Age of Empires II (2013) Guide

Guide for htolS' "Beyond the Wall" Game of Thrones Diplo AOE2 for Age of Empires II (2013)

Guide for htolS’ “Beyond the Wall” Game of Thrones Diplo AOE2

Overview

This guide is for htolS’ “Beyond the Wall” Age of Empires II HD scenario, a diplomacy based on the northern part of the map of Westeros. Rules and descriptions of each player are found here. Supported Definitve Edition Page:https://www.ageofempires.com/mods/details/2750/

Scenario Link

CURRENT VERSION: v2 (evictedSaint is now credited)

Here’s the link to the map, if you don’t have the scenario.

Players

P1 (Aztecs) – The Others – Chief: None
P2 (Teutons) – The Mutineers – Chief: Karl Tanner
P3 (Goths) – The Thenn – Chief: Tormund Giantsbane
P4 (Celts) – The Giants – Chief: Wun Weg Wun Dar Wun
P5 (Britons) – House Mormont – Chief: Lyanna Mormont
P6 (Vikings) – The Frozen Shore – Chief: None
P7 (Teutons) – The Night’s Watch – Chief: Jon Snow
P8 (Mongols) – Hardhome – Chief: Mance Rayder

How to Win

(Player 1) – Once the 6 chiefs are dead, you win the game. The players with surviving chiefs are shown by pavilions in the north part of the map.

(All other players) – Place 4 relics at the Fist of the First Men, and then claim the gaia unit that spawns at the Nine Bands flag. You must be the only one to control the area around the unit spawn to guarantee you are the one to recieve the victory.

Places of Interest

– The Weirwood of the Night’s King (P1), where Wights spawn (to the far north)
– The Dragonglass Mines, used to weaken White Walkers (to the northeast)
– The Fist of the First Men, where relics must be brought to win the game (center of map)
– The Cave of the Three-Eyed Raven, used to train a Warg (directly north of Fist of the First Men)
– The Wildling Forge (P6), upgrades the weapons of soldiers (to the southeast)
– Whitetree (P3), to buff Jon and Ygritte (north of Castle Black)

Disabled Units/Restrictions

– Gunpowder units and siege (with the exception of rams) are disabled, except for P7, who can create onagers as well.
– Spies is disabled, but can be bought at the Cave of the Three-Eyed Raven for 2000 gold. The Others (P1) starts with Spies.
– The Night’s Watch (P7) can only make defensive structures, and cannot make civilian units.
– There are no restrictions on villagers or towers, however the population cap is set at 100.
– Markets are disabled (with the exception of P4 and P7’s starting markets), so you cannot use commodity trading or land trade routes, however Caravan is automatically researched for your Trade Cogs.
– The Thenn (P3) cannot research Blast Furnace.

Important Tips

– IF YOU ARE PLAYER 8, MOVE MANCE RAYDER TO A SAFE LOCATION AT THE START OF THE GAME. HE IS ESSENTIAL TO YOUR SURVIVAL
– The Winch Elevators at Castle Black can be used to carry troops up to the Wall, via garrisoning.
– Forming a sea trade route is a good source of gold.
– Try to make allies with people that will help you complete quests that you need, or that are able to protect you from invaders.
– P1 starts with Spies, so always be on the lookout for White Walkers or Wights attacking your weak points.
– Be aware of other players’ victory conditions. You don’t want another player to steal a win without you noticing.
– Stone is incredibly rare, so try to mine as many deposits as you can before other players can get to it. Stone mines are the only way to get the resource since markets are disabled.
– The Night’s Watch has a deposit of stone behind the Wall, but they cannot use it.
– There are multiple gold deposits northwest of the Wall. Try to claim one as soon as you can.
– It is helpful to read the other players’ quests, to prevent them from gaining an advantage over you that you didn’t anticipate.

Quests

ALL PLAYERS:
– While any player holds the Dragonglass Mines, the White Walkers will slowly lose health. Once the tower is destroyed, this effect ends. The Dragonglass Mines are blocked by land for the first 20 minutes of the game to prevent being captured prematurely by The Others.
– A player can train a Warg for 2000 gold by bringing any unit to the statue at the Cave of the Three-Eyed Raven. Once you have a Warg, you permanently gain the Spies technology.
– Placing military units (excluding units belonging to P1 or P6) within the torches at the Wildling Forge will grant them +1 attack/5 min, as long as the Blacksmith and Forge are alive. Each player using the forge will grant P6 +50 gold/5 min.
– Chopping down the 3 Weirwood trees around the map (and fully collecting the wood), marked by blue flags, will stop the Children of the Forest from spawning at their respective Weirwoods.

P1:
– Wights will spawn at the Weirwood of the Night King when you kill enemy units. Every single kill up to 10 kills, and every 2 kills thereafter, will spawn a Wight.
– Wights will also spawn every 25 seconds outside of the Weirwood area, regardless of kills achieved.
– You win when 5 of the 6 chiefs are killed (every player has one except P1 and P6). The kill still counts if another player does it, so try to create conflict between players.
– Whenever a chief dies, a new White Walker spawns at your Weirwood, as long as the Night King still lives.
– If a player owns the Dragonglass Mines, destroying its tower will stop the continuous damage effect on your White Walkers.
– Killing units will slightly heal your White Walkers, and bringing units to the Weirwood of the Night King will fully heal them.
– You get access to a transport ship at 20 minutes, named Wind, to get your Wights and White Walkers to otherwise inaccessible areas (such as Bear Island). This does not respawn, so guard it carefully.
– All of your units gain quicker speed at 40 minutes.
– You get the Horn of Joramun at 1 hour. It has incredibly high health, but is susceptible to melee attack, so guard it carefully. Take it back to the Weirwood of the Night King to heal it.
– Getting P2 to bring 10 male villagers to the Weirwood of the Night King will grant you a White Walker as well as 4 Mounted Wights.
– A Child of the Forest will spawn every 15 minutes at the three Weirwoods around the map (not including the Weirwood of the Night King), as long as the Weirwoods are not cut down.
– Your existing White Walkers become incredibly powerful at 1:20:00. Make sure you have as many alive as possible at this point to maximize the buff. For every 20 minutes afterwards, your white walkers will recieve a health, range, and attack buff as well.
– You will acquire a powerful ship named Frost after 100 razings to assist in destroying coastal settlements. You can’t heal this ship though, and it moves quite slowly, so decide when to use it carefully!

P2:
– If Jon Snow dies, you will gain control of the remaining units and buildings of the Night’s Watch.
– Once Jon Snow is dead, bringing Karl Tanner to Westwatch Port will give you a unit spawn every 10 minutes.
– Your Rangers and Stewards will gain +7 attack from Wolfsbane poison found in Bear Island Keep, should it be destroyed.
– Bringing 10 male villagers to the Weirwood of the Night King will increase all of your units’ health by 150.
– The Mutineers will drink from the skulls of their enemies every 20 minutes, increasing the health and attack of all units directly in the vicinity of Craster’s Keep.

P3:
– As long as there is one pavilion standing in your base and one in P4’s, you will recieve 600 food and 200 gold/10 min.
– Bringing Ygritte to Whitetree while Jon Snow is there will grant both of them +200 health.
– If Castle Black falls, you will gain the Perfusion technology (Barracks units train 100% faster) and 7000 food and gold.
– If Mance Rayder comes to your camp, your troops will be inspired and gain +1 attack.
– Once you achieve 200 kills, all units will gain +1 speed and +5 attack, as a result of a cannibalistic frenzy.

P4:
– As long as there is one pavilion standing in your base and one in P3’s, you will recieve 200 food and 600 gold/10 min.
– Your Wood Repository, as long as it stands, produces 300 wood/10 min.
– Bringing Wun Wun to the gates of Castle Black will instantly destroy them.
– Bringing Wun Wun to the Wood Repository, in exchange for 3000 wood, will equip all existing Giants with tree clubs and give them extra range (stronger Giants are able to hold taller trees).
– If Alliser Thorne dies, your troops will gain +5 attack.
– If Mance Rayder comes to your camp, your troops will be inspired and gain +1 attack.

P5:
– For every “trade run” done by the Recruiting Boat (after the ship has come to Bear Island, and subsequently returned to Westwatch Port) you will recieve 100 gold and 25 stone.
– If Bear Island Keep still stands at 1:00:00, you will recieve ten Stark Bannermen to aid you.
– If Rast (P2) dies, Lyanna recieves +30 attack, +10/+10 armor, and +1 range, having known Jeor Mormont is avenged.
– Every 25 minutes, any longbowmen within the walls of Castle Black will train their marksmanship and gain +1 range.

P6:
– For each player who visits the Wildling Forge, you will recieve 125 gold/5 min. This effect ends if your Blacksmith dies or the Wildling Forge is destroyed.
– Destroying Bear Island Keep will grant you 500 food and 1000 gold.
– You gain gold for destroying 1, 3, 5, and 10 buildings (ends at 1000 gold once you have gotten 10 razes).
– If Mance Rayder comes to your camp, your troops will be inspired and gain +1 attack.
– You can sacrifice Elite Berserkers at the Altar of Ice to give all your existing Elite Berserkers increased speed and armor. The Great Walrus will gain attack and armor from the sacrifice as well. You can repeat this sacrifice up to 10 times. The Shrine must stay standing for further sacrifices to be done.

P7:
– If Jon Snow dies, you lose the game (and P2 takes your spot).
– Bringing Samwell Tarly to Castle Black gives your troops and buildings +1 attack.
– While Castle Black stands, you will gain 700 food, 500 gold, 300 wood, and 50 stone/5 min. You can rebuild Castle Black if it is destroyed to regain the resource income.
– Castles can be built upon the ruins of any of the Wildlings’ (or the Mutineers’) main Town Centers. Once you own a total of 3 Castles, your resource income will increase by 600 food, 600 gold, and 400 wood/5 min.
– You automatically reach the Imperial Age at 15 minutes.
– Bringing Jon Snow to Whitetree while Ygritte is there will grant both of them +200 health.
– Destroying Whitetree will grant you 1000 food.
– Razing 20 buildings will grant you 1500 food.
– For every “trade run” done by the Recruiting Boat (after the ship has gone to Bear Island, and subsequently returned to Westwatch Port) you will recieve one Night’s Watch Ranger.
– A new villager spawns every 20 minutes at Mole’s Town to help with repairs.
– Bringing Bran Stark (the Warg) to Castle Black will give you Hodor.
– If Hardhome is destroyed, your income from Castle Black increases by 200 food and 50 stone.
– If Mance Rayder dies, your Recruited Night’s Watch Rangers (from Bear Island) will have improved armor and attack (+2/+2 and +5, respectively).

P8:
– Bringing Mance Rayder to Hardhome will grant you 4 Longboats and 500 gold.
– As long as Mance Rayder is at Hardhome, you will gain 400 gold/5 min.
– Every 10 minutes, a Wildling will spawn in the torches at Hardhome, as long as Hardhome stands.
– Bringing Mance Rayder to camps of other Wildling tribes will strengthen his claim for King-Beyond-The-Wall, making him more powerful (in total, he can be strengthened three times).
– Upon reaching 150 kills, Mance Rayder will gain +15 attack.

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