Maps

Scotland

Scotland is a Knights of the Mediterranean hybrid Random Map built around its highlands, lowlands and small offshore islands. Two Trade Routes shape the economy: one follows the river separating highland and lowland terrain, while another runs farther south through the lowlands where players start. Natural resources on land are limited, so control of the routes and surrounding sea can determine whether the economy can expand. The outer islands contain Treasures and useful Wood for a coastal navy, and opponents begin close by.

APPLIES TO Definitive Edition — Knights of the Mediterranean
Scotland in Age of Empires III
Scotland

Map character

Scout the southern Trade Route near the starting area first, then reveal the river route between the highlands and lowlands. Note which Trading Posts can be protected from the base and where an army can cross between the two regions. Search the outer islands for Treasure and Wood before committing to a Dock or naval force; these supplies can support a fleet but require a safe approach. Hanover is the listed settlement, with Highwayman and Inquisitor outlaw camps as other neutral options.

What to scout

Because opponents are close and land resources are limited, secure a nearby Trading Post and a safe gathering area before sending Villagers to the islands. Add naval production when it can reach the outer-island Wood, protect a crossing or contest the sea; keep land units ready to defend the lowland route and answer a fast attack. Expand toward the second Trade Route only when the army can reinforce it without abandoning the starting economy.

The two Trade Routes pull armies across distinct terrain

The southern route runs through the lowlands near the player starts, while the second follows the river that divides the highlands and lowlands. Scouting both early shows whether the army can contest the nearer Trading Posts before the opponent and how much time a later move to the river route will take. A post on the southern line is close to the opening economy; the river line can draw the fight away from the base. Avoid sending a small force to each route if neither can be reinforced.

Outer islands supply Wood and Treasures

The offshore islands contain Treasures and useful Wood that can help maintain a coastal navy. Reveal a safe landing and clear any guardians before sending Villagers to gather there. The reward is not free: time spent traveling and protecting the island competes with the nearby Trade Route and land economy. When the route is safe, the island Wood can fund ships that support the coastline; if the opponent controls the sea, postpone the landing rather than losing workers and naval investment.

Close starts reward a compact defense

The map description warns that the enemy is always close by, so exposed Hunts, Mines and Trading Posts can face pressure early. Use the initial scout to locate the shortest land approaches and the river crossings, then place production where it can protect workers and contest the southern route. Hanover, Highwayman and Inquisitor provide neutral options, but each detour should support the army’s immediate need. Keep a reserve near the base while the Explorer checks the highlands and islands.