In order to grow their kingdom, each player or Daimyo has 10 actions that they can take, these will also earn them points. Players must send out their armies and during each round, they determine which actions are to be used and in which province they should take place. If a battle takes place, the Cube tower takes the lead.
The troops are thrown together and any cubes that fall from the bottom determine who has won. Players earn points when they own provinces, temples, theaters and castles and once the second tally has been made, the player with the most points becomes Shogun and the winner. End situation of our first Shogun 3 players. This is a game that has been released in a number of countries although there are no special editions.
Castle towns are the focus of every province. Upgrading the castle enlarges the town and enables you to construct additional buildings.
You can attempt to master only one art at a time. Do not neglect them in favour of pursuing a simple-minded strategy of killing your enemies: samurai were expected to master cultured pursuits as well as the sword.
There is a completely new set of agents. Agents no longer spawn, but must be actively recruited. Each agent has a specific set of actions which they can perform at a cost on armies, towns and other agents.
However, it's likely that the injured character will be permanently damaged by this near-death experience. Generals, on the other hand, have loyalty, and this indicates how likely it is that they can be bribed. If their loyalty is very low, they may even defect to the enemy! All the male characters in your family tree dying off is a terrible misfortune.
This is likely to have severe consequences for your clan and your hopes of gaining the shogunate. If there is an underage heir then a clan regency will take command until he comes of age, but losing your daimyo and his family is a disaster. Keep them safe, and be wary of using your last family members as commanders in risky battles. Finally, diplomacy is a little easier to conduct, as the diplomat's 3D figure will reflect his feelings about your current offer. You can arrange marriages and offer, or demand, hostages as guarantees of future good behaviour; however, if the treaty is broken, the hostages will be killed.
In previous Total War games, your generals, spies and agents gained character traits from game events such as winning battles or surviving assassination attempts, or even being left to rot in backwater corners of the map. As a result of carrying out successful actions, characters gain experience and rank.
They can also spend points to acquire skills as they do so. Each type of character has a skill tree, and you can have generals become specialists in certain types of warfare, or become a little acquainted with a broad range of skills. The choice of how characters develop is now entirely yours. Your avatar represents you in the game, and acts as a general for your forces in battle.
You can improve your avatar's skills, acquire new traits and gain retainers to further add to his abilities. Avatars have their own skill tree that is entirely separate from that in the single-player campaign game. You can customize your avatar's appearance and collect armor sets for him by completing in-game achievements.
You can move your avatar around the conquest map, competing in battles in each province. Winning a battle in a province will give you access to any retainers or units located in it, indicated by icons on the conquest map, as well as allowing you to move your avatar to adjacent provinces. While your avatar is exploring the map, the online community clans are waging a massive war for control over it. Click the Clan Competition button on the conquest map to see which clan controls each province.
Once your avatar has joined a clan, each battle you win in a province will aid your clan's efforts to control it. You can find clans to join by clicking the Clan Page button. Leaderboards allow you to track your individual progress as you aid the clan. As well as drop-in battles, you can also set up preferences for matchmaking, being as specific or as broad as you like. The multiplayer game has a full co-op mode where allies share line of sight and victory conditions as they fight to become the rulers of medieval Japan.
You can even share command of units during battle. You can play 1v1, 2v2, 3v3 and 4v4 battles on land and at sea. You will receive eight separate rankings, one for each type of battle. During battles, you can now attack and take buildings that give bonuses to the occupying forces.
There's also a ping system that allows you to communicate strategies with your allies by placing markers on the battle map.
In the Main Menu , place the mouse cursor over the Multiplayer icon and select Avatar Conquest from the menu that appears. Follow the instructions on-screen to create an avatar and play the avatar tutorial. Otherwise, proceed to the step below. The Battle List screen will appear. Click the Local Network button at the top of the screen. The Host Battle dialog will appear. Enter a game name and a password optional , then click the Accept button tick icon. The Multiplayer Battle screen will appear.
On this screen, you can customize your battle settings. When you are happy with your settings and all the other players have joined the game, click the Ready button tick icon. From the list of battles, highlight the battle you wish to join, then select Join. When you are happy with your settings, click the Ready button tick icon.
To invite friends from your Steam friends' list to the battle, click the Envelope icon. Otherwise, proceed to step 9. The Invite Friends dialog will appear. To understand the nature of your undertaking, you must first familiarise yourself with the resources at your disposal as well as the concepts of creating a mighty clan. The standard unit of currency in 16th Century Japan. Literally, the amount of rice needed to feed one man for one year. It is the measure of the value of.
Each province provides an income paid each Winter to the Daimyo controlling it. Clearly then, areas with a high koku yield are more desirable territories than those with a low koku yield. Without an income of koku, a Daimyo is powerless to train men, construct buildings or maintain his clan forces so the need to control land and the bounty it brings forth is immediately apparent.
To trade, you must build Ports. Tip: In the Building Panel, you can upgrade farmland to improve potential koku yields. Additional ways of increasing koku yield are through the building of mines in mineral rich areas and the encouragement of trade. The areas with the highest koku yield, either from agriculture, mines or trade are your greatest asset — they should be protected at all costs. The larger the fortification, the more units you can garrison there and the longer they can hold out.
Note: If a province is disputed, neither clan derives any income until the siege has been resolved. If you can build a mine in a province, this makes it very valuable. Equally, a province with coastal access is suited to trading. Shogun — Total War. You should take note that you cannot run before you can walk.
In the same way, you cannot build a mighty Citadel without first constructing lesser defences. But simply, be aware that as your wealth, honour and experience increase, so the options available to you will also increase and become attainable. However, since good generals leave nothing to chance, here are a few important points to consider:. Defend your territory - Always keep a group of units in each province bordering an enemy province otherwise aggressive forces may take the territory unopposed.
Population Loyalty - Keep an eye on the loyalty of your subjects or they may revolt. To do this, right-click a province to bring up the province Info. Parchment See Info Parchment section on p. Scouting - You would be well advised to scout out enemy provinces to see which ones are most bountiful. If you are successful in your expansionary aggression not only do you benefit from the extra koku yield that province provides, but your enemy is all the weaker for the loss of income.
Spying - Any strategic unit can be used to spy in an enemy province, while watchtowers act as spies into neighbouring provinces. Note : The longer the Shinobi stays in the province the more information he will. The Cost of War - When a province falls to an enemy Daimyo, the level of the castle, and some of the building upgrades that depended on that level are downgraded by one level or destroyed if they are at a basic level.
You should always attempt to keep your most important buildings well protected and away from the heat of battle. Regional Specialisation - Different provinces are renowned for their specialisation in training different types of units, for example Iga is famous for the skills of its Ninja. Investigating the strengths and weaknesses of a province before deciding whether to build there is always advised. The terrain varies in each province and, as a result, imparts different advantages to the wise leader.
Mountainous provinces are much easier to defend, but their farmland is not generally as bountiful. Provinces with a coastline offer the added advantages of increased trade opportunities and moving units by ship. Tip: Ports enable you to move your armies to any other province under your control, which also has a Port. This is essential as your empire grows, enabling you to quickly move your armies to the front lines.
Though comparatively costly, strategic units should not be overlooked as an important method for strengthening your position amongst the Daimyo hierarchy. Remember, there may be occasions where negotiation and subterfuge can guide you along a far preferable path than direct confrontation and bloody warfare.
Simply drag them into the province you require information from. Especially useful in dealing with Christian Daimyo. To send any Strategic unit to perform a task, drag them onto an enemy unit or castle. A pop-up appears giving you various options. Note: Strategic Units only become available once you have constructed the requisite buildings. See the enclosed Technology Tree and the Strategic Units section on p.
To become Shogun, you must build a mighty army but, without places for unseasoned young men to be tutored in the noble arts of samurai warfare, you cannot prepare for the long. A wise Daimyo will carefully consider where he constructs his buildings and trains his forces to ensure his territories remain the property of his clan.
Of course, koku reserves must be available to cover any work ordered or the buildings cannot be built. To create a mighty army you must first recruit and train your warriors in the arts of Bushido in your dojo training centres. As explained. Your store of koku is not endless and the neighbouring Daimyo may have a far mightier army than your own.
Attack only when you are confident of victory or your reign will be brought to a swift and final conclusion! Note: To view all unit options, see the Unit Types section on p.
You sit before your Map, waited on by your trusty advisor and a geisha while you receive visitors from Japan and beyond.
Some may come with the best of intentions whilst others may be bent upon coercion and even out-and-out aggression. You must make the choices that will mould the future of you and your peoples. To get an exact breakdown of an enemy army you must spy on the province in some way.
Display Info Parchment — Click to get detailed summaries about your alliances, military status, economy, subterfuge and heirs. Rightclick the relevant item for details. Note: The scenic tour allows you to view all troop movements taking place in provinces you can currently see. Other events of note appear in pop-up boxes or take place in your Throne Room. Click to display information on alliances, military, economy, subterfuge and heirs. Once selected, click one of the icons at the bottom of the.
See Constructing Buildings section on p. In the early stages of your tenure as Daimyo, you will be hungry for knowledge of the lands of your forefathers.
The Right-click. Info Parchments provide information on unit types, buildings and provinces while the Info Parchment toggle provides details on your current alliances, military, economy, your subterfuge operation and your heirs.
You can propose Alliances to other Daimyo by dragging an emissary piece onto another Daimyo in the field he is identified by a Mounted Samurai piece, though he may be resting in a castle, too. In general, the following applies to army movement: Any number of armies may be moved to an adjacent province except that at least 1 army must remain behind.
There is no limit to the number of armies that may occupy a given province. Provinces joined together by a sea route dashed lines are considered to be adjacent. If the adjacent province does not belong to the moving player i. If a player does not want to take a particular action in his realm, he places 1 of his war chest cards on the undesired action space.
In this case, any chests on the card are ignored. Additionally, each player must secretly bid for turn order and the accompanying special privilege.
To bid, the player lays 1 of his unused chest cards or province cards face down onto the auction space on his individual board. To the extent possible, 1 card must be placed face down on each of the 11 spaces on a player's individual board.
No space may contain more than 1 card. The face up event cards are shuffled there will be 2, 3, or 4, depending on which round is in progress. One is then drawn and placed face up on the event space on the game board. The card depicts the event that applies in this round to alter certain actions for all players. The players reveal their bids the cards on their auction spaces and pay the amounts shown to the bank. If a player bids with a province card, he pays nothing.
In order of their respective bids with the high bidder going first , each player establishes his position in the turn order by taking 1 of the special cards and replacing it with his own Daimyo card. When all have finished, any remaining special cards are set aside for this round.
Only then do players who did not bid a card make their selections. This can only occur when a player does not have enough province cards. If more than 1 player makes the same bid, the tied players shuffle their Daimyo cards and turn them up 1 at a time, thereby establishing the order in which they make their selections.
The positions of the Daimyo cards on the game board indicate player turn order. In games with 3 or 4 players, empty spaces are ignored. All players who can carry out an action must do so. If a player ends up being unable to take a particular action or is only able to take part of the action, then he skips the action entirely in this round.
The round ends when all 10 actions have been taken. Each player takes back his Daimyo card and turns in his special card. The event card from this round is now removed from play. If, however, the round that was just completed was the fall round, then the winter round takes place. In this round, players must supply their provinces with rice or face the threat of revolt. Additionally, scoring occurs.
0コメント