(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: ANCIENT ONES KINGDOM GAME 3, SECOND CYCLE OF MAGIC GENERAL NOTES Congratulations, my Liege, on leading our people into this new Age. Only the most brilliant of our allies and adversaries have met your level of achievement. Now they stand to aid or hinder us in our greatest challenge yet: to regain the might of the kingdom as it was before the Humans imposed their sufferance, and then rise again to new heights, reshaping all Alamaze in the mold of our ways. This task will be more difficult in every way than were our earlier travails. The Humans now control each city, and have strengthened their defenses well above prior norms, so that military conquest will prove difficult. In addition, their citizens are more difficult to move politically. Their outlawing of magic means research will be more expensive. Our economies are not as productive due to their high tariffs. Trade with other kings will most likely be more vital than ever. New powers are rumored to have formed in the land, such as we have not before encountered. Even the kingdoms with which we were familiar have, in their isolation, developed new methods of accentuating their strengths. All the artifacts of which we once knew have been lost or hidden by the Humans, yet new legends of powerful items never before uncovered have surfaced in the centuries since the last Age. Five strong unions have formed among the races subjugated by the Humans. Our Kingdom is a cornerstone in one of these. Working closely with our allies in planning against our mutual enemies will be more important than such strategy was to your noble ancestors. In addition, two more loosely aligned confederations have formed, each comprised of two of the unions. Such confederations may well work toward an epic victory, and we must give consideration to what roll our kingdom will play in such grand plans. Because of all these things, my Liege, I would advise more caution than your bold nature might otherwise dictate. All matters of thy kingdom will require greater planning and strategy. More than ever, early miscalculations must be avoided. Yet I have no doubts that your wisdom will again lead us to victory, oh Great King! KINGDOM SPECIFIC NOTES: AS THE LEADER OF THE ANCIENT ONES, YOU FACE A NUMBER OF CHALLENGES, AND WILL BE CALLED UPON TO EXHIBIT SOME OF THE CRAFTIEST, MOST SUBTLE, YET STRATEGICALLY DECISIVE PLANS. PERHAPS MORE THAN ANY OTHER KINGDOM, YOU CAN USE MANY OF YOUR SPECIAL ABILITIES TO AID YOUR ALLIES AND CREATE UNIQUE DIFFICULTIES FOR YOUR ADVERSARIES. THOUGH YOUR POLITICAL POWER AND SPECIAL ABILITIES ARE GREAT, YOU CANNOT RISK BECOMING THE ENEMY OF TOO MANY KINGS. NOTE: TO ISSUE ORDER #390 (BESTOW TITLE UPON EMISSARY) A CONSUL MUST BE PRESENT AT THE CAPITAL. SPECIAL RULES FOR THE ANCIENT ONES KINGDOM: THE ANCIENT ONES HAVE NO KING, PER SE. RATHER, EACH OF YOUR VERY SPECIAL EMISSARIES CALLED CONSULS CARRIES THE FULL POWER OF A KING, PLUS MANY OTHER SPECIAL CAPABILITIES. EACH CAN CAST ANY SOLE ORDER FOR A KING. THEY CANNOT BE SLEPT. THEY HAVE A 25 RESISTANCE TO ASSASSINATION. THUS A NORMAL ASSASSINATION ATTEMPT WHICH HAD A 40% CHANCE OF SUCCEEDING WOULD BE REDUCED TO 15% THEY WILL ONLY BE CAPTURED 25% OF THE TIME THEIR BASE FALLS TO UNFRIENDLY HANDS. IF HELD AS PRISONER, THEY MAY ATTEMPT A SPECIAL ORDER, #385- ESCAPE. JUST PUT THE CONSUL'S ABB. IN "A". THERE IS A 66% CHANCE THE CONSUL WILL ESCAPE IN THIS MANNER REDUCED BY ANY AGENTS ASSIGNED TO COUNTER-ESPIONAGE IN THE AREA. THEY CAN CAST SLEEP TO IMMOBILIZE AN EMISSARY FOR ONE TURN. USE ORDER #306, PUT THE CONSUL'S ABB. IN "A", THE TARGET EM. ABB. IN COLUMN B, THE TARGET KINGDOM ABB. IN "C", AND THE AREA THE EMISSARY IS LOCATED IN IN "D". THEY CAN UNDERTAKE ANY OF THE HIGH PRIESTESS ORDERS, HOWEVER THERE IS A 10% CHANCE OF A CONSUL DYING WHILE DIVINING INFORMATION. THE COST OF USING THE CONSUL FOR A HIGH PRIESTESS ORDER IS THE SAME AS THAT FOR THE HIGH PRIESTESS. A CONSUL MAY RELOCATE AT A COST OF 2000 GOLD. THE COST FOR USING THEM FOR ANY "SOLE" ORDERS FOR THE KING IS THE SAME AS THE COST WOULD NORMALLY BE FOR THAT ORDER. IN ADDITION, CONSULS HAVE THE FOLLOWING KING-LIKE CAPABILITIES. THEY MAY ATTEMPT TO ENAMOR ANY KINGDOM IN THE REGION THEY ARE LOCATED, AT A COST OF 8,000 GOLD AND WITH A 76% CHANCE OF SUCCESS. IN THE SAME MANNER, THEY MAY DENIGRATE A KINGDOM IN THEIR REGION AT A COST OF 6,000 GOLD; TO ENAMOR, USE ORDER #485, TO DENIGRATE USE ORDER #478. FOR EITHER, PUT THE CONSUL ABB. IN "A", AND THE EFFECTED KINGDOM IN "B". THE ANCIENT ONES CANNOT ENTER INTO A POLITICAL MARRIAGE WITH ANY OTHER KINGDOM. THEY MAY NOT ACCEPT GIFTS (ORDER #215) FROM ANY KINGDOM. WHENEVER A HIGH PRIESTESS IS HIRED BY ANY KINGDOM, THE ANCIENT ONES RECEIVE 2000 GOLD. THIS GAME IS A TEAM GAME AND THEREFOR THE ANCIENT ONES WILL RECEIVE STATUS POINTS FOR VARIOUS DEGREES OF CONTROLLING REGIONS, AND NONE FOR UNCONTROLLED. THERE ARE NO SKELETONS IN THE CLOSET FOR THE ANCIENT ONES. FOR SPECIAL ORDER #478, THE ANCIENT ONES CHANCE OF SUCCESS WILL BE THE NORMAL CHANCE AS PER DENIGRATION RULES, OR 35%, WHICHEVER IS GREATER. YOUR SLEEP SPELL IS 70% EFFECTIVE. (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 EARLY STRATEGIC OBJECTIVE: CONTROL A REGION, BE ON THE HIGH COUNCIL, AND CONTROL AT LEAST ONE POPULATION CENTER IN REGION-8 AND YOU WILL GAIN A POWER-2 WIZARD, A MARSHAL, AN ANCIENT ONES BRIGADE, AND A LEVEL-6 AGENT. SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN ANY TIME AFTER TURN-18 IF YOU HAVE THREE ACTIVE EMISSARIES OF PRINCE OR DUKE RANK, AN ACTIVE AGENT/FANATIC OF LEVEL-9 OR HIGHER, INFLUENCE OF 21 OR HIGHER, CONTROL A CITY WITH FOOD PRODUCTION OF AT LEAST 6,000, HAVE A POWER-4 OR HIGHER WIZARD, AND CONTROL AT LEAST TWO REGIONS. (s12H(s0B&d@(s0STEAM VICTORY CONDITION THE ANCIENT ONES KINGDOM IS PART OF THE GUARDIANS OF TRUTH. YOU MAY CLAIM A TEAM VICTORY IN THE SECOND CYCLE OF MAGIC IF YOUR KINGDOM, TOGETHER WITH YOUR TWO TEAMED KINGDOMS, CONTROL SEVEN OF THE TEN REGIONS OF ALAMAZE. JOINING YOUR KINGDOM ON THE GUARDIANS OF TRUTH ARE THE RANGER AND THE DWARVEN. EPIC VICTORY CONDITION THE DARK EMPIRE AND THE CULT OF CHAOS TOGETHER FORM THE SINISTER LEAGUE. THE GUARDIANS OF TRUTH AND THE ORDER OF JUSTICE COMBINE TO FORM THE REALMS OF LIGHT. IF EITHER THE REALMS OD LIGHT OR THE SINISTER LEAGUE CONTROL 9 REGIONS AT A TURN'S END. EACH KINGDOM IN THE WINNING SIDE WILL RECEIVE 2000 BONUS STATUS POINTS AND WIN THE CAMPAIGN. HOWEVER IF NEITHER OF THESE EPIC ALLIANCES ACHIEVES EPIC VICTORY PRIOR TO TURN 30, AND NO OTHER POWER HAS ACHIEVED VICTORY, THEN THE SECRET SOCIETY WINS, PROVIDED IT CONTROLS AT LEAST TWO REGIONS. IN WHICH CASE EACH OF ITS MEMBERS RECEIVE 3000 STATUS POINTS. *** SKELETONS *** Our Kingdom has no Skeletons in the closet (s10H(s0B&d@(s0S ANCIENT ONES GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH ANCIENT ONES FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 300 LIGHT INFANTRY 0 LIGHT CAVALRY 0 SKIRMISHERS 600 MEDIUM INFANTRY 300 MEDIUM CAVALRY 200 BOWMEN 200 HEAVY INFANTRY 0 HEAVY CAVALRY 200 EXPERT ARCHERS 200 GUARDS INFANTRY 100 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 ANCIENT ONES VETERANS RECRUITS PLAINS 4.5 10% 0% -25% FOREST 7.0 0% 0% -25% MOUNTAINS 8.0 0% 0% -25% DESERT 7.0 0% 0% -25% MARSH 7.0 -10% 0% -25% SEA 4.0 * * * 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 2200 ** 5 1 ** 10 1 GOLD 2300 ** 15 2 ** 20 2 ** ** 25 2 ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 5 GOLD UNIT COST PER RESEARCH LEVEL- 11500 (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ NOTES ON THE SUBJECTIVE RATINGS FOR THE SECOND CYCLE: Over fifty criteria which comprise the characteristics of each Kingdom have been evaluated in designing and balancing the Second Cycle. Exactly where your Kingdom falls along many of these lines will be divulged below. Much of the work which went into the second cycle involved balancing the potential of each Kingdom. The ratings will be broken down into several elements of play, with a numeric rating converted into a subjective phrase. These rating phrases were arrived at by establishing a mean and standard deviation for each criteria, and then assigning the appropriate phrase. Throughout, the following scale is used: SUPERIOR 1.75+ STANDARD DEVIATIONS ABOVE MEAN EXCELLENT 1.00+ STANDARD DEVIATIONS ABOVE MEAN GOOD .40+ STANDARD DEVIATIONS ABOVE MEAN AVERAGE 39+ to .39- BELOW AVERAGE .40- STANDARD DEVIATIONS BELOW MEAN POOR 1.00- STANDARD DEVIATIONS BELOW MEAN VERY POOR 1.75- STANDARD DEVIATIONS BELOW MEAN What this is intended to relate to you is that there is no "puffing" of any ratings: if you have a superior rating in some area, another King almost certainly has a VERY POOR rating there. On the other hand, if you think your Kingdom looks horrible in a certain area, yet it's evaluation is BELOW AVERAGE (rather than VERY POOR), then you should be clued to reevaluate your perception of the strength of other Kingdoms in this area (ie, they probably are not as strong as you suspected). For each area, take the rating for "Summary" with a grain of salt. It will involve some weighting of the factors in that category, but could give a misleading final evaluation. For example, in the military section, a Kingdom whose troops are quite good in combat may be summarized as only average miltarily because of poor movement capabilities and light reinforcements. In any case, the evaluations are only intended to allow you to frame your Kingdom's beginning characteristics against those of the other Kings. SUBJECTIVE RATINGS FOR THE ANCIENT ONES KINGDOM: POLITICAL CONSIDERATIONS KING'S INFLUENCE AVERAGE LOCAL REGIONAL REACTION LEVELS AVERAGE EXPANSION AREA REGIONAL REACTIONS GOOD NUMBER OF HIGH-RANKING EMISSARIES SUPERIOR TOTAL POLITICAL EMISSARY STRENGTH SUPERIOR SPECIAL POLITICAL ABILITIES SUPERIOR SUMMARY EVALUATION SUPERIOR MILITARY CONSIDERATIONS NUMBER OF BRIGADES VERY POOR INDIVIDUAL BRIGADE STRENGTH AVERAGE REINFORCEMENT SCHEDULE BELOW AVERAGE QUALITY OF LEADERS EXCELLENT MOVEMENT ABILITIES AVERAGE SPECIAL CONSIDERATIONS BELOW AVERAGE SEA POWER GOOD SUMMARY EXCLUDING SEAPOWER BELOW AVERAGE ECONOMIC CONSIDERATIONS INITIAL FOOD AND GOLD STOCKPILES BELOW AVERAGE BEGINNING FOOD PRODUCTION GOOD BEGINNING GOLD PRODUCTION GOOD POPULATION CENTERS' DEFENSE LEVELS AVERAGE GEOGRAPHIC POSITION BELOW AVERAGE TROOP MAINTENANCE COSTS AVERAGE SPECIAL CAPABILITIES GOOD OVERALL ECONOMIC PICTURE GOOD ESOTERIC AND COVERT MATTERS ASSURED MAGIC LIMIT AVERAGE RESEARCH COST VERY POOR NUMBER OF WIZARDS AND ADEPTS AVERAGE INITIAL POWER OF WIZARDS SUPERIOR AGENT POTENTIAL BELOW AVERAGE INITIAL NUMBER & QUALITY OF AGENTS BELOW AVERAGE SPECIAL COVERT CONSIDERATIONS AVERAGE SUMMARY OF MATTERS ESOTERIC AND COVERT BELOW AVERAGE