Sengoku: The code of honour

fbouthil

Occasional Mercenary
Joined
Jun 25, 2004
Messages
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Location
Montreal (Canada)
:ninja:Sengoku: The code of honour :ninja:

I have been looking for a way to put some kind of competition between the players of a SG and I really liked the "Sengoku: The sword of the shogun" scenario so I came up with the following idea. The rules are very binding and unusual so make sure you read them carefully before signing up.

World: Random
Difficulty level: Monarch.
Civilisation: Oda
Number of daimyos per civ: 5
Size: 60x170 to have a Japan-like continent.
Landmass: Pangaea
Water coverage: 60%
Climate: Normal
Temperature: Warm
Age: 4 Billion

Barbarians: Restless
Patch: C3C 1.22
Victory conditions:
Domination (35%)
Conquest
Diplomatic

Players:
Daimyo Oda Keich
Daimyo Oda Detlef Richter
Daimyo Oda fbouthil
Daimyo Oda bed_head7
Daimyo Oda Scoutsout

Rooster order will be random unless requested. My position has been determined at random.

10 turns every players (except 20 for the first turn of the first player).
24h got it. 2 days to play time for daimyo, 3 for ghost, as they may have to ask permissions in the middle of their turns.

Rules
Exploits are permitted/prohibited as per GOTM. See GOTM rules for details.

Standard rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases for the first 50 turns of the game.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.

Code of honour:
1) Player daimyo. Our civ starts with 5 daimyos, one for each player and named accordingly. The players can move and attack using their own daimyo. You can ask another player to move your daimyo where you want to. The daimyo of the other players should be moved where asked or fortified otherwise.
2) Enemy daimyo. An enemy daimyo must die with honour by the hand of the current player's daimyo. No other unit of our nationality can attack an enemy daimyo, but artillery can (and should) be used to weaken them. You can also assassinate an enemy daimyo with units having hidden nationality.
3) Ghost. If your daimyo dies, he becomes a ghost. He can "possess" another player's daimyo (move and attack using that daimyo) if that other player gives him permission. The other player can include any restrictions he wants. A ghost can only possess one daimyo at a time and cannot change in the middle of his turns.
4) Daimyo upgrade. If the daimyo of the next player is in a town with a barrack, he must be upgraded before your last turn so that the next player can move its upgraded daimyo on your last turn (his turn 0).

Titles:
Titles will be given to provide some competition between players.
Daimyo Hunter: The daimyo who kills the most enemy daimyos personally.
Golden Katana: The daimyo who kills the most units personally.
Ninja master: The player who assassinate the most enemy daimyos.
War generals: All daimyos who create military leaders personally.

I will discern the titles after each round of the rooster but the first round will not count as the first player would get too much of a head start on the Golden Katana. Daimyos are also more fragile than they look like before they get at least one upgrade so it will also serve as an incentive to not risk it early in the game. Any combat implicating a daimyo must be written in details in your logs.

The scenario is attached if you are curious. I made the following mods:
  • Daimyos do not need support anymore.
  • Upgrade cost of daimyos cut in half.
  • Research cost increased by 25%.
  • Technology tree modified to get ronin faster (I never used them otherwise) and diplomatic finesse later (to slow down the possibility of a diplomatic victory).

Starting position:
Fbo1_Jan_1450AD.JPG
 

Attachments

Sounds interesting, especially the competition and because I have generally been too afraid to use my daimyo. It doesn't look like there has been a lot of interest, maybe it has just been overlooked. But if we can get a few more, I will play.
 
I have too many sg's right now to play, but suggestions:
AI strat defend/explore - so they do something other than sit around on their butts, but won't throw themselves into heavy combat. And give them 5 dyamos.

And a addendum to your rules: At the end of your turns, if not in a town, you can designate where your king should go.
 
Sounds very interesting, sign me in.

I prefer Monarch (because i have never played that variant) but Emperor is also ok for me.
 
I would rather go for Monarch also. The barbs in this scenario are nasty, and even with the Monarch bonus I imagine we will lose more than a couple Ashigaru.
 
bed_head7 and Detlef Richter, you are in!

So level will be Monarch. I will integrate Kiech's suggestions. 5 daimyos for every civ. You can ask the next player where to move your daimyo, but no attacks along the way. If you disagree, I will change it back.
 
Waiting for players is tough. I am anxious to go daimyo hunting. Can't believe you have been waiting for nearly a week, fbouthil.
 
bed_head7 said:
Waiting for players is tough. I am anxious to go daimyo hunting. Can't believe you have been waiting for nearly a week, fbouthil.

I checked a few other SG and they often take close to 2 weeks before having enough players. Just be a little bit more patient, we only need 2 more players. :cool:

I haven't been sitting idle ether. I am testing the scenario (with the previous setting of 3 enemy daimyos), am at the beginning of the second age now and lost 1 daimyo. I see that we will keep at least 4 catapults with our daimyo when attacking enemy daimyos of same strength. Ronin will come soon so I will be able to test their efficiency. I am guessing we will build a LOT of them. :D

One thing I have realized is that from the last turn of a player to his first turn of the next round, war sometimes shifts from one side of our territory to the other. Taking 3-4 turns to move a daimyo to the war front is becoming annoying. :mad: I will allow a player to ask the preceding player where he want to move his daimyo as well.

Otherwise, everything seems fine. I think we will have a lot of fun.
 
Cool. I am glad to see that you are testing it out. That should make the scenario go more smoothly once we get it going. And I am not going anywhere. Just hoping that if we keep it near the top, maybe it will attract more attention. And though I guess it is too early for pre-game discussion, keep us informed on play testing results.

Edit: By the way, saw the 'spam' in the other sengoku thread, so I know you want to go out and play with your daimyo too, even if you are doing a better job of hiding it.
 
bed_head7 said:
By the way, saw the 'spam' in the other sengoku thread, so I know you want to go out and play with your daimyo too, even if you are doing a better job of hiding it.
Not by much it would seem. :D

I must admit I am really starting to wish I would play the real SG instead of testing it. People are still looking at this thread (view count is increasing by about 15 per day). I will add a starting position in the first post. Hopefully, people will decide to join instead of just looking.

As for my tests, ronins are very efficient against daimyos. I have reduced the daimyo to daimyo confrontations to enemy daimyos that were not upgraded. I left the others to the ronins. I just got ninjas so assassinating enemy daimyos is going to be much easier. I just installed CRpMapStat and that really helps trading with all those civs.
 
Some of those views are from me. I've been lurking a bit but don't think I have the time to sign up (or won't have time later during the game), although I sometimes come over wanting to sign up but don't think I have time. If another SG finishes for me I might join this. So this isn't a sign-up, but a potential sign-up (kind of starting to feel sorry for you guys because it looks like fun but you need more sign-ups, it's been a while but I think more people will sign up.)
 
He's in, even if he doesn't know it yet. Having one's own daimyo is just a temptation that cannot be resisted.
 
Viper275 is currently playing a SG with me. I think it will end in a week or 2. By lurking on his other SG, I doubt he will finish another SG before that. If he still wants to sign up by then, he definitely is in. Hopefully, we can have the last sign-up in the mean time. Maybe Keich will be freed by then. :)

As for my tests, heu, they were kind a postpone because I made the mistake of downloading the War Hammer mod and cannot resist it. :blush:
 
@fbouthil: That SG I'm in with you looks like it's nearing an end. A couple more cities on our continent then land on the other with that big stack of units and we've got a domination victory (and getting through the roster fast, 30 turns in 24 hours :eek: .) There are 2 others I'm in. Clive1 probably will take a while to end because although we're in the Industrial Age it is a training game so people will play 2 or 3 turns and get suggestions, which is very good but sometimes takes a little while (and the IA turns are pretty long.) Vpr2 is in the Ancient Age IIRC and it's AW so I don't really know if it will work too well.

Over 2 weeks and you need 2 more people... But don't give up, there's still a possibility that more people will join. And if Vpr1 ends soon then other people in that might join this too :) .
 
This is not a signup... though I am awfully intrigued (and tempted) by this. I like the variant rules here... my compliments to the host.
 
Keich, you are in!

The last message from Viper275 sounds like he will sign in as soon the SG he is in with me finished, so I will put him at the end of the rooster.

So, the rooster is complete. I will update the original post, including the initial save game to rename the daimyos of the last 2 players and we can get on our way. I am not sure I will do this very often, here is the rooster:

Daimyo Oda Keich (up) :D
Daimyo Oda Detlef Richter (on deck) :)
Daimyo Oda fbouthil
Daimyo Oda bed_head7
(Until replacement) Daimyo Oda viper275

Hopefully, I can play my turn before saturday as I will be out visiting my brother saturday to monday.

It is now time to discuss opening moves. IMHO, settle in place. Research anything but the path that leads to Invention. AI almost always research that path and is more than happy to trade it giving his initial 10g as bonus.

I suppose you all noticed the simplifications I made to the rule about moving your daimyo. You can ask any other player to move your daimyo where you want. As an example, I will ask Keich to move my daimyo on the mountain E of the starting position.
 
If someone wants to join before Vpr1 is finished then let them and I can lurk instead. I might be able to work it in between now and September but I don't know about after that, so I also wouldn't mind playing for a couple weeks then lurking from there.
 
viper275 said:
If someone wants to join before Vpr1 is finished then let them and I can lurk instead. I might be able to work it in between now and September but I don't know about after that, so I also wouldn't mind playing for a couple weeks then lurking from there.
:( I thought we finally had a complete rooster! I will add a note in the initial post then. If we cannot find a replacement by the time you decide to lurk instead of playing, I guess we will use your daimyo as replacement daimyo for the first player who looses his daimyo.

But I totally understand. I cannot prevent you from having a life outside of the SG. Hum. I will contact the local witch to see if she can do something about that. :crazyeye:
 
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