sengoku:playing
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| ===== Starting ===== | ===== Starting ===== | ||
| - | On the title screen choose **New campaign**, then the scenario (1560 or 1582), the level of the computer clans (Gentle, Easy, Normal, Hard or Ruthless) | + | On the title screen choose **New campaign**, then the scenario (1560 or 1582), then **how many players** (0 to 9; press **?** to see what each number means): |
| + | * **0**: nobody plays. The computer clans fight it out while you watch, month after month, with pause and speed keys. | ||
| + | * **1**: you against the computer clans. | ||
| + | * **2 to 9**: players taking turns at this computer (hot-seat). A hand-over screen comes between turns, so nobody sees another player' | ||
| + | |||
| + | Each player chooses the **fief** whose daimyo they will be, on the map or in the list beside it, confirms it, may change their lord's name, and then sets his politics, war, charisma and ambition one at a time: each number counts quickly through the range the computer' | ||
| + | |||
| + | **Quick start** begins at once as the Oda clan in 1560. **Continue** picks up the game from its last autosave, made at the end of every month. **Load campaign** opens a save slot, or imports a save file. | ||
| ===== The main screen ===== | ===== The main screen ===== | ||
| Line 11: | Line 18: | ||
| Click a province on the map, or use the arrow keys, to see it. **Tab** steps through your own provinces. Red is your clan; the gold outline is the province you are looking at; the small white keep marks your lord's seat. | Click a province on the map, or use the arrow keys, to see it. **Tab** steps through your own provinces. Red is your clan; the gold outline is the province you are looking at; the small white keep marks your lord's seat. | ||
| - | ^ Key ^ Order ^ | + | ^ Key ^ Order ^ What is under it ^ |
| - | | 1 | Govern | + | | 1 | Move | Officers; Gold or rice | |
| - | | 2 | Military | + | | 2 | Develop | Cultivate land, Flood control, Develop town, Reinforce castle |
| - | | 3 | Diplomacy | + | | 3 | Trade | Sell rice, Buy rice, Buy arms, Borrow gold, Settle debts | |
| - | | 4 | Provinces | + | | 4 | View | Province data, Officer roster, Territory list, The daimyo, Relations and debts, Chronicle |
| - | | 5 | Chronicle | + | | 5 | Personnel | Search for ronin, Recruit officers, Dismiss officers, Give rewards, Train officers, Appoint governor, Delegate or rule | |
| - | | 6 | Settings | + | | 6 | Diplomacy | Arrange a marriage, Propose alliance, Threaten, Send tribute, Break alliance, Answer offers |
| - | | 7 | Help | | + | | 7 | Spy | Spread war rumours, Incite uprising, Assassinate |
| - | | 8 | Campaign (save, load, new game) | | + | | 8 | Military | Hire soldiers, Reassign men, Train men, War | |
| - | | 9 | End month | | + | | 9 | Other | Save, Load, New campaign, Quit, Display time, Animation, Sound, Hex battles, Settings, How to play | |
| + | | 0 | Rest | End this province' | ||
| - | Esc opens the campaign menu. Mouse and touch work as well as the keys. | + | Esc opens Other. Mouse and touch work as well as the keys. |
| - | ===== Orders | + | **Each of your provinces gives its orders in turn**, your lord's seat first (a delegated province has no turn: its governor gives its orders); **Orders** on the province panel marks the one whose turn it is. **0 Rest** ends that province' |
| - | Orders are given in your own provinces and cost the governor **body points (BP)**. 10 BP are always kept back for defence. BP come back each month, according to the governor' | + | ===== Officers ===== |
| - | | + | Each province has a **governor** and up to seven **samurai**: |
| - | * **Flood control** guards against typhoons. | + | |
| - | * **Develop town** raises trade and gold. | + | Every order is carried out by an officer you **appoint**. Officers without the BP an order needs are shown in red; one with exactly enough may act. BP come back each month: 10, and three tenths of the officer' |
| - | * **Reinforce | + | |
| - | * **Give rewards** raises support | + | Some orders take several officers: **Enter** marks or unmarks each, and **D** is done. Training men, moving officers and marching to war work this way. |
| - | | + | |
| - | | + | Ronin come and go. Disloyal samurai may leave, taking their men. |
| - | * **Hire soldiers** costs 1 gold and 10 people per soldier; a province | + | |
| - | * **Propose | + | ===== Orders and their cost ===== |
| - | * **Incite uprising** sends a ninja to lower a rival's support. | + | |
| + | ^ Order ^ BP ^ Who ^ | ||
| + | | Cultivate land, flood control, develop town, reinforce castle | 50 | the officer you appoint | | ||
| + | | Sell rice, buy rice, buy arms, borrow gold | 40 | the trader | | ||
| + | | Transfer gold or rice; move officers | 20 | the overseer; each officer who moves | | ||
| + | | Search for ronin; recruit an officer | 70 | the recruiter; the messenger | | ||
| + | | Dismiss an officer | 20 | your lord | | ||
| + | | Give rewards | 20 | the governor | | ||
| + | | Train an officer | 90 (and 30 gold) | the trainee | | ||
| + | | Appoint a governor | 0 | your lord | | ||
| + | | Send tribute | 80 | the envoy | | ||
| + | | Propose alliance; arrange a marriage | 100 | the negotiator | | ||
| + | | Threaten | 60 | the envoy | | ||
| + | | Spread war rumours; assassinate | 100 | the agent | | ||
| + | | Incite uprising | 90 (and 10 gold) | the agent | | ||
| + | | Hire soldiers | 50 | the recruiter | | ||
| + | | Reassign men | 20 | the governor | | ||
| + | | Train men; war | 40 | each officer marked | | ||
| + | |||
| + | | ||
| + | * **Move > Gold or rice**: choose a province of your own on the map, then the gold and the rice (either may be 0), then the officer who takes them. | ||
| + | * **Develop** (and the gold spent): **cultivate land** raises the land under the plough, up to what the province can cultivate, and with it the rice harvest and support, but it weakens the flood banks; **flood control** strengthens them, by an amount the river decides; **develop | ||
| + | * **Trade**: rice and arms are bought and sold at the **market price**, which changes every month (rice is cheap after the autumn harvest); a trader with good politics gets a better | ||
| + | * **Personnel**: **search for ronin**: if one is found you see him, and take him into service (with his men) or let him go; **recruit officers**, the samurai of a bordering rival province (not its governor), with gold that is spent either way: he brings his men; **dismiss officers** (he answers first; he and his men leave); **give rewards** (10 gold is 5 loyalty); **train officers** in politics, war or charisma (2 points); **appoint governor** in any of your provinces, and then rule it yourself or **delegate** it; **Delegate or rule** changes that later. A delegated governor gives the province's orders each month as he sees fit, well if he is loyal; an ambitious, disloyal one may keep some gold. Each of his orders goes into the chronicle. Power wears down an ambitious governor' | ||
| + | * **Diplomacy**, | ||
| + | * **Spy**: **spread war rumours** in a bordering rival province that a third clan prepares | ||
| + | * **Military**: | ||
| ===== The seasons ===== | ===== The seasons ===== | ||
| - | In month 3 (spring) gold comes in from trade; in month 9 (autumn) the rice is harvested. Soldiers eat into both. Typhoons strike in summer, and unhappy | + | In month 3 (spring) gold comes in from trade; in month 9 (autumn) the rice is harvested. Soldiers eat into both. Floods come with the rains of months 5 to 7, and typhoons in summer; good flood protection keeps the fields. Unhappy |
| + | |||
| + | ===== Your lord ===== | ||
| + | |||
| + | Your lord governs from his seat. If the seat falls, he escapes to another of the clan's provinces. If he dies, the next officer of his province succeeds him, and the clan's officers lose some loyalty; a third succession breaks the clan. Officers whose loyalty falls low are reported. At the end of a campaign a summary shows how long it lasted, what you held, the battles won and lost, your rulers and your major battles, and then the map as the campaign left it. | ||
| + | |||
| + | **View > Chronicle** keeps the campaign' | ||
| + | |||
| + | ===== War and battles ===== | ||
| + | |||
| + | **Military > War**: choose a bordering rival, mark the officers who march (someone must stay), choose the commander from them, and how much gold (for bribes) and rice the army carries. Each of them pays 40 BP. | ||
| + | |||
| + | Every officer leads his own unit: **C** cavalry, **I** infantry, **R** rifles, with his men's number under it; the pennant marks a commander. The field has plains, a road, forests, hills, mountains, a river crossed by a bridge and a ford, and the castle, where the defenders stand. | ||
| + | |||
| + | * **Deploy** first: click the lit hexes on the left to place your units. **T** shows the ground alone. | ||
| + | * Each day has a **morning**, | ||
| + | * **Moving**: click one of your units, then a lit hex. Cavalry have 6 movement points, infantry and rifles 4: a road costs 1, plain or castle 2, forest or hill 3 (cavalry 4 in a forest); mountains and the river cannot be crossed. A unit may stop early and still attack; with no points left and nobody to attack, its action is over. | ||
| + | * **Attacking**: | ||
| + | * **H** halts (in a forest the unit lies hidden). **F** flees to a province you choose; your commander fleeing withdraws the whole army, as **X** does. **V** shows a unit in full. **S** Spy: **bribe** an enemy unit (not their commander) with the gold the army carries, and it may change sides; or **call in a reserve**, a samurai with men from a province of yours bordering the battle. **Tab** picks your next unit; the arrows move the cursor (passing over a unit does not choose it), and Enter or a click on one of your units chooses it, or acts with the chosen one. | ||
| + | * Both armies eat rice every day; when yours runs out the attack fails, and you are warned before. Destroy the enemy commander to win; lose yours and the battle is lost. The defender holds after 30 days. | ||
| - | ===== Battles ===== | + | Afterwards a page tells **every officer' |
| - | Invade | + | ==== Defending your provinces ==== |
| + | When a computer clan marches on one of your provinces, you are asked after the month' | ||
| - | * Click one of your units, then click an empty hex to move or a neighbouring enemy to attack. | + | With **Other > Hex battles** off, the computer fights your wars for you and you see the result. The computer clans fight their own wars on the same field; with **Watch other fiefs' wars** on (Other > Settings) you see each one at the end of the month: Enter skips a battle, Esc skips the rest. |
| - | | + | |
| - | | + | |
| - | * Cavalry move two clear hexes in a straight line. Forests protect, mountains block, and a weakened defender shelters in the castle. | + | |
| - | * Destroy | + | |
| - | ===== Music ===== | + | ===== Other ===== |
| - | Settings | + | **Display time** |
sengoku/playing.1793747786.txt.gz · Last modified: by 127.0.0.1
