sengoku:playing
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| sengoku:playing [2026-11-05 15:17] – external edit 127.0.0.1 | sengoku:playing [2026-11-07 01:13] (current) – external edit 127.0.0.1 | ||
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| | 2 | Develop | Cultivate land, Flood control, Develop town, Reinforce castle | | | 2 | Develop | Cultivate land, Flood control, Develop town, Reinforce castle | | ||
| | 3 | Trade | Sell rice, Buy rice, Buy arms, Borrow gold, Settle debts | | | 3 | Trade | Sell rice, Buy rice, Buy arms, Borrow gold, Settle debts | | ||
| - | | 4 | View | Province data, Officer roster, Territory list, The daimyo, | + | | 4 | View | Province data, Officer roster, Territory list, The daimyo, |
| - | | 5 | Personnel | Recruit | + | | 5 | Personnel | Search for ronin, Recruit officers, Dismiss officers, Give rewards, Train officers, |
| - | | 6 | Diplomacy | Propose alliance, Send a gift, Arrange a marriage, Break alliance | | + | | 6 | Diplomacy | Arrange a marriage, |
| | 7 | Spy | Spread war rumours, Incite uprising, Assassinate | | | 7 | Spy | Spread war rumours, Incite uprising, Assassinate | | ||
| | 8 | Military | Hire soldiers, Reassign men, Train men, War | | | 8 | Military | Hire soldiers, Reassign men, Train men, War | | ||
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| Esc opens Other. Mouse and touch work as well as the keys. | Esc opens Other. Mouse and touch work as well as the keys. | ||
| - | **Each of your provinces gives its orders in turn**, your lord's seat first; **Orders** on the province panel marks the one whose turn it is. **0 Rest** ends that province' | + | **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' |
| ===== Officers ===== | ===== Officers ===== | ||
| - | Each province has a **governor** and up to seven **samurai**: | + | Each province has a **governor** and up to seven **samurai**: |
| - | Every order is carried out by an officer you **appoint** | + | 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' |
| - | Ronin come and go. Disloyal samurai may leave to become ronin. | + | Some orders take several officers: **Enter** marks or unmarks each, and **D** is done. Training men, moving officers and marching |
| - | ===== Orders ===== | + | Ronin come and go. Disloyal samurai may leave, taking their men. |
| - | | + | ===== Orders and their cost ===== |
| - | * **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 (20 BP). | + | |
| - | * **Develop** (50 BP 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 town** raises trade and gold; **reinforce castle** helps in battle. A handful of gold does nothing, and the advisor says so. The result rises on the screen (Other > Animation turns this off). | + | ^ Order ^ BP ^ Who ^ |
| - | * **Trade** | + | | Cultivate land, flood control, develop town, reinforce castle | 50 | the officer you appoint | |
| - | * **Personnel**: | + | | Sell rice, buy rice, buy arms, borrow gold | 40 | the trader | |
| - | * **Diplomacy**, | + | | Transfer gold or rice; move officers | 20 | the overseer; each officer who moves | |
| - | * **Spy**: **spread war rumours** | + | | Search for ronin; recruit an officer | 70 | the recruiter; the messenger | |
| - | * **Military**: | + | | 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 town** raises trade and gold; **reinforce castle** helps in battle. A handful of gold does nothing, and the advisor says so. For example, 40 gold of cultivation by an officer with politics 75 gives land +22 and support +2. The result rises on the screen (Other > Animation turns this off). | ||
| + | * **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 price. The price and the total are shown before you agree: 100 rice sold at 1.3 brings 130 gold; 10 arms at 5.5 cost 55 gold. Arms go to every officer' | ||
| + | * **Personnel**: | ||
| + | * **Diplomacy**, | ||
| + | * **Spy**: **spread war rumours** | ||
| + | * **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. Floods come with the rains of months 5 to 7, and typhoons in summer; good flood protection keeps the fields. Unhappy provinces rise up. | + | 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 provinces rise up. Envoys of weaker neighbours bring tribute or offer alliances, and strong, hostile clans mass soldiers on your borders. |
| ===== Your lord ===== | ===== 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; a third succession breaks the clan. A province | + | 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 | ||
| + | |||
| + | Every officer leads his own unit: **C** cavalry, **I** infantry, **R** rifles, with his men' | ||
| - | ===== Battles ===== | + | * **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. | ||
| - | Make war on a bordering province from **Military**. Your three units (red banners) face the defenders. Each unit is led by the best at war of your officers whose unit is of its kind, or by the governor. | + | Afterwards |
| - | * Click one of your units, then click an empty hex to move or a neighbouring enemy to attack. With the keys: the arrows move the cursor, Enter acts, Tab picks the next unit. | + | ==== Defending your provinces ==== |
| - | | + | When a computer clan marches on one of your provinces, you are asked after the month' |
| - | | + | |
| - | * Cavalry move two clear hexes in a straight line. Forests protect, mountains block, and a weakened defender shelters in the castle. | + | |
| - | | + | |
| 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. | 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. | ||
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| ===== Other ===== | ===== Other ===== | ||
| - | **Display time** (1 slow to 5 fast) sets how long the battles you watch and the results take. **Animation** shows a develop order' | + | **Display time** (1 slow to 5 fast) sets how long the battles you watch and the results take. **Animation** shows a develop order' |
sengoku/playing.1793891847.txt.gz · Last modified: by 127.0.0.1
