(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: WITCHLORD KINGDOM GAME 1, FIRST CYCLE OF MAGIC GENERAL NOTES: YOU ARE, IN FACT, THE SURVIVING FORM OF THE DARK MAGE. AS SUCH, SOME OF YOUR GREAT POWER HAS SURVIVED INTO YOUR PRESENT FORM. YOU ARE CONFIDENT THAT YOUR PRESENT MAGICAL TALENTS SURPASS THOSE OF ANY RIVAL. HOWEVER, THE PRICE FOR REMAINING ON THIS WORLD WAS DEAR. BECAUSE OF THIS, IT IS EXPENSIVE FOR YOU TO ADVANCE THE MAGICAL POWERS OF YOURSELF AND YOUR DISCIPLES. YOU HAVE, HOWEVER, THE BEST MILITARY, MAN FOR MAN, OF ANY OF YOUR ARCANE RIVALS. SPECIAL RULES FOR YOUR KINGDOM: YOUR SPELL LISTS ARE QUITE DIFFERENT FROM THAT OF THE AVERAGE KINGDOM: YOU SHOULD BE CAUTIOUS IN REVEALING WHAT SORT OF POWERS YOU ACTUALLY HAVE. (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 ULISIA CODE NAME (51981). 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 CONTROLLING AT LEAST 4 REGIONS, 4 ARTIFACTS, INFLUENCE OF 20 OR MORE, AND A WIZARD OF AT LEAST POWER LEVEL 6, WHILE NO OTHER WIZARD NAMED KINGDOM CONTROLS 3 OR MORE REGIONS. (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 3917 THE KING IS OF MIXED BLOOD OF THE MOST UNDESIREABLE RACE (FROM THE MATERNAL SIDE.) Minor 8827 THE KING HAS AUTOPHOBIA: HE CANNOT TOLERATE BEING ALONE. Minor 9698 THE RANKING POLITICAL EMISSARY IS OF MIXED BLOOD OF A DESPISED PEOPLE. (s10H(s0B&d@(s0S WITCHLORD GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH WITCHLORD FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 400 LIGHT INFANTRY 0 LIGHT CAVALRY 0 SKIRMISHERS 700 MEDIUM INFANTRY 200 MEDIUM CAVALRY 100 BOWMEN 200 HEAVY INFANTRY 100 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 WITCHLORD VETERANS RECRUITS PLAINS 5.0 0% 0% -25% FOREST 7.0 0% 0% -25% MOUNTAINS 8.0 0% 0% -25% DESERT 8.0 0% 0% -25% MARSH 7.0 0% 0% -25% SEA 5.0 * * * 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 2500 ** 5 1 ** 10 2 GOLD 2700 ** 15 1 ** 20 1 ** ** ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 8 GOLD UNIT COST PER RESEARCH LEVEL- 8500 (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ WITCHLORD 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 POOR. INITIAL FOOD PRODUCTION IS BELOW AVERAGE. OUR BEGINNING TERRITORIAL POSITION IS CONSIDERED BELOW AVERAGE. OUR TROOPS ARE ACTUALLY OF VERY GOOD QUALITY. OUR ARMY NUMBERS ARE CONSIDERED TO BE AVERAGE. OUR MILITARY LEADERS ARE SEEN AS VERY GOOD. OUR TROOPS MOVEMENT CAPABILITIES ARE CONSIDERED POOR. OUR FLEET SIZE ACROSS ALL FOUR SEAS IS AVERAGE, WITH GOOD NAVAL QUALITY. OUR INITIAL REGIONAL REACTION LEVELS ARE BELOW 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!