The Seven Years’ War
The Seven Years’ War is a base-game Definitive Edition Historical Map. Players begin in separate corners of a miniature world divided by seas and compete to control strategic points.

Historical setting & objective
Capture a majority of Trading Posts or flags to trigger a victory countdown; the two countdowns are not exclusive. Dry Docks can be captured to construct and repair warships, and Revolutions are enabled. Scout shore access and point locations before choosing a naval or land commitment, then keep enough forces near the objectives to prevent the opponent from reversing control.
Map control & approach
Do not spend the opening as though this were an ordinary supremacy match: map control starts with the strategic points and the majority threshold. Secure a reachable group of Trading Posts or flags, defend it through the countdown, and use capturable Dry Docks when naval access is needed. Revolting is possible, so compare that option with the time and resources needed to keep the objective force active.
Victory countdowns and Dry Docks
The majority of Trading Posts or flags can trigger a victory countdown, and both conditions can count at the same time. Captured Dry Docks provide warship construction and repair, creating a way to sustain naval access between the separated map corners. The scenario permits Revolutions. These rules are specific to The Seven Years’ War map and should not be assumed for other Historical Maps.
Protect a majority through the countdown
Because Trading Posts and flags can both contribute to the majority condition, the opening is a choice between nearby objectives, not a race for every point on the miniature world. Capture a set of positions your force can reach and then defend while watching for the opponent to reverse control. A captured Dry Dock adds warship construction and repair, which can make a distant shore or objective easier to contest; secure it only if the water route benefits the current plan. The map also allows Revolutions, but a political transition consumes resources and time that may be needed to hold the countdown. Before committing, compare the immediate strength lost with how long the existing army can protect its positions. Recheck control as the timer advances, because one lost flag or Trading Post may change which side holds the required majority.
Version and scenario distinction
This page covers the Age of Empires III: Definitive Edition Historical Map, not the similarly named Act II: Ice campaign scenario. In the map mode, players start in separated corners of a miniature world and contest strategic points across the divided terrain. Capturing a majority of Trading Posts or flags starts the victory countdown, and both control routes can count; captured Dry Docks support warship construction and repair. Revolutions are enabled. Use the scenario briefing to confirm the selected settings and civilization restrictions. For the narrative mission with John Black and Ká:nien, use the separate campaign entry instead; its river fight, British fort and Trade Route objective belong to a different map and ruleset.