Maps

War of the Three Kingdoms

War of the Three Kingdoms is a Baltic Powers Historical Map. It starts players in the Commerce Age and includes capturable churches that can train units, so control of buildings contributes directly to the ability to reinforce the army.

APPLIES TO Definitive Edition — The Baltic Powers (2026)
War of the Three Kingdoms in Age of Empires III
War of the Three Kingdoms

Historical setting & objective

Secure churches that can train the units your force needs, and protect them while contesting the map objective. Capturable production can change hands during a match; keep defenders near important buildings and do not let a training queue distract from the scenario’s victory condition.

Church control & production

The map’s achievement is associated with winning as the British. Check the scenario briefing for eligible civilizations and exact objective rules before the match, then balance church control with the army needed to win the field engagements.

Church control and Commerce Age reinforcement

Starting in the Commerce Age puts early unit choices and church access at the center of the opening. Captured churches can train units, so taking one creates a reinforcement point as well as a map-control position. Scout the route to the nearest useful church and contest it with enough force to hold the approach; a building that changes hands can also change which side can replenish nearby. At the same time, keep the scenario objective in view, since training at a church does not itself win the match. The map’s achievement is associated with winning as the British, but check the current briefing for its civilization rules and victory condition. Protect the church that is supporting your army while contesting the next objective with mobile units.

Turn capturable churches into protected reinforcement points

The map begins in the Commerce Age and makes church control part of the military plan because captured churches can train units. Scout which church is reachable first and whether its route can be held before sending the main force away from the objective. Taking a church creates a forward source of units, but losing it may give that production opportunity back to the opponent. Leave enough protection to hold the building while the mobile force contests the next position; avoid queueing units that the army cannot afford or use. The map’s achievement is associated with winning as the British, but the in-game briefing should determine the active civilization and victory rules. Keep church production tied to the immediate battlefield need so it supports, rather than distracts from, the win condition.

Starting age, churches and production

This Baltic Powers map starts players in the Commerce Age and includes capturable churches that can train units. The achievement associated with the map is for winning as the British; check the match briefing for the roster and objective limits in the current rules. A captured church can become a forward reinforcement point, so its value depends on both its location and the force available to defend it. Secure the first useful church with a group that can hold it, then keep mobile units available to contest the actual victory objective. Do not send all production queues to the church without checking resource and population costs; reinforcement helps only if the army can reach and protect the next position. This start is distinct from a standard map’s Age progression, so read the mission rules before using a normal build order.