Overview
Updated with some RotR campaigns. All done on Hard
AoK Barbarossa
2. Henry the Lion
Plan: Betray Henry the Loin first, trigger the villagers spawning, create base as soon as possible and overrun the enemy with paladins.
At the beginning of the game, set Hanry the Loin to neutral and pound his traitorous ass into the ground. He won’t retaliate.
To make sure you get your villagers, set him to enemy just before you achieve the Defeat condition, i.e. leave a unit or military building alive. This will trigger his betrayal and give you your villagers.
Afterwards, patrol all remaining units near your castle and start making knights. Make a couple monks as this will help sustain your defence greatly until you reach Imperial.
Proceed to build up a town. Feel free to set your Yellow ally to neutral and destroy all his dropsites to secure resources for yourself.
Reach Imperial, mass fully upgraded paladins and destroy everything.
3. Pope and the Antipope
Plan: Convert your allies villagers to create base as soon as possible, use Castles to lure and kill enemy units, monk rush the objective.
Set your ally to neutral and convert a couple villagers. Send one on a transport to the northern part of the enemy’s island and build a base. Send another to build a town on your original island.
Build a castle ASAP on the enemy’s island, researching all arrow upgrades. After your castle is up, lure the enemy into the castle to slow their resource gain. Rush Imperial and research Crenelations. Spam castles. The enemy does not make trebuchets, meaning your castles will outrange anything, including bombard cannons.
Eventually mass monks and rush the Cathedral.
4. The Lombard League
Plan: Transport yourself just outside the weakest enemy base. Use initial units to destroy base to build wonder inside. Use walls to keep enemy out.
Take your initial units excluding villagers and put them on transports. Send your villagers to the southern outpost and make a base. Wall the area up and start taking the back stone.
With the Gaia units you receive in transports, send them all outside of Yellow’s base and build a TC and Castle. Set the onagers to destroy the gates and any units that come out. Build a trebuchet from your castle and destroy the enemy towers.
Once you have enough for a wonder, clear out Yellow’s base, wall up all of Yellow’s gates and where they had gates and build a wonder. It will go largely uncontested as they cannot path into Yellow’s base and they’ll be distracted by your southern base.
5. Barbarossa’s March
Plan: Lure out Blue’s army to take his city easily. Distract navy to sneak past them and land on the objective island. Sneak minimal units to the destination and convert your ally’s units to meet objective.
Slightly harder. Cut through the trees to your right with your onagers. Make sure the opening is as small as possible. Send your trebs, onagers and monks through. Send the rest of your units to plug the path and patrol.
Set Blue to enemy and begin trebbing his walls. All of his units will charge towards your trebs and ignore your army, allowing you to kill them with no resistance.
Proceed to Blue’s base, taking care of the ambush and treb down his gates and bombard towers. Send a bunch of paladins to his wonder and he’ll become your ally.
Patrol your new navy as north as possible to lure the enemy navy away from the landing point. Send at least 1 monk and 1 onager on the transport and staying as far away from the enemy navy, land on the enemy base. Staying away from the enemy with your monk’s line of sight, find the Gaia HCA. Send them as far east as you can to capture the Gaia onagers and destroy the enemy military there.
Proceed to sneak around the south eastern edge of the map, cut the trees blocking you with your onagers, still keeping south east, then send only your monks through the area with a tonne of wolves and into your ally’s base. Set your ally to neutral and convert 9 units. Complete mission.
6. The Emperor Sleeping
Plan: Petard/ Ram/ Villager rush the objective before your allies betray you.
Slightly hard. Delete all your military, build a Castle and a University immediately. Research Siege Engineers and make 1 petard, then research Spies and Conscription. Send it to this exact wall piece.
. The downhill advantage means it dies in one Petard blast.
Send at least 10 villagers down + trade cart to the wall piece and the rest on wood/gold. Once your petard and villagers are positions near the wall piece, set Yellow to Neutral and blow it up. Make sure not to hit the wall with villagers.
Proceed to the south eastern edge of Blue’s base and build a Castle and a Siege workshop. Using villagers as conversion fodder, use the Castle, villagers, petards and rams to bust through Blue’s walls. Once the path is clear, send the trade cart and complete the mission.
AoK Saladin
3. The Horns of Hattin
Plan: Use starting resources to advance to Castle Age and mass cheap army, sneak monk around the side to win.
Sell all your stone and buy just enough food to advance to the Castle Age. Begin sneaking your initial military and villagers east, deleting one palisade. Make sure to replace the palisade, or Blue will raid your village.
Once you hit Castle Age, build a monastery and a monk. Send all your units (including villagers) to where the relic is held and begin battering down the walls. Be careful not to hit your own units with your mangonel. Once the path is clear, send your monk in and grab the relic. Begin making your way back.
If your monk dies on the way, as long as you made good distance, you can still complete the mission. Wait for the enemy to stop searching for you and dash for it. Delete the palisade to get in and touchdown.
Complete in 8 game minutes.
5. Jihad!
Plan: Completely ignore Yellow and his navy. Spam castles to lure and kill enemy units.
Start taking the stone outside of your base and buy stone if needed for a Castle. Position it between the stone and gold mine outside of your base. Make a couple mamelukes, then boom up.
As Orange begins to build a wonder, build a castle outside of his base, careful not to draw aggro. Bring a couple Mamelukes to protect your villagers. Lure Orange’s army out into your Castle. Once you’re Imperial Age, go to the eastern corner of orange’s base, take out the towers and you can snipe the wonder with trebuchets. Later send some units in to kill the 3 villagers and Orange will resign.
Blue is easily taken down by trebs, mamelukes and pikes. Try to take down his 3 castles first. Make sure to defend against any units Yellow lands on your island.
6. The Lion and the Demon
Plan: Ignore everything on land. Transport to a little resort island to build your wonder whilst you protect it with a navy.
Grab your initial villagers, build a transport and send them to an island in the middle of the ocean to the west. Chop the single tree, build a mining camp and mine the two gold mines on the bottom of the island. Build wonder.
At your base, keep creating villagers and send them to wood, research Chemistry, Bracer and Galleon. Make a navy and patrol them near the enemy’s docks. AFK and win. Won in 49:45 on 8x speed, so about 6 minutes.
AoK Genghis Khan
3. Into China
Plan: Sail over to Jin’s island with initial units, build up a base and attack Jin early. Proceed to trade with Jin’s market and slowly win the game.
With your initial military, travel east until you meet the transport, transport over the river and take out the engineer’s camp. Build 4 houses immediately and a dock to the far east. Build a transport with the dock and send your villagers first.
Build a town center near some wood, advance to Castle Age ASAP. Build a second town center, university and a Castle. Position the Castle in range of Jin’s gate so you can lure out their units. Research Murder Holes.
Mass pikemen+skirmishers and rams (buy gold with market), take out nearby towers and secure some gold with a castle/towers. Either advance to Imperial or just keep attacking with what you’ve got.
Set Jin to neutral at this point so you don’t accidentally kill his market. Proceed to defeat Jin and begin trading. It’s recommended you build two markets on opposite sides to reduce congestion.
At this point, set speed to 8x, research spies when you can and Castle drop the heck out of the enemy. Use Galleons/ Cannon Galleons to secure a landing, mass mangudai + siege rams.
AoC Attila the Hun
1. The Scourge of God
Plan: Glitch the start to activate all triggers, rush Red and Blue’s base and trigger a resign.
See
Get close to the Iron boar then run away, making Bleda fight the boar. Run back to camp and wait until the archers show themselves, then run to the left over the bridge. If done successfully, you should have over 2000 wood/food and over 1000 stone/gold.
Send your archers, scout and villagers south to Blue’s base, use archers and scout to hit the outpost just outside of his base to lure them out, send villagers in and grab the gaia villagers. Block the paths to the Market/University/Monastery with buildings (barracks works best). Destroy those three buildings, Market last as destroying the market will allow the enemy units to come in and attack.
At the same time, send Attila and tarkans to the east where Red’s base is. Kill the villagers outside of his base and destroy a wall piece or follow them through the gate, then rush their TC and kill every villager you find.
AoC Battles of the Conquerors
Manzikert
Plan: Capture Galatia first, build trebuchets, ez capture other cities, win.
Start by upgrading cavalry armor, queuing max amount of rams, then max amount of knights. Lure the 4 cataphracts at the start under your towers and kill. Head straight for Yellow’s base.
Send all your cavalry archers to the eastern side and find a house that you can shoot not in range of their towers. This will distract all of their military.
At the same time, ram rush the gate and send your remaining military. Once the gate is down, head towards the town center and capture the city.
Proceed to lure Green’s military out into your new castles, treb down their gates and capture the city. Repeat with Red. Afterwards, keep checking if you have enough gold for Spies.
Delete all your units except for cav archers and trebs. Siege Blue’s city.
Agincourt
Speedrun version
Run Henry to the dock and transport him. Takes 2 minutes.
Villager->Base version
Plan: Exploit the fact that villagers drop resources off when building farms/ dropoff buildings to create a lumber camp > dock > transport to bypass the whole scenario and win the game.
Begin by making sure your monks and preferable rams survive the initial attack. Set all enemies to neutral to prevent villager kills. Knock down Green’s gate, destroy his archery range and patrol your longbowmen between Green’s wall and the cliff. Enemies will pass through here.
Begin converting at least 4 villagers. Make sure you don’t attempt to repair your rams.
Get them to carry 20 wood each, build a farm. You should now have 100 wood. Build a lumber camp at any random bunch of trees to the west.
Destroy any remaining purple towers. Build a dock > transport. Send King Henry to that random pair of gates to the west.
Lepanto
Plan: Move wonder into Green’s base, wall up and wall up. Use a small navy to defend.
Start off by transporting your initial villagers to the transports, then into Green’s base. Save once the villagers are transported. Delete your wonder and immediately pause, then place the wonder again near Green’s gold mine, then unpause. Restart if this fails.
Green will begin hitting your wonder, just ignore it. Move your navy outside of Green’s base, begin creating villagers and begin stone walling up Green’s coastline. Also add a dock since Purple will destroy your initial docks.
Next stone wall up outside of Green’s base far enough that Turkish BCs can’t reach your wonder. Accept Green’s offer to ally, spam fast fire ships, wall up some more and wait it out.
RotR Bayinnaung
1. The Burmese Tigers
Plan: Micro your Arambai and kill the king quickly, charge units into Blue’s base to ‘capture’ the monument
Grab your Arambai and head right to the king, staying southward as much as possible. Kill the king as he runs.
Park your hero Elephant Archer and monk to the west gate to defend from the enemy as you reach Castle Age.
To destroy Blue’s gate, make a bunch of rams, Blue only makes ranged units. Afterwards, charge fully upgraded knights to capture the monument.
2. The Mandalay Cobra
Plan: AFK patrol defence for your base, grab Gaia units and destroy the enemy
Start by patrolling ~6 Arambai near your docks to destroy enemy ships and transports. Bring the rest of your units to the northern side to defend from Yellow. Convert enemy knights, then it’s recommended to make skirms as they only make archers from then on.
Grab your units in the far south of the map and travel east, grabbing gaia units along the way. After the first bunch, head north to find the second bunch near a dock. Use the fire ship to destroy Yellow’s fishing ships. Send the rest of your army to find King Tabinshwehti’s army which is located in the north eastern part of the map, You’ll briefly pass through Red’s base and after destroying a blockade, you’ll reach them.
Build a couple siege workshops with the villagers you find, make rams and charge Red’s castle. Kill everything except their market, research Redemption and convert it to sell excess resources for gold. Collect 4000 gold and win.
3. The Royal Peacock
Plan: Convert your ‘allies’ units, destroy everything as no one has murder holes and the enemy won’t begin building up until you grab the gaia units as per the objectives.
Start by blocking an elephant with your villager and converting it with the Blind Lame Priest. Set the elephant to No Attack Stance and bring into healing range until you can convert the next elephant.
Travel right, grab the monk, lure Smim Sawhtut to monk and convert, this will make him your ally. Set Pegu and Smim to Neutral/ Enemy and begin destroying the base, converting any units available.
Proceed to Blue’s base, there will be a single Ballista Elephant, just grab your elephants and kill it, then destroy Blue’s base.
Head slightly south to grab the gaia walls and houses, then head to Yellow’s base in the far right corner. Yellow spawns Karambit warriors, but they will first head to your gaia walls and hit them, proceed to destroy Yellow’s base.
Slightly southwest of Yellow’s base is Orange. They have 2 monks, archers, Arambai and 2 fire galleys. Lure them out with your scout cavalry and kill them how you see fit. The demo ship helps greatly as you can lure their army over shallows. Destroy Orange’s base.
RotR Gajah Mada
1. The Story of our Founders
Plan: Quickly ally the Mongols, stop them from ever unallying you, take map control and attack ground your ally’s stuff.
Start off by sending your initial units to destroy 5 towers, you’ll get some elephants at the start making this extremely easy. The Mongols will offer to all you, set them to ally to accept.
Mine enough stone for a Castle, there are a bunch of safe mines near you. Research Murder Holes at least, Ballistics, Masonry and ranged attack upgrades help though.
Find Teal’s base to the west and build a castle right outside his base, just in range of his gate. This will passively destroy the trade carts which provide him resources. Run circles around your castle until Teal’s army is dead. Without the tradecarts, he can’t replenish his army.
OPTIONAL: Find Blue’s base to the east and wall up the path/ build a castle. This will prevent Blue from leaving his base as even with the Mongols attacking them, they can still get out and be a nuisance.
Use Mangonels and attack ground your Mongol ally’s towers/ base. Don’t enter the far south island with 5 or more military units or build any building on the island as this will cause him to turn on you. Villagers/ trade carts are accepted.
At this point the game is in steady-state, nothing will change until you do something so you can gather as many resources as you want to end the game.