(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: SWAMPMEN KINGDOM GAME 4, FIRST CYCLE OF STEEL GENERAL NOTES: YOU ENJOY A LARGE MILITARY, FAIRLY GOOD MAGIC POTENTIAL, AND CAPABLE EMISSARIES. WORKING AGAINST YOU IS A BAD IMAGE IN THE MINDS OF MOST PEOPLE OF THE LAND, REFLECTED IN POOR REGIONAL REACTIONS, AND IN A WIDELY DIVIDED KINGDOM, RATHER THAN A COGENIUS BLOCK OF LAND. EARLY DIPLOMACY AND CORRESPONDENCE CAN GET YOU THROUGH THE EARLY STAGES. SPECIAL RULES FOR YOUR KINGDOM: YOUR GROUPS WHICH ARE LED BY A GENERAL OR HIGHER RANKED LEADER AND ARE LOCATED IN A SWAMP AREA MAY RECRUIT A BRIGADE OF "MONSTERS" AT A COST OF 10,000 GOLD. MONSTERS ARE ROUGHLY EQUIVALENT TO RECRUITS IN FIGHTING QUALITY. ONCE RECRUITED, THEY NEED NEVER BE PAID AGAIN, ALTHOUGH THEY DO CONSUME FOOD AT THE RATE OF SWAMPMEN BRIGADES. THERE IS A LIMIT OF 2 BRIGADES OF MONSTERS PER GROUP. ONLY ONE BRIGADE OF MONSTERS MAY BE RECRUITED PER TURN, PER GROUP. USE ORDER #565, AND PLACE THE GROUP I.D. IN COLUMN "A". (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 SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN BY MAINTAINING AT LEAST A 'SIGNIFICANT' INFLUENCE IN SEVEN REGIONS AND A KING'S INFLUENCE OF 20 AND THE KING IS A MEMBER OF THE HIGH COUNCIL. (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 ELVEN AND THE RANGER. *** 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 3950 THE KING HAS AUTOPHOBIA: HE CANNOT TOLERATE BEING ALONE. Major 7937 THE KING IS OF MIXED BLOOD OF THE MOST UNDESIREABLE RACE (FROM THE MATERNAL SIDE.) Minor 8234 THE RANKING POLITICAL EMISSARY IS OF MIXED BLOOD OF A DESPISED PEOPLE. (s10H(s0B&d@(s0S SWAMPMEN GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH SWAMPMEN FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 1500 LIGHT INFANTRY 0 LIGHT CAVALRY 400 SKIRMISHERS 700 MEDIUM INFANTRY 0 MEDIUM CAVALRY 0 BOWMEN 0 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 SWAMPMEN VETERANS RECRUITS PLAINS 5.0 -10% 0% -25% FOREST 7.0 0% 0% -25% MOUNTAINS 9.0 -10% 0% -25% DESERT 9.0 -20% 0% -25% MARSH 5.0 35% 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 3000 ** 5 1 ** 10 2 GOLD 1500 ** 15 2 ** 20 1 ** ** ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 5 GOLD UNIT COST PER RESEARCH LEVEL- 7000 (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ SWAMPMEN 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 GOOD. INITIAL GOLD PRODUCTION IS GOOD. INITIAL FOOD PRODUCTION IS VERY GOOD. OUR BEGINNING TERRITORIAL POSITION IS CONSIDERED POOR. OUR TROOPS ARE ACTUALLY OF BELOW AVERAGE QUALITY. OUR ARMY NUMBERS ARE CONSIDERED TO BE VERY GOOD. OUR MILITARY LEADERS ARE SEEN AS AVERAGE. OUR TROOPS MOVEMENT CAPABILITIES ARE CONSIDERED BELOW AVERAGE. 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 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!