(s10H(s0B&d@(s0S INITIAL SETUP INFORMATION FOR THE: RED DRAGON 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 RED DRAGONS WILL STRIKE FEAR INTO THE HEARTS OF ALL ENEMIES. YOUR EARLY PROBLEMS WILL REVOLVE AROUND HOW OFTEN TO RISK THESE MOST ELITE OF ALL BRIGADE TYPES. CERTAINLY, YOU WILL WANT TO ENSURE THAT EACH OF YOUR GROUPS IS ACCOMPANIED BY BRIGADES OF WINGBEASTS TO HELP BUFFER THE DRAGONS AGAINST LOSSES. YOU SHOULD PROBABLY USE THE INTIMIDATION FACTOR YOU UNQUESTIONABLY POSSESS TO AID DIPLOMACY WITH OTHER KINGDOMS, PROBABLY VIA THE "SPEAK SOFTLY BUT CARRY A BIG STICK" APPROACH. DEVELOPING YOUR POLITICAL STRENGTH WILL TAKE SOME PRESSURE OFF YOUR DRAGONS. IT'S PROBABLY A GOOD IDEA TO AVOID ONGOING WARS WITH THE WIZARD TYPES AS THEIR MAGIC CAN HURT YOU. IF YOU MUST FIGHT THEM, BE DECISIVE AND QUICK. SPECIAL RULES FOR THE RED DRAGON KINGDOM: THE RED DRAGONS INCUR A 20% NEGITIVE MODIFIER WHEN THEY ISSUE ORDERS 170 PARLEY OR 171 DIPLOMACY, DUE TO THE INTIMIDATING FEAR HUMANS HAVE OF THEM. THEY DO RECEIVE A BONUS WHEN USING ORDER 180 (THREATEN). IT SHOULD BE REMEMBERED THAT IF THE THREATEN IS REFUSED THAT THE PC WILL RECEIVE A DEFENSIVE BONUS. IN COMBAT VS. OTHER GROUPS, THEY WILL REDUCE THE MORALE OF THE OPPOSING GROUP BY 10% FOR THE DURATION OF THE BATTLE UNLESS THE ENEMY GROUP HAS GOOD MORALE AND VERY GOOD LEADERS. ALTHOUGH THE RED DRAGONS HAVE EXCELLENT MOBILITY DUE TO THEIR POWER OF FLIGHT, THEY, LIKE ALL OTHER KINGDOMS, ARE LIMITED TO 8 AREAS TOTAL FOR MOVEMENT. THEY MAY NOT END THEIR MOVEMENT OVER A SEA AREA. DUE TO A BLOOD TREATY, THEY MAY NOT ATTACK BLACK DRAGON GROUPS BEFORE TURN 10, NOR MAY THEIR GROUPS BE ATTACKED BY BLACK DRAGON GROUPS UNTIL THAT TIME. BECAUSE OF THEIR SIZE, RED DRAGONS MAY NOT INVESTIGATE UNUSUAL SIGHTINGS (ORDER #140). WHEN THEY SELECT EITHER A PROBING ATTACK OR ORGANIZED WITHDRAWAL, THEY WILL RETREAT WITH FEWER LOSSES THAN WOULD NEARLY ANY OTHER GROUP TYPE. THEY MAY NOT UTILIZE WEAPON ARTIFACTS. RED DRAGON LEADERS AND WIZARDS ARE 35% LESS LIKELY TO BE KILLED IN COMBAT THAN ARE THOSE OF OTHER KINGDOMS. RED DRAGONS MAY NOT RECRUIT HUMAN TROOPS. HOWEVER, THEY CAN, WHEN IN MOUNTAINOUS AREAS, ATTRACT BRIGADES OF "WINGBEASTS": LARGE PREDATORY MAMMALS, WHICH ARE SUPERIOR IN COMBAT TO VETERANS AND HAVE THE SAME MOVEMENT CAPABILITIES AS DO RED DRAGONS. MAY ONLY RECRUIT 4 WINGBEAST BRIGADES PER GROUP. USE ORDER #565 AND PUT THE GROUP ID IN COLUMN "A". WINGBEASTS COST 12,000 GOLD TO RECRUIT. YOU MAY TRANSFER IN OR COMBINE TO HAVE MORE WINGBEASTS IN A GROUP. USE ABBREVIATION "WB" INSTEAD OF "WI". RED DRAGONS CAN NOT USE SEAPOWER OR BUY SHIPS, THEREFORE CAN NOT USE ORDERS #710 AND 715. USE #720 TO CROSS THE WATER BUT CANNOT STOP ON A WATER SQUARE. (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 AT LEAST ONE REGION, OWN A WEAPON ARTIFACT, AND HAVE A POWER-3 OR HIGHER WIZARD AND YOU WILL GAIN: TWO RED DRAGON BRIGADES, A POWER-1 WIZARD, AND 50,000 GOLD. SECRET VICTORY CONDITION: YOU SHOULD MAKE A CONSCIOUS EFFORT TO KEEP THIS BIT OF INFORMATION SECRET: WIN ANYTIME AFTER TURN 19 BY SUBSTANTIAL OR BETTER IN AT LEAST FOUR REGIONS, CONTROLLING AT LEAST TWO CITIES, BEING ON THE HIGH COUNCIL, HAVING AT LEAST 2 RED DRAGON BRIGADES, HAVING AN AGENT/FANATIC OF LEVEL-7 OR HIGHER, AND CONTROLLING A PC WITH CURRENT GOLD PRODUCTION OF AT LEAST 35,000. (s12H(s0B&d@(s0STEAM VICTORY CONDITION THE RED DRAGON KINGDOM IS PART OF THE SECRET SOCIETY. 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 SECRET SOCIETY ARE THE GNOME AND THE SORCERER. 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 2337 THE KING HAS A BLEEDING ULCER WHICH ACTS UP IN CRISIS PERIODS. Minor 3440 THE KING HAS THANATAPHOBIA: HE IS TERRIFIED OF DYING. Major 3927 THE KING HAS FABRICATED SEVERAL STORIES OF HIS PAST VALOR. (s10H(s0B&d@(s0S RED DRAGON GROUP DOSSIER: (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ EACH RED DRAGON FULL STRENGTH BRIGADE CONSISTS OF THE FOLLOWING TROOPS: INFANTRY CALVERY ARCHERS 648 INFANTRY 792 CAVALRY 360 ARCHERS EACH BRIGADE OF WINGED BEASTS CONSISTS OF: 1280 INFANTRY 160 CAVALRY 160 ARCHERS TERRAIN COMBAT ADJUSTMENT: MOVEMENT TERRAIN TYPE: POINT COST RED DRAGON VETERANS RECRUITS PLAINS 3.0 20% 0% -25% FOREST 3.0 -20% 0% -25% MOUNTAINS 5.0 20% 0% -25% DESERT 4.0 20% 0% -25% MARSH 3.0 20% 0% -25% SEA 3.0 * * * 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 2850 ** 5 1 ** 10 2 GOLD 2850 ** 15 1 ** 20 2 ** ** 25 1 ** ** ** (s12H(s0B&d@(s0SÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ MAGIC POTENTIAL: MAXIMUM ASSURED POWER LEVEL ATTAINABLE- 4 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 RED DRAGON KINGDOM: POLITICAL CONSIDERATIONS KING'S INFLUENCE POOR LOCAL REGIONAL REACTION LEVELS BELOW AVERAGE EXPANSION AREA REGIONAL REACTIONS AVERAGE NUMBER OF HIGH-RANKING EMISSARIES AVERAGE TOTAL POLITICAL EMISSARY STRENGTH AVERAGE SPECIAL POLITICAL ABILITIES BELOW AVERAGE SUMMARY EVALUATION BELOW AVERAGE MILITARY CONSIDERATIONS NUMBER OF BRIGADES BELOW AVERAGE INDIVIDUAL BRIGADE STRENGTH SUPERIOR REINFORCEMENT SCHEDULE POOR QUALITY OF LEADERS GOOD MOVEMENT ABILITIES EXCELLENT SPECIAL CONSIDERATIONS SUPERIOR SEA POWER AVERAGE SUMMARY EXCLUDING SEAPOWER EXCELLENT ECONOMIC CONSIDERATIONS INITIAL FOOD AND GOLD STOCKPILES SUPERIOR BEGINNING FOOD PRODUCTION AVERAGE BEGINNING GOLD PRODUCTION AVERAGE POPULATION CENTERS' DEFENSE LEVELS AVERAGE GEOGRAPHIC POSITION BELOW AVERAGE TROOP MAINTENANCE COSTS POOR 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 BELOW AVERAGE INITIAL NUMBER & QUALITY OF AGENTS AVERAGE SPECIAL COVERT CONSIDERATIONS AVERAGE SUMMARY OF MATTERS ESOTERIC AND COVERT AVERAGE