Campaigns & scenarios

The Art of War

The Art of War is a ten-scenario Definitive Edition training series that isolates skills used in ordinary Age of Empires III matches. Its lessons move from economy and exploration through age advancement and Home City shipments to land combat, naval control and artillery. Each scenario has its own starting force, objectives and medal conditions rather than one continuing campaign story.

APPLIES TO Definitive Edition (2020)
The Art of War in Age of Empires III
The Art of War

Setting & objective

The first lessons teach Food gathering, Treasure recovery and shipment timing. Booming and Build Orders then test continued Villager production, resource assignment, construction and age-up timing. Early Defense and Early Offense apply those decisions under pressure. Land Battle, Naval Battle and Artillery shift the focus to countering enemy forces while staying within casualty or ship-loss limits. Read each scenario’s objective panel because optional tasks and medal thresholds vary.

How to approach it

Use the series to isolate a decision that feels unreliable in a normal match, then repeat the relevant scenario until the objective and medal limit can be met consistently. The fixed faction and starting force make results easier to compare, but they are practice conditions, not universal build orders. Transfer the skill—such as keeping Villagers active, protecting artillery or choosing when to ship a card—to your own civilization and map.

Ten lessons from the opening economy to artillery

The sequence begins with Early Economy, which asks Lakota players to keep food gathering and Villager production moving, followed by Treasures, where Ottomans gather 1,000 Food and may collect a Treasure. Home City Shipments then practices earning five shipments at rising Experience thresholds. Booming pairs an Industrial Age advance with a target of 60 Settlers. Build Orders is a longer French exercise with staged Coureur des Bois assignments, buildings, upgrades, shipments and a final Musketeer force. Early Defense asks Portugal to reach Fortress Age while responding to pressure; Early Offense uses Germany to kill eight enemy Villagers while optional production and shipment goals broaden the lesson. The final three scenarios test combat application: Land Battle requires the French to defeat successive counter-unit waves while limiting losses, Naval Battle asks the Indian fleet to eliminate increasingly powerful ship groups without exceeding its medal loss limit, and Artillery has the Russians defeat two armies and destroy a Fort while controlling casualties.

Use medals to find the part of a skill that needs practice

A medal threshold turns a broad lesson into a measurable target, but the threshold is specific to its scenario. Before restarting, note which action caused the missed time, resource or casualty condition: a delayed Villager queue, workers gathering the wrong resource, an exposed shipment point, or an artillery piece left without a screen. Repeat the scenario to improve that decision instead of copying its faction’s entire sequence into multiplayer. The Build Orders lesson is deliberately scripted and the combat lessons provide fixed opponents, while normal matches change map, civilization, deck and enemy response.