(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: WARLOCK KINGDOM GAME 1, FIRST CYCLE OF MAGIC GENERAL NOTES: YOU SHOULD CONSIDER DEVELOPING THE ABILITIES OF A SECOND WIZARD, AS HE TOO WILL PROVE VALUABLE AND HE CAN PROVIDE YOU SOMEONE TO RALLY AROUND SHOULD MISFORTUNE STRIKE YOUR FIRST WIZARD. YOU MAY WANT TO AVOID AN EARLY WAR WITH A MAJOR POWER, EVEN AT THE EXPENSE OF SOME SHORT TERM OBJECTIVES, FOR YOUR POWER WILL GROW AS THE CAMPAIGN PROGRESSES. SPECIAL RULES FOR YOUR KINGDOM: YOUR STUDIES HAVE LED YOU TO CONCLUDE THAT THE GIANTS ARE NOT LIKELY TO BE ACTIVE IN THE CURRENT AGE OF ALAMAZE. YOU SHOULD USE THIS INFORMATION TO YOUR EARLY ADVANTAGE, IF POSSIBLE. (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 PHANIA CODE NAME (14087). 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 PLUS OWNING AT LEAST THREE CITIES, HAVING AT LEAST TWO WIZARDS OF POWER-5 OR GREATER, HAVING GREATER GOLD PRODUCTION THAN EITHER THE WITCHLORD OR SORCERER, POSSESSING A MIMIMUM OF FOUR ARTIFACTS, AND HAVING 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 Minor 1184 THE KING HAS MANIAPHOBIA: HE CONSTANTLY FEARS GOING INSANE. Minor 1880 THE KING HAS HAD DEALINGS WITH DEMONS. Major 4944 THE KING HAS SPECTROPHOBIA: HE IS UNNATURALLY AFRAID OF MIRRORS. (s10H(s0B&d@(s0S WARLOCK GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH WARLOCK FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 800 LIGHT INFANTRY 100 LIGHT CAVALRY 100 SKIRMISHERS 800 MEDIUM INFANTRY 0 MEDIUM CAVALRY 100 BOWMEN 0 HEAVY INFANTRY 0 HEAVY CAVALRY 0 EXPERT ARCHERS 0 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 WARLOCK VETERANS RECRUITS PLAINS 4.0 0% 0% -25% FOREST 7.0 10% 0% -25% MOUNTAINS 8.0 0% 0% -25% DESERT 8.0 5% 0% -25% MARSH 8.0 0% 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 1 GOLD 2000 ** 15 1 ** 20 1 ** ** ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 8 GOLD UNIT COST PER RESEARCH LEVEL- 6000 (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ WARLOCK 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 AVERAGE. OUR MAGICAL TALENT AND POTENTIAL ARE EXCELLENT. INITIAL GOLD PRODUCTION IS AVERAGE. INITIAL FOOD PRODUCTION IS AVERAGE. OUR BEGINNING TERRITORIAL POSITION IS CONSIDERED AVERAGE. OUR TROOPS ARE ACTUALLY OF AVERAGE QUALITY. OUR ARMY NUMBERS ARE CONSIDERED TO BE AVERAGE. OUR MILITARY LEADERS ARE SEEN AS AVERAGE. OUR TROOPS MOVEMENT CAPABILITIES ARE CONSIDERED GOOD. OUR FLEET SIZE ACROSS ALL FOUR SEAS IS POOR, WITH GOOD NAVAL QUALITY. OUR INITIAL REGIONAL REACTION LEVELS ARE GOOD RELATIVE TO OTHER KINGDOMS. OUR SECRET VICTORY CONDITION HAS VERY 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!