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{{Header Nav|game=Age of Empires}}
'''Rating: Hard''' (read introduction)
{{floatingtoc}}
'''Rating: Hard'''


==Introduction==
You have no chance at all to survive this scenario unless you cheat massively, and even then, your chances are poor. Time to get some Nuke Troopers. Wait ... you don't have a Town Centre, so you can't get Nuke Troopers. OK ... let's see ... hit "Enter", type "home run", and hit "Enter". Success! Your brilliant strategy and good looks have earned you this hard-fought victory!


You should know this for your sanity, but it is not essential. Nineveh has 25 warships, and they will attack you. After that, Nineveh is static. They have no Transports, and will not be able to build any until way too late, if at all, so they can never invade you. Furthermore, you won't need to fight your way through all of Nineveh's army, because they need to defend all routes to the Wonder, and you only need to use one of the routes.
In fact, this scenario is quite easy - all you have to do is acquire a few bits of illegal information. That is, you do need to cheat, but not very much. Actually, when it comes right down to it, you don't really need to cheat at all.
 
Restart the scenario, and have a look at the Achievements section. Nineveh (the correct spelling) is absolutely enormous. But this is the characteristic of a static AI, because a force of this size means that they can't produce new units until you have killed an awful lot of them. But is Nineveh truly static, or are they going to attack you?
 
'''Cheat #1:''' You should know this for your sanity, but it is not essential. Nineveh has 25 warships, and they will attack you. After that, Nineveh is static. Nineveh has no Transports, and will not be able to build any until it doesn't matter, if at all, so they can never invade you. Furthermore, you won't need to fight your way through all of Nineveh's army, because they need to defend all routes to the Wonder, and you only need to use one of the routes.


As a general rule, an AI will be reluctant to attack you if it thinks you are too strong, so you should keep your fleet strong.
As a general rule, an AI will be reluctant to attack you if it thinks you are too strong, so you should keep your fleet strong.
You can produce all sorts of troops, and you can even have a food economy. If Nineveh weren't building a Wonder, you might even be able to win the scenario without having villagers. However, that would require an extremely deliberate assault, and that is not possible because of the time pressure. Therefore you must acquire villagers, and the two obvious ways are to find some who join you automatically (which won't happen here) and to persuade some to join you. It turns out that you will definitely be able to convert at least one without any difficulty, and you will even find him very soon in the natural course of things. Because this one villager is the key to the whole scenario, and because you get him automatically if you play properly, no cheating is required at all.


Nevertheless, this is an expert scenario. If you really know what you're doing, you will find the scenario challenging, but well within your capabilities. If you don't really know what you're doing, you will have great difficulties.
Nevertheless, this is an expert scenario. If you really know what you're doing, you will find the scenario challenging, but well within your capabilities. If you don't really know what you're doing, you will have great difficulties.


Babylonians have a specific tech tree, and in particular, they don't get Triremes or Catapult Triremes, but they do get second-level catapults, as well as the catapult range upgrade. You will have noticed by now that there were significant variations to the tech tree in this campaign, and this is true in this scenario as well. You are actually using the Egyptian tech tree here. You will be able to produce both Triremes and Catapult Triremes, which is quite important here. Therefore there is no real point in trying to convert Nineveh's ships. On the other hand, you will not get second-level catapults, although you still get the range upgrade.
One thing that you should use is the Pause feature. It is not really intended to be used to increase your ability to micromanage things, but using it this way can hardly be considered to be exploiting a game bug. The technique is F3-click-F3, and just keep doing this.
 
It is very important to remain calm, and even if you don't use the Pause feature for better tactical control, pause the game frequently to rest and think about what you need to do next. You will also need to memorize the layout of your base, and you will need to know exactly who is doing what at any given time, because you won't have time to scroll around the map looking for things. Make sure that you know the aural cues that the game gives you.
 
'''Cheat #2:''' Babylonians have a specific tech tree, and in particular, they don't get Triremes or Catapult Triremes, but they do get second-level catapults, as well as the catapult range upgrade. You will have noticed by now that there were significant variations to the tech tree in this campaign, and this is true in this scenario as well. You are actually using the Egyptian tech tree here. You will be able to produce both Triremes and Catapult Triremes, which is quite important here. Therefore there is no real point in trying to convert Nineveh's ships. On the other hand, you will not get second-level catapults, although you still get the range upgrade. This means that you can still blow up enemy Towers from outside their range with your catapults. It is not critical for you to know these things at this point, but it will help you to keep your sanity if you know that you will have plenty of power available to do the necessary job.


Your most important units are priests, catapults, and warships. Therefore, you will be producing as many of them as you can afford. A strong navy is extremely important on a water map, and can generally actually win the scenario almost entirely by itself. Here you will aim to maintain a fleet of 10-15 warships in good condition. Because Nineveh doesn't have any production, you might be able to get away with the smaller number. You will want to have 4 catapults and 4 priests for sure, and maybe a few more priests. You will want 10-15 villagers, aiming for the smaller number unless that turns out to be too low. This puts you at about 35 population. You will want 5 archers, 5 cavalry, and 5 good melee troops, and suddenly you are at the population limit. Accordingly, think carefully about the population limit when producing units, and only produce what you actually need.
Your most important units are priests, catapults, and warships. Therefore, you will be producing as many of them as you can afford. A strong navy is extremely important on a water map, and can generally actually win the scenario almost entirely by itself. Here you will aim to maintain a fleet of 10-15 warships in good condition. Because Nineveh doesn't have any production, you might be able to get away with the smaller number. You will want to have 4 catapults and 4 priests for sure, and maybe a few more priests. You will want 10-15 villagers, aiming for the smaller number unless that turns out to be too low. This puts you at about 35 population. You will want 5 archers, 5 cavalry, and 5 good melee troops, and suddenly you are at the population limit. Accordingly, think carefully about the population limit when producing units, and only produce what you actually need.


Let's look at our initial wood stockpile (2500). You need 200 (Town Centre) + 720 (4 catapults) + 75 (War Galley research) + 150 (missile weapon range upgrade) + 175 (building size upgrade) + 1080 (8 warships) = 2400, leaving you with 100. Make sure that you don't deviate from this list until you have at least a minimal wood income.
Let's look at our initial wood stockpile. You need 200 (Town Centre) + 720 (4 catapults) + 75 (War Galley research) + 150 (missile weapon range upgrade) + 175 (building size upgrade) + 1080 (8 warships) = 2400, leaving you with 100. Make sure that you don't deviate from this list until you have at least a minimal wood income. Actually, if you don't take too much damage while fighting Yellow, you could probably get away with producing only 6 new warships.


Let's look at our initial gold stockpile (2000). You need 500 (4 priests) + 320 (4 catapults) + 800 (Iron Age research) + 350 (to convert enemy buildings) = 1970, leaving 30. If you deviate from this list, you will regret it. You will be able to bring gold in before too long, but you definitely will not appreciate having to wait to be able to convert enemy buildings.
Let's look at our initial gold stockpile. You need 500 (4 priests) + 320 (4 catapults) + 800 (Iron Age research) + 350 (to convert enemy buildings) = 1970, leaving 30. If you deviate from this list, you will regret it. You will be able to bring gold in before too long, but you definitely will not appreciate having to wait to be able to convert enemy buildings.


Let's look at our initial food stockpile (2000). You need 150 (War Galley research) + 170 (missile weapon range upgrade) + 150 (building size upgrade) + 400 (8 villagers) + 100 (one Scout) = 970. This leaves 1030, which looks like a lot, but save it all to research Iron Age. You can produce a couple of fishing boats to bring in a bit more food, or you might be able to take some from Yellow, but it's not that important. You won't actually be needing any more ground troops than those already listed, because Nineveh can't invade you, and Yellow won't get through your fleet.
Let's look at our initial food stockpile. You need 150 (War Galley research) + 170 (missile weapon range upgrade) + 150 (building size upgrade) + 400 (8 villagers) + 100 (one Scout) = 970. This leaves 1030, which looks like a lot, but save it all to research Iron Age. You can produce a couple of fishing boats to bring in a bit more food, or you might be able to take some from Yellow, but it's not that important. You won't actually be needing any more ground troops than those already listed, because Nineveh can't invade you, and Yellow won't get through your fleet.


Food is not a concern for a long time. Stone is also unimportant for now.
Food is just not a concern for a long time, and later you will find an awful lot of it, but we won't bother with food for now. Stone is also unimportant for now.


==Opening Moves==
One more administrative detail before we actually start the scenario. Look at the Achievements section. You have 6 enemies. Nineveh has 131 units, and is mostly static. Yellow has 28 units and will produce more. Orange, Green, Grey, and Brown have 4, 2, 2, and zero, respectively. You won't have the exact count until the very end without cheating, of course, but you can certainly estimate these numbers based on what you do know legally.
 
====Opening Moves====


Nineveh starts building a Wonder either right away or very soon. Because they only have one villager building it, it takes about one minute of game time to complete 1% of it, which means that you have about 100 minutes of game time minutes to kill that villager, and some more time after that to blow up the Wonder if you didn't kill the villager in time. Keep an eye on the Wonder if you have a breathing space, but you really should ignore it for now and concentrate on more immediate concerns.
Nineveh starts building a Wonder either right away or very soon. Because they only have one villager building it, it takes about one minute of game time to complete 1% of it, which means that you have about 100 minutes of game time minutes to kill that villager, and some more time after that to blow up the Wonder if you didn't kill the villager in time. Keep an eye on the Wonder if you have a breathing space, but you really should ignore it for now and concentrate on more immediate concerns.
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Grey actually has a second villager waiting for you to convert him. Technically, you need to be careful about building a Town Centre next to him if he's still alive, because if he decides to attack it while it only has one hit point, you've just lost 200 wood that you can't afford at this point. However, because Grey doesn't actually have a base, their second villager probably won't be getting all territorial on you.
Grey actually has a second villager waiting for you to convert him. Technically, you need to be careful about building a Town Centre next to him if he's still alive, because if he decides to attack it while it only has one hit point, you've just lost 200 wood that you can't afford at this point. However, because Grey doesn't actually have a base, their second villager probably won't be getting all territorial on you.


==Crushing Yellow==
====Crushing Yellow====


Even though Yellow is actually significantly superior to you in total at this point, you have an effective strong superiority because you are defining the terms of the conflict. You have catapults to blow up their Towers and priests to heal your damage and to take over the most powerful enemy units. If the Yellow army becomes at all threatening, you can leap back into your Transports, at which point the attacking enemy units tend to become catatonic, and your fleet will waste them very easily. In any case, your 5-10 War Galleys will be able to eradicate all the Yellow troops that come out to play easily, although they need to stay away from the Towers. Yellow doesn't really have a chance. If their troops stay in their base, you can blow up their Towers with impunity. If they come out of their base, your fleet will kill them. Furthermore, Yellow will try to invade you, but your fleet controls the invasion route. You can sink all of their Transports without difficulty, either loaded or empty. It won't be long before the Yellow dock is gone, and their army is dead, and all their villagers, who rushed out to repair their buildings, are also dead.
Even though Yellow is actually significantly superior to you in total at this point, you have an effective strong superiority because you are defining the terms of the conflict. You have catapults to blow up their Towers and priests to heal your damage and to take over the most powerful enemy units. If the Yellow army becomes at all threatening, you can leap back into your Transports, at which point the attacking enemy units tend to become catatonic, and your fleet will waste them very easily. In any case, your 5-10 War Galleys will be able to eradicate all the Yellow troops that come out to play easily, although they need to stay away from the Towers. Yellow doesn't really have a chance. If their troops stay in their base, you can blow up their Towers with impunity. If they come out of their base, your fleet will kill them. Furthermore, Yellow will try to invade you, but your fleet controls the invasion route. You can sink all of their Transports without difficulty, either loaded or empty. It won't be long before the Yellow dock is gone, and their army is dead, and all their villagers, who rushed out to repair their buildings, are also dead.
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By this time, you have probably collected way more wood than you will need in this scenario. Switch to food and gold, and maybe a bit of stone. You probably won't do much farming in this scenario, because there are so many better food sources available. Don't hunt Gazelle; it's just too much bother. Elephants are OK, as long as you don't get distracted and lose a hunter.
By this time, you have probably collected way more wood than you will need in this scenario. Switch to food and gold, and maybe a bit of stone. You probably won't do much farming in this scenario, because there are so many better food sources available. Don't hunt Gazelle; it's just too much bother. Elephants are OK, as long as you don't get distracted and lose a hunter.


==The Naval Phase==
====The Naval Phase====


Repair all your damaged ships, and upgrade to Trireme. Prepare to produce some Catapult Triremes. When you have a dozen Triremes in good shape, sweep Nineveh's ships off the face of the Earth. As long as the Wonder is no more than half built, you are on schedule.
Repair all your damaged ships, and upgrade to Trireme. Prepare to produce some Catapult Triremes. When you have a dozen Triremes in good shape, sweep Nineveh's ships off the face of the Earth. As long as the Wonder is no more than half built, you are on schedule.
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It is easier to invade Nineveh from the east because you have more maneuver room for your ships over there. You will probably not be able to blow up Nineveh's western docks under the circumstances. You need to be aware of the possibility that they could produce more ships if you knock them down below 50 population.
It is easier to invade Nineveh from the east because you have more maneuver room for your ships over there. You will probably not be able to blow up Nineveh's western docks under the circumstances. You need to be aware of the possibility that they could produce more ships if you knock them down below 50 population.


==Invading Nineveh==
====Invading Nineveh====


When you have cleared as much of Nineveh's eastern coast as you can with your fleet, it's time to start landing troops. You won't actually need anything more than your 4 early catapults and 4 early priests and a couple of villagers, upgraded as much as possible, of course. Your initial landing forces will probably need to retreat to their Transports a couple of times, while luring the counter-attacking enemy units into range of your fleet.
When you have cleared as much of Nineveh's eastern coast as you can with your fleet, it's time to start landing troops. You won't actually need anything more than your 4 early catapults and 4 early priests and a couple of villagers, upgraded as much as possible, of course. Your initial landing forces will probably need to retreat to their Transports a couple of times, while luring the counter-attacking enemy units into range of your fleet.
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You may decide to also advance towards the Wonder along the central route. Aside from Nineveh's regular troops, there are also 4 trapped Orange Catapults blocking this route. The only units you have that outrange them are your priests. Accordingly, the easiest way to eliminate these units is to convert them, which is equivalent to killing them.
You may decide to also advance towards the Wonder along the central route. Aside from Nineveh's regular troops, there are also 4 trapped Orange Catapults blocking this route. The only units you have that outrange them are your priests. Accordingly, the easiest way to eliminate these units is to convert them, which is equivalent to killing them.
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