(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: GIANT 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: RELATIVE TO THE OTHER KINGDOMS, THE GIANTS HAVE GROWN STRONGER IN THE SPANCE BETWEEN THE FIRST AND SECOND CYCLES. NOW VIEWED AS MUCH MORE INFLUENTIAL, THEY SHOULD BE A LEADING POWER IN THE LAND. HOWEVER, BASED IN BOUNTIFUL AMBERLAND, INVASION MAY OCCUR FROM ALL SIDES. SHREWD DIPLOMACY AND A SOUND STRATEGY WILL BE VITAL TO YOUR SUCCESS. THERE ARE NO GLARING WEAKNESSES TO YOUR KINGDOM, BUT THE GIANTS MUST ALWAYS BE WARY OF SPREADING THEMSELVES TOO THINLY. AVOIDING A PROTRACTED EARLY WAR MAY BE NECESSARY TO ASSURE SUCCESS ALWAYS ENDEAVOR TO HAVE LESSOR BRIGADE TYPES WITH YOUR GIANT BRIGADES TO REDUCE THE LIKLIHOOD OF LOSING GIANTS IN BATTLE. SPECIAL RULES FOR THE GIANT KINGDOM: THE GIANTS ARE, OF COURSE, EXTREMELY POWERFUL BEINGS. WHEN GIANT GROUPS PARLEY WITH POPULATION CENTERS, THEY RECEIVE A 10% POSITIVE MODIFICATION, REFLECTING THEIR INTIMIDATING PRESENCE. IN BATTLE, GIANT LEADERS AND WIZARDS ARE 25% LESS LIKELY TO BE SLAIN THAN ARE THOSE OF OTHER KINGDOMS. THEY ENJOY GREAT MOBILITY. HOWEVER, THEY, LIKE OTHER KINGDOMS, ARE LIMITED TO A TOTAL OF EIGHT AREAS PER TURN THROUGH WHICH THEY CAN MOVE. GIANT EMISSARIES HAVE A 33% RESISTANCE TO SLEEP MAGIC. THEY HAVE A 10% RESISTANCE TO ASSASSINATIONS. GIANT GROUPS, WHEN IN MOUNTAINOUS AREAS, MAY RECRUIT OGRES FROM THE MOUNTAINS. OGRES, ONCE HIRED AT A COST OF 12,000 GOLD, NEED NEVER AGAIN BE PAID, ALTHOUGH THEY DO CONSUME FOOD AT THE SAME RATE AS GIANT BRIGADES. USE ORDER #565 AND PLACE THE GROUP ID IN COLUMN "A". YOU MAY ONLY RECRUIT THREE OGRE BRIGADES PER GROUP. YOU MAY TRANSFER IN OR COMBINE TO HAVE MORE OGRES PER GROUP. (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: BY HAVING CONTROL OF AT LEAST ONE REGION, BEING SIGNIFICANT OR BETTER IN AT LEAST ONE ADDITIONAL REGION, HAVING AN ACTIVE AGENT/FANATIC OF LEVEL-6 OR HIGHER, OWNING AT LEAST ONE WEAPON AND ONE ADDITIONAL ARTIFACT, AND HAVING A WIZARD OF AT LEAST POWER-2 YOU WILL GAIN: A POWER-1 WIZARD, A GIANT BRIGADE, A LEVEL-4 AGENT, AND A POINT OF INFLUENCE. SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN BY BEING SUBSTANTIAL IN AT LEAST FIVE REGIONS AND CONTROLLING AT LEAST TWO CITIES, HAVING AN INFLUENCE OF 21 OR GREATER, HAVING MORE NATURAL BRIGADES THAN THE RED DRAGON, AND OWNING AT LEAST THREE WEAPON ARTIFACTS. (s12H(s0B&d@(s0STEAM VICTORY CONDITION THE GIANT KINGDOM IS PART OF THE ORDER OF JUSTICE. 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 ORDER OF JUSTICE ARE THE WARLOCK AND THE ELVEN. 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 Minor 4349 THE KING COVERED UP THE MURDER OF HIS CHIEF COUNCILOR SEVERAL YEARS AGO. Major 4782 THE KING, AS A YOUTH WAS COWARDLY IN BATTLE. Minor 7442 THE KING HAS ASTRAPHOBIA: HE GREATLY FEARS THUNDER. (s10H(s0B&d@(s0S GIANT GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH GIANT FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 0 LIGHT INFANTRY 0 LIGHT CAVALRY 0 SKIRMISHERS 0 MEDIUM INFANTRY 0 MEDIUM CAVALRY 0 BOWMEN 0 HEAVY INFANTRY 0 HEAVY CAVALRY 300 EXPERT ARCHERS 1300 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 GIANT VETERANS RECRUITS PLAINS 3.3 20% 0% -25% FOREST 5.0 5% 0% -25% MOUNTAINS 6.0 20% 0% -25% DESERT 5.0 10% 0% -25% MARSH 5.0 5% 0% -25% SEA 4.0 * * * 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 1 GOLD 2300 ** 15 1 ** 20 2 ** ** 25 1 ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 4 GOLD UNIT COST PER RESEARCH LEVEL- 10000 (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 GIANT KINGDOM: POLITICAL CONSIDERATIONS KING'S INFLUENCE EXCELLENT LOCAL REGIONAL REACTION LEVELS GOOD EXPANSION AREA REGIONAL REACTIONS GOOD NUMBER OF HIGH-RANKING EMISSARIES AVERAGE TOTAL POLITICAL EMISSARY STRENGTH AVERAGE SPECIAL POLITICAL ABILITIES AVERAGE SUMMARY EVALUATION GOOD MILITARY CONSIDERATIONS NUMBER OF BRIGADES GOOD INDIVIDUAL BRIGADE STRENGTH EXCELLENT REINFORCEMENT SCHEDULE BELOW AVERAGE QUALITY OF LEADERS AVERAGE MOVEMENT ABILITIES EXCELLENT SPECIAL CONSIDERATIONS GOOD SEA POWER SUPERIOR SUMMARY EXCLUDING SEAPOWER GOOD ECONOMIC CONSIDERATIONS INITIAL FOOD AND GOLD STOCKPILES BELOW AVERAGE BEGINNING FOOD PRODUCTION EXCELLENT BEGINNING GOLD PRODUCTION AVERAGE POPULATION CENTERS' DEFENSE LEVELS EXCELLENT GEOGRAPHIC POSITION BELOW AVERAGE TROOP MAINTENANCE COSTS AVERAGE SPECIAL CAPABILITIES AVERAGE OVERALL ECONOMIC PICTURE AVERAGE ESOTERIC AND COVERT MATTERS ASSURED MAGIC LIMIT BELOW AVERAGE RESEARCH COST AVERAGE NUMBER OF WIZARDS AND ADEPTS AVERAGE INITIAL POWER OF WIZARDS BELOW AVERAGE AGENT POTENTIAL POOR INITIAL NUMBER & QUALITY OF AGENTS BELOW AVERAGE SPECIAL COVERT CONSIDERATIONS AVERAGE SUMMARY OF MATTERS ESOTERIC AND COVERT BELOW AVERAGE