deal with when East Francia begins its onslaught. It is vital to destroy Great Moravia now while they do not have a substantial force, thus have all Light Cavalry and Cavalry Archers ride westwards, where a Moravian Town Center can be seen in a flagged area.

Before sending Light Cavalry to attack the base, have the Cavalry Archers attack one of the Houses. This will lure out some Spearmen which must be eliminated before attacking the base. Once the Spearmen in the surrounding area have been eliminated, start assaulting the Town Center and any Villagers in the area. Once the Town Center has been destroyed, two free Villagers will spawn, which can be used to gather the stone deposit near the Outpost in the area. Continue scanning the Moravian territory for any lone Villagers and ignore any Castles or towers that may be in the vicinity, while using the strategy of using the Cavalry Archers to lure out Spearmen and using the Light Cavalry to destroy Town Centers and villagers until Great Moravia resigns from the game, which can be easily done once all three Town Centers (one in the far north from the first Town Center and one southwest, past a Moravian Castle) have been destroyed.

Once Great Moravia has been defeated, shift focus on the Avars. Unlike Great Moravia, the Avars do not focus on building up an army or even aging, and their base only consists of several mounted units (namely Tarkans, Light Cavalry, and some Cavalry Archers) and some unit producing buildings, including one Town Center, that must be destroyed, in order for them to resign. If needed, retrain additional Light Cavalry if the raiding units are low in number. Ignore any towers in the vicinity and focus on destroying all opposition in the Avars' territory until they are out of the game.

After both the Avars and Great Moravia have been eliminated, the player can now shift focus on establishing a Town Center. While this will end the "nomadic ways" of the Magyars, it is nonetheless imperative as East Francia will be formidable later in the game and the player will not be able to build Castles until they make the Town Center. East Francia will assault with Paladins, Crossbowmen, Teutonic Knights, and Mangonels. Therefore, prepare a base, preferably on the same "islands" where the initial bases are, as they are abundant with resources needed to develop an army and some structures.

When defending against East Francia's assault, it is ideal to have some War Galleys/Galleons (Cannon Galleons are unavailable in this scenario) at the ready in the rivers, as enemy units seldom target the ships, and as a counter for any siege weapons the enemies might send. Furthermore, consider turtling with walls, towers, and Castles, as it would help drain East Francia's resources until they are forced to produce nothing but Skirmishers to attack. A blind spot in the river close to their walls can be used to pick off Villagers trying to mine gold without retaliation from nearby towers.

The player will encounter the Byzantines just east of their starting base, where they will encourage a declaration of war on the Bulgarians and their bases nearby. Regardless of whether or not the player chooses to help the Byzantines, the Bulgarians will declare war if the player attempt to build a base inside their territory. Eliminating the Bulgarians is arguably the easier way to complete the campaign, as the player will advance to the Imperial Age for free (even if they are still nomadic, thus saving 1,000 food, 800 gold) and the Byzantines tribute gold for each Castle/Krepost the player destroys; this gold can be crucial in late stages of the game, as gold mines are relatively scarce in this scenario and scattered at great distances from each other. The player can also choose to leave the Bulgarians alone to obtain extra wealth through trading with them.


The Magyar horsemen annihilated the Frankish army and utterly destroyed the empire of Great Moravia. After centuries of wandering the steppes, they could finally settle down to create their own kingdom.

Many, however, rejected the thought of exchanging their bows for plows. Not until Otto the Great, founder of the Holy Roman Empire, defeated them at the Battle of Lechfeld did the Magyar raids finally come to an end. After this defeat, the Magyar nomads adopted European ways, converted to the Christian faith, and transformed into farmers.

They founded the Kingdom of Hungary, whose army was famed for its combined elements of nomadic horsemen and heavy cavalry. For centuries, Hungary would stand firm as the frontier stronghold of Europe, resisting invaders from the east - invaders much like the first Magyar raiders who ventured into Europe.

Changes from the original[]

  • The Definitive Edition version has been completely redesigned, with a number of factions removed and some mechanics revamped. The Definitive Edition of the scenario no longer has the phases telling the story of the Magyars; therefore, the scenario is significantly shorter and simplified compared to the that of the HD Edition. Players are also given a choice to remain nomadic, which grants additional bonuses when raiding enemy bases, or settle down by building a Town Center, which eliminates these bonuses, but raises the population cap to 150 instead of 100, and is necessary to reach the Imperial Age (unless the player chooses to declare war on Bulgaria).
  • The Pechenegs, Khazars, Kabars, and the stranded Magyars will be absent, whereas several new enemy factions, as well as reworked versions of the original enemy factions, will be there. The player must contend with East Francia, Great Moravia (rework of the Moravians from the HD Edition), Avars, and, later in the game, Bulgaria (rework of the Bulgars from the HD Edition); fortunately, only two of these factions must be destroyed in order to complete the scenario, with the exception of the Avars, as they are a separate objective. The Byzantines are also present in the game, but play a much smaller, yet useful, role, as they will eventually issue an objective to assault the Bulgarians to eliminate their Kreposts and Castles.


  • The map used in the HD Edition version of the scenario showed the Caucasus area, the "virtual" border between Europe and Asia. Prominent geographical objects like the Caspian Sea, the Black Sea, the Crimean peninsula, the Balkans (where the Byzantine base is located), and Asia Minor to the south are visible. In contrast, the map in this scenario represents the plains enclosed by the Danube and Tisa rivers.
  • This is the only Historical Battle where the name of the battle is not a location or city.
  • The Byzantine envoy probably refers to Niketas Skleros, who was sent by Leo VI to provoke the conflicts between Magyars and Bulgarians.
  • While the hint stating that the Imperial Age research only becomes available once one of the other main factions is defeated was originally correct, this is no longer the case as, after certain updates, the player can also advance to the Imperial Age (for free) if they choose to declare war on Bulgaria (regardless of whether they have defeated one of the other two factions or have built a Town Center).
  • In the co-op campaign mode, Player 2 has the Blue color, while the Byzantines have the Purple color. The Byzantine tributes will be split between the two players. Player 2 will be represented as Kabars, while Player 1 is still labelled as Magyars.
    • Though player 2 is labelled Kabars, a civilization that has connections with the in-game Cumans, they are represented by the Magyars.
  • Despite Great Moravia being predecessors of the Bohemians, they still use the Slavs as their civilization.
  • Upon release, players had reported that they could not complete the scenario even after defeating Bulgaria, East Francia, and/or Great Moravia, which would exceed the 2 out 3 requirement to beat the scenario.
    • To remedy this, players had reported success in completion after setting the diplomacy towards the Byzantines to enemy, as destruction of all factions guarantees victory.
    • This bug was later fixed. If the player has defeated Great Moravia and East Francia, the game will come to the end, which also means that it is not necessary to declare war and defeat Bulgaria.


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