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Downloads Home » Multiplayer Scenarios » Siege of Quebec: Battle of the Plains of Abraham

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Siege of Quebec: Battle of the Plains of Abraham

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File Details
Game Version: AoE3+TWC+TAD
# of Players: 2

The year is 1759. You and your native ally are either the French forces entrenched in the walled city of Québec, or the sprawling British camp a few miles to the east. Your enemy and his native allies are at the opposite end of the St. Lawrence river.

Tonight your task seems simple - the enemy is on the move, and may try to surround you in the night. Spot them, block them, and they will fail. At dawn, reinforcements are due, but if they are ambushed...Try not to think about that possibility.


This scenario begins with a 10-minute "night" phase in treaty mode with a moderate fixed force and plenty of scouts. You have no villagers to start with. Use the treaty period to collect treasures, especially wood treasures, and build at the fishing villages and native posts across the map. Move your army into position for either offensive or defensive action. Avoid heavy losses at night, since you can't replace them in time for battle.

At dawn, players receive reinforcements and settlers and treaty is broken. A fair amount of island-hopping and amphibious maneuvering is needed to sandwich your foe in his base. An underwater trade route and wall upgrades for the bridges help you guard your landward flank, but you need to build a navy.

Archive includes map, overview screenshots, and profiles of the French and British positions at dusk and at night.


This scenario is compatible only with TWC/TAD

Download and unzip to C:\Documents and Settings\Yourname\My Documents\My Games\Age of Empires 3\Scenario

Players 1, 3, and 5 comprise Team 1 (French). Players 2, 4, and 6 comprise Team 2 (British). Players 5 and 6 must be Computer players.

Players may play as any civ, but playing the French and British and Iroquois gives the best result.

Update 7 June 2008: Recurring reinforcement delivery fixed. Huron post now functions properly. Thanks, guys. Version 1b is intended to replace all previous versions.

Update 31 Oct 2008:
  • Asian civ support and building upgrades added
  • Villagers now autotask to economic work
  • Town Center auto builds inside fortified towns
  • Sequoyah "cheat" fixed
  • fair reinforcements
  • pathing improved in Québec
  • Objectives clarified
  • Improved comp AI commands for targeting objectives.
    Version 2d is intended to replace all previous versions.

  • AuthorReviews   ( All | Comments Only | Reviews Only )
    Official Reviewer
    Map Design5.0
    Playability: 3
    Playability has great potential but you will have to work on a few issues first.
    The 10 minute treaty (night time) at the beginning is too long and player 1 doesn’t have much to do during this time since he cannot train villagers or build a base.
    Player 1 has no villagers, no TC, no home shipments, just Explorer and army.
    My ally had villagers and buildings and I (player 1) had only a Fort.
    However I couldn’t train any units since I was in Discovery (and no resources too).

    After 10 minutes fighting started and I was getting reinforcements and I could train an army from the Fort but I couldn’t build any more army buildings (other than TP’s) so I couldn’t raise more army despite all the resources I got (from my ally and triggers).

    Then something WEIRD happened.
    My ally was kicked out of the game and I got all his buildings.
    The same thing happened to my opponent.
    What was that for???

    The playability for this scenario can be great, just decrease the treaty time to 3 or 4 minutes and display a timer showing how much treaty time is left.
    If you allow all players to have TC, villagers, explorers, home shipments and so on then this scenario can be very fun to play because players will have many options and many strategies to explore.

    Balance: 5
    Balance looks very good.
    Equal size strongholds and location, and equal size reinforcements.

    Creativity: 4
    The idea of having a day and night cycle where at night you can’t fight but you can use the time to explore, rebuild and reorganize for the next attack is very creative.

    Map Design: 5
    Map design is AWESOME.
    Incredible amount of eye candy and detailed map with pretty shores, landscape, rivers, water passes, bridge and more.
    Guys, if you want to learn map design then learn from As_Saffah who is definitely the Master in this area.

    Story/Instructions: 2
    Sorry, but instructions need more work.
    The objectives give high level description what to do, but you need more details to overcome player’s confusion, and believe me, there was plenty of confusion among the players.

    It’s important to display a message that the night cycle is for so many minutes and to use that time to prepare for battle.
    Players need to be informed that they cannot fight at night.
    The map is big so cinematic with instructions and map overview would help a lot to understand what to do.
    When we get reinforcements it’s important to display a message so we know about it.

    Additional Comments:

    This map can be very fun to play.
    Just work on the issues I mentioned in “Playability”.
    We also had an issue that the teams got messed up because I thought it is TVB and it was players 1 & 4 VS players 2 & 3.
    So maybe you can indicate the teams in the Home City names.

    Your map is too beautiful to keep it in the dark, lol.
    I am referring to the night cycle making the map so dark that you can hardly see anything never mind seeing all this eye candy you worked on so hard.
    Even day time is too dark.

    I would suggest taking advantage of the other two big empty areas and to place small settlements there for each player.
    This way players can also raid each other’s small settlements and the battles can rage everywhere.

    Please look into the 2 players being kicked out from the game issue.

    [Edited on 06/24/08 @ 02:31 AM]

    Map Design5.0
    Playability: 4
    The game was pretty fun once you got the hang of it. Aside from the treaty, the starting battle was pretty high pace if you saved up the armies. Not bad overall

    Balance: 4
    Well I felt that the cherokee riflemen were somewhat overpowering on the cree on their own. Everything else seemed perfectly fine.

    Creativity: 5
    It's historically accurate, I guess it deserves the bonus.

    Map Design: 5
    Now when I started exploring outside the camp, I saw the beautiful stone mountains, vibrant grass in just the right places, trees elegantly placed to make a light, manuverable forest, and the rocky shores of the beach leading to the ocean. Nothing seemed to be lacking in terms of visual quality and the designs for the city and camp were well-thought out too. I like doing eye-candy and honest enough, Saffah's the go to person for good eye candy design.

    Story/Instructions: 3
    I was playing with Saffah on this map who had to explain the history to me plus my need to look it up on the internet to figure out what the hell was going on.

    Additional Comments:
    Not bad.
    Map Design5.0
    Playability: 3
    A bit laggy at the beginning due to the rush of research and triggers. should maybe disperse the triggers, make them split in thirds maybe? some at start, some at 2sec, and some at 3sec

    Balance: 4
    Civs seemed balanced, no one was alot more powerful than the other

    Creativity: 3
    creativity was a average since this wasn't based on his own ideas, but there are not that many history scenarios

    Map Design: 5
    greta map design, eye candy, real hard to make a good map design

    Story/Instructions: 1
    You need to work on the story/instructions, alot. Huegly, i was lost. u should make an opening cinematic of the game and perhaps an overview of the map explaing wat the goal is for evyrone

    Additional Comments:
    You really, really, really need to work on the sotry and instructions i have to say they were horrible

    [Edited on 06/29/08 @ 03:06 PM]

    Map Design5.0
    Playability: 4
    Not really any bugs, It would have been a 5 here except my attention span waned during the teaty. i liked the idea of a treaty but that was to long. you did give us lots of treasure to get during the treaty and that was fairly fun. It was the most fun i have had in a CSO since moshe's annihilation.

    Balance: 5
    Absolutle perfection. Similar forts, similar allies. Both players had about the same amount of map control at the start. There were no unfair trade routes. Good fishing for both sides.

    Creativity: 4
    Very creative idea and triggers. I think you could have added some captureable buildings like and outpoust or barracks halfway between forts like in Moshe's strategic objectices SCN. that would have also given some thing to try and aim for during the treaty. I really like the night and day effects that was a good idea. overall it was quite creative.

    Map Design: 5
    One of the best looking maps ive ever seen. aparently not enough said. I like the fort design they look realistic. The island actually exsists in reall life but it is further down river from quebec city.(ive been there a few times) The native allies villages were cool looking. the churches and extra buildings were kinda like they would ahve looked back then with the european influences.

    Story/Instructions: 3
    hey its history. I really like the idea of haveing the most influnential event in canadian history in a CSO.(im a canadian) good story and decent instructions just make sure you add instructions that P3 and 4 are AI players at some point.

    Additional Comments:
    Best ive played in a long long time keep up the good work.If you could make more historic battles into CSO that would be awesome. *high five*

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