Empire Deluxe Stat Generator Copyright (c) 1993 White Wolf Productions, Inc. All rights reserved. Map or scenario to process?: c:\GAMES\EMPSCEN\barsoom\BARSOOM5.SCN <<<< Scenario Statistics for File BARSOOM5.SCN >>>> Map Size: 92 rows by 180 columns. 16560 locations. Map wrap is: ON Terrain Number % of Map City 65 0% Water 8790 53% Clear 5214 31% Forest 212 1% Mountain 935 6% River 666 4% Rough 318 2% Edge 360 2% City Average Production Efficiency: 112% Number of land masses: 20 Number of water masses: 3 The map of Barsoom is all one land mass with a handful of tiny islands. Normally that would be a bore, but in this case the land mass is almost all a checkerboard of land and water mix. All cities/points of interest are directly attackable by water except 2. This is because the navy's of Barsoom are air navy's...true watercraft are few and not significnt. No city is completely fighter flight isolated, but a few airbases will shorten certain air routes considerably. All cities production values and specialties are chosen by estimated historical comparison and historical local conditions. Infantry and cavelry units represent 10,000+ men to get a feel for the size of the forces. Ship and aircraft units represent 300+ and 3000+ respectively of that type of craft, I cain't be more exact as no absolute numbers were given in the John Carter of Mars series. (In one battle, Helium had 6000 battleships.) The Barsoomian Series by Michael R. Morrow aka Ghek the Kaldane. Internet: ghek@bantoom.com (My homepage is www.bantoom.com pickup up barsoom.zip, the first 4 scenarios) Barsoom5 Unit Counts Player #1 #2 #3 #4 #5 #6 Helium HORDES Jahar Issus Black Panar Alliance ZUMOR Jihad Pirates Lothar Unit RED GREEN LBLUE PURPLE DBLUE TAN Cities 15 8 4 20 7 5 Infantry 56 12 98 102 31 115 Armor 38 115 5 36 0 5 Fighters 39 4 0 83 29 32 Bombers 15 1 30 0 0 10 Subs 0 28* 73** 0 1*** 3**** Destroyers 40 9 1 85 26 15 Cruisers 33 6 14 53 22 10 Battleships 23 3 7 29 19 3 Carriers 3* 9* 0 0 1*****0 Transports 9 3 12 23 5 12 AirBases 0 0 1 0 11 17 Green should be a plus 1 combat advantage for this scenario. *Green Martian Torquas Hordes subs represent giant anti-ship cannons and also Zumor mystery technology hinted at in the book. Green/Red carriers are captured ships used as green martian rifle platforms. **LBlue Subs, story wise, represent, small, hightech air ships. ***Dark Blue water sub is decorative story interest detail, it cain't move. ****Lost Jaharian Subs captured by Hin Abtol's troops. (Not historical.) *****Dark Blue land locked carrier can be used by human player via the carrier bug that allows carriers to step on same color fighters on land. (Added as a demo of the carrier bug I dicovered one day...it may be dos only) This scenario (2002-2011) is an offshoot of the Barsoom2 standard scenario and adding from "Tarzan on Mars" by John Bloodstone....its from 1954 and ERB,inc was not interested so it has been an underground "fanfiction" since then...at least til 1999 when it was supposed to be published if "Heart of Darkness" sold enough copies etc, according to the author which I met then at the Disney preview/con of the animated Tarzan. Story: Tarzan builds a ship and goes to Mars to get Jane back and help La. I decided (too lazy to move the Helium fleet) to skip Helium's (red's) involvement in the events at Zumor (giant crashed asteroid) and have a four way whingding there instead by having the falling out/finale happen *before* they arrived to help. Any human player can "opt out" of that by simply moving his ships away from his "citygate" of the asteriod lake "arena". No fighers/bombers for a couple of turns and only green has troop ships in its citygate which is fartherst out. All citygates have infantry to start with. You will have to get a troopship to take Zumor itself, to fail to do so will put back (with the citygates) more than the production I removed from the green cities in a re-evealuation for for this scenario. Why cain't ships enter the Lake of Darkness at will like other areas? A: I don't want them to...B: There is a new nullifer weapon that makes your ships not fly/float anymore (cancels the Barsoomian 8th ray)...think of the citygates as areas not affected. The Helium/allies fleet is busy elsewhere dealing with all the other "What if?" parts of the stardard simultainous crisis scenarios that John Carter dealt with *before* they happened.... 1: Holy Thern alliance attacks all non-believer nations 2: Panar wakes its decades long frozen millions of men army to take over the world 3: The Black Pirates go on a rampage from their hidden southern volcano/north fortress 4: The Green Martian hordes all attack (minus Thark/Tars Tarkas which sides with Helium) 5: Jahar with its big army and special blue tech ships try to win the world I made some small changes to some areas to help the origional ai's feet of clay and have the sides act a little more like the story they are supposed to represent...after all, these are fun scenarios a human should be able to win any side of, not balanced ones. Right, so my orignal map had a few flaws...some of it part of the flat vrs hemisphere vrs no circumpolar issues...the volcano got a second screen door...Panar got another lane added to its onramp and 4 Hunting Camps (production 1 cities) which fixes the ai pathing around the top of the world and makes its midgame production not lag so badley...some scouts discover things that should have been known about for centuries...some sneak attacks were beefed up and more were added...I even added the Secret Tower from the God's of Mars in a guesstimate out of the way location like the other new stuff I put in. (Much as I hated to give Purple yet another city! I made up for it by adding the Lost People twice, once for Helium and once for Green. After all, not everybody followed La.) REMEMBER Green is supposed to get a plus 1 combat advantage...unless you don't like them. And thanks to Fredrik who remided me that I had promised a fifth scenario. ------------ Some Origional content notes from Barsoom.txt part of barsoom.zip --------- Sources consulted to create this scenario series are the 11 books in the "John Carter of Mars" series by Edgar Rice Burroughs and "A Guide to Barsoom" by John Flint Roy. (And my own vivid imaginaton of course!) Of the 53 cities/points of interest on the map 51 are well established Burroughs locals. The secondary air pumping plant in the far north was theorized by fans as being necessary for having breathable air beyond the ice barrier (which was pentrateable on foot at only 2 loacations). The city of Thrud was added by me to make up for the obvious oversight on Burroughs part to mention it. (All other green martian hordes had a city with the same name as the horde.) The water pumping plant utilized as a "gate" to enable the navy of the Black Pirates of Barsoom (Dark Blue) to pass through the wall of the volcano was a necessary extension of the cleverness of these chaps so the game would be playable by the computer. (Without it, the Dark Blue ships mill around for at least 35 turns before leaving the volcano!) All known locations are accurate as far as Burroughs fans have determined them to be except for 2 cities that I minutely shifted for map/playability reasons. The scenarios suffer a little accuracy from no movement directly over the "poles", but playability is completely maintained. Many Burroughs details and plot devices are observable, such as, it is possible for an infantry unit to walk (take the secret tunnel) from the Black Pirate's Temple of Issus to the alter at the Holy Therns Temple gardens. (AI infantry get lost on the way.) Also, cavalry cannot reach (or leave) the non-island cities of Kamtol-Valley of the First Born, Temple of Issus by the Omean Sea, Holy Thern Temple Gardens, Otz Canyon Village, and Castle Ghasta without a transport. (On foot, Castle Ghasta is only reachable via "the Death" from Tjanath.) I even managed to trap a Submarine to play the role of the "submarine" on Submarine Island in the domain of the Black Pirates. Ship names are Barsoomian. The Barsoomian name data files are included and could be replace the regular name data files for more pleasing context during play. (These are the .BAR files and will need to change the .BAR to .Nam and replace the ones in the data subdirectory with them. Of course save the regular files elsewhere first.) Now it is possible to read the books and move an approiate token to follow the action! Also included is an incomplete Barsoom glossary. Enjoy!