Round B Scenario - Final Edition - 19-Feb-97 - Bob Heeter ** Readme: Scenario Information and Historical Background ** -- Information -- [ 4 players - 50 cities - 36 ruins and 4 temples - tournament armies ] -- Background -- It is the late 22nd century, and humanity has mastered the Earth. The nations of the world fight no longer. Instead, they long ago united to save the environment, eliminate war, and conquer hunger. They succeeded. The United Nations government rules the world. Energy and biotechnology, harnessed worldwide, have converted the oceans and lands into a docile, terraformed womb. Order, pattern, structure, and harmony now permeate the very atmosphere. Civilization's retreat from the militant technologies of the 20th century into pastoral bliss and tranquility is now complete. Temples to long-forgotten gods are now hedonistic vacation spas, while humanity neglects even advanced technology, and everyone grows soft with general contentment. Indeed, the ancient laws of morality have nearly been forgotten, along with famous codes of philosophy and all the historic religions. No one speaks of gods, deities, or supernatural beings - only of lost mythologies. Having conquered curiosity, closed Pandora's box, and recreated the Garden of Eden on their own, people now ask themselves: Who needs God? Who needs religion? Outer space remains the final frontier, but it is an expensive proposition, and why bother - the Search for Extra-Terrestrial Intelligence lasted a century and found nothing. There's no life except that on Earth, and Earth is a pretty great place to be! The Earth has become a tranquil Garden of Eden, the night lights drown out the stars, and no one can even see space anyway! The moon, it seems, is now only for lovers' evening strolls... Ratings for Star Trek spinoffs have plummeted, and soap operas and sitcoms now rule the TV networks. Could this be the End of History? Not a Chance! In the four corners of the world, far from the sclerotic blissful decadence of the capitals, there are always those who are unhappy with the grand regime. So long as the UN was making progress and conquering the world's problems, they could not gain supporters. But now, with the world in a state of tranquility, the central government has grown weak, and the forces of history are once again on the side of those who seek change. New leaders, new philosophies, and new religions have continually evolved in the distant corners of the world, and like the long-forgotten Asian influenza viruses, sooner or later they were bound to mutate into virulent and infectious forms! And so it happens that in the Northwest, the first group takes up its White uniforms and challenges the pacifistic forces of the UN. Then the others see that the UN no longer stands a chance, and they rise up as well! Yellow forces emerge in the northeast, a Red-clad force marches out of the southeast, and the southwest chooses Blue. Is this new work by old gods? The work of new gods? Or simply the work of sinful humanity, once more attempting to exile himself from paradise into a world of strife and destruction? No one knows - the few scholars contemplating the issue soon find themselves faced with more practical matters, such as struggling for survival! Each side quickly makes use of biotechnology to raise up fantastic creatures of legend, breeding whole armies of armies of warriors to evangelize, proselytize, immobilize, and, if necessary, demobilize all who stand before them! Cities are renamed and manifestos broadcast throughout the land, as each side gathers recruits and humanity once more feels the excitement of the struggle for global dominance! Which of these new forces will rule the world? No one knows, but it's clear that history is far from dead - it lives on as long as there are those seeking to write the next page! Warlords - will you become the winner who writes the next chapter in this history? Or will you have it written on your tombstone by those who vanquished you? -- Strategic Design Notes -- We have done everything we could to keep the map symmetric, so that no side will have any advantage (other than turn order and, in non-tournament games, the random occurrence of items in the ruins). Within the official starting game file we symmetrically arranged even the items and allies. The ruin descriptions specify what is supposed to be found in each ruin, and if someone would like to edit the ruin information to create a different incarnation of the game I'll be happy to explain how (but it's complicated and requires use of a hex editor.) The map was designed to have about 10 cities per side, with high-income cities in the "rear area" and lower income cities on the vulnerable front lines. 10 cities are "up for grabs", including the six very wealthy cities in the center. The spider-building cities in the center area are there to keep the ghosts and elementals of the White and Yellow players from overrunning the middle before the later players have a chance. (The intent is to play with the spider cities as "enemy" cities so that even a blessed elemental cannot take them without help. The spider production *must* be pillaged when the city is taken; we have not spent time making sure all the spiders that are produced there have the standard abilities.) You'll find that the map is easier to navigate north-south than east-west; thus the map is effectively more square (less elongated) than it looks. But it's still a bit faster to cross horizontally than to cross vertically - except for navies. The center of the map is of immense strategic importance, with its concentration of 6 cities (2 of which have very high income) and easy access to control all four temples. But, especially with razing off, the center is also very difficult to control, since it borders all three of the other players... The rest of the map is either "allocated" to a given side with internal road links, or else "no man's land" - a battlezone between sides. The temples were deliberately placed in "no mans land" near the strategic central "core", so that they will be frequently fought over! To balance the value of the core a bit, additional ruins were scattered around the edges, containing the most valuable items, allies, and additional gold needed for long-term survival. The ruins placed near each capital city should provide a good supply of items and allies for your initial expansion, while ruins further away will help replenish your gold and augment your forces when you need it most - right before rushing into battle with the enemy! In order to prevent players from gaining a decisive advantage by rushing to the border lands, though, the ruins that lie right on the borders contain only gold, which has its value but does not confer immediate tactical advantages in the way that items or allies would. The scenario was designed for tournament play with a 2 or 3 hero limit, and as this should be a mighty duel, there are several flight and command items to make those heroes mighty indeed. Heroes should be able to visit multiple temples and gain many levels from all the ruins, so we chose not to include any battle items - heroes will have plenty of strength on their own. Speed items proved too unbalancing in playtesting, and gold items seemed unnecessary. -- Credits -- I used WarCorrespondent and WarCartographer by Matt Hills, plus a bit of RedEdit and a program called War2Editor, to create this scenario for the Mac-Classic version of Warlords. I then used ResEdit to create the Mac-Deluxe version of the scenario. Then I used ResEdit to make a .SCZ library file for use with the PC-Deluxe version. Barry Brook fixed some bugs and made some improvements in the .SCZ Deluxe version, including a large number of customizations for the tournament. Then Patrick Domning and Ivan Baird ported the Deluxe files back to the Mac and PC-Classic versions that are now available. Whew! Send feedback to Bob Heeter, rfheeter@phoenix.princeton.edu, and enjoy!