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Downloads Home » EE - Single Player Campaigns » The Levantine Campaign: The Conquest of Jerusalem

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The Levantine Campaign: The Conquest of Jerusalem

Author File Description
File Details
Style: Mix
Number of scenarios: 1
Needs AoC?: No
This is the second scenario in The Levantine Campaign. Scenario one is called The Siege of Acre. You should play that scenario first, as it this series is being uploaded in chronological order.

The player takes control of the newly formed Levantine Kingdom - a united crusader kingdom in the middle-east. Your primary enemy, the Mamluk Empire based in Egypt, is held up at Jerusalem.

Led by Amalric of Tyre and Acre, the Levantines are now at the doorstep of Jerusalem. Will the crusaders finally be able to conquer and keep the Holy City of David?

Special thanks to Empire Creations, without whom I would certainly not be designing scenarios

AuthorComments & Reviews   ( All | Comments Only | Reviews Only )
shieldwolf23 Wow, you are on a roll buddy! :) Will play and review.
File Author
Thank you, Shield!
My intention is to do a five-part series with this and upload them roughly one month apart from each other. The whole thing should be completed and up by the end of the year. The next installment will be uploaded in October, the 4th in November, and final in December :)

Could you PM me your email on Empire Creations? I would like to pick your brain a bit on some of your trigger work. Trying to figure out some of the AI effects.
shieldwolf23 ok brother, will do



[Edited on 09/28/20 @ 04:55 PM]

Map Design4.8
Playability: 4.5
The scenario supports 3 difficulty levels, enhancing game re-playability. Triggers are functioning, smooth as always, except the ALLY trigger. You need to tie up the requirement if the player really has the resources, tek. Since just deducting outright without that condition will result to a negative resource.

Balance: 4.0
I wanted to give a lower score, but I know tek will revisit this after my review (yeah, I am quite a soothsayer! :P)

My total play time is 6 hours (!) spread over 3 days. This is due to the fact that the mines are really low on resources, while the enemy is quite massive. At the end, I have 21,000 food, 10,000 wood and 16 stone, 20 gold and 20 iron. THAT is quite lopsided. So less than patient guys will definitely rage quit, tek. I suggest a quick fix though: getting control of outposts should give resource quick bonuses (say 1,000 of either iron or gold).

I have played on HARD. I also went the brutal mode of ENEMY against Hakim. Let us just now it is not pleasant. :P

Creativity: 4.5
Solid and jibes well with the atmosphere created with the 1st part of the series (go check out Siege of Acre!).

Map Design: 4.8
There are parts that could have been terrain-mixed, but overall, the mix of elevation and map palette is nice to look at and lends itself to game play.

Story/Instructions: 4.5
More straight forward than the first scenario, but overall in-line with the progression of King Amalric's exploits.

Additional Comments:
Waiting for the next installment, buddy!
File Author
Hey Shield I've updated the file to ease difficulty - specific to resources.

Here is what I've done:

- Iron, Gold and Stone mines are worth 1500 instead of 1000

- Start with marginally more resources and marginally increased pop cap

- The player receives resources from the Levantine Treasury on a schedule

As far as the "ALLY" trigger, I've looked through the trigger work up and down and I have the conditions set up exactly right. I'm not sure what is going on there.

I anticipate this will make the scenario substantially easier for the player.

Most of all - thank you for playing and reviewing. I appreciate it immensely :)
shieldwolf23 I haven't looked at your trigger, tek, but just in case, make sure this is set up as Condition:

Player 1 >= 1,000 for each of the resources required.

That way, simply typing ALLY when the player has not enough resource will not trigger a negative net amount.
File Author
I know man. That is precisely how I laid out the trigger. I've gone through the conditions and they're all exactly how they should be. Because of that - my options are to delete the trigger and rebuild it from scratch or just allow the player to go negative. If I get time, I'll update it this weekend. Otherwise, it's not a game-breaking issue so it won't effect anybody's playthrough
shieldwolf23 Ok buddy, let me see the triggers in the editor. Will get back to you after.


You've selected p1 ALL resources, tek. Try having the requirement at p1 EACH resource. There's a probability that the engine sees ALL resources as total resources, and since I have a lot, it triggered.

[Edited on 10/06/20 @ 02:40 PM]

I played this one - of course on easy ;) and found it much less challenging than Acre. In fact, apart from the very first siege, which I almost lost, I never really struggled.

good one ;)
File Author
Shield - thank you! I'll fix that on the next update

Soty - glad you enjoyed it! I'm making a point to keep the difficulty on the rest of the campaign more balanced! Thanks for playing :)

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Map Design4.8
Favorites: [Who?]0
Size:9.55 MB