(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: SORCERER KINGDOM GAME 1, FIRST CYCLE OF MAGIC GENERAL NOTES: OF COURSE, MAGIC IS YOUR FORTE. YOU MAY WISH HOWEVER TO SPEND SOME OF YOUR GOLD TO RECRUIT A HIGH PRIESTESS IN ORDER TO AID YOUR INTELLIGENCE GATHERING ABILITY. YOUR TROOPS ARE NOT PARTICULARLY STRONG SO YOUR MAGIC WILL BE NEEDED. YOU MIGHT CONSIDER DEVELOPING MORE THAN ONE WIZARD SO AS TO NOT BE TOO DEVASTATED SHOULD YOUR MOST POWERFUL BE SLAIN. 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 CRELIA CODE NAME (44648). 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 BY BEING SUBSTANTIAL OR BETTER IN AT LEAST FOUR REGIONS, OWN A MINIMUM OF THREE CITIES, HAVE AT LEAST TWO WIZARDS OF POWER-5 OR HIGHER, HAVE MORE GOLD PRODUCTION THAN EITHER THE WITCHLORD OR WARLOCK, POSSESS AT LEAST FOUR ARTIFACTS, AND HAVE AN AGENT/FANATIC OF LEVEL-7 OR GREATER. (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 Major 2771 THE KING HAS RECENTLY SUFFERED ACUTE AMNESIA. HE IS NOT CERTAIN OF ANY OF HIS PAST. Minor 4570 THE KING HAS A BAD HEART WHICH ACTS UP IN PERIODS OF CRISIS. Minor 8353 THE KING HAS HEMATOPHOBIA: HE IS AFRAID OF BLOOD. (s10H(s0B&d@(s0S SORCERER GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH SORCERER FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 900 LIGHT INFANTRY 0 LIGHT CAVALRY 200 SKIRMISHERS 600 MEDIUM INFANTRY 100 MEDIUM CAVALRY 200 BOWMEN 0 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 SORCERER VETERANS RECRUITS PLAINS 5.0 -5% 0% -25% FOREST 8.0 -10% 0% -25% MOUNTAINS 8.0 -10% 0% -25% DESERT 8.0 -10% 0% -25% MARSH 7.0 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 2000 ** 5 2 ** 10 2 GOLD 1800 ** 15 1 ** 20 1 ** ** ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 8 GOLD UNIT COST PER RESEARCH LEVEL- 6500 (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ SORCERER 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 GOOD. THE KINGDOM'S ABILITIES REGARDING ESPIONAGE ARE REGARDED AS AVERAGE. OUR MAGICAL TALENT AND POTENTIAL ARE EXCELLENT. INITIAL GOLD PRODUCTION IS GOOD. INITIAL FOOD PRODUCTION IS BELOW AVERAGE. OUR BEGINNING TERRITORIAL POSITION IS CONSIDERED AVERAGE. OUR TROOPS ARE ACTUALLY OF BELOW AVERAGE QUALITY. OUR ARMY NUMBERS ARE CONSIDERED TO BE GOOD. OUR MILITARY LEADERS ARE SEEN AS BELOW AVERAGE. OUR TROOPS MOVEMENT CAPABILITIES ARE CONSIDERED AVERAGE. OUR FLEET SIZE ACROSS ALL FOUR SEAS IS GOOD, WITH AVERAGE NAVAL QUALITY. OUR INITIAL REGIONAL REACTION LEVELS ARE AVERAGE 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 AVERAGE. PLAN WELL YOUR STRATEGY, O KING, AND LONG MAY YOU REIGN!