(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: DARKELVEN KINGDOM GAME 4, FIRST CYCLE OF STEEL GENERAL NOTES: YOU ENJOY A WELL BALANCED KINGDOM, WITH VERY GOOD POTENTIAL IN SEVERAL AREAS. IF YOU CAN EXPAND YOUR KINGDOM EARLY ON, YOU SHOULD ENJOY THE STAYING POWER TO BE A MAJOR POWER THROUGHOUT THE CAMPAIGN. YOU HAVE SPECIAL INCENTIVE TO BE CUNNING DIPLOMATICALLY: ANY ARTIFACT YOU CAN TRADE FOR OR NEW ENEMY YOU CAN CREATE FOR THE ELVES IS TO YOUR FAVOR. 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 REBLIA CODE NAME (43980). 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. ELDERS IN YOUR CAPITAL SPEAK OF THE GREAT RED BATS OF THE LOST CAVES, CREATURES WHICH CAN GRANT THE POWER OF FLIGHT LIVE SOMEWHERE IN ALAMAZE. (SHORT NAME 11535). SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN BY CONTROLLING AT LEAST THREE REGIONS, HAVING AN AGENT/FANATIC OF LEVEL-8 OR HIGHER, AND CONTROLLING A MINIMUM OF ONE PC IN REGION-1. (s10H(s0B&d@(s0STEAM VICTORY CONDITION: YOU MAY LAY CLAIM TO A TEAM VICTORY IF YOUR KINGDOM, TOGETHER WITH THE FOLLOWING NAMED KINGDOMS CONTROL 7 REGIONS AT THE END OF A TURN AND EACH CLAIMS A TEAM VICTORY. THE KINGDOMS PAIRED WITH YOURS ARE THE WARLOCK AND THE WESTMEN. *** 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 6519 THE KING HAS AN EMBARRASSING SOCIAL DISEASE. Minor 7693 THE KING HAS DEMONOPHOBIA: HE HAS AN UNNATURAL FEAR OF DEMONS. Major 9157 THE KING IS A VAMPIRE. (s10H(s0B&d@(s0S DARKELVEN GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH DARKELVEN FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 500 LIGHT INFANTRY 100 LIGHT CAVALRY 0 SKIRMISHERS 800 MEDIUM INFANTRY 100 MEDIUM CAVALRY 200 BOWMEN 0 HEAVY INFANTRY 0 HEAVY CAVALRY 100 EXPERT ARCHERS 100 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 DARKELVEN VETERANS RECRUITS PLAINS 4.0 0% 0% -25% FOREST 5.0 15% 0% -25% MOUNTAINS 9.0 0% 0% -25% DESERT 8.0 0% 0% -25% MARSH 7.0 10% 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 1 GOLD 2600 ** 15 1 ** 20 1 ** ** ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 6 GOLD UNIT COST PER RESEARCH LEVEL- 8000 (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ DARKELVEN 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 VERY GOOD. OUR MAGICAL TALENT AND POTENTIAL ARE VERY GOOD. INITIAL GOLD PRODUCTION IS AVERAGE. INITIAL FOOD PRODUCTION IS GOOD. OUR BEGINNING TERRITORIAL POSITION IS CONSIDERED BELOW AVERAGE. OUR TROOPS ARE ACTUALLY OF GOOD QUALITY. OUR ARMY NUMBERS ARE CONSIDERED TO BE GOOD. OUR MILITARY LEADERS ARE SEEN AS GOOD. OUR TROOPS MOVEMENT CAPABILITIES ARE CONSIDERED VERY GOOD. OUR FLEET SIZE ACROSS ALL FOUR SEAS IS GOOD, WITH GOOD NAVAL QUALITY. OUR INITIAL REGIONAL REACTION LEVELS ARE 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!