sengoku:playing
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| sengoku:playing [2026-11-06 13:14] – external edit 127.0.0.1 | sengoku:playing [2026-11-07 01:13] (current) – external edit 127.0.0.1 | ||
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| * **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). | * **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' | * **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**: | + | * **Personnel**: |
| - | * **Diplomacy**, | + | * **Diplomacy**, |
| * **Spy**: **spread war rumours** in a bordering rival province that a third clan prepares to attack it: their alliance breaks and their relations fall; **incite uprising** lowers its support, and may set the peasants on its stores; an **assassin** may kill its governor. A failed agent may be discovered: the clan is angered, and the agent may be put to death. Spies are not sent against allies. If a player' | * **Spy**: **spread war rumours** in a bordering rival province that a third clan prepares to attack it: their alliance breaks and their relations fall; **incite uprising** lowers its support, and may set the peasants on its stores; an **assassin** may kill its governor. A failed agent may be discovered: the clan is angered, and the agent may be put to death. Spies are not sent against allies. If a player' | ||
| * **Military**: | * **Military**: | ||
| Line 79: | Line 79: | ||
| ===== 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. At the end of a campaign a summary shows how long it lasted, what you held, and the battles won and lost. | + | 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 ===== | ===== War and battles ===== | ||
| Line 91: | Line 93: | ||
| * **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. | * **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**: | * **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 and Enter acts. | + | * **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 |
| * 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. | * 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. | ||
| - | Afterwards a page tells **every officer' | + | Afterwards a page tells **every officer' |
| + | |||
| + | ==== Defending your provinces ==== | ||
| + | When a computer clan marches on one of your provinces, you are asked after the month' | ||
| 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. | ||
sengoku/playing.1793970847.txt.gz · Last modified: by 127.0.0.1
