(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: DEMON PRINCES 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: SUPPLANTING THE WITCHLORD AS THE MOST DREADED ADVERSARY IMAGINABLE ARE THE DEMON PRINCES. ARMED WITH AN ARRAY OF SPECIAL POWERS AND CARRYING THE FULL POLITICAL WEIGHT OF A PRINCE, THEY ARE INDEED FORMIDABLE IN THE EXTREME. HOWEVER, MANY KINGDOMS MAY UNITE TO SQUELCH YOUR DRIVE TO DOMINANCE. IN ADDITION, MOST REGIONS BEGIN INITIALLY HOSTILE OR AT BEST, SUSPICIOUS. ASIDE FROM THE NUMEROUS WIZARDS, THE MILITARY IS NOT IMPRESSIVE, BUT IS CHEAP TO MAINTAIN. IF SOMEHOW YOU COULD LINE UP ALLIES OR WIN INFLUENCE ON THE HIGH COUNCIL, IT WILL MAKE YOUR TASK OF CONTROLLING CITIES MUCH EASIER. YOUR MORTAL KING MUST BE PROTECTED, FOR HIS ADMINISTRATION WILL DIRECTLY EFFECT THE POWER OF THE DEMONS THEMSELVES. SPECIAL RULES FOR THE DEMON PRINCES KINGDOM: THE DEMON PRINCES POSSESS A NUMBER OF SPECIAL POWERS: THEY CAN PERFORM ANY OF THE MISSIONS FOR POLITICAL EMISSARIES EXACTLY AS A PRINCE WOULD. THEY ARE NOT SUBJECT TO THE EFFECTS OF MAGICAL SLEEP. THEY CANNOT BE BLOCKED BY MILITARY GROUPS WHEN RELOCATING VIA GATING. THEY RELOCATE BY "GATING" INTO POPULATION CENTERS. THEY HAVE NO RANGE RESTRICTION WHEN GATING. USE ORDER #351, RATHER THAN #350. THE COST IS 2000 GOLD TO GATE. THEY CAN CAST SLEEP ON OTHER EMISSARIES, WITH 70% EFFECTIVENESS. USE ORDER #306, PUT THE DEMON PRINCE'S ABB. IN COLUMN A, THE TARGET EM'S ABB. IN COLUMN B, THE TARGET EM'S KINGDOM AB. IN COLUMN C, AND THE LOCATION OF THE TARGET IN COLUMN D. THE SLEEP SPELL COUNTS AS THE DEMONS MISSION, BUT THERE IS NO GOLD COST. THEY WILL BE CAPTURED UPON THE FALL OF THEIR BASE INTO UNFRIENDLY HANDS ONLY 25% (RATHER THAN 50%) OF THE TIME. THEY HAVE A 30% RESISTANCE TO ASSASSINATIONS (THUS, IF AN ASSASSINATION NORMALLY HAD A 40% CHANCE OF SUCCEEDING, IT WOULD BE REDUCED TO 10% AGAINST DEMON PRINCES). IF CAPTURED, THEY CAN ATTEMPT TO FREE THEMSELVES THROUGH THE USE OF A SPECIAL ORDER: #385- ESCAPE. PUT THE DEMON PRINCE'S ABB. IN COLUMN "A". THERE IS A 66% CHANCE OF SUCCESS (NO GOLD COST). DEMON PRINCES CONTROL PEOPLE THROUGH FEAR AND MAGIC. AS SUCH, REGIONAL REACTIONS FOR THE 'PRINCES IS NEVER WORSE THAN HALFWAY BETWEEN TOLERANT AND SUSPICIOUS WHEN THEY UNDERTAKE POLITICAL ORDERS. ALL OF THE ABOVE PROPERTIES ARE FOR THE DEMON PRINCES THEMSELVES, NOT FOR THE OTHER EMISSARIES OF THE KINGDOM. THE DEMON PRINCES ARE LED BY A MORTAL KING, WHO FUNCTIONS IN THE SAME WAY AS OTHER KINGS. THE DEMON PRINCES HAVE DIFFICULTY RAISING THEIR INFLUENCE. AFTER THEIR INFLUENCE REACHES 16, SUBSEQUENT #480 ORDERS TO RAISE INFLUENCE WILL HAVE ONLY A 66% CHANCE OF SUCCEEDING, ALTHOUGH GOLD WILL STILL BE CONSUMED. ON THE OTHER HAND, THEIR INFLUENCE WILL NEVER BE REDUCED BELOW 11, NO MATTER WHAT ACTIONS OTHER KINGDOMS TAKE. AS SCANDEL IS NOT RELEVENT TO THE DEMON PRINCES DUE TO THEIR COMPLETELY EVIL NATURE, THEY HAVE NO SKELETONS IN THE CLOSET. IF THE KING IS LOST, ONE OF THE DEMON PRINCES WILL BECOME REGENT UNLESS THAT IS A REGULAR PRINCE AVAILABLE. WHILE SERVING AS REGENT ALL SPECIAL ABILITIES ARE LOST). THE FOLLOWING ARE SOLE ORDERS FOR THE DEMON PRINCE. REGIONAL SUBMISSION. THIS CAPABILITY ALLOWS A DEMON PRINCE TO TEMPORARILY IMPROVE THE REGIONAL REACTION OF THE POPULACE IN THE REGION IN WHICH HE IS LOCATED BY ONE LEVEL. THE EFFECT LASTS FOR THE CURRENT TURN ONLY. A FURTHER CONDITION FOR THIS CAPABILITY TO WORK IS THAT THE DEMON PRINCE KINGDOM MUST CONTROL AT LEAST ONE POPULATION CENTER IN THE REGION. THE REGIONAL REACTION CANNOT BE IMPROVED BEYOND FRIENDLY. THE COST FOR USING THIS ORDER IS 3,000 GOLD. MORE THAN ONE DEMON PRINCE MAY GIVE THIS ORDER IN THE SAME TURN IF DESIRED, AND IF THEY ARE IN THE SAME REGION THE EFFECTS ARE CUMMULATIVE. FORMAT: ORDER #283. PUT EMISSARY (DEMON PRINCE) ABBREVIATION IN COLUMN "A". NO OTHER COLUMNS NEED TO BE COMPLETED. THIS IS KNOWN TO AID THE DEMON PRINCE'S GROUPS USING 170'S AND 171'S THE FOLLOWING MONTH. DEMONIC DENIGRATION. THIS ORDER IS SOMEWHAT SIMILAR TO THE REGIONAL SUBMISSION POWER, HOWEVER DEMONIC DENIGRATION RESULTS IN A ONE TURN REDUCTION OF THE TARGET KING'S REACTION LEVEL BY .5 IN THE REGION THE ISSUING DEMON PRINCE IS LOCATED. THE DEMON PRINCES MUST CONTROL AT LEAST ONE POPULATION CENTER IN THE REGION IN ORDER FOR THE ORDER TO WORK. THE COST IS 3,000 GOLD. THE EFFECTS ARE CUMMULATIVE IF MORE THAN ONE DEMON PRINCE ISSUES THE ORDER IN THE SAME REGION, WITH THE SAME TARGET KINGDOM. FORMAT: ORDER #273. PUT EMISSARY (DEMON PRINCE) ABBREVIATION IN COLUMN "A". PUT TARGET KINGDOM'S ABBREVIATION IN COLUMN "B". THIS IS KNOWN TO HINDER OTHER KINGDOM'S 170'S AND 171'S THE FOLLOWING MONTH. RAISE DEAD. A DEMON PRINCE LOCATED IN THE SAME AREA AS ANY DEMON PRINCE GROUP (EVEN AN INACTIVE GROUP, IF THE DEMON PRINCE IS AT HIS CAPITAL) MAY CAUSE A BRIGADE OF SKELETONS TO JOIN THE GROUP. THERE ARE TWO RESTRICTIONS (THIS IS A SOLE ORDER FOR THE DE PRINCE) A) THE GROUP MAY HAVE A MAXIMUM OF TWO NON-SKELETON BRIGADE TYPES (EG, IT COULD NOT HAVE BRIGADES OF DEMON PRINCE TROOPS, RECRUITS, AND VETERANS); B) NO MORE THAN THREE SKELETON BRIGADES MAY BE RECRUITED INTO ANY GROUP PRIOR TO TURN-15(YOU MAY USE TRANSFERS AND COMBINES TO ALLOW A GROUP TO HAVE AS MANY SKELETON BRIGADES AS YOU DESIRE). FROM TURN-15 ON, THE LIMIT AS TO THE NUMBER OF SKELETON BRIGADES DISAPPEARS. FORMAT: ORDER #563. PUT THE DEMON PRINCE'S ABBREVIATION IN COLUMN "A". PUT THE GROUP ID IN COLUMN "B". THERE IS NO FOOD OR GOLD COST. DEMON PRINCE TROOPS ARE MASKED IN THE DESERT. (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 AN ARTIFACT (OTHER THAN A PALANTIR), BE ON THE HIGH COUNCIL, AND CONTROL AT LEAST TWO CITIES AND YOU WILL GAIN: A POWER-2 WIZARD, THE LOCATION OF THE DEMON DAGGER, A LEVEL-4 AGENT, AND A DEMON PRINCE. SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN ANY TIME AFTER TURN-18 IF YOU CONTROL AT LEAST THREE REGIONS, HAVE AN AGENT/FANATIC OF LEVEL-8 OR HIGHER, HAVE INFLUENCE OF AT LEAST 19, AND HAVE AT LEAST THREE ACTIVE EMISSARIES OF DUKE/DUCHESS OR PRINCE/PRINCESS RANK (NOT COUNTING YOUR DEMON PRINCES). (s12H(s0B&d@(s0STEAM VICTORY CONDITION THE DEMON PRINCES KINGDOM IS PART OF THE CULT OF CHAOS. 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 IN THE CULT OF CHAOS ARE THE TROLL AND THE DARKELVEN. 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 DEMON PRINCES GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH DEMON PRINCES FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 500 LIGHT INFANTRY 200 LIGHT CAVALRY 200 SKIRMISHERS 500 MEDIUM INFANTRY 200 MEDIUM CAVALRY 200 BOWMEN 200 HEAVY INFANTRY 0 HEAVY CAVALRY 0 EXPERT ARCHERS 0 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 DEMON PRINCES VETERANS RECRUITS PLAINS 5.0 0% 0% -25% FOREST 8.0 -10% 0% -25% MOUNTAINS 7.0 5% 0% -25% DESERT 7.0 10% 0% -25% MARSH 8.0 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 2000 ** 5 1 ** 10 2 GOLD 1800 ** 15 1 ** 20 1 ** ** 25 2 ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 5 GOLD UNIT COST PER RESEARCH LEVEL- 11000 (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 DEMON PRINCES KINGDOM: POLITICAL CONSIDERATIONS KING'S INFLUENCE GOOD LOCAL REGIONAL REACTION LEVELS AVERAGE EXPANSION AREA REGIONAL REACTIONS POOR NUMBER OF HIGH-RANKING EMISSARIES GOOD TOTAL POLITICAL EMISSARY STRENGTH SUPERIOR SPECIAL POLITICAL ABILITIES EXCELLENT SUMMARY EVALUATION EXCELLENT MILITARY CONSIDERATIONS NUMBER OF BRIGADES AVERAGE INDIVIDUAL BRIGADE STRENGTH AVERAGE REINFORCEMENT SCHEDULE POOR QUALITY OF LEADERS AVERAGE MOVEMENT ABILITIES BELOW AVERAGE SPECIAL CONSIDERATIONS GOOD SEA POWER POOR SUMMARY EXCLUDING SEAPOWER BELOW AVERAGE ECONOMIC CONSIDERATIONS INITIAL FOOD AND GOLD STOCKPILES GOOD BEGINNING FOOD PRODUCTION AVERAGE BEGINNING GOLD PRODUCTION AVERAGE POPULATION CENTERS' DEFENSE LEVELS GOOD GEOGRAPHIC POSITION AVERAGE TROOP MAINTENANCE COSTS GOOD SPECIAL CAPABILITIES AVERAGE OVERALL ECONOMIC PICTURE BELOW AVERAGE ESOTERIC AND COVERT MATTERS ASSURED MAGIC LIMIT AVERAGE RESEARCH COST AVERAGE NUMBER OF WIZARDS AND ADEPTS GOOD INITIAL POWER OF WIZARDS AVERAGE AGENT POTENTIAL GOOD INITIAL NUMBER & QUALITY OF AGENTS AVERAGE SPECIAL COVERT CONSIDERATIONS AVERAGE SUMMARY OF MATTERS ESOTERIC AND COVERT AVERAGE