User manual GAMES PC AGE OF WONDERS II

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[. . . ] . 46 Diplomacy, Reputation, Race Relations, and Morale . . 166 1 Quick Start How to Start a Game in Age of Wonders II Welcome to Age of Wonders II: The Wizards' Throne. If you're just interested in getting a game going as quickly as possible, this guide is for you. First of all, start up Age of Wonders II: The Wizard's Throne, (abbreviated AoW2 from here on out) and select the second option, labeled Scenario, from the main menu. [. . . ] Wizards with similar alignments to yours are easier to deal with than Wizards of opposing alignments. Your Wizard's reputation also has an impact upon how easy it is to successfully negotiate with other Wizards. While alignment is determined at the start of a scenario, reputation varies depending upon the actions the wizard has taken in that scenario. Reputation and Fame While it may not be as tangible as units, cities, Gold, or Mana, reputation still plays a useful role in AoW2. A Wizard with a good reputation can negotiate better deals, attracts more Heroes, and earns a higher score at scenario's end. Two things determine your Wizard's reputation: Fame and Might. Famous Deeds Deed Name Make Alliance Make Peace Break Alliance Break Peace Recruit Hero Lose Hero Defeat Enemy Hero (Re-) Build City+5Raze/Loot a City Complete Medium Quest Complete Hard Quest Defeat Opposing Wizard Your Wizard Defeated Charismatic Ability Impact on Fame +20 +10 -25 -2 +10 -10 +10 -25 +5 +10 +20 -20 +20 60 61 By default, your Wizard starts with 50 Fame. Your Fame, in relation to your Wizard's overall Might, will determine his reputation. The calculation for Might is as follows: Strong Might Normal Might Weak Might Your Might > 1. 25x Average Might 1. 25x Average Might > Your Might > . 75x Average Might . 75x Average Might > Your Might the opportunity arise. Other races will dislike you and actively try to interfere with your goals. Your race relationships will vary depending upon a variety of factors, including both events that occur during the course of a scenario and your starting conditions. Your starting race will determine your default race relationships with each of the twelve races as show in this table: Depending upon how much stronger or weaker you are than the other Wizards, you'll fall into either the Strong, Normal, or Weak Might categories. Your title, determined by your Fame score and Might category, is found in the follow table: Default Starting Race Relations Table Human Tigran Draco Frost Elf Halfling Dwarf Archon Dark Elf Orc Goblin Undead Human Tigran Draco Frost Elf F P P PN P F P PN P N F PN P N P FN N N N NF N N N NP N N N NP W W W WP N N N NW N N N NW N N N NW W W W WW Half N N N N P F P P W W W W Dwarf N N N N P P F P W W W W Arch Dark Elf W N W N W N W N P W P W P W F W W F W P W P W P Orc Goblin Undead N N W N N W N N W N N W WW W WW W WW W WW W P P P F P P P F P P P F Reputation Title Table Very Low Fame Low Fame Normal Fame High Fame Very High Fame 0 - 19 20 - 39 40 - 59 60 - 79 80 - 99 Strong Might Terrible Ruthless Strong Great Magnificent Normal Might Infamous Irresponsible Average Renowned Famous Weak Might Pathetic Unpopular Weak Popular Promising Simply cross-reference your Fame score with your Might category and you have your reputation title. Race Relations Your Wizard has a unique relationship with each of the twelve races in AoW2. Some races will like your Wizard and may offer to join you or assist you in battle should F = Friendly P = Polite N = Neutral W = Wary H = Hostile Each race relation title, like Friendly, Neutral, and Hostile, has a point range assigned to it. 62 63 Table of Race Relation Title Ranges Race Relation Title Point Range of Title Friendly 80 - 100 Polite 60 - 79 Neutral 40 - 59 Wary 20 - 39 Hostile 0 - 19 Morale Apart from the way your race relations impact your general interactions with races, each unit, party, and city under your control has an individual morale rating. Morale is the representation of how pleased that individual unit, party, or city is with you. If a city is very happy with you, they may finish productions a few turns early. If a city is unhappy with you, they may rebel against you!Units with poor morale may also desert your armies. Keeping a Friendly or Polite relation with a race will allow you to easily assimilate their cities and troops. Having a Wary or Hostile relation with a race will induce them to actually attack your parties and cities. Your starting relation with each race is also influenced by circumstance and the actions you take towards that race. Table of Important Race Relation Deeds Name of Deed Impact on Race Relation Build City of Race +10 Raze City of Race -30 Loot City of Race -30 Cancel Looting of Race's City +20 Realm Consists Primarily of Race +10 Realm Consists Primarily of Aligned Races +10 Realm Does not Consist of Aligned Races* -10 Practitioner of Life Magic (For Good Races) +10 Practitioner of Life Magic (For Evil Races) -10 Practitioner of Death Magic (For Evil Races) +10 Practitioner of Death Magic (For Good Races) -10 Peace Keeper+20New Turn (Until Default Relation Reached) +1 or -1 Unit Morale Each unit has a numerical morale rating that is normally equal to your race relationship with his parent race. The categories of Unit Morale are as follows: Unit Morale Titles Table Unit Morale Title High Good Okay Poor Terrible Point Range for Title Unit Stat Modifiers 80-100 None 60-79 None 40-59 None 20-39 -1 DEF, -1 RES 0-19 -2 DEF, -2 RES A unit's morale rating can be modified by any of the following circumstances. 64 *This special penalty applies only to the Archons and Undead 65 Unit Morale Modifiers Table Unit Morale Modifier Friendly Terrain Hostile Terrain Panicked Insufficient Upkeep Unit with Bard's Skills in Party Each Hostile Unit in Party Morale Modifier +10 -10 - 80 -10 Per Turn (Max -50) +30 -10 continue to desert the party until the Party Morale reaches at least Neutral. City Morale Like units and parties, each City has a unique relationship with you based primarily upon your race relation with the city's parent race. If you keep your cities happy, they have a chance each turn of freely hurrying their current production. [. . . ] Additionally, information contained in this SOFTWARE and the ACCOMPANYING MATERIALS is a trade secret of Owner for all purposes of the Freedom of Information Act or otherwise. Furthermore, this SOFTWARE is "commercial computer software" subject to limited use as set forth in any contract that may be entered into between the seller and the governmental entity. Owner owns, in all respects, the proprietary information and proprietary data found in the SOFTWARE and the ACCOMPANYING MATERIALS. Owner only sells this SOFTWARE and the ACCOMPANYING MATERIALS with "Restricted Rights" as defined in DFARS 52. 227-7013 (also found at 48 C. F. R. [. . . ]

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