(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: UNDERWORLD KINGDOM GAME 1, FIRST CYCLE OF MAGIC GENERAL NOTES: ALTHOUGH YOUR MILITARY IS ALMOST NON-EXISTANT INITIALLY, YOU ENJOY DOMINATION IN THE REALM OF AGENTS. BY CLEVER USE (OR NON USE) OF YOUR AGENTS YOU CAN MANIPULATE OTHERS TO YOUR ENDS. YOU MIGHT CONSIDER DEVELOPING THE ABILITIES OF A WIZARD, OR OBTAINING A HIGH PRIESTESS IN ORDER TO EXENTUATE YOUR STRENGTHS. THE SPECIAL RULES AVAILABLE TO YOU SHOULD AID YOUR EFFORTS CONSIDERABLY, BUT MUST BE USED WISELY. SPECIAL RULES FOR YOUR KINGDOM: YOU CAN MANIPULATE THE PRICE OF TRAINING AGENTS FOR ALL KINGS: YOU CAN DECREASE THE COST OF TRAINING AGENTS BY 1000 GOLD AND THERE IS A 70% CHANCE YOUR INFLUENCE WILL INCREASE BY 1. YOU MAY INCREASE THE COST OF TRAINING BY 1000 GOLD PER LEVEL, WITH A 50% RISK OF DECREASING YOUR INFLUENCE BY ONE. USE ORDER #994, IN COLUMN A PUT EITHER AN "R" (RAISE THE COST) OR AN "L". LIMIT ONCE PER TURN. THE COST OF BRIBES FOR YOU IS ONLY 80% OF NORMAL, BY USING ORDER #951. IMPORTANT: ON TURN TWO (ONLY) ISSUE ORDER #777 AND YOU WILL RECEIVE SKELETONS ON THREE KINGS. YOUR EMISSARIES, WHEN IN POPULATION CENTERS CAPTURED BY FOREIGN GROUPS, ARE ONLY 50% AS LIKELY TO BE CAPTURED AS ARE EMISSARIES OF ALL OTHER KINGS. YOU MAY USE A SPECIAL RECON ORDER. ORDER #969 ALLOWS UP TO 3 AGENTS TO PERFORM RECONS (AS IN ORDER #970) OF THE AREA THEY ARE BASED IN (ONLY). PUT THE AGENT ABBREVIATIONS IN COL. A, B, AND 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 YOUR KINGDOM IS IN POSSESSION OF RING OF PROTECTION CODE NAME (82524). A RING OF PROTECTION WILL GIVE ITS WEARER A 20% RESISTANCE TO ASSASINATIONS AND 50% RESISTANCE TO SPELLS! THIS RING CAN BE USED EFFECTIVELY BY EMISSARIES ONLY AND IT'S MAGIC RESISTANCE WILL AFFECT POSSIBLE POSITIVE SPELLS ALSO. SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN BY CONTROLLING AT LEAST THREE REGIONS, HAVING A MINIMUM OF TWO AGENTS OF LEVEL-10 OR GREATER, AND OWNING THREE 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 2790 THE KING HAS HAD AFFAIRS WITH WITCHES. Minor 5842 THE KING SUFFERS FROM PARANOIA. Major 9881 THE QUEEN IS A SHOCKING SEXUAL DEVIANT. (s10H(s0B&d@(s0S UNDERWORLD GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH UNDERWORLD FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 1300 LIGHT INFANTRY 100 LIGHT CAVALRY 100 SKIRMISHERS 300 MEDIUM INFANTRY 0 MEDIUM CAVALRY 0 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 UNDERWORLD VETERANS RECRUITS PLAINS 4.0 -5% 0% -25% FOREST 7.0 -10% 0% -25% MOUNTAINS 9.0 -10% 0% -25% DESERT 7.0 -5% 0% -25% MARSH 7.0 -10% 0% -25% SEA 5.0 * * * 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 1 ** 10 1 GOLD 2000 ** 15 1 ** 20 1 ** ** ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 4 GOLD UNIT COST PER RESEARCH LEVEL- 9000 (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ UNDERWORLD 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 BELOW AVERAGE. THE KINGDOM'S ABILITIES REGARDING ESPIONAGE ARE REGARDED AS EXCELLENT. OUR MAGICAL TALENT AND POTENTIAL ARE AVERAGE. INITIAL GOLD PRODUCTION IS GOOD. INITIAL FOOD PRODUCTION IS GOOD. OUR BEGINNING TERRITORIAL POSITION IS CONSIDERED POOR. OUR TROOPS ARE ACTUALLY OF POOR QUALITY. OUR ARMY NUMBERS ARE CONSIDERED TO BE VERY POOR. OUR MILITARY LEADERS ARE SEEN AS POOR. OUR TROOPS MOVEMENT CAPABILITIES ARE CONSIDERED AVERAGE. OUR FLEET SIZE ACROSS ALL FOUR SEAS IS VERY GOOD, WITH GOOD NAVAL QUALITY. OUR INITIAL REGIONAL REACTION LEVELS ARE GOOD RELATIVE TO OTHER KINGDOMS. OUR SECRET VICTORY CONDITION HAS EXCELLENT POTENTIAL COMPARED TO OTHERS. THE INTANGIBLES SUCH AS SPECIAL RULES FOR OUR KINGDOM ARE SEEN AS EXCELLENT. PLAN WELL YOUR STRATEGY, O KING, AND LONG MAY YOU REIGN!