Empire Deluxe Stat Generator Copyright (c) 1993 White Wolf Productions, Inc. All rights reserved. <<<< Scenario Statistics for Barsoomian series >>>> Map Size: 92 rows by 180 columns. 16560 locations. Map wrap is: ON Terrain Number % of Map City 53 0% Water 8841 53% Clear 5231 32% Forest 210 1% Mountain 916 6% River 659 4% Rough 290 2% Edge 360 2% City Average Production Efficiency: 137% Number of land masses: 19 Number of water masses: 2 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 Mike Morrow aka Ghek the Kaldane. Internet: ghek@bantoom.com Barsoom1 Unit Counts Player #1 #2 #3 #4 #5 #6 Helium Green Jahar Hormad Black Panar Hordes Pirates Unit RED GREEN LBLUE PURPLE DBLUE TAN Cities 5 6 2 1 5 1 Infantry 30 0 95 135 30 95 Armor 10 130 5 20 0 5 Fighters 30 0 0 10 30 30 Bombers 0 15 30 0 0 10 Subs 0 6* 70** 0 1*** 3**** Destroyers 30 0 0 15 25 15 Cruisers 25 0 12 3 20 10 Battleships 20 0 3 0 15 3 Carriers 0 3 0 0 1*****0 Transports 5 2 12 12 5 12 AirBases 0 0 0 0 13 10 *Green Martain Torquas Hordes subs represent giant anti-ship cannons. **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.) Barsoom1 Storyline: Helium vrs its 5 greatest traditional Barsoomian opponents as taken from the John Carter of Mars series. (11 books) Unit colors match historical details as closely as allowed....Red Martians (of Helium) are Red, Green Martian hordes are Green, Jarharian ships are a hideous Light Blue when visible, Hormads are vat made creatures and got the left over color of Purple, the Black Pirates of Barsoom are Dark Blue, and Panar (red men) got Tan as its nearby neighbors are the Okarian yellow men of Barsoom. Thanks to John Carter's leadership, Helium was able eliminate these threats by friendship or war. (One at a time!) But it didn't *have* to happen that way. Helium (Red) has the strongest navy and has the easiest win with a human vrs computer players scenario. The Black Pirates (Dark Blue) of Barsoom have a highly defensible position in an underground volcano/sea and are usually the hardest positions to take. The Green Martian hordes of cavalry (armor) can be a real pest to Helium and deserve historically a +1 combat advantage to make a more balanced scenario. The Green Martian aircraft carriers, transports, and bombers represent cruisers, destroyers, and fighters captured by one paticular horde that ignores the big guns aboard and continues to fight with radium rifles and pistols. (Frustrating, isn't it, for a human player to have aircraft carriers without any planes that can use them?) The Jaharian (Light Blue) spy ships (subs) are everywhere and can insure an unescorted transport a short life span. Panar (Tan) has a good start position and can do well despite it's comparitively weak navy. The Hormads (Purple) are an artifical life experiment gone awry and can barely win against expert computer players but would be in no positon to win agaianst human opponents. The Hormads should get a +1 production advantage though it makes little difference against human opponents. In Barsoom1 there are a lot of neutral cities. The game series has high intial unit counts and any real production effeciency levels are many turns away. The scenarios are designed and somewhat balanced for advanced play rules and expert computer opponents. From easiest to hardest to play: Red,DBlue,Tan,LBlue,Green,Purple. LBlue & Green were designed to be mostly computer opponents that fight everybody and slow Red & Dark Blue down. Purple was just meant to be annoying. The most persistant fighting usually occurs over the tri-city empire of Manator with all sides getting in the action. Barsoom2 Unit Counts Player #1 #2 #3 #4 #5 #6 Helium Green Jahar Issus Black Panar Alliance Hordes Jihad Pirates Unit RED GREEN LBLUE PURPLE DBLUE TAN Cities 14 5 2 18 5 1 Infantry 53 0 95 95 30 95 Armor 37 110 5 36 0 5 Fighters 39 0 0 83 30 30 Bombers 15 0 30 0 0 10 Subs 0 6 70 0 1 3 Destroyers 40 0 0 84 25 15 Cruisers 33 0 12 51 20 10 Battleships 23 0 3 25 15 3 Carriers 3 0 0 0 1 0 Transports 9 0 12 23 5 12 AirBases 0 0 0 0 13 10 Barsoom2 Storyline: The Holy Therns of Issus (Purple) (white martians) have declared a jihad against John Carter of Helium (and Tars Tarkas, Jeddak of the Green Martian Horde of Thark) who returned (unthinkably) from the Valley Dor and declared the religon of Issus to be false and its practices a cruel hoax. Helium has gathered the free thinking peoples of Barsoom into an Alliance under the The Warlord of Mars, John Carter. Historically this was very close to occuring before John Carter put a stop to it. With the Horde of Tharks joining the Helium Alliance (as well as many other cities), the Green Martian Hordes are weakened to the point of annoyance in comparison. (Maximizing the combat advantage for Green *might* make it playable by a human against humans.) Purple is designed to be a computer opponent for Red in a one human player game. A two human player game of Dark Blue vrs Tan would be quite a struggle against the two larger computer opponents of Red and Purple. Strongest to Weakest:Purple,Red, Dark Blue,Tan,Light Blue,Green. Barsoom3 Unit Counts Player #1 #2 #3 #4 #5 #6 Helium Green Jahar/ Issus Black Panar Alliance Hordes Sasoom Jihad Pirates Unit RED GREEN LBLUE PURPLE DBLUE TAN Cities 14 5 2 18 5 1 Infantry 53 0 44 95 30 95 Armor 37 110 26 36 0 5 Fighters 39 0 48 83 30 30 Bombers 15 0 20 0 0 10 Subs 0 6 70 0 1 3 Destroyers 40 0 0 84 25 15 Cruisers 33 0 11 51 20 10 Battleships 23 0 18 25 15 3 Carriers 3 0 6 0 1 0 Transports 9 0 13 23 5 12 AirBases 0 0 0 0 13 10 Barsoom3 Storyline:In the begining of the Barsoom2 scenario, suddenly, Barsoom is invaded by forces from Sasoom (Jupiter) who are in alliance with Jahar. Powerful Sasoom strike task forces attack key Barsoomian structures (The two air plants and the water pumping station) in order to capture them and threaten to shut them down leading to death for all Barsoomians if they do not surrender. (One structure each in Purple, Red and Dark Blue territories.) I play this out as a stomp the world scenario, but it could be agreed upon to have the invader as the winner if he can hang on X number of turns to the three structures. The last Edgar Rice Burroughs novel in the John Carter of Mars series had John Carter on Sasoom (Jupiter) with the Sasoomians plotting an invastion of Barsoom (Mars). I have tried to second guess what Burroughs had in mind here as he didn't say in the story beyond the point that the Morgor's captured him to find out Helium's (Red's) weakneses as they planned to take out Helium first then the rest of Barsoom. Burroughs had a plan for dealing with this, but it might have been delt with at Sasoom before the strike was launched or by a great storm hitting them during the attack (the sands of invisibility might get used up/blown off) or Martain science (possibly with Earth Tech knowhow via the Gridley Wave) might have invented a kind of radar or sonar type device to locate enemy ships and aim radium guns. (He might have also intended for Jasoomian [Earth] forces to show up as well!) So, I came up with this more interesting for multiple players scenenario, which I believe Burroughs himself would have liked. For a single human player either Red or Light Blue (invaders!) would be interesting with the Light Blue being a tuff run. (I just finished testing it that way and it took me a slightly sloppy 161 turns to conquor Mars as the invaders against 5 expert computer players with Green +1 combat advantage.) Green should have at least a plus 1 combat advantage. (Green as human can win against expert computer players but its not what I call fun. Well timed cavalry raids can sieze many mostly empty cities.) Light Blue should have a plus 1 combat advantage as both Jahar and the Sasoomians had advanced technology. Strongest to weakest: Purple,Red,Light Blue,Dark Blue,Tan,Green. An interesting 3 human player game of Light Blue, Dark Blue and Tan might be attempted. Barsoom4 Unit Counts Player #1 #2 #3 #4 #5 #6 Helium Green Jahar/ Issus Black Panar Alliance Hordes Sasoom Jihad Pirates Unit RED GREEN LBLUE PURPLE DBLUE TAN Cities 14 5 2 18 5 1 Infantry 53 0 44 95 30 95 Armor 37 110 26 36 0 5 Fighters 39 0 48 83 30 30 Bombers 15 0 20 0 0 10 Subs 0 6 70 0 1 3 Destroyers 40 0 0 84 25 15 Cruisers 33 0 11 51 20 10 Battleships 23 0 18 25 15 3 Carriers 3 0 6 0 1 0 Transports 9 0 13 23 5 12 AirBases 0 0 0 0 13 10 Barsoom4 storyline: Same as Storyline 3 except that the invading (LBlue) Sasoom(Morgor)/Jaharian forces attack Greater and Lesser Helium as Burroughs had set things up. Essentially a instant confrontation between the invasion fleet and about 50% of the Helium (Red) fleet. Both Green Martians and invaders (LBlue) should be set at combat atvantage 1. (If a computer is playing LBlue, it really should have combat advantage 2.) Red's strongest cities are in a tight squeeze by "superior" forces, saving grace, the LBlue forces have no nearby cities for damaged ships to run to. This is not a balanced scenario, it is a survival scenario for Red and it will be tougher for him to conquor the world. Strongest to Weakest: Purple,Red,Light Blue, Dark Blue,Tan,Green. 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!