Tours is a scenario in the Battles of the Conquerors campaign in Age of Empires II: The Conquerors. The Franks, led by Charles Martel, must defend their homeland from the Arab invasion of 732. This scenario is based on the Battle of Tours.
It is impossible to imagine the world ending on such a fine fall day. Yet the storm of Muslim horsemen continues to rage throughout Europe, leaving conquered cities and shattered armies stunned in its wake. The lightning-quick strikes of the Muslim horsemen break the city of Bordeaux and then Poitiers, leaving precious little of the Frankish Kingdom to defend.
Yet Charles Martel gathers the disheartened Frankish army for one last stand at the city of Tours.
Arabic horses, bred for speed and beauty, begin to splash across the Vienne River. Martel's knights and swordsmen, trudging under the weight of iron mail, struggle to interpose themselves between the Muslims and the city of Tours.
It is impossible to imagine the world ending on such a fine fall day. Yet the storm of Moslem horses continues to rage throughout Europe, leaving conquered cities and shattered armies stunned in its wake. The lightning-quick strikes of the Moslem horses break the city of Bordeaux, and then Poitiers, leaving precious little of the Frankish kingdom to defend.
Yet Charles Martel gathers the disheartened Frankish army for one last stand at the city of Tours.
Moslem horses, bred for speed and beauty, begin to splash across the Vienne River. Martel's knights and swordsmen, trudging under the weight of iron mail, struggle to interpose themselves between the Moslems and the city of Tours.
- Starting age: Feudal Age
- Starting resources: 300 wood, 200 food, 500 gold, 600 stone
- Population limit: 75 (125 in the Definitive Edition)
- Starting units:
- Gaia units:
Differences between difficulty levels
- On Standard difficulty, a Castle guards the southwest gate of Tours, and the player begins with Murder Holes researched.
- On Hard, the Berbers start with additional Light Cavalry and Villagers, and the 'cemetery island' on Charles Martel's path to Tours is guarded by Moorish Watch Towers and Camel Riders.
- Prevent the Muslims from destroying any of your 3 Town Centers.
- Capture the 6 Trade Carts in the Moors' baggage train and bring them to the Cathedral in Tours.
- Since part of the Muslim baggage train has been lost, you will now need to defeat the Muslims.
- The Franks are restricted to a population limit of 125.
- The Berbers and Moors utilize inexpensive troops in combat. While Frankish Knights can defeat them, the Muslims spend fewer of their resources fielding armies.
- You can click on signs for directions.
- The Muslims are attacking outlying Frankish Farms. This will slow them down while you send for Charles Martel's army and build up your defenses.
Your scouts report:
- The Franks (1, Red) defend the large city of Tours to the north. Charles Martel's army is to south of the city.
- The Berbers (2, Yellow) occupy the western edge of the map. They train Light Cavalry, swordsmen, and rams, but their town is not well-defended and could fall to an early attack.
- The Moors (3, Green) have occupied the city of Poitiers to the southwest, making their army harder to defeat. They train Camels, Knights, and Scorpions, but will switch to Mamelukes given enough time.
- Berbers (Turks, Berbers in the Definitive Edition) is at the southwestern part of the map, being the weaker enemy. They frequently attack with Light Cavalry and sometimes with Battering Rams. In the Definitive Edition, they will advance to the Imperial Age and attack with Capped Rams, Light Cavalry, Two-Handed Swordsmen, and Genitours.
- Moors (Saracens) is occupying Poitiers, at the southern tip of the map. Being the stronger enemy, they frequently attack with Camel Riders and Scorpions, occasionally with Trebuchets if they have reached the Imperial Age. If given enough time, they would begin attacking with Mamelukes as well.
In the north lies Tours, a city owned by the player, with a handful of villagers, lots of buildings (including a few Guard Towers for defense), and many Gold and Stone mines for a stable economy, yet no army (on Standard difficulty, the player also starts with a Castle). The army, consisting of 16 Knights, 11 Throwing Axemen and the hero Charles Martel, is at the south of the map, not too far from the now-Moor-controlled city (Poitiers). To create a stable economy, the player might need to create a handful of Villagers, build many Farms around their three Town Centers, gather from the mines and assign lumberjacks to the forest.
There are two ways the player can continue the campaign from there. On one hand, with the starting army, it is possible to break through the wall, sneak in, and steal the Trade Carts that will grant victory. But this plan has a lot of flaws. Aside from being a major risk, Poitiers is heavily defended and the player is not armed with any siege weapons, and they might lose the entire army trying to break in. If the player loses a single Trade Cart, they will have to defeat all enemy forces, so take good care of them.
A second, risk-free, safer way is to send the army back to Tours and advance to the Castle Age as soon as the player has the resources (use the Market if necessary). When in the Castle Age, build a few Castles for defense, and the player's Throwing Axemen can use their melee range to kill the enemy units (Rams included) from inside the city. Make a large army consisting of Throwing Axemen and siege weapons, and research all useful upgrades. When the player is ready, attack the walls of Poitiers, and destroy its Castle and military buildings. As the player gains control of the Trade Carts, send them back to the Cathedral. It is worth noting that, unlike other scenarios and campaigns in the game, the hero (Charles Martel) does not need to survive, so it is not a major risk if he joins the forces to attack.
If the player loses the Trade Carts, they will need to defeat the enemy forces. Since the enemy forces rely heavily on Infantry, Camel Riders and Mamelukes, sending in Knights will be costly, so the player should rely on infantry (particularly the Franks' unique unit, the Throwing Axeman). If the player does not have enough gold, training some Pikemen also proves very useful against the enemy, as their forces consist mainly of cavalry.
While that is not strictly necessary to win the scenario, the player can advance to the Imperial Age, which will enable the construction of Trebuchets, thus making the siege easier.
Researching Spies before the Trade Carts are captured will cause the "Since part of the Muslim baggage train has been lost, you will now need to defeat the Muslims" objective to appear, despite no Trade Carts being lost, and the player will have to defeat the two enemies to win the game. Using the "marco" then "polo" cheats will also cause this bug. It is fixed in the HD Edition.
The soul of the Frankish army was its knights, but Charles Martel knew that his cavalry-undisciplined, buried under weight of weapons and armor-could not match the swiftness of the Muslim riders. Therefore, he ordered the knights to dismount and join ranks with the Frankish swordsmen to form a tight shield-wall.
The Muslims had always conquered with swift offensiveness and were not equipped to counter the Franks' defensive strategy. The arrows of the Muslim archers bounced harmlessly off the heavy Frankish armor, and the light Muslim cavalry could not breach the human chain.
The soul of the Frankish army was its knights, but Charles Martel knew that his cavalry -- undisciplined, buried under weight of weapons and armor -- could not match the swiftness of the Moslem riders. Therefore, he ordered the knights to dismount and join ranks with the Frankish swordsmen to form a tight shield wall.
The Moslems had always conquered with swift offensiveness and were not equipped to counter the Franks' defensive strategy. The arrows of the Moslem archers bounced harmlessly off the heavy Frankish armor, and the light Moslem cavalry could not breach the human chain.
- This battle in 732 AD is directly connected from the last stage of the Tariq ibn Ziyad campaign in The African Kingdoms expansion: Razzia, which depicts the Battle of the River Garonne. In the battle, Abdul Rahman al-Ghafiqi raided Bordeaux and defeated an Aquitainian army under Odo of Aquitaine; with the Umayyads defeating Odo's forces. Odo, fearing for his fiefdom in Aquitaine reached out to the Mayor of the Palace of the Frankish kingdoms, Charles Martel, which is starts off this scenario. In historical context, Charles Martel accepted Odo's submission and let him join his army in Tours, where they defeated the Umayyad forces and killed al-Ghafiqi.
- The Berbers on this scenario are represented by the color Yellow, which probably explains why the player uses same color in the Tariq ibn Ziyad campaign.
- Since the Berbers are not included until The African Kingdoms, they were represented by the Turks, whom they share the same architectural style with.
- This is corrected in Definitive Edition, where they are properly represented by the Berbers.
- After Update 34055, the Berbers can now advance to the Imperial Age.
- In the Definitive Edition, Abd ar-Rahman al-Ghafiqi appears as a Genitour hero unit in the Berber camp like he does in Crossing the Pyrenees.
- The first illustration in the Definitive Edition version of the opening cutscene is used to represent the Lithuanians in the History section. This was corrected in Dawn of the Dukes, where it is replaced with a Leitis illustration.
- While the scenario depicts the Muslim forces besieging the city of Tours and the Franks responding with an attack on occupied Poitiers, the actual battle took place in the open on a hill somewhere between the two cities, the exact location of which is still unknown.