(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: DWARVEN KINGDOM GAME 4, FIRST CYCLE OF STEEL GENERAL NOTES: YOUR GOLD PRODUCTION, POLITICAL EMISSARIES, AND YOUR ABILITY IN THE MOUNTAINS ARE YOUR STRENGTHS. YOU MUST EITHER TRADE EARLY AND/OR TAKE VILLAGES IN ORDER TO OBTAIN SUFFICIENT FOOD FOR YOUR MILITARY. FOOD WILL BE A PRIMARY CONCERN FOR SOME TIME. IT IS NOT TOO LIKELY AN ADVERSARY WILL SEEK YOU OUT ON YOUR TURF, SO YOU MIGHT CONSIDER FINDING AN ALLY EARLY TO AID IN OUTWARD EXPANSION. SPECIAL RULES FOR YOUR KINGDOM: ALTHOUGH YOUR MAGIC POTENTIAL IS NOT PROMISING, YOUR TROOPS ARE SOMEWHAT RESISTANT TO THE EFFECTS OF MAGIC. NORMALLY, SPELLS CAST AGAINST YOUR GROUPS WILL BE ONLY HALF AS EFFECTIVE AS THEY WOULD BE AGAINST OTHER KINGDOMS. (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 ELDERS IN YOUR CAPITAL SPEAK OF THE AXE OF FARIN, A POWERFUL WEAPON LOST SOMEWHERE IN ALAMAZE. (SHORT NAME 85072). SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN BY CONTROLLING AT LEAST THREE CITIES, BEING SUBSTANTIAL OR BETTER IN THREE OR MORE REGIONS, HAVING AN ACTIVE AGENT OF LEVEL-7 OR HIGHER, AND AN INFLUENCE OF AT LEAST 20. (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 HALFLING AND THE PALADIN. *** 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 9201 THE KING HAS CLAUSTRAPHOBIA: HE CANNOT STAND CLOSED SPACES. Minor 9725 THE QUEEN IS A HERETIC. Major 9935 THE KING IS A HERETIC. (s10H(s0B&d@(s0S DWARVEN GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH DWARVEN FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 100 LIGHT INFANTRY 0 LIGHT CAVALRY 100 SKIRMISHERS 1000 MEDIUM INFANTRY 0 MEDIUM CAVALRY 100 BOWMEN 600 HEAVY INFANTRY 0 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 DWARVEN VETERANS RECRUITS PLAINS 5.0 0% 0% -25% FOREST 8.0 -10% 0% -25% MOUNTAINS 6.0 25% 0% -25% DESERT 8.0 0% 0% -25% MARSH 9.0 -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 2600 ** 5 1 ** 10 1 GOLD 2800 ** 15 1 ** 20 1 ** ** ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 2 GOLD UNIT COST PER RESEARCH LEVEL- 10000 (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ DWARVEN 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 VERY GOOD. THE KINGDOM'S ABILITIES REGARDING ESPIONAGE ARE REGARDED AS POOR. OUR MAGICAL TALENT AND POTENTIAL ARE POOR. INITIAL GOLD PRODUCTION IS EXCELLENT. INITIAL FOOD PRODUCTION IS POOR. OUR BEGINNING TERRITORIAL POSITION IS CONSIDERED EXCELLENT. OUR TROOPS ARE ACTUALLY OF GOOD QUALITY. OUR ARMY NUMBERS ARE CONSIDERED TO BE AVERAGE. OUR MILITARY LEADERS ARE SEEN AS GOOD. OUR TROOPS MOVEMENT CAPABILITIES ARE CONSIDERED BELOW AVERAGE. OUR FLEET SIZE ACROSS ALL FOUR SEAS IS AVERAGE, WITH POOR 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!