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โ€œ Betrayed by those closest to his father, Temujin grows up as an outcast on the Mongolian steppe. When his wife Borte is taken by a tribe of Merkits, he seeks the help of Ong Khan. This unlikely act begins a path of world conquest that reverberates from the forests of Russia to the islands of Japan. โ€
—In-game scenario description

Temujin is one of the scenarios in the Victors and Vanquished campaign in Age of Empires II: Definitive Edition - Victors and Vanquished. In this scenario, the player plays as the Mongols and the player color is orange. It is the prequel to the Genghis Khan campaign in Age of Empires II: The Age of Kings, acting as an expanded version of the first scenario, Crucible.

Intro[]

In the early 13th century, a traveler approached the northern Chinese city of Zhongdu, the capital of the empire of Great Jin. He had come from faraway Persia at the behest of the powerful Shah of Khwarezm to make a treaty with the Chinese emperor.

As he approached the city, he saw a great white mountain in the distance. He asked his guide the name of the mountain.

'That is not a mountain,' the guide informed the traveler. 'It is the bones of the people of Zhongdu.'

Such was the fate of the Great Jin, and of many other peoples in the path of the Mongol riders. Descending from the open steppe, they toppled empires in a wave of destruction.

But how had such a powerful force โ€“ a tide which would conquer from Russia to the shores of Japan โ€“ arisen from the harsh steppe of Mongolia? This unexpected rise had been the doing of a single man spurred by treachery and love.

A descendant of great warlords, Temujin was said to have been born clutching a blood clot in his fist, an omen of violent greatness. As a boy, his father was murdered by a clan of treacherous Tatars. Temujin and his family were forced to live as outcasts.

They survived only through the protection of Ong Khan, ruler of a Mongol tribe called the Kereyids, and the once-blood brother of Temujin's dead father.

As he grew into a man, Temujin was wed to Borte, the daughter of one of the few tribes still faithful to Temujin's family. Only months after their marriage, Borte was kidnapped by the Merkits, a rival tribe.

This act set in motion the events that would lead the young Mongol to defeat his rivals, unite the steppe tribes, and begin a path of world conquest.

Scenario instructions[]

Starting conditions[]

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Objectives[]

Main objectives[]

  • Seek the help of Ong Khan of the Kereyids.
  • Destroy the Merkit large yurt to free Borte.
  • Bring the horses to the fire to raise Mangudai.
  • Bring Borte to your yurt.
  • Select your yurt to hold a khurim.
  • The Great Tent must not be destroyed.

Choose one of the following:

  • Defeat the Merkits, Tatars, Kereyids, and Naimans.
  • Defeat the Xi Xia and Great Jin.

Secondary objectives[]

  • Hold 4 more khurim to summon the Kurultai.
    • Bring Temujin to the Great Tent.
  • Bring Temujin to one of the khans to take another wife.
  • Choose to attack the Tatars.

Hints[]

  1. Raids are dangerous, particularly when Temujin has few men. Be prepared to run away when overwhelmed. It is always better to live to raid another day.
  2. Protect your Villagers as more can only be obtained by destroying the very few large yurts.
  3. Although you can change diplomacy at will, be cautious when making enemies. Some are very powerful.
  4. Hold a khurim at every opportunity. These feasts provide you with heroes, more population, new technologies, and a stream of resources.
  5. The Mongols are not yet familiar with siege engines. Attacking defenses with cavalry is costly, but it is the only way to crack the rich insides of the settled kingdoms.
  6. Historically, Temujin united the Mongol tribes before conquering the Xi Xia and Jin. Attempting to entirely defeat the settled kingdoms -- instead of just raiding them -- is possible, but is a more difficult objective if Mongolia has not yet been united.

Scouts[]

  • Temujin and his Borjigin clan are part of a broader confederation called the Khamag Mongol (Grey). As Temujin strengthens his position with each khurim (feast), more of the Khamag Mongols will join him.
  • The Merkits (Yellow) have taken Temujin's wife, Borte. They are unscrupulous raiders who attack from camps in the central steppe.
  • The Kereyids (Blue), led by Ong Khan, are friendly to Temujin. They inhabit rocky outcrops just to the south of Temujin's position.
  • The Tatars (Cyan) occupy the eastern plains and the edges of the southern desert bordering the settled kingdoms. They primarily fight as Light Cavalry and Cavalry Archers, but have begun to use camels in battle.
  • The Naimans (Green), led by Tayang Khan, rule the foothills of the Altai Mountains of the west. They field Mangudai and Knights. As Nestorian Christians, their Monks are eager to convert other tribes to their faith.
  • Finally, the settled kingdoms lie to the far south and the east, across the Gobi Desert. The Xi Xia (Purple) were once nomads but have now taken up the ways of their settled subjects. Their armies consist of Spearmen, Skirmishers, Archers, and Scorpions.
  • Like the Xi Xia, the Great Jin (Red) were also once nomads who conquered settled peoples and assimilated into their society. They defend the frontiers of the Great Wall with Chu Ko Nu, Swordsmen, and Knights.

Players[]

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Player[]

Ally[]

Enemy[]

Allies (Potential Enemies)[]

Strategy[]

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The scenario is not too challenging as long as the player does not activate too many triggers. Even on Hard difficulty, not progressing too fast can make things vastly more managable.

The player begins with two Hero units: Temujin, a Cavalry Archer, and Jamukha, a Steppe Lancer. During this scenario, if either hero dies, they will respawn at the start, though with low hit points. There is a Shaman of the Khamag Mongols at the start, and no other faction will attack that player, but it may heal enemy units too.

At the beginning, the only hostile faction is the Merkits, and no faction will produce units. Xi Xia and Great Jin are the only other factions that possess villagers, but will not yet be using them. Additionally, until the player activates a particular trigger, the player cannot attack enemy buildings, but the player can kill their units. Once the player's heroes visit the Kereyids and Ong Khan, the player gains the ability to attack buildings. Additionally, Horses are used to create Mangudai at the player's campfire, and when the player changes diplomacy to enemy on any faction, Horses spawn at some of their camps. These Horses will soon be attacked when captured, so be careful, as they are finite.

Lastly, if an enemy seems to not be defeated, but has no units left that the player can find, make sure to destroy ALL of their buildings, Yurts and Tents included. They may also send their last handful of units at the player's camp when on the verge of defeat.

Step one - Merkits[]

The path directly south, to Ong Khan, has first a group of three Light Cavalry by some Fruit Bushes, and then five Light Cavalry by a broken cart. Two more Light Cavalry guard a small pass on the right side of the Kereyid base. Take the player's heroes to Ong Khan, and he will give the player three Horses to take back to the player's campfire. While the player are here, change diplomacy to enemy. As certain triggers have not been met yet, it will immediately change back to Ally with no consequence, but will trigger the spawning of three more Horses for the player to take back to camp.

Do not yet try to rescue Temujin's wife. Just go back to camp.

Immediately to the west of the player's starting point, behind three Khamag Mongol Yurts, are two Light Cavalry units of Merkits. Just beyond them is a large camp, with a Stable and two Archery Ranges, among other buildings. This base has nine Light Cavalry and six Cavalry Archers. Directly south of this camp, following the river, is another three Light Cavalry, three Cavalry Archers, a Stable, and an Archery Range. Directly south again is another camp, guarded by three Archers, four Cavalry Archers, and four Light Cavalry. Directly west of the center camp is the Merkits largest camp of units, with eight Mangudai, eight Cavalry Archers, and five Light Cavalry.

All of these bases can be cleared of units by Temujin and Jamukha alone, with careful management and time for healing. Save the player's Mangudai for destroying the buildings.

Again, do not rescue Temujin's wife yet. Freeing her is a trigger for the player to be able to build, but this also allows the Merkits to train units.

Shortly north of the largest Merkits camp is another camp of fourteen Mangudai. In the Northmost corner of the map is a small camp with five Cavalry Archers. Directly east of the Merkits central river camp is another small camp of five Cavalry Archers. These camps cannot produce units, but must also be cleared. Once all the units and buildings are cleared, then free Temujin's wife, and the Merkits should be defeated.

Step two - Pick the objective[]

With Borte free, and other Large Yurts destroyed, the player should be given a few villagers to begin collecting food and wood, and building. At this point, Jamukha leaves the player, as the player is told to perform a Khurim for 1,000 gold at the player's tent. Be careful how many of these the player perform. Each one comes with advantages, such as more population room, one of Temujin's son's as a non-respawning Hero unit, and some Horses, but also triggers another event.

For example, the third Khurim causes Jamukha to become disgusted with Temujin and leave to turn the Tatars and Naimans against the player. The forth gives the player the Imperial Age, and the Kereyids turn against the player. And the fifth tells the player to bring Temujin to the Great Tent, which will become the player's, and the player can train Elite Mangudai, but must now defend it. This does not bring the other Tribes in line and back to allies.

If the player proceed through all the Khurims, no matter which Princess the player marry, the player will end up the enemy of every other Tribe, save the Khamag Mongols.

The trick on Hard difficulty is to perform just two Khurims, and with careful management and healing, and using Horses on the player's campfire only after the player hits the population cap, the player can manage the number of enemies the player have at any one time. With just two Khurims, the player is in the Castle Age, and can get all the available Blacksmith, Stable, and Archery Range technologies available to the Mongols in this age to strengthen the units. Ensuring the player has a good mix of Mangudai, Camel Riders, and Steppe Lancers, the player can handle most opponents with little difficulty.

The easiest method is to defeat the Mongol Tribes as opposed to the Xi Xai and Great Jin. Both of these factions are fortified, and can quickly build up a force to fight if hostile, but never send armies to the player's base the way the tribes will. This means that the Xi Xai and Great Jin can be completely ignored. But, if in need, their buildings yield more gold when raided, and at least the Xi Xai will not retaliate except to defend itself.

However, if the player wishes to leave the Tribes alive and attack the Settled Nations instead, the player may still need to fight them. The player may need the technology upgrades of the Imperial Age, and the extra population cap, but this will turn the Tribes hostile. To leave them alive, but not be troubled by them, the player will still need to destroy their production buildings. The units guarding their camps should not leave unless pursuing the player.

Tribe objective - Tatars[]

Once the player change diplomacy with the Tatars to enemy, they do likewise and can begin to train units. Be careful of their Cavalry Archers retreating to draw the player's armies towards their other units. Mismanagement can spread the player's forces thin and do some serious damage.

Two Tatar camps lie on either side of the Kereyid base. Southwest is a Stable, training Camel Riders. It is guarded by at least nine Camel Riders, three Camel Archers, and four Light Cavalry, with more Camel Riders nearby. Northeast is a collection of Tents with ten Cavalry Archers and six Light Cavalry. Directly north of this camp is another small camp of Tents, guarded by three Cavalry Archers and twelve Light Cavalry. On the eastern edge of the map, between these two camps, is their main camp, with a Stable, Archery Range, thirteen Light Cavalry, five Tarkans, and eight Cavalry Archers.

The main thing to watch for is that the Tatars will be training Light Cavalry and Camel Riders to attack the player at the player's base or to attack the player's army from behind as the player focuses on a camp. They already have two small groups of five Light Cavalry just near their westernmost and easternmost bases that they can use for this. Do not leave the player's villagers completely undefended, or at least be ready to go save them. Additionally, if given enough time, they will upgrade their Camel Riders to Heavy Camel Riders. Other than that, the Tatars are straightforward to defeat.

Tribe objective - Naimans[]

The Naimans utilize Monks, which while allied will heal the player's units. Otherwise, they are something of a nuisance, and they will train more.

Eleven Mangudai, one Monk, and six Steppe Lancers guard a camp with two Stables northwest of the largest Merkits base. Following the map edge southwest leads to another camp, with a Stables, Archery Range, two Monks and six Steppe Lancers. Southeast, six Mangudai guard some Yurts. Directly south of this small camp is the largest Naimans camp. two Stables, an Archery Range, and a Monastery are guarded by the enemy Hero Kushluk, four Monks, nineteen Steppe Lancers and twelve Mangudai.

The last two bases are both directly east of this one. The first is small, with a Monastery, a Monk, and seven Steppe Lancers. The next one has no production buildings, but ten Steppe Lancers, eight Mangudai, three Monks and their Hero unit Tayang Khan. Once all of these locations are cleared completely of units and buildings, the Naimans are defeated.

They will attack the player base with their last few units, Tayang Khan included, if the player is not careful.

Tribe objective - Kereyids[]

If this tribe is the last one left, feel free to complete the Khurims. This will allow the player a greater population cap and Imperial Age technologies with only the easiest tribe left to fight. While the Kereyids do train units, they only have their main base, and a small one immediately northeast, so close they are barely separate. Thirteen Light Cavalry and twelve Heavy Cavalry Archers, along with their Hero, Ong Khan, defend their main base, with a Stable and an Archery Range slowly training more. Another Stable and Archery Range are guarded by four Light Cavalry and four Heavy Cavalry Archers in the northeast base. Once both are cleared, the Kereyids are defeated.

Settled Nations objective - Xi Xia[]

The Xi Xia are the furthest of the opposing players, and will only ever lift a finger to defend themselves. In the bottom corner of the map, the Xi Xia have a walled city containing two Barracks, two Archery Ranges, a Siege Workshop, and a Stable. Within this city is another walled section in the center, protecting a Monastery, University, and Wonder. Each wall ring is guarded by multiple Watch Towers, which they will upgrade.

Get the army into their city walls before changing Diplomacy.

Outside of these walls are three Town Centers, producing villagers for farming, many Houses, and a number of Watch Towers. As time passes, and they research advanced technologies, these Towers can quickly become dangerous if not careful. They like to use the Spearman line, with Crossbowmen and Scorpions as backup.

A full army of sixty, with a good mix of various melee Cavalry and Mangudai, should manage the Xi Xai fine if the player is careful and manages the towers and production buildings quickly. Be careful, their production buildings are all packed together, and once the player changes diplomacy, they can produce a sizable defensive force of good counter cavalry units very fast.

Once the inside of the walls are cleared, it is simple to clear the Town Centers, Villagers and towers outside. This should defeat the Xi Xia.

Settled Nations objective - Great Jin[]

The Great Jin look more intimidating than they are. They have a large section of map, most of the southeast edge and eastern corner, but its quite open, with surprisingly few production buildings, all of which either along the incomplete outer wall, or in the city right in the corner.

The biggest issue is their Castle. It sits with two Stables, two Archery Ranges, and two Barracks inside their inner walls, next to a Wonder. A Town Center sits just outside the wall, next to the Castle. A handful of Chu Ko Nu and Militia-line units are stationed at the Castle to defend it.

Do not change diplomacy until the player's armies are at the Castle.

A full army of sixty should be able to manage the Great Jin, but more units can't hurt to be sure. Keep the player's melee units at the base of the Castle and the player's ranged units behind to cover them from Great Jin units and help with the Castle as needed. Once the Castle falls, clear the production buildings, and the Wonder for the Chemistry technology, before breaking down the gate and destroying the Town Center. From here, follow the outer wall around, clearing the rest of the production buildings and units they train, and the Great Jin should be all but defeated.

Outro[]

By uniting the Mongol tribes and assuming the mantle of Great Khan, the man who had spent his youth in poverty and hardship had become the undisputed ruler of a mighty confederation of some 70,000 steppe warriors.

This unlikely triumph was only the beginning of Temujin's incredible story.

To the south, the kingdoms of the Xi Xia, Great Jin, and Song dynasties were fabulously wealthy, but weakened by wars. To the west, a Naiman prince named Kushluk remained a renegade to the Great Khan, and had found succor with the Kara Khitai, a powerful khanate rivaling Temujin's newly-founded empire.

And to the southwest, the Turkic Shah of Khwarezm, himself a great conqueror and empire-builder, ruled Persia and the rich cities of Samarkand and Bukhara, astride the great Silk Road.

As Temujin, now known as Genghis Khan, looked beyond the Mongolian steppe, he saw a canvas stretching across Asia, laid over the disunited and warring peoples of the Earth.

Upon this canvas, he would write his story in blood and fire. The conquests of Genghis Khan had only just begun...

See also[]

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