Renunciation is the third scenario of the Devapala campaign in Age of Empires II: Definitive Edition - Dynasties of India. It is based on the shattering of the pride of the Hunas by Devapala.
Intro[]
"To destroy what is around us is to destroy ourselves. To cheat another is to cheat ourselves," said the Buddha.
The Hunas, predatory horselords of the northern plains, were a living mockery of these words. Long had they lain dormant, drunk on wealth and decadence...
...but the chilling memories of their wretched work โ of pillaged cities and plundered crops, of burnt monasteries and butchered monks โ were as vivid in our minds as the sheen of the morning sun on the snowy crowns of distant mountaintops.
Equally dreadful were the rumors that these Hunas, who watched with glee as their neighbors whittled each other down, had begun to stir once more.
The Pratiharas and Rashtrakutas may have been longtime enemies of Devapala's family โ but unchecked, the Hunas posed an even greater threat.
Renunciation of desire will bring an end to one's dissatisfaction โ that is the Third Noble Truth.
So Devapala renounced his struggle with his forefathers' rivals and marched his forces north, into the demon's lair, to crush the foul Hunas forever.
Scenario instructions[]
Starting conditions[]
- Starting Age: Castle Age
- Starting resources: 800 food, 800 wood, 400 gold, 200 stone
- Population limit: 150
- Starting units:
- 5 / Rathas
- 3 Battle Elephants
- 3 Elephant Archers
- 2 Armored Elephants
- 2 Monks
- 15 Villagers
Objectives[]
Main objectives[]
- Eliminate all 3 Huna Khans.
Secondary objectives[]
- Convert the Huna Khans rather than killing them.
- Tribute the Pratiharas 1,000 gold or pillage their Town Centers.
- Defeat Multan to cut off the Hunas' supplies.
Hints[]
- Devapala can reach the Imperial Age but is restricted to a population limit of 150.
- Approach this mission like a Regicide match. To win, you need only eliminate the three Huna Khans.
- The Hunas are depraved, but not beyond redemption. Perhaps by converting rather than killing their Khans, you can sway their followers to your side.
- A few well guarded Trebuchets can easily foil an enemy Relic victory.
- Pratihara forces still occupy the south. but are withered and battered from the conflict over Kannauj. Pillage their lands at will, but do not commit too much energy to them!
Scouts[]
Your scouts report:
- Devapala (1, Yellow) and his forces have arrived from the east on the periphery of Huna territory.
- Multan (2, Blue) lies in the center of the map and is the major city in this region. It is not your main target, but its foot soldiers may be necessary to deal with while attacking the Hunas.
- The Pratiharas (3, Red) occupy the south with a pitiable force of cavalry and foot archers. They pose no significant threat, but their stockpiles could be pillaged to bolster the Pala war effort.
- The Hunas (4, Green) are your most dangerous adversary. Operating out of three camps spread about the map, their forces of swift cavalry and Skirmishers will not wait long before striking out against any invader...
Players[]
Player[]
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- Player ( Bengalis): The player starts at the eastern end of the map with two Town Centers, a Castle, and several other economic and military buildings and units.
Allies[]
- Allied Hunas ( Tatars): The player gains more allied Hunas if they choose to convert the Huna Khans instead of killing them. The converted Hunas take up arms against their former brethren.
Neutral โ Allies[]
- Pratiharas ( Gurjaras): The Pratiharas are located at the south of the map. They will ally to the player and become aggressive to the Hunas if the player tributes the prompted amount to them.
Enemies[]
- Huna Khans ( Tatars): There are three Huna Khans located at the center of their Huna camps.
- Hunas ( Tatars): The main enemy who have three camps across the map, one just west of the player, and the other two in the north and west ends of the map. They will send waves of soldiers consisting of Keshiks, Light Cavalry, Cavalry Archers, and Skirmishers periodically, along with Battering Rams.
- Multan ( Hindustanis): The city is located in the center, and even though it will not attack aggressively, it will eventually attempt a Relic victory.
Strategy[]
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Since the player has a base right by the river, building a Dock and some warships to intercept raiding parties will greatly help the player build their economy. They should also build walls blocking the river passes. Note, however, that there is no stone in the player's base, so they must venture outside to find more.
The player has the option to either kill the Huna Khans or convert them. It is recommended that the player converts them if they need help in defeating the hostile Hunas (this will also unlock the achievement "Huna Join Me?"). The player's army should consist of Rathas and Battle Elephants. While the cavalry units are fighting the Huna units, send the Monks to convert the Khans, and the friendly Huna will gain control of the hostile base.
The Pratiharas will offer an alliance for 1,000 gold. If the player accepts the alliance, the Pratiharas will start attacking the Hunas. Regardless, even if the player decides to destroy the Pratiharas' Town Centers, they should avoid destroying their Markets in order to establish a trade route. Gold on the map is widely scattered and building Mining Camps near them is susceptible to raids.
Multan will attempt to capture the Relics nearby and attempt a Relic Victory, but their Monastery will fall to a few Trebuchets. Destroying the Monastery will also destroy the Relics; there does not appear to be any way to recover the Relics.
There is a Gaia Monk and Transport Ship next to a Dock hidden to the east of the northern-most Khan. Using this Monk, the player can easily convert the Khan without needing to fight their way to him; if done early, this can significantly reduce the amount of attacks the player will face.
Once all of the Huna Khans are killed or converted, the scenario is won.
Outro[]
"'Evil must exist so that good can prove its purity,' said the Buddha.
The Pala army shone like the brightest of lights as it plunged into lands darkened by the Hunas' corrupt and wicked ways. No obstacle was too great for it, no enemy too fierce.
Some Hunas saw the error of their ways and pledged themselves to our monks' teachings. Those who did not were struck down or vanished into the shadows.
As Devapala strode through the ranks of his cheering warriors, I was elated by our victory... yet something in the emperor's gaze stirred a feeling of dread within me.
The would-be Bodhisattva was now being hailed as a great conqueror above all, and I feared that this change had taken root even in the emperor's mind.
Trivia[]
- Despite the similar-sounding name, the Hunas were historically an eastern Iranian nomadic people from Central Asia that were related to the Hephthalites, and not related to the Huns who ransacked the Roman Empire.
- Despite the Huna's Iranian origins, the scenario utilized Tatars, most likely for gameplay purposes, because Hunas were historically known for their mounted lancers, light cavalry, and cavalry archers (units that the Tatars have bonuses on); while similar civilizations that would historically represent them (i.e. Hindustanis and Persians) lack upgrades for their Heavy Cavalry Archer nor do they have access to the Steppe Lancer.
- Defeating the Hunas without stopping Multan's Relic victory will cause Multan to delete the Monastery itself. Incidentally, the Relics are not destroyed as normally happens when the Monastery is destroyed by the player wherein the destruction of the Relics is viewed as a bad omen by Veeradeva. This would seemingly be the moral choice, keeping with the theme of the Devapala campaign as striving towards enlightenment.
- During this scenario, all Keshiks are re-named to "Huna Horselords".