Lords of the Rising Sun (Pre-NES)

kkmo

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Orders for 1562 are due Wednesday, October 19.

This is the OOC thread.

Lords of the Rising Sun
A Warring States period NES.


427px-Sengoku_period_battle.jpg


The year is 1560. Almost one hundred years ago, the Onin War swept through Japan, caused by severe shogunal succession disputes. This conflict turned many lords against each other. Now, a century later, countless daimyo, or feudal lords, are competing for land and prestige. Even though the Onin War ended long ago, the fighting throughout Japan continues and daimyo feud in the pursuit of power. The Ashikaga shogunate still exists, but only in name. Thriving local economies, bustling trade with China, natural disasters, a simple desire to rule one's own clan, or any or all of the above have led many daimyo to seek other ways to rule that do not involve the Ashikaga. Meanwhile, other daimyo are fierce Ashikaga retainers. And then there are those clans which are divided and on the brink of inter-family war. One such family was, for example, the Oda clan. Yet in the past few years, the Oda's internal strife has been virtually crushed by the brilliant Oda Nobunaga. Nobunaga's victory has consolidated his power and has impressed his neighbors. While this feat may seem small, it will no doubt have a profound effect on events to come...
 
OK everyone, I thought I should go ahead and post the stats I do have, just so you have something to look at. They are very, very incomplete. For those knowledgeable on feudal Japan, I am open to hearing suggestions about military descriptions.

1560, eh? Expressing strong interest in Imagawa.

Hello! An interesting choice. A lot of room to alter history in that regard.

Some things:

. I decided on 1560 because I think starting at this time leaves the most room for player flexibility and the ability to significantly alter history. I think that even starting just a few years later would make things a little less interesting.
. This is not perfect historically. Finding koku stats for clans prior to the Edo Period is difficult. I based the koku stats off of significant historical events, land ownings, and so on. I also threw in a touch of playability.
. There were thousands of clans/families, but I am choosing ones that I think are significant and playable. Minor ones were usually part of the domain of larger ones, any way.
. For those who don't know much about this time period: don't worry! You will still have fun.
. It is probably wise to not claim based entirely on koku. If you don't know much about the time period, you may still post what you are interested in, but remember that things like starting prestige, growth rate, and military description will dramatically effect your clan.

edit:
added some notes on stories and put in info on a turn. 1 Turn will be 1 Year in length.
 
Expressing interest in Mori, Imagawa, and Otomo. Yes the basis of this decision is koku- I'm starting to formulate a plan that's dependent on it.
 
Expressing interest in Mori, Imagawa, and Otomo. Yes the basis of this decision is koku- I'm starting to formulate a plan that's dependent on it.

Ah, a familiar face from Sekai. :) Basing decision on koku is not a bad thing. It is a significant stat. I wrote that more to make sure that people know that low-koku clans also have an opportunity at greatness, which will be more apparent when other stats are shown.
 
I've added some info to the rules (like what the 'goal' might be of the game, and what each player plays as - if that wasn't already obvious). Are these rules clear enough, or are they too vague? They seem short in length, but I feel I included everything necessary. Short and sweet I guess. :)
 
[09:09] <+Luckymoose> can someone post for me
[09:09] <@Kraznaya> are you banned
[09:09] <+Luckymoose> yeah

...

[09:11] <+Luckymoose> someone lay claim to Mori for me
[09:12] <@Kraznaya> ok
[09:12] <@Kraznaya> i'll do it
 
Thanks Kraznaya. I had completely forgotten about #NES! Why is Luckymoose banned?
 
Something silly in OT.

Rules look good, but you're running a NES, so you'll get a metric ton of questions both on specific applications of the rules and the details of a situation regardless of how detailed the rules are anyway. :p
 
I see. 3 confirmed:

Kraznaya: Imagawa
Neverwonagame3: ? (guessing Otomo now since the other 2 were specifically claimed?)
Luckymoose: Mori

We'll need a lot more than that. :p
 
For those of you who do not know much about Japanese military at this time, I have added a somewhat comprehensive description to the rules:

Army: This is your clan's current amount of companies. 1 company = 250 soldiers. 1 regular company is 500 koku to purchase, 250 koku to maintain. These regular companies represent your professional army of samurai and other warriors. Remember that armies in old Japan were not entirely comprised of samurai. Samurai were less than 10% of the entire population of Japan. They are rare and should be seen more as commanders or generals than normal soldiers. They are the most elite of the fighting elements.

The cheapest and least formidable army element is conscript companies. Conscripts are troops you can quickly call upon. They are often nothing more than farmers armed with spears or sharp edges and have no training. Without paying (though you should put some koku into whatever operation you are calling them out for), you can raise 1 company of conscripts for every 500 koku you have. Beware of calling forth conscripts and keeping them in the field for too long. If you do this, your people will become unhappy and you may lose prestige.

There are also ashigaru. Ashigaru are better than conscripts. They are actually trained foot soldiers, usually armed with spears, pikes, and bows. Ashigaru are the most common element in any army.

Cavalry are not armored, as they were in Europe. They are almost always light and they are good at initial charges, running after retreating troops, cutting down archers, and not much else. Horses in Japan during this time were costly to maintain, and thus there were rarely armies that had large units filled with cavalry. However, some clans had the benefit of being in areas rich with horse-breeding and used that to their advantage (such as the Takeda Clan). Mounted samurai do exist, though, which are quite formidable in any sense of the word. Clans with some horses will either use them to mount samurai, scout, or provide support in maneuvering. Oddly, another reason why the horse was impractical during battle was also because it was considered prestigious to collect the heads of prominent enemy combatants. Doing this from a horse was more difficult.

Archers are either elite archers, if specified, or ashigaru bowmen. All samurai are highly capable of using the yumi, or Japanese longbow, as well. Horse archers are still used, which can be mounted samurai or normal cavalry. Horse archers will soon be obsolete, though. The arquebus musket has been introduced to Japan at this time, but only a few clans have them. There are some areas actually producing the arquebus at this time, though many are directly imported from Europe. The use of this weapon is sure to grow during the course of this game.

Often armies of this time were composed of troops from several different families/minor clans loyal to the major ones. To not over-complicate matters, most of the time these troops are assumed to be yours now and always. However, if your clan has a faction specifically relating to the retainer clans of your clan, you should keep them appeased because they might technically be giving you a large amount of your forces.

You can see some equipment here: the Japanese spear, the Japanese pike, or the Japanese bow. Ashigaru are usually armed with one of these three, and samurai are capable of using one or all of these weapons in their specific associated elite marital art.
 
I'm subscribing and will potentially lay a claim after I get back from work tonight (tomorrow morning).
 
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