(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: RANGER 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 RANGERS ARE A NATION OF STRONG CHARACTERS. YOUR LEADERS ARE THE BEST IN ALAMAZE. POLITICALLY, THEY ARE A FORCE TO BE RECKONED WITH AS WELL. SINCE THE LEADERS ARE STRONG AND THE WIZARDS RESPECTABLE, THE RANGERS ARE WELL SUITED TO RECOVERING ARTIFACTS WHICH CAN AID MANY ASPECTS OF THEIR KINGDOM. THE RANGERS HAVE PERHAPS THE MOST TO GAIN OF ANY KINGDOM FROM THE ATTAINMENT OF THIS EARLY OBJECTIVE, THE REWARDS FOR WHICH CAN SPRING THE RANGERS FROM A POSITION STRUGGLING FOR A DEFINED TERRITORY, TO ONE OF THE LEADING CANDIDATES FOR VICTORY. SPECIAL RULES FOR THE RANGER KINGDOM: RANGERS ARE DECENDANTS FROM THE MOST NOBLE BLOOD LINE OF MEN. THEY ARE VERY ADEPT WARRIORS, AND EVEN THEIR STATESMEN ARE PHYSICALLY STRONG AS WELL AS CLEVER. THE RANGERS BOAST THE BEST LEADERS OF ANY KINGDOM IN THE SECOND CYCLE. BECAUSE OF THE HIGH DEGREE TO WHICH RANGER TROOPS ARE TRAINED, THEY ARE ABLE TO MASK THE SIZE OF THEIR FORCE IN ANY OF THREE CONCEALING TERRAINS: FOREST, DESERT, OR MARSH. THIS OCCURS AUTOMATICALLY, WITHOUT REQUIRING A SPECIAL ORDER OR SPELL, WHENEVER A RANGER GROUP ENDS MOVEMENT IN ONE OF THESE TERRAIN TYPES. RANGER EMISSARIES CARRY A 15% RESISTANCE TO ASSASSINATION. THAT IS IF AN ASSASSINATION NORMALLY HAD A 40% CHANCE OF SUCCEEDING, THE CHANCE WOULD BE REDUCED TO 25%. IF A RANGER EMISSARY IS CAPTURED, HE MAY ATTEMPT TO FREE HIMSELF THROUGH THE USE OF A SPECIAL ORDER: ORDER #385- ESCAPE. PUT THE EMISSARY'S ABBREVIATION IN COLUMN A. NO OTHER COLUMN'S NEED BE COMPLETED. THERE IS A 35% CHANCE THE EMISSARY WILL ESCAPE IN THIS MANNER REDUCED BY ANY AGENTS ASSIGNED TO COUNTER-ESPIONAGE IN THE AREA. RANGER LEADERS AND WIZARDS ARE 10% LESS LIKELY TO BE KILLED IN COMBAT THAN ARE THOSE OF OTHER KINGDOMS. (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 AND SIGNIFICANT OR BETTER IN AN ADDITIONAL REGION, CONTROL A PC IN TORVALE, AND HAVE A POWER-3 WIZARD AND YOU WILL GAIN: TWO RANGER BRIGADES, A POWER-1 WIZARD, A WARLORD, AND A PRINCE. SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN BY CONTROLLING 3 REGIONS AND AT LEAST TWO CITIES, THE ARTIFACT ELAN OR 3 OTHER WEAPON ARTIFACTS, HAVING AN INFLUENCE OF 21+, AND THE WITCHLORD AND DEMON PRINCES, AND TROLL KINGDOMS COMBINED CONTROL LESS THAN 3 REGIONS. (s12H(s0B&d@(s0STEAM VICTORY CONDITION THE RANGER 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 DWARVEN AND THE ANCIENT ONES. 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 4726 THE KING IS AN ATHIEST. Minor 8486 THE QUEEN IS A PATHOLOGICAL LIAR. Minor 9235 THE QUEEN IS PSYCHOPATHIC. (s10H(s0B&d@(s0S RANGER GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH RANGER FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 200 LIGHT INFANTRY 200 LIGHT CAVALRY 0 SKIRMISHERS 400 MEDIUM INFANTRY 100 MEDIUM CAVALRY 200 BOWMEN 0 HEAVY INFANTRY 0 HEAVY CAVALRY 200 EXPERT ARCHERS 400 GUARDS INFANTRY 200 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 RANGER VETERANS RECRUITS PLAINS 4.0 5% 0% -25% FOREST 5.0 15% 0% -25% MOUNTAINS 7.0 5% 0% -25% DESERT 5.0 10% 0% -25% MARSH 6.0 0% 0% -25% SEA 4.0 * * * Vs. POP CENTERS * 5% 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 2 GOLD 2300 ** 15 2 ** 20 2 ** ** 25 2 ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 6 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 RANGER KINGDOM: POLITICAL CONSIDERATIONS KING'S INFLUENCE AVERAGE LOCAL REGIONAL REACTION LEVELS GOOD EXPANSION AREA REGIONAL REACTIONS SUPERIOR NUMBER OF HIGH-RANKING EMISSARIES AVERAGE TOTAL POLITICAL EMISSARY STRENGTH GOOD SPECIAL POLITICAL ABILITIES GOOD SUMMARY EVALUATION GOOD MILITARY CONSIDERATIONS NUMBER OF BRIGADES GOOD INDIVIDUAL BRIGADE STRENGTH GOOD REINFORCEMENT SCHEDULE AVERAGE QUALITY OF LEADERS SUPERIOR MOVEMENT ABILITIES GOOD SPECIAL CONSIDERATIONS AVERAGE SEA POWER GOOD SUMMARY EXCLUDING SEAPOWER GOOD ECONOMIC CONSIDERATIONS INITIAL FOOD AND GOLD STOCKPILES POOR BEGINNING FOOD PRODUCTION EXCELLENT BEGINNING GOLD PRODUCTION AVERAGE POPULATION CENTERS' DEFENSE LEVELS AVERAGE GEOGRAPHIC POSITION AVERAGE TROOP MAINTENANCE COSTS AVERAGE SPECIAL CAPABILITIES AVERAGE OVERALL ECONOMIC PICTURE AVERAGE ESOTERIC AND COVERT MATTERS ASSURED MAGIC LIMIT AVERAGE RESEARCH COST AVERAGE NUMBER OF WIZARDS AND ADEPTS AVERAGE INITIAL POWER OF WIZARDS BELOW AVERAGE AGENT POTENTIAL GOOD INITIAL NUMBER & QUALITY OF AGENTS AVERAGE SPECIAL COVERT CONSIDERATIONS AVERAGE SUMMARY OF MATTERS ESOTERIC AND COVERT AVERAGE