(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: HALFLING KINGDOM GAME 1, FIRST CYCLE OF MAGIC GENERAL NOTES: YOUR MILITARY IS NOT AS STRONG AS MANY KINGDOMS, BUT WITH THOUGHTFUL STRATEGY YOU MAY NOT NEED THEM OFTEN ANYWAY. MANY KINGS MAY SEEK YOU OUT FOR TRADE, AND IF YOU CAN WORK THEM AND MAKE SOME ALLIANCES, YOU WILL GAIN THE WORLD-WIDE FOOTHOLD YOU NEED TO ACHIEVE VICTORY. USE THIS ECONOMIC POWER TO BUY MILITARY FAVORS FROM OTHERS. AVOID MAKING AN ENEMY EARLY ON. HALFLINGS SHOULD CORRESPOND AVIDLY! SPECIAL RULES FOR YOUR KINGDOM: YOU MAY TRADE RESOURCES DIRECTLY WITH THE MARKET AT LARGE (IE- THE COMPUTER). YOU MAY TRADE UP TO YOUR CURRENT PRODUCTION OF EITHER FOOD OR GOLD IN THE MARKET AT THE COMPUTER DETERMINED CURRENT EXCHANGE RATE. (BASED ON TOTAL FOOD AND GOLD PRODUCTION THROUGHOUT ALAMAZE.) YOU MAY DO THIS ONCE PER TURN BY USING ORDER #200. IN COLUMN "A" OF THE INPUT SHEET INDICATE EITHER "F" OR "G" (WHAT YOU ARE SELLING). IN COLUMN "B" PLACE THE AMOUNT THE COMPUTER TRADES FOR YOU. YOU MAY RAISE THE PRODUCTION OF EITHER FOOD OR GOLD IN A KINGDOM OR ALLY CONTROLLED POPULATION CENTER BY 1000 BY LOWERING THE OTHER 1000. COUNTS AS AN EMISSARY MISSION. USE ORDER #590, PUT EM. ABB. IN "A", THE POP CENTER LOCATION IN "B" AND EITHER "F" OR "G" (ITEM TO BE RAISED) IN "C". (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 SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN BY BEING SUBSTANTIAL OR BETTER IN AT LEAST THREE REGIONS AND CONTROLLING A MINIMUM OF THREE CITIES, HAVING AN INFLUENCE OF 20 OR MORE, POSSESSING AN AGENT/FANATIC OF LEVEL-6 OR HIGHER, A WIZARD OF POWER-2, AND TWO OR MORE 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 1548 THE KING HAS ASTRAPHOBIA: HE GREATLY FEARS THUNDER. Minor 4586 THE KING COVERED UP THE MURDER OF HIS CHIEF COUNCILOR SEVERAL YEARS AGO. Major 8327 THE KING, AS A YOUTH WAS COWARDLY IN BATTLE. (s10H(s0B&d@(s0S HALFLING GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH HALFLING FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 800 LIGHT INFANTRY 0 LIGHT CAVALRY 200 SKIRMISHERS 800 MEDIUM INFANTRY 0 MEDIUM CAVALRY 100 BOWMEN 100 HEAVY INFANTRY 0 HEAVY CAVALRY 0 EXPERT ARCHERS 0 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 HALFLING VETERANS RECRUITS PLAINS 5.0 -5% 0% -25% FOREST 8.0 0% 0% -25% MOUNTAINS 8.0 0% 0% -25% DESERT 8.0 -5% 0% -25% MARSH 8.0 -10% 0% -25% SEA 6.0 * * * 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 2000 ** 5 1 ** 10 2 GOLD 2000 ** 15 2 ** 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 HALFLING 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 POOR. THE KINGDOM'S ABILITIES REGARDING ESPIONAGE ARE REGARDED AS BELOW AVERAGE. OUR MAGICAL TALENT AND POTENTIAL ARE BELOW AVERAGE. INITIAL GOLD PRODUCTION IS VERY GOOD. INITIAL FOOD PRODUCTION IS GOOD. OUR BEGINNING TERRITORIAL POSITION IS CONSIDERED GOOD. OUR TROOPS ARE ACTUALLY OF AVERAGE QUALITY. OUR ARMY NUMBERS ARE CONSIDERED TO BE GOOD. OUR MILITARY LEADERS ARE SEEN AS POOR. OUR TROOPS MOVEMENT CAPABILITIES ARE CONSIDERED POOR. OUR FLEET SIZE ACROSS ALL FOUR SEAS IS AVERAGE, WITH POOR NAVAL QUALITY. OUR INITIAL REGIONAL REACTION LEVELS ARE EXCELLENT RELATIVE TO OTHER KINGDOMS. OUR SECRET VICTORY CONDITION HAS GOOD POTENTIAL COMPARED TO OTHERS. THE INTANGIBLES SUCH AS SPECIAL RULES FOR OUR KINGDOM ARE SEEN AS VERY GOOD. PLAN WELL YOUR STRATEGY, O KING, AND LONG MAY YOU REIGN!