(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: DARKELVEN KINGDOM GAME 1, FIRST CYCLE OF MAGIC GENERAL NOTES: YOU ENJOY A WELL BALANCED KINGDOM, WITH VERY GOOD POTENTIAL IN SEVERAL AREAS. IF YOU CAN EXPAND YOUR KINGDOM EARLY ON, YOU SHOULD ENJOY THE STAYING POWER TO BE A MAJOR POWER THROUGHOUT THE CAMPAIGN. YOU HAVE SPECIAL INCENTIVE TO BE CUNNING DIPLOMATICALLY: ANY ARTIFACT YOU CAN TRADE FOR OR NEW ENEMY YOU CAN CREATE FOR THE ELVES IS TO YOUR FAVOR. SPECIAL RULES FOR YOUR KINGDOM: (s10H(s0B&d@(s0S YOUR FIRST GROUP BEGINS AS YOUR MOST POWERFUL AND IMPORTANT GROUP. IN ADDITION, SHOULD YOU EARN YOUR ESO OR QUALIFY FOR AN APPEAL TO THE GODS (EPIC GAME ONLY) THERE ARE POSSIBLE AWARDS THAT ONLY GO INTO YOUR FIRST GROUP (SEE GENERAL RULES). (s12H(s0B&d@(s0S YOUR KINGDOM IS IN POSSESSION OF PALANTIR REBLIA CODE NAME (44686). THE PALANTIR ALLOWS A KING TO VIEW AN AREA AS IF AN AGENT WERE LOCATED THERE: USE ORDER #972, PUT SHORT NAME IN COL. A, AREA TO BE VIEWED IN COLUMN B. SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN IF YOU CONTROL AT LEAST THREE REGIONS AND THREE CITIES, HAVE A WIZARD OF POWER-4 OR HIGHER, AN AGENT/FANATIC OF LEVEL-7 OR GREATER, POSSESS AT LEAST THREE ARTIFACTS, AND HAVE AN INFLUENCE OF 19 OR HIGHER. (s10H(s0B&d@(s0STEAM VICTORY CONDITION: IN THIS ALAMAZE SCENARIO, THE FIRST CYCLE OF MAGIC, THERE ARE NO TEAM VICTORIES. THE CAMPAIGN MAY BE WON BY ONE KINGDOM ONLY, EITHER THROUGH THE INDIVIDUAL VICTORY CONDITION OR THE STANDARD VICTORY CONDITION. NONETHELESS, THERE WILL BE AMPLE REASONS TO GATHER FRIENDS AND ALLIES. *** SKELETONS *** The following skeletons, if revealed, will have detrimental impact on your influence and on regional reaction in some regions. (s10H(s0B&d@(s0STYPE CODE DESCRIPTION Minor 2710 THE KING HAS AN EMBARRASSING SOCIAL DISEASE. Major 6392 THE KING IS A VAMPIRE. Minor 9164 THE KING HAS DEMONOPHOBIA: HE HAS AN UNNATURAL FEAR OF DEMONS. (s10H(s0B&d@(s0S DARKELVEN GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH DARKELVEN FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 500 LIGHT INFANTRY 100 LIGHT CAVALRY 0 SKIRMISHERS 800 MEDIUM INFANTRY 100 MEDIUM CAVALRY 200 BOWMEN 0 HEAVY INFANTRY 0 HEAVY CAVALRY 100 EXPERT ARCHERS 100 GUARDS INFANTRY 0 ELITE CAVALRY 100 HORSE ARCHERS EACH BRIGADE OF RECRUITED TROOPS (RECRUITS OR VETERANS) CONSISTS OF: 1000 LIGHT INFANTRY 0 LIGHT CAVALRY 0 SKIRMISHERS 800 MEDIUM INFANTRY 100 MEDIUM CAVALRY 100 BOWMEN 0 HEAVY INFANTRY 0 HEAVY CAVALRY 0 EXPERT ARCHERS 0 GUARDS INFANTRY 0 ELITE CAVALRY 0 HORSE ARCHERS (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ TERRAIN COMBAT ADJUSTMENT: MOVEMENT TERRAIN TYPE: POINT COST DARKELVEN VETERANS RECRUITS PLAINS 4.0 0% 0% -25% FOREST 5.0 15% 0% -25% MOUNTAINS 9.0 0% 0% -25% DESERT 8.0 0% 0% -25% MARSH 7.0 10% 0% -25% SEA 5.0 * * * Vs. POP CENTERS * 0% 0% -25% NOTE: VETERANS AND RECRUITS FIGHT WITH THE SAME VALUES IN ALL KINGDOMS. THEY MOVE ACCORDING TO THE KINGDOM'S MOVEMENT TABLE. THEY CONSUME FOOD AND GOLD AT THE SAME RATE AS THE KINGDOM-NAMED BRIGADES. GROUPS AT SEA FIGHT ACCORDING TO FLEET NUMBERS AND QUALITY IN THAT SEA. (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ RESOURCE CONSUMPTION ** REINFORCEMENT SCHEDULE: PER BRIGADE: ** _________________________** ** TURN # BRIGADES ** FOOD 1700 ** 5 1 ** 10 1 GOLD 2700 ** 15 1 ** 20 1 ** ** ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 6 GOLD UNIT COST PER RESEARCH LEVEL- 8000 (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ DARKELVEN SUBJECTIVE EVALUATIONS: IN SIMPLE TERMS, THE FOLLOWING SUMMARIZE OUR RELATIVE ABILITIES COMPARED TO ALL THE OTHER KINGDOMS WHICH MAY BE ACTIVE IN ALAMAZE. ALL KINGDOMS OBTAIN AN "AVERAGE" RATING ACROSS ALL CRITERIA COMBINED: OUR INFLUENCE AND POLITICAL STRENGTH IS CONSIDERED TO BE AVERAGE. THE KINGDOM'S ABILITIES REGARDING ESPIONAGE ARE REGARDED AS VERY GOOD. OUR MAGICAL TALENT AND POTENTIAL ARE VERY GOOD. INITIAL GOLD PRODUCTION IS POOR. INITIAL FOOD PRODUCTION IS BELOW AVERAGE. OUR BEGINNING TERRITORIAL POSITION IS CONSIDERED AVERAGE. OUR TROOPS ARE ACTUALLY OF GOOD QUALITY. OUR ARMY NUMBERS ARE CONSIDERED TO BE GOOD. OUR MILITARY LEADERS ARE SEEN AS GOOD. OUR TROOPS MOVEMENT CAPABILITIES ARE CONSIDERED VERY GOOD. OUR FLEET SIZE ACROSS ALL FOUR SEAS IS GOOD, WITH GOOD NAVAL QUALITY. OUR INITIAL REGIONAL REACTION LEVELS ARE AVERAGE RELATIVE TO OTHER KINGDOMS. OUR SECRET VICTORY CONDITION HAS POOR POTENTIAL COMPARED TO OTHERS. THE INTANGIBLES SUCH AS SPECIAL RULES FOR OUR KINGDOM ARE SEEN AS GOOD. PLAN WELL YOUR STRATEGY, O KING, AND LONG MAY YOU REIGN!