A new battle. Every officer of the army leads his own unit on a larger field with roads, forests, hills, mountains, a river and the castle. You deploy first; each day has a morning, an afternoon and a night. Units have movement points; attacks are ordinary, rifle fire, charge or ambush. New commands: halt, flee, view, terrain, and spy (bribe an enemy unit, or call in a reserve). The army eats the rice it carries. Afterwards every officer's fate is shown.
War: mark the officers who march, choose the commander, the gold and the rice. Train men and Move officers take several officers too.
New
body point costs for every order (see
How to play). Rewards come from the governor (10 gold, 5 loyalty); training gives 2 points.
Personnel: search for ronin and take the one found; recruits bring their men; dismissed officers take theirs. Your lord appoints governors anywhere and may delegate a province to its governor.
Diplomacy from the seat by any envoy there: marriage, alliance, threaten, tribute, break alliance, and answering envoys (accept, refuse, imprison). Relations between clans from 0 to 100. War rumours set rivals against each other; failed spies may be discovered.
Market prices for rice and arms that change each month, better with a good trader, shown before you agree. Hiring costs population and support; Reassign men works through a pool.
The roster sorts and shows each officer's page; the advisor is shown apart; results show before and after; Settings has Restore defaults; a summary at the end.
Saves are format 6. Older saves still open.