A year and a bit ago, I had a NES going set in the middle of the Peloponnesian War (http://forums.civfanatics.com/showthread.php?t=441426) (421 BC being the start date). It died, mostly through lack of player interest and, I think, the fact that I didn't give clear enough guidance on what people were meant to be doing and/or how the rules worked.
However, I do think that the scenario that was reached after two updates is an interesting set-up, and I think that, if there were interest, it would work quite well if it were revived literally where it broke off, with a certain amount of tweaking and clarification, and probably, for the sake of ease, putting Athens under the control of a single player (rather than a group as we had before). I don't think that it would be a problem if we had all new players - although of course the previous players would be gladly welcomed back.
I will revive the NES, then, if I have a definite expression of interest from a good player in Athens and Sparta (and I would welcome competing statements of interest with second choices included), and if I have players for at least some of the other states (especially Corinth, Syracuse, Thebes, Thessaly, Macedonia, Chalcidice).
A year and a bit ago, I had a NES going set in the middle of the Peloponnesian War (http://forums.civfanatics.com/showthread.php?t=441426) (421 BC being the start date). It died, mostly through lack of player interest and, I think, the fact that I didn't give clear enough guidance on what people were meant to be doing and/or how the rules worked.
However, I do think that the scenario that was reached after two updates is an interesting set-up, and I think that, if there were interest, it would work quite well if it were revived literally where it broke off, with a certain amount of tweaking and clarification, and probably, for the sake of ease, putting Athens under the control of a single player (rather than a group as we had before). I don't think that it would be a problem if we had all new players - although of course the previous players would be gladly welcomed back.
I will revive the NES, then, if I have a definite expression of interest from a good player in Athens and Sparta (and I would welcome competing statements of interest with second choices included), and if I have players for at least some of the other states (especially Corinth, Syracuse, Thebes, Thessaly, Macedonia, Chalcidice).
parable (n) [ENG]
1. A fictional narrative used as an example of morality or spirituality; a story which teaches a lesson - 'the Parable of the Good Samaritan'. (Antiquated)
2. The name of the ill-fated ship which colonised Analogue Earth in 2406 AD (0 Analogue), and then disappeared on its return flight to Earth.
3. From (2), a strong curse; 'may you suffer the luck of the Parable'
- from the Analogue Dictionary of English, Italian and Russian
It had started so well. In the era of interstellar colonisation, war would be a thing of the past, humanity would have as much living space as it could possibly need, the world would unite in pursuit of a common goal...
A Chinese astronaut, Zhang Li, was the first to set foot on Mars in 2028; minor and then large-scale scientific bases were set up. That was the beginning of it, really. By the end of the year 2056, there was talk of a United Nations-funded venture to terraform and colonise Mars. The Earth needed the relief, straining under the weight of ten and a half billion people. Of course, the States had its Moon colonies running by that point, but hydroponics and an area of dusty, dry land in the Sea of Tranquillity the size of East London could only sustain so many people.
Twenty-three hundred saw the halfway point of the New Earth Project, but even then everybody claimed to know the endeavour was falling apart. The major partners were arguing, threatening to break away from the combined effort. Russia had never been friendly with its fellow powers - president Feodor Alexandrov's New Communism had set it apart somewhat, despite making Russia a roaring economic success. Britain wasn't happy with the amount of say it was getting; many of the scientists were British or working in British universities and the British government felt that they weren't being given the proper representation. China wanted rewards for its explorational efforts. The American team was having financial trouble due to trying to split funds between the New Earth Project and its moon colony.
It was Germany, though, who pulled out in 2303. Almost two hundred years of supplying heavy industry to the effort had weakened its economy severely. It had other projects, its government stated - though nobody outside of Germany really knew what those projects were. After that, the whole thing fell apart. Nobody really had the funds to continue but the major players, Russia, China, Britain and the USA. Disagreements between them had done enough work to pull that apart as well.
It took fifty years for the scientists and budding explorers of the world to pull another effort together. By that point, relations between the world's major powers had cooled somewhat. China doggedly pursued colonisation of other celestial bodies in the Sol system, founding settlements on Ganymede, Europa, Callisto, Triton, Pluto and Charon within thirty years of the end of the New Earth Project. They didn't go near Mars. Nobody did. It was felt that enough damage had been done, and that door was closed.
2355 was a year of low morale in its early days. An economic slump meant that unemployment in every country - except in Russia and Kazakhstan, the New Communist powers - was almost as high as it had been at the height of the Great Depression in America. Dreams of interstellar empires and the glory of humanity were lost in the scramble for bread. And then science announced its greatest discovery - an Earth analogue; about the right size, only slightly warmer and only ten or so light years away.
They'd missed it in their previous searches of the nearby universe - nobody could explain why to the stunned governments of the world. Maybe it had been the scientists' little secret. That was certainly a popular theory in those early days. All that was forgotten, however, when only the next year another scientist, Russian Alexei Kasparov, claimed to have the plans for a ship that could ferry loads of ten thousand people at a time - at a third of lightspeed! - to 'Analogue Earth', along with secure compartments for a few members of a number of animal species. It even had hydroponic gardens which could support the entire trip. It was a behemoth, but it could be built if the resources within the Moon were drawn upon.
That meant America had to be in on the project, and naturally Russia needed to be a partner since Kasparov, whose brainchild the project was, was a national. Britain reluctantly joined at the urging of several universities and colleges. Italy, who, despite losing southern Italy to an independence movement in 2132, had largely replaced Germany as an industrial power in Europe, became the fourth partner. And unbelievably, the thing was built - and worked. Smaller vessels were soon carrying groups from the partner nations to the Moon to be part of the great voyage. Oxford University sent half of its research department along; a group from Eton College successfully lobbied to be part of the endeavour, as did one from the University of Milan. Russia opened its applications process to Kazakhs as well as Russians, and many small independent groups soon joined the voyage, making up the Russian contingent of twenty-five hundred people. Everyone wanted to join the great 'Ark'.
That only left one detail; a name. The "New Ark" was put forward and rejected by Kasparov. Other names followed. It was a New York Times competition for the official American name submission which eventually produced the name. A reader wrote in pointing out how the project had brought together four countries at different points on the ideological scale - like a fable or a Parable. The Parable moniker spread - and stuck. So, in the year 2376, the Parable set out for Analogue Earth on a voyage of discovery. The voyage went smoothly, by all accounts, and ten thousand, two hundred passengers were successfully disembarked in early 2406. Analogue Earth was almost perfect for human inhabitation. Life was present, but less sophisticated and basically harmless; there was a kind of flying insect that bit and left painful red blotches, a little larger than mosquitoes on Earth, but little else really did much harm. The flora was thick and almost impenetrable, though; danger might lurk in the dense thickets of trees that resembled variations on Earth conifers. Satisfied, and the colonies set up, later that year the skeleton crew of the Parable left on its return voyage. It never came back.
Had another voyage to Analogue been made, its new inhabitants would have found out how the Parable passed just slightly too close to the Sun as it journeyed back to Earth, and how, caught in the gravity of the Sun and unable to escape, its crew lost their lives, dying a fiery death. They might have been told how Earth mourned for the thousand men and women who had spent, in most cases, their entire lives on the Parable. They could have been told that the governments of planet Earth had solemnly sworn never to attempt such a project again. The risk was simply too great, the gain too small. They might have been informed of the government projects to control overpopulation...
But they weren't. As far as Analogue Earth and its inhabitants are concerned, the Parable vanished, Earth had forgotten them and they were condemned to an existence alone. Many skills were simply absent from its populace, and much knowledge was lost, the greater part of the books and plans for machinery intended for the second flight of the Parable. Analogue Earth four hundred years later, as a result, resembled something of an industrial-era society - no electronics, no oil, and only rudimentary electricity. Travel was limited to ships on the sea and lighter-than-air vessels in the air. Land travel, after almost a hundred deaths, had been ruled too dangerous. Settlement was limited to the areas where no forest was found; British and American in the north, Italian in the far east and Russian in the south.
Optical, this sounds really good. Unfortunately a lot like a Mars NES that I was planning. I'd rather play than mod so.... waiting with anticipation! Althrough I do not know anything about the rules (hell, it may be a boardgame NES for all I know), I'd add a few more nations just to make it more interesting...
It's actually a personal NES; I'm not sure if I want to add more nations, whether that would add to the NES or just make it more complicated. It's worth thinking about.
edit: Note that, by necessity, pretty much every city on the map is an independent state - they all have their own issues and are pretty isolated.
Continuing my Freelancer NES' idea, these are a few of the organizations that can give work to the characters, as well as benefits and drawbacks of joining them.
Big Organizations
Black Sea Corporative: They have a shop in every planet, and have the largest merchant fleet in the System. Their headquarters are in New Washington, and their shops act as “embassies”. Their members have to pay a small year fee, and must reach a yearly quota of object transporting/selling to remain as part of the corporative, but they get discounts in BSC's shops and may be able to call in favors in certain circumstances.
Whiterock Company: A mercenary corporation. They have a large military spaceship fleet, as well as many soldiers and pilots ready to do battle in exchange of a good salary. They have worked in many interplanetary conflicts, and have also done much more personal work. They always research their clients before accepting missions, and if they are asked by both members of a conflict to join, they will only accept one side's contract. Members have to obey orders from their superiors and accept any mission they are given, but they can get support from other members of Whiterock Company for certain missions and access to WC's weapon stores.
Spacers' Guild: Another mercenary corporation, it is smaller in size than Whiterock, but in exchange fits their members with better training and weaponry. They are not as fussy as Whiterock with their clients, and that tends to get them the contracts Whiterock does not accept. Members have to obey their superiors and accept any mission, but they get access to the SG's stores and they get access to training facilities.
Cortex Foundation: The people in charge of the famed Cortex System (an equivalent to the Internet that existed in Old Earth), they value all knowledge that can be gained and added to the Cortex. Given their status, they are quite neutral in the System's political affairs, and will only join it when it comes to protect their interests. Members have to turn over every piece of potentially important knowledge they find, but they get free access to the Cortex (an important tool, given how useful it is) and they also get important connections.
The Legiferi: Given that the many planets of the System have different codes of law and law enforcement agencies, the LEOs of one planet cannot arrest criminals that are in another planet. The Legiferi are there to fill that vacuum, being allowed to work on nearly every planet without a problem, although, of course, they must always make sure to inform the authorities of the situation and make sure not to commit any crimes while they do their work. The Legiferi only get paid when they bring their criminal to the planet that is looking for them, and a percentage of the reward must be given to the organization, but in exchange the members get access to Legiferi HQ (a huge shipyard-base in an asteroid), and access to special resources that have been gained by the organization in their many years of work.
Luchs Institüt: based out of Romana, the Luchs Institüt has given itself the task of working on every piece of technology they get their hands on, to improve them for the betterment of mankind (and also a bit for their own egos and pockets). The Institüt has a small fleet capable of traveling to every planet in the system in order to get their hands on innovative technology, but they always welcome new members. Members may be asked to test potentially dangerous experimental technology from time to time and will have to hear the Scientists (the second highest rank in the hierarchy) drone on about every kind of scientific theory they think about, but they get paid well and get access to cutting-edge technology.
As I said before, it is 1573, Japan -- centered around the Kinki region, though Kanto, Tokai, Chugoku, Shikoku, and Hokuriku will all come into play. Kyushu is notably absent, though events from that region will effect the events of the hive of activity this game will be centered around.
For those who do not know much about Japanese history, you will be just as welcome to play.
Players will take the role of a fictional minor clan during the "Ishiyama Honganji War" (known in Japanese as simply the Ishiyama Gessen). The starting date is three years after the beginning of Oda Nobunaga's siege of the Honganji, a temple fortress harboring and supplying the numerous surrounding Ikko-ikki forts.
(some background info for those interested)
Spoilersome background information :
The Ikko-ikki are essentially peasants and farmers who have taken up arms against samurai rule (more specifically, they are primarily opposed to Nobunaga at this point). This "unruly mob" has been trained in the art of war by warrior monks and ronin.
The efforts of the Honganji, and other temple fortresses associated with the Ikko-ikki, are led by a man known as Kennyo. He is a prestigious and charismatic religious leader. His charisma has even brought members of the former Ashikaga shogunate to not only be sympathetic to his cause, but to join it. Ashikaga Yoshiaki, the shogun exiled from Kyoto by Oda Nobunaga after various struggles between the two, has shaved his head and devoted his new life to Buddhism. Whether this is sincere, or simply a clever political maneuver, it has worked to gain sympathy from powerful daimyo also opposed to Oda Nobunaga.
The clans opposed to the Oda at this time, either officially or unofficially, are the Takeda, Uesugi, Hojo, and Mori. These clans, however, are not unified in their resistance to the Oda, and Nobunaga and his allies are likely to use this to their advantage. Nobunaga's most notable allies are Tokugawa Ieyasu and Toyotomi Hideyoshi.
Notable recent events, as of August 1573, are the death of Takeda Shingen and the expulsion of Ashikaga Yoshiaki. The death of Takeda Shingen is clearly a boon to Nobunaga. The Uesugi and the Takeda still maintain an alliance, despite Shingen's death. It is now time for Katsuyori, son of Shingen, to either prove himself and keep the support of his father's retainers, or fail in battle and see his clan crumble. Uesugi Kenshin continues to be a rival to the Takeda and Hojo, though he is also tied up with the politics of his own lands. This is good for both sides, as instead of fighting each other, they can adequately consolidate their power.
The Mori Clan stands in a position to assist Ishiyama Honganji by providing its elite navy to supply relief efforts. Without Mori support, which the former shogun Ashikaga Yoshiaki is lobbying for, the temple will likely starve within the next year.....
It seems rather unorthodox for me to have players enter this setting as fictional, minor clans. However, let me explain: this is a time in which retainers number in the hundreds. Several families vie for control. There are many reasons why the retainers that are famous today are famous: they acted, and seized opportunity, at just the right time. I want a degree of unpredictability in this NES, as opposed to strict adherence to the exact clans existing at that time. Perhaps, instead of the Maeda Clan rising to prominence under Nobunaga, it will be your clan. Perhaps, even, you can rise to rival Hideyoshi himself, while another player might support him.
That is not to say that real clans of significance will not be included. Some of the minor ones might be marginalized out of necessity and to limit the amount of confusion that could potentially arise due to all of those names. I've studied Japanese history, but most have not. I will not inflict that horrible pain on anyone else. So, while this is not really a simplified historical game, it will certainly be condensed.
Building your clan, birthing your bushi
To be clear, and to avoid confusion, you are not playing as a daimyo from the start. The closest term in English to describe what you are playing as is "samurai lord", but I think simply calling you "bushi" is acceptable in this context. This does not mean that you can't rise to become a daimyo at some point during the game.
The name of your clan is decided after you choose your mon, or family emblem. There are 5,000+ mon, but of course you won't have that many to choose from. I do have hundreds scanned from a book, though, and I'll allow you to pick from those (they are numbered). Those are associated with a name. Once you pick your mon, I will give you the family name associated with that mon. Of course, you should not pick mon that are already associated with major daimyo. And this practice goes against so much that I know, but I think it will be interesting to really build on that "fictional" element in this NES. So yes, you might have a name that could have been some minor, almost unheard of clan that supported your rival in real life. I think this is better than making up a bunch of jumbled Japanese names that have no meaning.
The background of your clan and bushi might seem tricky in these circumstances, but it really isn't. You need only provide a vague background. Again, your clan is a minor one, so it did not serve a great warlord in the past or anything. You are basically a minor samurai, and your father was likely a samurai, too. You might have several brothers. There has to be some story as to why you are the head of the family, if you are not the oldest. Perhaps you have fought in a battle, and earned some reputation due to a deed in that battle, and the lord you support appointed you head of your family. Your background should utilize real-life events, placing you in a fictional context. More on that later.
Your loyalty is to one of the following: Oda, Tokugawa, Toyotomi, Takeda, Uesugi, Hojo, Mori, or Kennyo. Oda, Tokugawa, and Toyotomi are essentially allied at this time, though might not necessarily be at a later time. Each clan will have its own benefits and difficulties. For example, Toyotomi Hideyoshi has just recently risen to prominence in Omi Province, and thus the Toyotomi Clan has the smallest amount of koku. And essentially, Toyotomi is a vassal of the Oda, so you would be a vassal to a vassal. Back to the point: you choose one of these clans to pledge loyalty to. Your loyalty can change during the course of the game, but based on the circumstances, that could severely damage your honor.
Your koku or kokudaka, is a measurement of your wealth. Traditionally, 1 koku is enough rice to feed 1 person for 1 year. In this NES, it is much the same, though not thought of so literally. In fact, the koku system was not really used for overarching administrative purposes until the Edo Period. Nonetheless, the term still existed even in this time, and fertile land was measured in koku. The amount of koku you begin with will be small, and will be directly part of your master's domain.
Your location is decided upon once you chose which daimyo to support. You will have a small domain with a single, small castle. You will likely be able to choose between a few different options as to where this domain is placed geographically.
Your family is a listing of all immediate family members. Trust me, this is important.
To the clans...
Oda Clan (Oda Nobunaga)
By mid-1573, the Oda domain has 279,000 koku.
Oda Nobunaga has consolidated power over the last decade, culminating recently in his march on Kyoto and the expulsion of former shogun Ashikaga Yoshiaki. Many consider this year, 1573, to be the end of the Ashikaga Shogunate. Nobunaga was not able to do this until the death of his rival Takeda Shingen, a man who threatened Nobunaga and his ally, Tokugawa Ieyasu. With Shingen dead, and before Katsuyori could scramble Takeda retainers, Nobunaga focused his efforts on Yoshiaki. Kyoto now belongs to Nobunaga. Despite this success, he must deal with a threat even greater than one Yoshiaki ever posed: Kennyo and the Ikko-ikki, and their stronghold at Ishiyama Honganji. The Oda have maintained a siege on the fortress for the last three years, but the warrior monks continue to get supplies from the sea.....
Tokugawa Clan (Tokugawa Ieyasu)
By mid-1573, the Tokugawa domain has 47,000 koku.
Formerly known as Matsudaira Motoyasu, Tokugawa Ieyasu has consolidated his own power in Mikawa Province. In the last few years, he won a small war against a warrior monk contingent in Kaga and allied with the Takeda to engage in a conquest of the Imagawa Clan's former holdings. This alliance soon ended though, which resulted in the recent Tokugawa loss at the Battle of Mikatagahara, fought in the winter of this year (1573). Despite this monumental defeat at the hands of Takeda Shingen, Shingen has recently died, relieving Tokugawa and reassuring his retainers. Tokugawa Ieyasu was even able to send some of his own troops to assist Nobunaga in eliminating notable clains around Lake Biwa, such as the Asai. Now, the Tokugawa Clan and its allies must confront Shingen's son, while also attempting to assist Nobunaga in his war against the monks.....
Toyotomi Clan (Toyotomi Hideyoshi)
By mid-1573, the Toyotomi domain has 20,000 koku.
During the recent conquest of the clans around Lake Biwa, Hideyoshi was appointed by Nobunaga to lead an army in the Battle of Anegawa. This was a great honor, but not Hideyoshi's first. He has consistently impressed Nobunaga, so much so that he has been appointed the daimyo over a group of districts in Omi Province. He has already proven himself immensely, and has gathered the support of numerous samurai. Now, he must continue to support his ally and friend, Nobunaga, in his war against the monks, while also keeping an eye on the Mori to the west.....
Uesugi Clan (Uesugi Kenshin)
By mid-1573, the Uesugi domain has 86,000 koku.
Uesugi Kenshin is considered by many to be the god of war. He is a legend among legends, and his prowess in battle frightens even Oda Nobunaga. He has recently suffered the loss of his greatest enemy, but also his most honorable adversary, Takeda Shingen. At the news of this death, he was enveloped in sadness. This expression of grief over the loss of an enemy has created great admiration for Kenshin throughout the region and among all great daimyo. Kenshin has seen to the vast economic expansion of Echigo Province. Still, Kenshin has much to do to subjugate neighboring Etchu Province. A rivalry between lords exists there, and Kenshin must act to resolve it. And, the Takeda to the south could still pose a threat in the near future, depending on their success or failure against the Tokugawa and Oda Clans. Officially, Kenshin currently maintains an alliance with Oda Nobunaga, that once existed to create a potential unified opposition to Takeda Shingen. However, now Shingen is dead. After consolidating his own power in neighboring provinces, it is likely that Uesugi Kenshin will have both the power, and resolve, to look westward.....
Takeda Clan (Takeda Katsuyori)
By mid-1573, the Takeda clan has 104,000 koku.
Takeda Shingen is dead. His son, Katsuyori, has taken over the clan. It is yet to be seen whether or not Katsuyori can maintain hold over his father's loyal retainers. And, war with the Tokugawa and Oda still looms, and it is likely that Katsuyori will have to prove himself in battle in order to win over the hearts and minds of his father's supporters. The Takeda still have the manpower, but do they have the resolve? Perhaps the alliance with the Hojo can prove useful, whether it be using them as a mediator with Oda Nobunaga, or employing their troops on the battlefield. As long as the Uesugi do not get in the way.....
Hojo Clan (Hojo Ujimasa)
By mid-1573, the Hojo domain has 146,000 koku.
Like his father Ujiyasu before him, Hojo Ujimasa has kept his clan's status as a dominant power in the southwest. Dominant, yes, but not necessarily as commanding as his father's rule. Nonetheless, Ujimasa has proven himself as a highly capable administrator, even if his prowess on the battlefield is beneath that of his father's. The Hojo continue to provoke the Uesugi, especially since ~1570, when the Hojo and Takeda entered into an alliance. The Hojo are likely to honor this alliance, even though Shingen is dead. In fact, Ujimasa has proven himself to be a competent politician and negotiator. Perhaps these skills could be used to end what could be a bloody, continued war between the Takeda and the Oda-Tokugawa coalition. That is dependent on the Takeda, as much as it is on Ujimasa's retainers. Whatever the outcome of that particular conflict, it is not likely that negotiating will diminish the ominous shadow that Uesugi Kenshin casts over the southwest.....
Mori Clan (Mori Terumoto)
By mid-1573, the Mori domain has 142,000 koku.
When Mori Terumoto's father Motonari died in 1571, he left behind one of the largest and most powerful domains of the era. The Mori, as of the late 1560s, have consolidated their rule over the Chugoku region of Japan, and continue to operate Japan's finest fleet of warships. The clan continues to skirmish with the daimyo of Kyushu, though more or less, Terumoto has been timid and hesitant to engage in expansionist activities. The circumstances, however, are changing. If the Oda-Tokugawa coalition succeeds in their quelling of resistance in the east, Nobunaga will likely focus all of his efforts on Chugoku and the west. Though Nobunaga's influence swells, perhaps the Mori can defend themselves against any future onslaught, or perhaps they can even organize a new coalition of western daimyo against that threat. And of course, the Oda's continued siege of the coastal temple fortress of Ishiyama Honganji has also kept Nobunaga occupied. If the siege can be prolonged, or even repelled altogether, the Mori will have a better chance at survival in the future.....
Ikko-ikki (Honganji Kennyo)
By mid-1573, the Ikko-ikki have access to X koku. (number coming soon)
The Ikko-ikki's main stronghold of Ishiyama Honganji is currently under siege by Oda Nobunaga and his allies. This siege is three years in, and there is no sign of Nobunaga giving up. Nobunaga, suffering both military and economic defeat at the hands of the Ikko-ikki, is thus on the verge of his dream of eliminating the rebels. Supplies are becoming scarce, though there are still enough to get through the year, and perhaps even the next. But even so, supplies and food that eventually dwindle do little to win a battle against an unrelenting foe. So unrelenting is Oda Nobunaga, that he ferociously succeeded in besieging another temple fortress, Enryakuji, in 1571 -- and proceeded to behead and slaughter every single monk and peasant on site. The chief abbot of Honganji, Kennyo, knows that he has support from the lords of the east, despite past differences. And more Ikko-ikki strongholds dot the landscape, including a series of forts with still-supplied arquebus squads surrounding Honganji itself, as well as more distant temple strongholds. Support to the Ikko-ikki cause comes from many places: warrior monks and their mountain monasteries, farming villages, the former court of the Ashikaga Shogunate and their related estates, the shogun-turned-monk Ashikaga Yoshiaki himself, daimyo concerned about Nobunaga's ambition, ronin from distant battles, and even merchants and pirates who have assisted in resupply efforts (but whose support is, ultimately, unreliable). This is a wide array of support, but this scattered diversity means that Nobunaga can potentially isolate supporters one by one. Help is required, but where will it come from? .....
(Note 1: If you play a supporter of the Ikko-ikki, you will not be bushi.)
(Note 2: I didn't use the manji, or swastika, as the Ikko-ikki symbol. This was not to avoid controversy, as I don't think it is controversial to use that symbol in relation to this era in history. However, I am not using it because it can be confusing, as dozens of minor clans actually used the manji as their mon, most prominently probably being the Hachisuka. I'm not a huge fan of this symbol for the Ikko-ikki, which if I remember correctly is used in Total War and other media, because it actually only identifies a single converted court member's clan. Nonetheless, I think it will be fine for our game.)
What can I actually do?
Gain favor with the daimyo you are loyal to.
Rise in influence and prestige within this setting, altering the course of history.
Apply subtle pressure to the daimyo you are loyal to, as you rise in influence...
...thus influencing the decisions that daimyo makes.
Compete against other bushi trying to gain favor with your daimyo.
Convince other retainers of your wisdom and honor. Gain their support.
Expand the size of your own domain by proving your worth and being appointed over adjacent areas, or over a larger, new area altogether.
Prove yourself as a competent administrator by making your subjects happy.
Prove yourself as a competent politician by attending the court of the daimyo you are loyal to and...
...potentially arranging marriages or friendships that will benefit you and your allies.
Build forts. Lots of forts. And fight battles and command troops in those battles. Lots of battles... usually not fought by yourself, of course. Oh, by the way...
...even if you lose a battle, or are on the losing side of a battle, you could still have done an amazing feat within that battle, and can still gain prestige and influence.
Siege a prominent castle in the name of your daimyo.
Follow the requests of your daimyo, from joining an army to commanding an army, to joining a siege to building a great castle.
Expand your home castle. Make it great.
Secure firearms manufacturing?
Assassinate rivals?
Gain your own following of retainers?
Betray your daimyo when it seems fit to do so? Not a good idea, but you could...
...join a rival daimyo if your daimyo is defeated (not always considered dishonorable, actually)?
Die, only to have your eldest son take over (hopefully)?
So, this is kind of a "fresh start" in some ways. I mean, not really, but sort of. You'll begin lowly and go from there. Hopefully, you can change history.
Oh, God, this is gonna be so good, I'm sure. It almost makes me ashamed to want to make a Sengoku NES when I know it will be at best a caricature of the time.
The "丸に" just means that the symbol sits inside of a circle. The whole symbol is known as "maruni sumitate yotsume" (丸に隅立四目. It almost looks like the Amako Clan's mon turned diagonally. But that one is a "hira yotsume", which means it's just four squares without a circle. But they are somewhat related. Amako were big rivals of the Mori, actually.
I don't think there exists a notable Sengoku-era clan with that mon, though I do know the Shinozuka Clan used it during the Nambokucho. IIRC, the Shinozuka Clan was a retainer of the Nitta... one of the Ashikaga brothers defeated the Nitta sometime near mid-1300s, if I remember correctly. Nitta Yoshisada is probably the most famous of the Nitta personalities during that time.
And then I'm pretty sure that clan doesn't resurface again until Edo Period, and even then, it's just the name used -- they aren't actually blood related to the same Shinozuka from the Nambokucho. And the only thing I know about that Edo Period name is that I think there was some kind of famous kabuki actor who adopted the name, and whose offspring and students kept it through the 1800s. I don't remember his first name, or if it is even kabuki... might have been noh or something. And it'll only get more confusing from there, because if anyone learned acting from that guy, they likely adopted the same family name. Yay confusing Japanese lineages!
EDIT: Oh, and I forgot to mention that your mon without the circle was used by the Rokkaku. But with and without circle are considered two completely separate mon.
Would people generally prefer the idea I have laid out, in which players are minor samurai lords at the start, or would people prefer to be the actual daimyo? I'm mulling over both options.
It's quite fine with me to be just a samurai lord. One castle and a few koku is all I need. Or rather, koban.
(but I doubt I'd see such an amount of koku in my hands at the very beginning )
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.