Sengoku: The code of honour

I do keep turn logs in SGs. Haven't I posted my progress in my turn sets in Jumpmasters? And I'll make sure to kill lots of stuff, as long as the odds are in our favor, there just won't be any ceremony.
 
:blush: :blush: It was getting late and I had to pack for my trip this week-end so I forgot to include the save. Sorry! It is the first time I make that mistake. :blush: :blush:

I usually include a screenshot so since I have some time until my lift arrives, here it is:

Fbo1_1470.JPG


Notice that the Date worker just finished irrigating the plains, bringing fresh water to the plains next to our city. This is so nice of him that we should really think about hiring him! (by force of course ;) )

We also have enough money (thanks to Hojo :D ) to upgrade one daimyo when the barrack is finished. Why don't we upgrade one of the regular daimyo so he can perfect his skills killing ashigaru? Hum. It is still a 10% chances of losses but if you get tired of waiting to Ainu to appear...
 
You guys have done a nice job of expanding to this point. If I may offer a suggestion: Let's swap Ogaki to worker. It will make a worker on the turn it grows...we could then irrigate/road the floodplain (roading for future northward expansion) but by irrigating the FP, we'd have worker factory potential there. These peasant workers don't seem all that efficient, and we're going to need some more workers pretty soon.

Barracks in Seto is a Good Thing, IMO. That town looks like it's got unit factory potential. If it had been founded next to the lake it wouldn't need an aqueduct... but since it can't get past size 6 anyway we'll have fewer happiness problems. We need to get that one to size 6 with zero surplus food at size 6 ... 4 citizens working mined grass or irrigated plains, and 2 citizens working forest...
 
Since we haven't gone all the way through the order yet, do you want to skip ahead of me scoutsout, and I take the turnset after? I don't think I will be able to give the game the attention it deserves for the next few days, but would still like to get my turns if possible. I could just skip though, if that would be preferable.
 
I guess that was a bit premature. Hopefully, scoutsout isn't already playing. But probably he would have said something if he was. I will go ahead and play right now.
 
Jan., 1470 AD (40) - I really don't want to declare war on the Date just yet, with no attackers.

Jul., 1470 AD (41) - Date have Invention. I trade them Alphabet for it straight up. Now, what to research? Sojutsu at min., which would give us money to buy techs and eventually Shogun-4, with blitz? Not patient enough. I guess its Masonry in 12 for us, which will give us walls which are actually really useful in this game, though expensive. Ichinomiya founded on the river (Masonry drops to 10 turns). It is shield rich, so it will start work on a barracks and then maybe will grow to be 10 spt (I don't know how bad corruption will be). Daimyo Oda Kiech disturbed some Ainu warriors, and is now alone in the desert surrounded by barbarians.

Jan., 1471 AD (42) - Ogaki is building Ashigaru, I switch it to worker. After doing this, I think I remember that scoutsout suggested this, and I forgot to do it earlier. Also checked worker progress on iron mountain, and road will be finished in 7. Leaving me no time to war, but a chance to maybe set up scoutsout with a couple regular Bushi. That will require some luck though on Daimyo Oda Kiech's part in exploration (he managed to, uh, cut out two barbarian hearts or something on the interturn).

Jul., 1471 AD (43) - Worker in Ogaki, starts Granary, which could be changed. It will take forever to build, but once built will mean lots of workers. Daimyo Oda Kiech is in more trouble than ever before, surrounded by six Ainu ashigaru. Masonry now due in 7.

IT - Daimyo Oda Kiech only has to kill two Ainu and promote to Grandmaster before the rest of the barbs figure out that maybe attacking isn't such a good plan. I am going to keep in the area though and disperse the camp, since we need the cash.

Jan., 1472 AD (44) - Daimyo Oda Kiech successfully disperses the camp, and only wastes one turn on coming home.

Jul., 1472 AD (45) - Stuff happens, but I'm not telling.

Jan., 1473 AD (46) - Nagoya finishes settler. Hey, let's build another! I am not really sure where to put it, so it is headed for the coastal spot on the river.

Jul., 1473 AD (47) - Barracks in Seto, Ashigaru in 4 though that will switch to Bushi in a couple.

Jan., 1474 AD (48) - Same as turn 45.

IT - Road completes, Iron is available in the capital and Seto.

Jul., 1474 AD (49) - Ainu tribes near Nagoya! I think it is barb hunting time for a certain Daimyo who just woke up. I upgraded one Bushi. It was at this point, seconds too late, that I remembered that we need to be upgrading Daimyos. I was too busy thinking of a warrior upgrade and swords rush on a small scale to take the Date. Now we have 7 gold in the bank. So we'll have to rely on Daimyo Oda Kiech to fetch some more money.

Jan., 1475 AD (50) - Making things roll around would be cool, says our Science Advisor. Okay! The Wheel in 12. Daimyo Oda bed_head7 defeats an Ainu ashigaru outside of Nagoya. Don't see any signs of the encampment, but we need the money, thanks to my confusion.
 
Iron, excellent! I was a little worried that we wouldn't end up with any, as this is a generated map.

Grandmaster, eh? Cool. Too bad I go back to vetran after being upgraded...
 
I see that the team is not very patient in science so far, but I will still suggest to switch from TW to Sojutsu at 10%, which should give us enough money to upgrade a daimyo every 5t of so (it costs 57g to upgrade to shogun-3).

You could also use a few more daimyo to help uncover the Ainu camp faster.
 
lurker's coment: If you need good defenses, Sojutsu is a must. Spearmen in the Sengoku game are units that won't be defeated for a long time (1/4/1)

However, if the AI isn't fighting you back, I'd try to get a few catapults to help your daimyo(s) defeat AI units.
 
Footersm.gif

Daimyo Oda scoutsout is summoned to the palace to survey the empire. The Ghost of Daimyo Oda fbouthil briefly posesses Daimyo scout, and scout feels suddenly compelled to make changes to the fledgeling tribe's research pursuits. The monks' efforts are directed to research Sojutsu, at a liesurely pace.

Daimyo Scout then surveys the landscape, and sees that many peasant workers must be equipped with little shovels - and soon.

Visiting with the leaders of other tribes, scout sees that the Hojo have not yet uncovered the secrets of Masonry, Alphabet, or Invention. The Takeda and Otomo are similarly backwards.

Daimyo Oda Detlef Richter and fbouthil are awakened for combat training against Ainu tribemen.

IBT - a peasant worker completes a road.

Turn 1 (Jul, 1475)
The fishing village of Gifu is founded, and begins to train Ashigaru. Daimyo Oda Keich continues his journey homeward.

IBT - Nagoya equips a settler, begins equipping a peasant worker

Turn 2 (Jan 1476) Our settler moves out under the escort of Daimyo Oda fbouthil. Daimyo Oda Detlef Richter cuts the heart out of an Ainu Ashigaru, and learns that he must perfect his technique if he is to flawlessly kill the enemy, as he has lost a hit point.

Turn 3 Jul 1476

Daimyo Oda Detlef fortifies to rest. Grandmaster Daimyo Oda Keich continues his long march.

In order to get the other tribes to assist in our research, knowledge of Mysticism is sold to the Mogami, Otomo, Takeda, and Date for ten gold coins each. The Hojo already had these secrets, but no gold. The musicians are causing Daimyo Oda scout's empire to run herky-jerky, so they are silenced.

IBT - A Hojo settler pair appears from the fog near Daimyo Oda and his settler.

Turn 4 (Jan 1477) In order to claim the dies, Kariya is founded on the spot. Not the spot where Daimyo Oda scout wanted a town, but we must beat the Hojo to these spots. Kariya starts training an Ashigaru.

Daimyo Oda Detlef Richter disperses the Ainu camp. We really must work on his technique, he is slow to promote. Daimyo Oda fbouthill kills an Ainu Ashigaru that had been getting int he way of our settler pair.

IBT - the hojo settler pair moves, Nagoya equips a peasant worker, starts a barracks.
Turn 5 (Jul 1477)

Daimyo Oda bed_head and Daimyo Oda Detlef Richter move to block the hojo settler pair.

IBT - the Hojo settler pair decides to find a new home to the east.

Turn 6 (Jan 1478)

Honorable Daimyo Oda fbouthil receives training at the the Seto school of martial arts, and is promoted to the rank of Shogun-3. Grandmaster Daimyo Oda Keich returns homeward. Corporal punishment advises of another Ainu tribe near Ichinomiya.

IBT - The foolish Hojo settler pair annoys again. Seto trains a Bushi

Turn 7 (July 1478)

Swap Nagoya's build to Stone Crossbow (need another settler soon)

Daimyo Oda fbouthill moves out to Ichinomiya to train against the Ainu warriors with his shiny new Katana.

Turn 8 (Jan 1479)

a bushi is sent to relieve the honorable Daimyo Oda Detlef and Daimyo Oda bed_head from settler blocking duty.

IBT - the Takeda complain about our passing Grandmaster. Kariya trains an Ashigaru, starts another.

Turn 9 (Jul 1479) Daimyo Oda fbouthil has not yet located the ainu camp.

IBT - Nagoya trains a stone Crossbow, starts equipping a settler. An Ainu Ashigaru shows his face in the forest of Daimyo Oda fbouthil's position.

Turn 10 (Jan 1480) Daimyo Oda fbouthil cuts the heart out of an Ainu Ashigaru. He has found the Ainu encampment, an if attacked IBT is almost assured of promotion.

Some thoughts: We accumulated over 100g, even after upgrading one Daimyo. I suggest we upgrade the regular Daimyo first, and get them into some combat with barbs and get them promoted as soon as we can.

We need workers in a bad way. When that second granary is complete we need to dedicate that town to a worker factory.

There's a worker roading some jade in that northern town. Irrigate the floodplains and mine the desert, and that will be a productive little town some day.

DON'T swap any Ashigaru builds. Those can be upgraded to Bushi.

Theres a Hojo settler pair in the south that I've been blocking. I had to tie down two Daimyo to do the block, but after a couple more Ashigaru builds, we ought be able to free up Daimyo Oda Detlef and bed_head.

For the next better player: > > The Save < <

Here's our world:

scout_SENGOKU_1480status.jpg
 
Ogaki was intended to become a worker factory, I don't know if I said that. But now it has been said, and I agree completely.

I disagree on switching to Sojutsu. Getting catapults now would have given a good project in barracks-less towns, and probably would make a bigger difference in combat odds if we get a few than a daimyo with an extra attack and defense point. Though that blitz ability is intriguing.
 
@bed_head: You clearly know my love for combined arms. :D The kicker here is that we dont have enough roads (or cities) to develop a meaningful number of catapults at this point... it's not that your idea is 'wrong'... it's just a little early. Besides, we've got iron, so we don't have to raise a 'poor man's army'.

I daresay we need to finish this research track, and go to one of the lower tracks that the AI are less likely to research....

With minimum research we can upgrade all of our daimyo, and go after the Hojo in earnest with a bunch of Bushi to kill everything but the enemy daimyo. The Hojo are broke, and I don't think they've got iron yet, so we'll be faced with shogun-1's facing our Shogun-4's...

But you're right - as we push westward, we will need some other units... isn't there an archer unit that has offensive bombard in this scenario?
 
Stone crossbow, which I think has attack of 2 and bombard 1, and not the range 0 bombard that archers have. I could be wrong, though, and I am thinking that I should check out the scenario again. You are right, and I have come to understand and share your love of combined arms. I already appreciated them before, when I found out how valuable kill ratios are on higher levels, but playing in an SG with you and playing on higher levels in general, catapults seem indispensible. Since I am not at all interested in losing my daimyo, I would like to give myself 95% chance of winning whenever I can, and artillery is the way to go there, while upgrading has a much more minor effect on odds in combat. But you are right, at this point we don't have enough settlements to even be producing catapults at this point, so I suppose we can wait 40 extra turns until we have some more towns.
 
Preflight: Scoutscout did a good job!

IBT: No attacks from barbs. Gifu Ashigaru > worker

(1)Jul, 1480: Fbouthil upgrades to Vetran.

(2)Jan, 1481: :sleep:

(3)Jul, 1481: Jade connected. Richter upgrades for 57g.

(4)Jan, 1482: Not much.

(5)Jul, 1482: Hojo settler builds a city on the east coast.

(6)Jan, 1483: Scoutscout upgrades.

(7)Jul, 1483: Kiech upgrades. Bed_head upgrades.

(8)Jan, 1484: Toki is founded.

(9)Jul, 1484: Not much.

(10)Jan, 1485: :sleep:

Nothing truly of note happened, except that all of the daiymos are now level 3. I think we should start building archives EVERYWHERE, as our research is much too slow...definatley more workers are needed.

We can probably try to take the Date capital now.

Richter and Bed_head are in the mountains trying to find barbs to pick on.

The save.
 
I had the intention to make a post like this at the beginning of the second round, but it did not seem fair because Daimyo Keich was far away from home at the beginning of his turn so I will do it now.

So, if you want to play the variant I suggested, I will try to make it simple:
  • Your personal daimyo should be the only one active on your turn. The daimyo of the other player can be moved and upgraded, but they can do nothing else.
  • Enemy daimyo can only be attack by your personal daimyo and unit without nationality. They can be bombarded however.
  • Every combat that implicate a daimyo should be logged in detail.

Note that the AI are pretty stupid with their daimyo so having only one active daimyo even things a little. Here is the list of titles as a reminder:

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.

To be fair, I guess the competition will finish after Keich last turn so that every player has the same number of turns. Good luck to everyone! :thumbsup:
 
Shure, thats why we are here. So, i say let the game begin.

Some thoughts: in fact of the different time zones, we should decide on how we can manage the correct timing of the posts. As example, scoutsout wanna have moved his daimyo to city xy, but i close my connection about 17 o'clock my time. So i missed to read his post and didn't move his daimyo.
So should we wait until each member has posted his move wishings?
 
As for suggestions, I suggest to switch the temple in Nagoya to settler, connect the dyes and upgrade the remaining ashigaru. Barbs are near Ichinomiya, so you may consider switching that temple to bushi or stone xbow or send some garrison there (it would also allow to drop lux).

IMHO, there is no need for archives yet as we are first in tech.

Go after Date or Hojo if you like. :hammer: If you decide to go that way, send my daimyo near the action. Otherwise, send my daimyo near the mil buildup so I can start the action. ;)
 
Back
Top Bottom