List of Rise of Kings campaign scenarios and colonies

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Scenarios[edit | edit source]

General scenarios[edit | edit source]

  • Law and Order: Your ally, a local tribe, is being harassed by bandit cavalrymen and infantrymen. He only has a number of castles with markets attached to them, and never-ending spawns of caravans. Protect your ally's caravans - the more caravans are lost to the enemy, the more foes you will have to fight. Use your ally's castles to protect your injured units. You will win once you have destroyed a number of enemy units. This scenario often plays out in mountainous regions such as the Alps or the Pamirs.
  • Proving Grounds: You have an army but no villagers. Destroy ALL units and structures - in some cases, you may be capable of buying over cities for tribute — example: the Chukchi are a Slavic tribe stuck in the Dark Ages, but their holdings are extensive. However, Mongols and Turks have the opportunity to buy one of their cities for tribute, allowing them to create troops.
  • Finisterre: (Europeans in India, Africa, and Middle East only) Map is veiled and you cannot see anything - only your scouts may reveal parts of the map.
  • Mountain combat: You face off against 3 enemies who have banded together.

As mountains abound, this will be a serious business, as it will impede how armies move in or out of the field. Often encountered if Christians invade a mountain province such as Himalayas or Atlas. Normally, the enemies are subfactions based off a certain civ.

  • City-states: You have entered a region rich with warring city states who cannot create new cities which are quite prosperous and have the ability to field good sized armies. You have no cities or civilians. City-states have large fortified cities and the city states usually just try and destroy the enemy army and raid their city. Despite the fact that there is a limit to one alliance per player, nations at peace will gang up on others - especially on the player. Additionally, they will often ask you for assistance in certain tasks such as destroying an enemy city state or starting a trade route if you are allies and completing these tasks will give you an improved relationship with the state and a small resource bonus. If you capture a city, you can annex the city, raze it to the ground or make it a puppet state. Annexing a city makes it yours but when you do the enemy nation spawns a last stand army nearby that could retake the city if you are not careful. Razing the city means that no enemies will spawn but obviously you can't have the city either, while a puppet automatically creates an alliance with you which won't count towards the limit which means they also will give you their alliance bonus which usually spawns soldiers for you or gives you a trickle of a resource. Unlike a normal ally the puppet state will not demand anything or break the alliance. Puppet states share the diplomatic relations you have with the other states.
  • Unification (Wales, China, England, Andalus, Japan, Mongolia, Russia: There are several other players, each one with a different bonus provided if you ally with them. Ally with one of them and slay all the others but watch out for betrayals! A nation is only defeated if all their cities are taken or destroyed.

Like above, you have a choice of annexing or razing conquered cities - and like the above, annexed cities will generate rebels until the city is either taken back, destroyed or its faction is fully subdued. If you take a city that was once one other nation's but was taken by another nation you also have the choice to liberate the city. This means the nation that originally owned the city will get it back and may ally with you. Their alliance won't affect your ally limit, meaning you are still able to ally with another nation.

  • Castle Siege: Destroy the barbarian forts and castles in a mountainous area. The enemy has a single large city in the middle of the map and a huge army, thus you have to be careful.
  • Oppression:
    • Quell a rebellion started by an opposing barbarian faction: your villagers will randomly become enemy militia. This is a vary common scenario when you coloniese new areas.
    • This scenario plays out whenever you attack enemy colonies.
  • Hostage crisis:
    • Barbarians are holding some of your allied generals hostage. Similar to your Cold War scenario - find the generals and bring them back to your castle.
    • This scenario may play out if a player chooses to initiate an attack on your colonies.
  • Covert Operations: You will be given 5 fedayeen (regardless of religion) and you must wage a one-man army by luring sufficient enemy troops, then capture a city to continue the battle. AS the enemy has power of Nomadism, it is safe to say that he will not pose a threat with attrition. Normally only occurs when attacking an enemy island region, such as Sardinia.
    • Possible enemies:
      • Capetanates (Cyprus, Crete): Limassol, Kyrenia, Iraklio, Chania (byzantines)
      • Magistracies (Corsica, Sardinia): Ajaccio, Bastia, Caralis, Olbia (oene Roman, the other Sicilian)
    • Enemies in this scenario normally are separated by a vast mountain range, and have many idle military buildings all over the place outside of the city radius, and 2 towns: the capital with a castle and senate, and another smaller one.
  • Vikings: You are being assailed by enemies who will randomly land troops, and must protect your cities until the end of the timer.
    • If fighting in Europe, you face off random spawns of Vikings.
    • If fighting in Asia, you face wako who are samurai and nanbans.
    • If in Africa or Arabia, you fight against corsairs, which spawn all jundi units and galleys.

Aside from a couple of coastal areas, the one island involved is Malta. The leaders of these fights are Vikings; Corsairs and Wako. Wako attacks occur east of India; Viking attacks occur in all northern Europe and Spanish Bay of Biscay. This means that the Portuguese might encounter this sort of scenario frequently.

  • Liberation: 2 barbarian states threaten your ally, the Rebels. Crush both of them in order to bring the area under your doman, but protect your ally - should your ally fail, you will also be defeated too.
  • Commerce Cap scenarios:
    • FOOD RUSH (all in Iceland): Same as above.
    • GOLD RUSH (West Africa for all): Same as above for wealth.
    • METAL RUSH (Muslims only): A metal rush scenario is started whenever a Muslim faction invades an Asian territory under either the Kipchak or the Persians.

Epic scenarios[edit | edit source]

(in all of these, allies will forgo attacking: they will just give 50 tribute instead)

SCOTLAND, POLAND, ENGLAND, SERBIA[edit | edit source]

  • Speed is crucial here - you are currently facing 7 petty kings for the crown of the land. As you are without villagers again, you must capture one and destroy the others. Beware however as your villagers will revolt against you.

Hanse (HRE-held Pomerania and Poland)[edit | edit source]

  • There are 5 city-states, each one modelled after Germany (the Hanse), Burgundy, Sweden, Denmark, Poland. The league is mainly based in Northern Germany while the other nations are based where their country is in the Baltic region. The map has plenty of rare resources and cities. The Hanseatic league has no caravan limit (if possible) and have tons of resources, enough to sack enemy capitals with ease (the league did this to Copenhagen once!). You won't just be attacking cities since you will be easily defeated by the league's access to large armies. You will instead have to raid them with small skirmish attacks. To win you have to take Lubeck. Also over time the league will take control of cities from nations friendly to them. Nations will have different opinions of you when you attack the league's cities (you are playing as one of these nations but it doesn't matter which nation you are, you start at war with the league). Remember you can also declare war on the nations friendly with you if you want to expand your territory and your ability to overthrow the league. Diplomacy is enabled so throughout the game different nations will declare war or make alliances with eachother.
  • Plunder is greatly increased for this scenario but caravans are well guarded by the league. There should be a couple of tasks like destroying a certain amount of league caravans that give you rewards to help defeat the league.

MONGOLIA[edit | edit source]

  • It will be impossible to win this scenario. Food and wood are scarce - you will have to ensure you have the right bonus cards in order to win. Hint: the Mongol cities are far apart. Raid their caravans to receive extra resources.

ASTURIAS (Muslims only)[edit | edit source]

  • It will not be easy. Not only are the Spanish putting up a tough fight, the Portuguese and the English have come in on their side. You must prevent them from uniting or else your battle will be lost.

VENICE[edit | edit source]

  • The Venetians have built their kingdom in a lagoon of 6 islands. Destroy their holdings in mainland Italy first, otherwise the battle is lost.
  • If you chose to attack from either the Istrian or Adriatic, you may be in deep trouble.

GERMANY (non-Burgundian scenario)[edit | edit source]

  • Your invasion has started a rebellion in the capital.

Bribe the Burgundians to join you and destroy the quarrelling petty kings.

GREAT WALL (Yellow River basin only)[edit | edit source]

  • This scenario is for when a player other than China attacks independent Xinjiang, Gobi, Koko Nur or Manchuria. The map is divided by a long line of forts, towers, military buildings and walls. The attacker begins like in a conquest game with a small city with a few buildings and an army and is positioned on the upper half of the map. The defenders (Merkit in Xinjiang, Tangut in Gobi, Jin in Manchuria) have a few small cities on the bottom half of the map and start off with an army too. The attacker has to break through the strong defenses of the wall and capture the enemy capital to win. Throughout the game enemy soldiers spawn on the attacker’s half of the map, trying to stop the player from getting through the walls and will even launch sneak attacks on the player’s cities forcing the attacker to withdraw their troops from the wall.

CONSTANTINOPLE*[edit | edit source]

  • This scenario is for when a player attacks the Byzantine-held Bosporus
  • There are three nations in this scenario – the defenders (the Byzantines), the attackers (the player), and the neutral Pera (Venetians).

Constantinople is heavily fortified with many towers and castles ringing the city and includes many military and economic buildings as well as a large amount of soldiers and ships.

  • Pera (across the harbour) has some fortifications and a few of the Venetian unique galleys. The attacker begins with a large army in the form of transports and boats in the sea nearby but has no citizens. This gives the attackers two main choices – either they can try to take Pera so they can create an economy and build a larger force, they can form an alliance with Pera against the Byzantines and attack the city with their help (this is an option they give to you in a pop up message but it requires some tribute) or they can attack Constantinople without any support (in this case it is highly unlikely to win).
  • Attacking Pera is less difficult once you land but by then most of your army can be destroyed by Pera’s navy (the Byzantium navy sticks to the harbour for most of the time) and then while you rebuild your forces Byzantium can even further enlarge their army. If you can take Pera with few casualties it can be useful to have a base if your attack on Constantinople itself fails since you can rebuild. Getting Pera’s support means that their heavy ships will start attacking the Byzantine navy and harassing the shore defenses. However if you fail your attack in this situation you lose the game.

BURGUNDIANS, ARMENIANS:[edit | edit source]

Castle Siege

SIEGE OF PARIS (Seine)[edit | edit source]

  • The enemy has been holed up on an island in the middle of a lake. Find a way across to destroy the island before overwhelming reinforcements arrive to finish you off.

JAPAN[edit | edit source]

  • You have arrived in the middle of a feud. Destroy both factions, but beware of sudden ambushes by citizens in the countryside.

FALL OF RUSSIA[edit | edit source]

  • Like the city-states scenario, only far harder: the Russians have banded together, and competing with you are the Kipchak and the Poles.
  • Destroy all enemy units and structures before the timer is over to win the game.

FALL OF ISLAM (each time you attack Hedjaz (independent), Granada, Shiraz or Syria)[edit | edit source]

  • The Muslims are completely dug in, and they will often send bands of ghazi volunteers. Far worse is the reputed appearance of the hashishin....For this battle, Western mercenaries are disabled as they refuse to travel with you in the heat of the desert.

FALL OF ROME (Central Italy)[edit | edit source]

  • You start off with a small detachment, escorted by 5 freelancers. Your task is to occupy a village, and then build up your economy and destroy the Pope once and for all.
  • Occurs as long as the Papal States do not control Jerusalem

GUELPHS AND GHIBELLINES (available if you have been excommunicated)[edit | edit source]

  • In this scenario, the whole of Central Italy is split up into several feuding cities, with the Pope hanging on to one, and the Colonna and Orsini controlling two castle towns (Colonna, a castle town and Nettuno, a port), allied with the Pope but at war with one another. Five other important towns are Pisa, Florence, Siena and Bologna.
  • The Italian-city states, interestingly enough, are based off two factions: either Burgundy if they are Ghibelline or the Papal States themselves if they are Guelph. Florence and Bologna are Guelph states, while the Siennese and Pisans are Ghibelline.
  • If the Germans invade the Apennines, Siena and Pisa, the smaller and weaker states, already start off as allies, and can win by just killing off the Pope. Otherwise, other players will find that they will have to buy their own allies who more often than not will declare war once their enemies are destroyed.
  • If an Asian, Orthodox or Muslim faction attacks, they will discover that none of the Italians are willing to help.

Rise of Chivalry CtW[edit | edit source]

Lechfeld Battle (HRE)*[edit | edit source]

You start off with only a castle, and enemy forces (Hungarians) gathered all around the map in large bodies of units led by Officer. You must kill all the Hungarian commanders before Augsburg falls. Augsburg can be taken control of, if you can garrison an Officer in the city itself. Do not let the Nobles' Court of Augsburg perish.

Annam (China)[edit | edit source]

There are 7 Chinese kingdoms in Nanyue, consisting of the following:

  1. Ngô Xương Xí (吳昌熾) held Bình Kiều, now Khoái Châu, Hưng Yên Province.
  2. Trần Lãm (陳覽) referred himself as the Duke Trần Minh, held Bố Hải Khấu, Kỳ Bố, Thái Bình Province (can be replaced by Đinh Bộ Lĩnh with capital of Hoa Lu).
  3. Nguyễn Khoan (阮寬) referred himself as Nguyễn Thái Bình, held Tam Đái - Vĩnh Tường, Vĩnh Phúc Province
  4. Lý Khuê (李奎) referred himself as Lý Lãng, held Siêu Loại - Thuận Thành OR Nguyễn Thủ Tiệp (阮守捷) referred himself as Duke Nguyễn Lệnh, held Tiên Du, Bắc Ninh Province
  5. Lã Đường (呂唐) referred himself as the Duke Lã Tá, held Tế Giang - Văn Giang, Hưng Yên Province
  6. Kiều Công Hãn (矯公罕) referred himself as Kiều Tam Chế, held Phong Châu – Bạch Hạc, Phú Thọ Province
  7. Nguyễn Siêu (阮超) referred himself as the Duke Nguyễn Hữu, held Tây Phù Liệt - Thanh Trì, Hà Nội OR Kiều Thuận (矯順) referred himself as the Duke Kiều Lệnh, held Hồi Hồ - Cẩm Khê, Hà Nội

Of those, Ngô Xương Xí and Ngô Nhật Khánh were nobles of Ngô Dynasty, Phạm Bạch Hổ, Đỗ Cảnh Thạc, were officials of Ngô Dynasty. The remainders were considered local landlords or nobles from Northern nations, which was the ancient nations holding what is now China.

Original fate:

  • Nguyễn Siêu, Nguyễn Thủ Tiệp, Lã Đường, and Kiều Thuận fought to the death and were eventually killed.
  • The armies of Nguyễn Khoan, Lý Khuê spontaneously disintegrated and the position of leader was not clarified.

Notes[edit | edit source]

These factions do not train heavy cavalry (so no Lancers or Retinue Cavalry), instead training War Elephants from the Stable. Equally, they cannot build Nobles' Courts, although Tran Lam and Dinh Bo Linh have a Nobles' court in their capital.

Frisia (France, HRE)[edit | edit source]

The Dutch are facing the brunt of 2 Viking attacks: from the south, the island state of Wieringen ruled by the Viking lord Godfried, and six other city-states: Friesland (leeuwarden), Holland (Den Haag), Guelders (Arnhem), Overjisselm (Zwolle) Ommelanden (Gronningen). The main entry points to the map are through Assen (north) or Ghent (south). Your task, as the French or HRE, will be to conquer everyone. The Vikings of Wieringen will agree to join your cause, if you pay them tribute (a hefty sum of 100 tribute).

Defence of Paris (France)[edit | edit source]

This scenario triggers if you invade Normandy as France: Vikings have seized control of various Norman towns. Take back control of the towns or wait for reinforcements to arrive. Killing all the Vikings will ensure that you get a +1 fortification modifier for the Seine Basin.

Guyenne (France)[edit | edit source]

Guyenne is under the control of Burgundy-Arelate (Marseilles), and two French Dukes: Gascony (Bordeaux) and Toulouse (same name) who are fighting wars against one another, as well as a rebel city (Poitiers). A direct assault on the territory sees you fighting from Bourges in the northeast, but

  • conquest of the Loire Valley will include Poitiers in the fold.
  • Conquest of Burgundy will induct Marseilles as one of your cities.

If Burgundy is unoccupied, they can be convinced to join your war with tribute.

Loire Valley (France)[edit | edit source]

Several city-states are under the control of 4 French counts:

  • Anjou, under Foulque the Black,
  • Blois, under Eudes, and
  • Rennes, under Conan. Conan controls Rennes, as well as the port city of Nantes.

Your task as king of France is simple: lead an army from Orleans, and capture the city of Nantes. However, watch out for bandits: they have barracks and castles erected everywhere, and will do all they can to stop you. Conquest of Guyenne will also allow you access to the rebel city of Poitiers in the south.

Rise of the Fatimids (Saracens)*[edit | edit source]

The Turkish Tulunids control Egypt, and have five cities under their control, most notably the city of al-Qatta'i (prtesent-day Cairo) and:

  • Iskandariyyah and Damietta on the coast,
  • Sharm in the south of the Sinai, and
  • Beni Suef to the south on the Nile.

You start off with a castle and outposts (Arish) and with your army must seize control of Egypt by capturing Qatta'i. Capturing the cities of Damietta and Iskandariyyah will then allow you to receive a fleet of Byzantine dromonatas (courtesy of your Byzantine friends Leon and Damian) which can then be used to penetrate south into the Nile, eventually reaching al-Qatta'i. NOTE: This is a tutorial scenario.

Naples and Sicily[edit | edit source]

If attacking the Sicilian capital, you will discover that they are split in 2:

  • Sicily controls Messina, Palermo, Trapani, Marsala, Siracusa.
  • Capetanate of Taormina and Catania: small cities controlled by Byzantine forces and joined by a single castle by the sea. IF you are a Byzantine player, this should be your first port of call.
  • Capetanate of Calabria: Reggio and Gerace.