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This article is about the campaign scenario in Age of Empires. For other uses of the term, see Caravan.

The Caravan is the sixth scenario of the Voices of Babylon campaign in Age of Empires. As a direct sequel to the previous scenario, it depicts the repatriation of the statue of Marduk to Babylon during the reign of Nebuchadnezzar I. An Artifact must be transported to a Temple in the north of the map, through enemy territory.

Scenario instructions[]

Description[]

NuRoR scythe chariot idle
Eastern Mesopotamia, 1119 BCE

The raid into Elam was successful and the statue of Marduk has been recovered, but it must be returned to Babylonia. There are still bands of Elamites and other enemies roaming the Zagros Mountains who wish to prevent the return of the statue. Bring the statue safely to your frontier temple where it can be guarded prior to being moved to Babylon.
—In-game section

Starting conditions[]

Objective[]

  • Return the Statue of Marduk (Artifact) to the Babylonian Temple.

Hints[]

  1. Choose your path carefully – you can go either east or west. Both routes contain different enemies and opportunities.
  2. Be cautious when spending your small stockpile of resources. It is preferable to use it for technologies that improve your units.
  3. Once you have cleared a path to the Temple, you can try to rush your Artifact to it as a last resort.

Description[]

Eastern Mesopotamia, 1119 BCE

The raid into Elam was successful and the statue of Marduk has been recovered, but it must be returned to Babylonia. There are still bands of Elamites and other enemies roaming the Zagros Mountains who wish to prevent the return of the statue. Bring the statue safely to your frontier Temple where it can be guarded prior to being moved to Babylon.
—In-game section

Starting conditions[]

Objective[]

  • Return the statue of Marduk (Artifact) to its proper place (Temple).

Hints[]

  • Choose your path carefully—you can go either east or west. Both routes contain different enemies and opportunities.
  • Be cautious when spending your small stockpile of resources. It is preferable to use it for technologies that improve your units.
  • Once you have cleared a path to the Temple, you can try to rush your Artifact to it as a last resort.

Description[]

1119 BC

The raid into Elam was successful and the statue of Marduk has been recovered, but the statue must be returned to Babylonia. There are still bands of Elamites and other enemies loose in the Zagros Mountains who wish to prevent the return of the statue (represented by an Artifact). Bring the statue safely to your frontier Temple where it can be guarded prior to being moved to Babylon.
—In-game section

Starting conditions[]

Objective[]

  • Return the Artifact to the Temple.

Hints[]

  • Choose your path carefully. The most obvious route may not be the best.
  • Avoid the west and north corners where there is too much strength for you to handle.

Players[]

Player[]

  • Player (Babylonian AOE DE ROR icon Babylonians): The player starts with eight Improved Bowmen, two Scythed Chariots, a Priest, and the Artifact, in the south corner of the map. Although starting in the Bronze Age, the player has all Priest technologies except Monotheism.

Enemies[]

  • Elamites (Assyrian AOE DE ROR icon Assyrians): Their small, unfortified base is along the road to the west, with a platoon of Short Swordsmen supported by Slingers. They guard two Gaia Catapults.
  • Elamites (Assyrian AOE DE ROR icon Assyrians): A mid-sized player with a clifftop fort in the western corner, behind the red base, with Broad Swordsmen patrolling throughout, and a Priest in the middle. They have 2-3 Sentry Towers guarding the entrances to the fort.
  • Elamites (Persian AOE DE ROR icon Persians): A mid-sized player with a fort guarding the road to the east. Their entrance from the southern half of the map is heavily protected, with 1-4 Sentry Towers supported by Improved Bowmen, a pair of Elephant Archers, and 1-2 Stone Throwers.
  • Elamites (Persian AOE DE ROR icon Persians): The most advanced enemy player, with an Iron Age technology level. They have small groups of War Elephants, Elephant Archers, Ballistas, and Guard Towers dotted around the northern half of the map, particularly in the vicinity of the Temple.

Ally[]

  • Babylonians (Babylonian AOE DE ROR icon Babylonians): The Babylonians control the Temple (and a few Houses) on the northwest edge of the map, which the player has to reach with the Artifact.

Player[]

  • Player (Babylonian AOE DE ROR icon Babylonians): The player starts with eight Composite Bowmen, two Priests, two Scythed Chariots, and the Treasure, at the south of the map.

Enemies[]

  • Elamites (Assyrian AOE DE ROR icon Assyrians): Their small base guards the road to the west, they have a platoon of Short Swordsmen supported by Slingers. They guard two Gaia Catapults.
  • Elamites (Assyrian AOE DE ROR icon Assyrians): A mid-sized player with a walled town behind the red base. Fields Chariots and Broad Swordsmen. Also occasionally train Priest. Has multiple Sentry Towers guarding its settlement. A Gaia temple is in there town.
  • Elamites (Persian AOE DE ROR icon Persians): A mid-sized player with a walled town guarding the road to the east. They field Improved Bowmen and Stone Throwers. They guard a Market and a Storage Pit.
  • Elamites (Persian AOE DE ROR icon Persians): The most advanced enemy. They guard the vicinity of the Temple and field strong units like War Elephants, Elephant Archers, and Ballistae. They also have Guard towers all around the forest.

Ally[]

  • Babylonians (Babylonian AOE DE ROR icon Babylonians): The Babylonians control the Temple (and a few Houses) that the player has to reach with the Artifact, located at the north-west.

Player[]

  • Player (Babylonian AOE DE ROR icon Babylonians): The player starts with five Composite Bowmen and the Treasure, at the south of the map. They also own the Temple located northwest of the map.

Enemies[]

  • Elam (Greek AOE DE ROR icon Greeks): Elam has several Axemen, Storage Pit and a House at the southwest part of the map.
  • Elam (Egyptian AOE DE ROR icon Egyptians): Elam has a Temple and a Priest, protected by a Cavalry and a Phalanx in the western part of the map.
  • Elam (Egyptian AOE DE ROR icon Egyptians): Elam has a small town to the central east of the map, which is guarded by a few Improved Bowmen and Hoplites.
  • Elam: (Egyptian AOE DE ROR icon Egyptians): Elam has an empty town to the northern tip of the map. Five War Elephants are at their disposal in case the player threatens their town. Elam also owns several Guard Towers to the western tip of the map.

Strategy[]

The Caravan is a scenario with no economic capability. The goal is to escort the Artifact to an allied Temple in the northwest. Extra units can be converted by Priests, and acquired from Gaia. It is also possible to acquire buildings to train up to six Priests or one Stone Thrower, but there is no way to gather more resources. Enemy forces are finite: while they do have bases, they are limited to their starting units.

The map is divided by a river that runs across the middle. The only ways across are through enemy bases in the west and east. Different obstacles and rewards will be found depending on which route is chosen.

West

The western route is quicker, but two enemy bases stand in the way of the river crossing.

AoE1 campaign - Voices of Babylon - s6 The Caravan - walkthrough map - red base

Red Elamite base

The red Elamites' encampment is found shortly after the path turns west, with a moderate number of Short Swordsmen and Slingers. It is possible to avoid them by moving north, close to the river. However, there are two Gaia Catapults that can be acquired in the encampment, the only ones available in this scenario. They are next to a Siege Workshop on the western edge of the camp, but are walled in, so freeing them will necessitate using other units to destroy the Elamite barricade. An effective strategy is to sneak around north of the camp, then drop south to acquire the Catapults, using them and the archers to wipe out the enemy troops.

AoE1 campaign - Voices of Babylon - s6 The Caravan - walkthrough map - yellow base

Yellow Elamite base

Further west is the yellow Elamites' clifftop fortress. Their Sentry Towers are easy prey for the newly-acquired Catapults, but the base is patrolled by several groups of Broad Swordsmen, and there is a Priest in the middle. The enemy Priest can't be converted in this scenario, so target it with a Catapult as soon as it comes into view. After most of their units are dispatched, one of their Temples and three Houses convert to the player's control. If heavy losses have been taken, it's now possible to replenish them by training extra Priests at the Temple.

In the corner of the map, past the yellow base, batches of Gaia units can be acquired: three Composite Bowmen, two Scythe Chariots, and a Priest. Past this is the north side of the river, described in the last section of this walkthrough.

East

The eastern route is longer, but only one enemy base stands in the way of the river crossing.

East of the starting location are two large groups of Lions. The first can be easily avoided by keeping north of them, but the second group blocks passage across the shallows to the next stage of the map, so the archers will need to clear them out before moving forward.

Don't move across the shallows yet though! On higher difficulties, the other side is guarded by an enemy Stone Thrower, which can be converted by the Priest to become a key tool in breaking into the enemy base. Use one of the Scythe Chariots to lure it across the shallows, away from surrounding units, then run back and forth to draw its fire while the Priest performs the conversion. On standard difficulty, this first Stone Thrower is removed, but there is only one tower to deal with in the base.

AoE1 campaign - Voices of Babylon - s6 The Caravan - walkthrough map - purple base

Purple Elamite base

Past the shallows is the purple Elamite fortress, defended by a potent ranged force: four Sentry Towers, several Improved Bowmen, two Elephant Archers, and further into the base, another Stone Thrower. South of the base, along the edge of the map, Gaia reinforcements can be found: two Scythe Chariots, and on lower difficulty settings, a Priest. If the first Stone Thrower was converted, the towers can be shot down from beyond their reach. Use archers to mop up the enemy's Improved Bowmen, and the Priest to convert the Elephant Archers. The other Stone Thrower is so far back in the enemy base that it can be saved until the rest of the defenses are brought down.

If the initial enemy Stone Thrower wasn't converted, this fight will be more challenging: none of the player's starting troops are effective against towers. One option is to convert the Elephant Archers, flee, heal up, move the durable elephants forward to draw the towers' fire, and then advance the rest of the troops to slowly whittle the towers down. While the towers are occupied shooting at the elephants, the Priest and Chariots could be moved into the base to kite and convert the other Stone Thrower. Another option is to go back and acquire the two Gaia Catapults in the red Elamites' base, as described in the west walkthrough section.

With most of the purple units cleared out, their Temple, Siege Workshop, and three Houses switch over to the player's control. There are only enough resources to train one Stone Thrower, and the Houses don't provide much population space, but it's a way to replenish forces if the battle went poorly. The Elamites have a trio of Fishing Boats out in the bay, but these have no gameplay use: even if the player converts them, the Dock can't be converted, so they have nowhere to deposit their fish.

Along the shoreline, towards the northeast edge of the map, there are more Gaia reinforcements: a Priest, and on lower difficulties, three Composite Bowmen. Past this is the northern half of the map.

North

The northern half of the map is occupied by the orange Elamites. They have numerous small groups of War Elephants, Elephant Archers, and Ballistas, including a group of War Elephants guarding the entrance to the Temple. They also have Guard Towers in the northwest quadrant, and flanking both entrances of their base in the north corner.

Elephants are best dealt with by using Priests to convert them. Afterwards, converted Elephant Archers can be sent ahead of other units to absorb enemy attacks, and War Elephants are extremely effective against buildings.

Ballistas should be shot down as quickly as possible, either from beyond their range with Catapults, or by whittling them down with converted Elephant Archers, which can withstand lengthy barrages of Ballista fire. Most importantly, keep the fragile Priests away from them. Converting Ballistas has negligible use in this scenario, as they don't out-range the Elamites' Guard Towers, and can't bring down the elephants quickly enough to be effective.

Guard Towers can be taken out from afar with Catapults, or more quickly in melee with converted War Elephants. Beware that if attacking a tower with both a Catapult and melee unit, the melee unit will need to attack from the far side of the tower to avoid taking splash damage from the Catapult. Alternatively, units can simply walk past the towers: they're incapable of capturing Artifacts, so the scenario can be won without bringing them down.

Approaching from the west, it's a short trek to the Temple, and a couple of elephants can be converted before finding the first tower. The Temple can't be approached sneakily with a side approach, as a forest blocks its flanks; simply follow the path for the quickest route.

Approaching from the east, a Guard Tower and pair of War Elephants is found immediately north of the purple base, so have a pair of Priests ready to turn the elephants against the tower. Next, the quickest and arguably easiest route is to follow the river to the middle of the map, past the first set of elephants, and then head directly northwest to the Temple. The enemy fortress is in the north corner, but it's not a particularly dangerous obstacle if choosing to wander in this direction: the buildings don't produce units, and the fort just has two small mobs of units, and two pairs of towers.

Whichever route is chosen, the Artifact can't simply be rushed to the Temple: there is only one entrance through the trees, and it's blocked by 2-3 War Elephants. There's no way for the Artifact to reach the destination alone, enemy troops will need to be cleared out or lured away first.

Broom icon This section may need to be cleaned up to reach a higher standard of quality. This may include editing to correct spelling and grammar, and rewriting sections to ensure they are clear and concise.

For the Definitive Edition, the east branch is not safe anymore. Enemies are added, along with some tech buildings that could improve the initial army. However, The west path with the Temple seems more tempting as Priests are a great counter to the elephants.

Control-group the player's units, use the Bowmen and Chariots to raze red. Heal with Priests after a fight. Then use the captured Catapult to tap the yellow tower, luring the enemy out. Catapult and Bowmen should make short work of Yellow troops as they are mostly melee units. Destroy the enemy Temple while dealing with the priests with Catapult or Chariot (They are really good at killing Priests; however, if unlucky enough to be converted, they could also wreak havoc in the player's ranks). Train some Priests. Now slowly clear the forest with the large LOS of siege weapon or Priest. Beware of enemy Ballista, as they pose a threat to the player's Catapults. Convert all the elephants while destroying all the Guard Towers. After dealing with a group of 3 War Elephants, run the artifact to the temple and finish the scenario.

The east town is guarded by multiple range units and a couple of sieges, It might not worth the effort, as the converted units cannot be upgraded.

Broom icon This section may need to be cleaned up to reach a higher standard of quality. This may include editing to correct spelling and grammar, and rewriting sections to ensure they are clear and concise.

The player starts off with five Composite Bowmen and an Artifact, at the south of the map. Going west is the shorter route, but east is less dangerous, so go east. There's a pack of elephant at the shallows, so shoot them down. Try to fight one lion at a time; if more than one charge, Bowmen are going to be injured, possibly killed.

Continue east, through the empty enemy town, then north at the earliest opportunity. Bowmen have a large line of sight, so avoid all enemies that can be avoided, and shoot down the ones that can't. The Hoplites are deadly if they can reach the player. Move north to find the Temple, and place the Artifact right next to it to win.

History[]

Historical notes[]

According to later writers, Nebuchadnezzar found a stolen Babylonian statue of the god Marduk in the Elamite capital of Susa and returned it to its rightful place in Babylon. Soon after Nebuchadnezzar's successful expedition in Elam, their king was assassinated, and his kingdom fell apart into small states. This enabled the Babylonians to focus on other regions of the empire, and there was peace in Babylonian lands for a long period of time. During Nebuchadnezzar's reign, there were many extensive building projects, which further strengthened Babylon's position as one of the most prestigious and holiest cities of Mesopotamia. After Nebuchadnezzar l's death, his brother Marduk-nadin-ahhe took the throne and fought a costly war against the Assyrians, which finally ended in a major defeat for him. Weakened by war and a great famine ravaging the country, the empire was dealt its final blow by the invasion of Aramaean tribes. Under the next several kings, the empire further disintegrated due to the continuous invasions of Semitic nomads, until once again a Kassite dynasty took over control over Babylonia in the 11th century BCE.

The god Marduk was the most important of the Babylonian deities during Nebuchadnezzar's time. The older Sumerian pantheon had about 2,000 gods, but slowly they were integrated with other gods or goddesses with similar functions, reducing the overall amount to about fifteen greater gods and hundreds of minor gods. According to ancient poets, Marduk began his existence as an equal of one of the many gods of Babylon. But then, after destroying the powers of chaos, he was elevated to the status of king over all other deities. To better integrate with the native people of Mesopotamia, the Kassites too made Marduk their most important god, and so further strengthened his position as head of the Babylonian pantheon. For almost 1,000 years, the epic of Marduk's victory over the forces of anarchy was recited during the New Year's festival in the spring as part of the cult of Marduk in Babylon.
—In-game section

Victory[]

After your campaign in Elam and the sack of their capital, the Elamite king was murdered. Now, his kingdom is falling apart, and the Elamites are in disarray. It is unlikely that they will dare to attack our lands again soon. While you return the golden statue of the god Marduk to its temple in Babylon, you are welcomed by a large mass of cheering people in the streets.
—In-game section

Loss[]

You have defeated the Elamites but failed to return the statue of Marduk to Babylonia. Our king is not completely displeased, but in the future, he will reserve the more important tasks for people who can fulfill their promises.
—In-game section

Historical notes[]

The peoples of the Zagros Mountains were a constant irritation to the richer cultures in river valleys below. Trade and travel through these regions were always risks. The area was not pacified until much later, when the Medeans and Persians established control of the region.
—In-game notes

Historical outcome[]

Babylon maintained its prestige and independence under Nebuchadnezzar I and for roughly 400 years after. The city was sacked in 689 BC by Sennacherib of Assyria and threatened again in 648 BC.
—In-game section

Trivia[]

  • In Return of Rome, the briefing mentions saving resources for researching technologies, but there is no research possible in this scenario. The text is a leftover from the Definitive Edition version, in which the player can research Bronze Age technologies at the Temple, Storage Pit, and Market.
  • Also in Return of Rome, the Gaia Priests have their Bronze Age technologies applied twice. This means that they're faster and more durable than is normally possible. The same effect happens in The Great Hunt.

Changes[]

Definitive Edition
  • Player civilization and ages: human player changed from Stone Age to Bronze Age. Red player changed from Greeks/Stone Age to Assyrians/Bronze Age. Yellow player changed from Egyptians/Stone Age to Assyrians/Bronze Age. Brown/orange players changed from Egyptians to Persians (but retain Bronze/Iron Age).
  • Player names: all enemies renamed from Elam to Elamites.
  • Artifact destination: the scenario's original destination for the Artifact, a Temple, is changed from belonging to the human player to a new, allied player (green, Babylonians), who also has several Houses.
  • Starting resources: changed from none to 700 food, 200 wood, 800 gold. This is because it is eventually possible to research several technologies and recruit Priests. However, it is still impossible to establish an economy.
  • Starting units: changed from five Composite Bowmen and the Artifact to eight Composite Bowmen, two Scythe Chariots, two Priests, and the Artifact.
  • Gaia acquisitions: it is now possible to acquire two Catapults in the red base, a Temple and three Houses in the yellow base, and a Market and Storage Pit in the brown base. Previously, the player was limited to their starting units.
  • Red base: starting units changed from seven Axemen to nine Short Swordsmen and four Slingers. Their buildings now include a Barracks, Archery Range, Siege Workshop, Small Walls, and additional Houses.
  • Yellow base: starting units changed from two Broad Swordsmen, two Priests, a Phalanx, and a Cavalry to sixteen Broad Swordsmen, three Chariots, and two Priests. Their buildings are expanded to occupy the entire western mesa, with Medium Walls, an Archery Range, a Stable, several Houses, and three Sentry Towers, in addition to the Temple.
  • Brown base: previously, their units were distributed north of the mesa, with the south entrance exposed. Now, the south entrance is heavily fortified, and there are no units north of the mesa. Previously, they had six Hoplites, three Improved Bowmen, three Fishing Boats, with a Town Center, Dock, Academy, and Houses, and could train exploration-focused Villagers. Now, they have eight Improved Bowmen, two Elephant Archers, two Stone Throwers, and three Fishing Boats. Their southern entrance is protected by four Sentry Towers, and the mesa contains a pair of Archery Ranges, a Dock, and numerous Houses.
  • Orange player: previously, they just had six Guard Towers dotted around the western corner, a walled enclave with Houses and an Academy in the northern corner, and four War Elephants just south of the walls. Now, they have Elephant Archers, War Elephants, Ballistas, and Guard Towers strewn in small groups across the northern half of the map, including a trio of War Elephants blocking the entrance to the Babylonian Temple. Their north-corner base contains two Stables and a Siege Workshop instead of an Academy.
  • Enemy recruitment: enemy players can train additional Bowmen on higher difficulty levels. This is unique to the Definitive Edition version.
  • In summary, there are more enemies, but it is now possible to expand from the starting force with Priest conversions and Gaia acquisitions, and buildings can be acquired in the east and west forts.
Return of Rome
  • Starting units: one of the starting Priests is removed. The eight Composite Bowmen are replaced with Improved Bowmen.
  • Starting technologies: the player has all Priest upgrades, except for Monotheism (convert enemy Priests and buildings).
  • More Gaia units: two Scythe Chariots in the southeast, next to the purple base; also a Priest on lower difficulties. A Priest on the other side of the purple base, in the eastern corner; also three Composite Bowmen on lower difficulties. Three Composite Bowmen in the west corner, on the far side of the yellow base. And two Scythe Chariots and a Priest near them to the northeast.
  • Acquirable buildings: the buildings are no longer Gaia, but instead are enemy buildings that switch allegiance after the units are cleared out. This is intended to prevent the enemy destroying the player's buildings. The buildings in the eastern fortress (purple, formerly brown) are changed from a Market and Storage Pit to a Temple, Siege Workshop, and three Houses. This means that the player cannot research any technologies, but can now replace lost Priests more easily, and can add a Stone Thrower to their army if the population count allows for it.
  • Animals: all of the Alpha Lions to the east of the starting position are replaced with regular Lions. The pool between the eastern and northern forts now contains three Crocodiles.
  • Yellow base: the number of Broad Swordsmen is increased from 16 to 24, but their Priests are reduced from two to one, and they no longer have Chariots. Some of the swordsmen now patrol the outskirts of the mesa.
  • Orange player: two fewer towers around the middle of the map.
  • In summary, it's easier to expand the force, as the Priests are more advanced and there are more Gaia acquisitions, but it's no longer possible to research upgrades.
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