(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: DWARVEN 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: THE DWARVES OF THE SECOND CYCLE ARE THE KHAZDUM DWARVES: THE LARGEST, STRONGEST AND MOST INTELLIGENT IN ALL THE DWARVEN LINE. THIS IS REFLECTED IN THE SPECIAL RULES FOR THE POSITION. DWARVES HAVE ALWAYS CRAVED GOLD, AND INCREASING THEIR GOLD SUPPLIES MEANS MORE TO THEM THAN DOES THE SUCCESS OR FAILURE OF ANY PARTICULAR KINGDOM. OUTSIDE OF YOUR USUALLY BITTER RIVALRY WITH THE GNOMES YOU SHOULD HAVE NO CERTAIN ENEMIES, HOWEVER THE NATURAL DEFENSES PROVIDED BY THE TALKING MOUNTAINS COULD BE COVETED BY ANY NUMBER OF KINGDOMS UNCERTAIN OF WHICH DIRECTION TO EXPAND. SINCE MOBILITY IS A PROBLEM FOR YOUR KINGDOM, YOU MUST MAKE GOOD USE OF YOUR EMISSARIES. WITH STRONG GEOGRAPHICS, ECONOMICS, EMISSARIES, AND A SOLID MILITARY, THE DWARVES ARE TOUGH FOES FOR ANY ONE KINGDOM. SPECIAL RULES FOR THE DWARVEN KINGDOM: THE DWARVES ARE AMONG THE LEAST MAGICAL OF ALL THE RACES. THIS FACT ALSO WORKS TO THEIR ADVANTAGE, AS THEY ENJOY A 50% RESISTANCE TO THE EFFECTS OF BATTLE MAGIC. DWARVEN EMISSARIES HAVE A 50% RESISTANCE TO SLEEP MAGIC. DWARVEN LEADERS ARE 10% LESS LIKELY TO BE KILLED IN BATTLE THAN ARE THOSE OF OTHER KINGDOMS. BECAUSE OF THE DWARVES GREAT ABILITY IN WORKING WITH STONE, THEY MAY USE A SPECIAL ORDER, #599, WHICH WILL INCREASE THE DEFENSES OF A GIVEN DWARVEN CONTROLED POPULATION CENTER BY 3000 AT A COST OF 13,000 GOLD (A 5000 SAVINGS). JUST PUT THE AREA OF THE POPULATION CENTER IN COLUMN A. ONLY ONE USE PER POPULATION CENTER PER TURN. IN ADDITION, OTHER KINGDOMS INCREASING THEIR DEFENSES USE MATERIALS OF DWARVEN CONSTRUCTION. HENCE, WHENEVER ANY KINGDOM ISSUES ORDER #600 FOR DEFENSIVE CAPACITY INCREASE, THE DWARVES WILL RECEIVE 600 GOLD PER INCREASE. (AMOUNTS WILL APPEAR UNDER "FROM OTHER SOURCES" ON ECONOMIC REPORT.) DWARVEN POPULATION CENTERS IN THE MOUNTAINS WILL DEFEND AT 20% GREATER VALUES THAN THOSE REPORTED ON INTELLIGNECE REPORTS. DWARVES IN THE MOUNTAINS WHICH ISSUE A #120 ORDER WITH A TACTIC OF 1 WILL WITHDRAW PRIOR TO COMBAT INITIATING INTO MOUNTAINOUS TUNNELS, AND COMBAT WILL OCCUR ONLY AGAINST THE MOST DETERMINED ATTACKS OF HIGH MORALE TROOPS, WHICH WILL SUFFER SIGNIFICANTLY CASULTIES FROM NUMEROUS DWARVEN TRAPS PRIOR TO BEING ABLE TO ENGAGE THE DWARVES. THE DWARVES GAIN A 20% BONUS TO THEIR ATTACK ABILITY IN ANY BATTLE VS. GIANT TROOPS. THE DWARVES, CONCERNED BY THEIR SLOW MILITARY, HAVE SOUGHT OUT MYSTICAL WAYS OF INCREASING THEIR MOBILITY. THEY MAY ISSUE A SPECAL ORDER, #787, WHICH WILL REVEAL TO THEM THE SHORT NAMES OF TWO DIMENSION PORTALS, AND AN ARTIFACT WHICH WILL AID IN ANY GROUP COMBAT (THE GREAT AX OF HURBLIND. NO FURTHER COLUMNS NEED BE COMPLETED. (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: BE SUBSTANTIAL OR BETTER IN AT LEAST ONE REGION, HAVE THE PC WITH THE HIGHEST DEFENSE IN ALL OF ALAMAZE, AND INFLUENCE OF AT LEAST 15 AND YOU WILL GAIN: A POWER-1 WIZARD, A LEVEL-4 AGENT, TWO DWARVEN BRIGADES, AND 25,000 FOOD AND GOLD. SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN BY BEING SUBSTANTIAL OR BETTER IN AT LEAST FOUR REGIONS, CONTROLLING A MINIMUM OF THREE CITIES, HAVING AN ACTIVE AGENT OF LEVEL-7, AND AT LEAST THREE ACTIVE EMISSARIES OF RANK DUKE/DUCHESS OR PRINCE/PRINCESS. (s12H(s0B&d@(s0STEAM VICTORY CONDITION THE DWARVEN 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 ANCIENT ONES AND THE RANGER. 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 *** 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 Major 1127 THE KING IS A HERETIC. Minor 1654 THE KING HAS CLAUSTRAPHOBIA: HE CANNOT STAND CLOSED SPACES. Minor 3804 THE QUEEN 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 0 SKIRMISHERS 1000 MEDIUM INFANTRY 0 MEDIUM CAVALRY 200 BOWMEN 600 HEAVY INFANTRY 0 HEAVY CAVALRY 200 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 7.0 -20% 0% -25% MOUNTAINS 5.0 30% 0% -25% DESERT 7.0 -5% 0% -25% MARSH 8.0 -10% 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 2500 ** 5 2 ** 10 1 GOLD 2500 ** 15 2 ** 20 2 ** ** 25 2 ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 4 GOLD UNIT COST PER RESEARCH LEVEL- 12000 (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 DWARVEN KINGDOM: POLITICAL CONSIDERATIONS KING'S INFLUENCE GOOD LOCAL REGIONAL REACTION LEVELS EXCELLENT EXPANSION AREA REGIONAL REACTIONS BELOW AVERAGE NUMBER OF HIGH-RANKING EMISSARIES GOOD TOTAL POLITICAL EMISSARY STRENGTH GOOD SPECIAL POLITICAL ABILITIES GOOD SUMMARY EVALUATION EXCELLENT MILITARY CONSIDERATIONS NUMBER OF BRIGADES EXCELLENT INDIVIDUAL BRIGADE STRENGTH AVERAGE REINFORCEMENT SCHEDULE AVERAGE QUALITY OF LEADERS GOOD MOVEMENT ABILITIES BELOW AVERAGE SPECIAL CONSIDERATIONS EXCELLENT SEA POWER POOR SUMMARY EXCLUDING SEAPOWER GOOD ECONOMIC CONSIDERATIONS INITIAL FOOD AND GOLD STOCKPILES EXCELLENT BEGINNING FOOD PRODUCTION VERY POOR BEGINNING GOLD PRODUCTION SUPERIOR POPULATION CENTERS' DEFENSE LEVELS EXCELLENT GEOGRAPHIC POSITION EXCELLENT TROOP MAINTENANCE COSTS POOR SPECIAL CAPABILITIES GOOD OVERALL ECONOMIC PICTURE EXCELLENT ESOTERIC AND COVERT MATTERS ASSURED MAGIC LIMIT POOR RESEARCH COST POOR NUMBER OF WIZARDS AND ADEPTS VERY POOR INITIAL POWER OF WIZARDS POOR AGENT POTENTIAL POOR INITIAL NUMBER & QUALITY OF AGENTS BELOW AVERAGE SPECIAL COVERT CONSIDERATIONS AVERAGE SUMMARY OF MATTERS ESOTERIC AND COVERT POOR