(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: DWARVEN KINGDOM GAME 1, FIRST CYCLE OF MAGIC GENERAL NOTES: YOUR GOLD PRODUCTION, POLITICAL EMISSARIES, AND YOUR ABILITY IN THE MOUNTAINS ARE YOUR STRENGTHS. YOU MUST EITHER TRADE EARLY AND/OR TAKE VILLAGES IN ORDER TO OBTAIN SUFFICIENT FOOD FOR YOUR MILITARY. FOOD WILL BE A PRIMARY CONCERN FOR SOME TIME. YOU SHOULD ALSO BE PREPARED FOR AN ATTACK BY DRAGONS, RUMORED TO BE IN YOUR AREA, SO AN EARLY MILITARY CONCENTRATION ON DEFENSE AND POLITICAL EXPANSION MAY WORK BEST. SPECIAL RULES FOR YOUR KINGDOM: ALTHOUGH YOUR MAGIC POTENTIAL IS NOT PROMISING, YOUR TROOPS ARE SOMEWHAT RESISTANT TO THE EFFECTS OF MAGIC. NORMALLY, SPELLS CAST AGAINST YOUR GROUPS WILL BE ONLY HALF AS EFFECTIVE AS THEY WOULD BE AGAINST OTHER KINGDOMS. THE DWARVES ARE QUITE ADEPT AT INCREASING THEIR GOLD SUPPLY. ORDER #599 IS FOR THE DWARVES ALONE. BY USING THIS ORDER YOU WILL INCREASE A POPULATION CENTER'S GOLD PRODUCTION UNDER YOUR CONTROL BY 2000 GOLD, AT A COST OF 6000 GOLD. PLACE THE LOCATION OF THE POPULATION CENTER IN COLUMN A. (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 AXE OF FARIN CODE NAME (94164). THE AXE OF FARIN WILL SIGNIFICANTLY AID ITS GROUP IN COMBAT, AND MAY WELL SLAY OPPOSING HEROES. SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN BY PRODUCING A MINIMUM OF 150,000 GOLD, HAVING A POPULATION CENTER WITH DEFENSE OF AT LEAST 23,500, CONTROLLING AT LEAST TWO REGIONS AND BEING SUBSTANTIAL OR BETTER IN TWO ADDITIONAL REGIONS, AND OWNING AT LEAST THREE ARTIFACTS. (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 1502 THE KING HAS CLAUSTRAPHOBIA: HE CANNOT STAND CLOSED SPACES. Major 2938 THE KING IS A HERETIC. Minor 6580 THE QUEEN IS A HERETIC. (s10H(s0B&d@(s0S DWARVEN GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH DWARVEN FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 100 LIGHT INFANTRY 0 LIGHT CAVALRY 100 SKIRMISHERS 1000 MEDIUM INFANTRY 0 MEDIUM CAVALRY 100 BOWMEN 600 HEAVY INFANTRY 0 HEAVY CAVALRY 0 EXPERT ARCHERS 100 GUARDS INFANTRY 0 ELITE CAVALRY 0 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 DWARVEN VETERANS RECRUITS PLAINS 5.0 0% 0% -25% FOREST 8.0 -10% 0% -25% MOUNTAINS 6.0 25% 0% -25% DESERT 8.0 0% 0% -25% MARSH 9.0 -10% 0% -25% SEA 6.0 * * * Vs. POP CENTERS * 10% 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 2300 ** 5 1 ** 10 1 GOLD 3000 ** 15 1 ** 20 1 ** ** ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 3 GOLD UNIT COST PER RESEARCH LEVEL- 10000 (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ DWARVEN 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 VERY GOOD. THE KINGDOM'S ABILITIES REGARDING ESPIONAGE ARE REGARDED AS POOR. OUR MAGICAL TALENT AND POTENTIAL ARE POOR. INITIAL GOLD PRODUCTION IS EXCELLENT. INITIAL FOOD PRODUCTION IS POOR. OUR BEGINNING TERRITORIAL POSITION IS CONSIDERED EXCELLENT. OUR TROOPS ARE ACTUALLY OF GOOD QUALITY. OUR ARMY NUMBERS ARE CONSIDERED TO BE AVERAGE. OUR MILITARY LEADERS ARE SEEN AS GOOD. OUR TROOPS MOVEMENT CAPABILITIES ARE CONSIDERED BELOW AVERAGE. OUR FLEET SIZE ACROSS ALL FOUR SEAS IS AVERAGE, WITH POOR NAVAL QUALITY. OUR INITIAL REGIONAL REACTION LEVELS ARE AVERAGE RELATIVE TO OTHER KINGDOMS. OUR SECRET VICTORY CONDITION HAS AVERAGE 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!